New Gate’s Watchlist

A D&D Discord Server’s Document


A document for the New Gate Server for both Hunters and DMs so that everyone can find information in one place!

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Server Information

Rules

In this document, we go over two of the rule lists, the General rules of the server as well the character creation rules on the server.

General Rules

RULE 1: THE KING CLAUSE

Please try to follow the discord guideline. https://discord.com/guidelines The server is SFW, keep NSFW in private DMs (Never assume a person’s age as it’s far to easy to lie though.)

RULE 2: BE RESPECTFUL

Always be respectful towards other members of the community. Drama in stories is fun and engaging, but drama in real life will not be tolerated. If you become concerned in-character tension may lead to out-of-character tension, take the roleplay in a different direction. Likewise, if you ask someone to roleplay and they decline, respect their decision. When someone seriously asking you to stop or saying no to your request, please stop doing it if it makes them uncomfortable. If you are still pushing it despite them requesting you to stop, it will result in an immediate infraction. We work hard to keep this community fun and wholesome. Please do your part by being respectful and encouraging.

RULE 3: NO TRIGGERING TOPICS

The server itself is made to be a safe space, that being said, this does not permit you to do just about anything you desire without respect for others. Roleplay with triggering topics without censors are to be avoided. Such topics include subjects such as self-harm, suicide, etc. Failure to comply will result in warnings or bans depending on severity.

RULE 4: BE CONSIDERATE

Keep politics out of the server, we are here to play D&D. Be mindful of others, every person has their own sets of beliefs, do not force your beliefs onto each other, having respectful discussions is permitted but do not let it go out of hand. Get to know each other first. Do not abuse pinging and DMs. As much as possible, do not spam pings or DM people unwarranted.

RULE 5: TALK TO THE STAFF

If there is something related to the server that make you uncomfortable, feel free to contact your local DMs/staff. Communication is key. Don’t keep it to yourself. We can’t help you if you don’t let us know. That said, the server is to play D&D, not providing free therapy service. We cannot solve your personal issues. Please do not cause and spread unnecessary drama among the server. If you have depression, please contact your local counselor/therapist. If you are feeling suicidal, please call 1-800-273-8255 where you can get professional help.

RULE 6: RULE LAWYERING

The DM has the final say to aspect of the game. If you think something is ruled incorrectly, send the DM a message. They will check and improve their future game. There is no need to stop a game for discussing rule. Besides, it’s more of a guideline anyway.

RULE 7: REGARDING OPINION

It’s nice to have one for your own. Don’t force it on others. If you find people arguing (discussing is fine as long as things aren’t too intense) about religion, politic, personal issue, gossip, and others sensitive topics. Try to change the topic by saying “I think we should talk about something else.” or “Let’s talk about cheese!”… okay bad example but you get what I mean. Notify the staff if you think it can be problematic. Remember, mediate, not escalate. We’re here to have fun, not proving who is right.

RULE 8: HONOR SYSTEM

Most of the server features are base on Honor system. We entrust you to follow the rules and not cheat or abuse the system. Anyone can just sneak in to edit their stats to have their stat be full 20 or with millions of money but that would just be unfair and not fun for anyone beside yourself for like only a couple hours or so. (Rules made by Lilac Teddy Bear.)

RULE 9: PVP

Need both player consent and no death without the player’s consent.

RULE 10: RP

If its possible please use, italic or normal text for your character action. To use italic you have to use * at the beginning and the end of your action. “text” Speech mark for your character speech.

 

 

Character Creation Rules

To create your character you are free to use Dicecloud, Gsheet or Dnd beyond.

Content

All Official Books are Allowed, Critical Roll, and Grim Hollow content is allowed if the book is in the Dndbeyond marketplace. The only exception is the Spell Driver Feat from the Tal’dorei Critical Role Book is banned.

Stats

Go to ⁠stat-roll and use command !threshold, pick one of the 3 stat you roll. Ruling: The bot rolls 3 sets (Choose one), Minimum of 80, At least 1 over 16, At least 1 under 11

Race and Class

All official races listed in the content above are okay yet all must be reflavored as human, since the lore will be about humanity, although we do allow your Human to have mutations to some extent. (I. E. Wings, scales, ect. ect)

Multiclassing

Multiclassing is allowed, caps at 2 multiclassing eg, paladin multi to hexblade and sorcerer.

Starting equipment

You are to start with classes starting equipment and extra 1 common magic item.

Starting level & HP

The starting level is 3 with one free feat. HP is fixed.

Background

Please do note, we did not ban background that give feat, such as strixhaven, etc.

Reflavoring

Yes you may reflavor stuff, as long as not changing the mechanics.

Bonus Proficiency

You gain land vehicle proficiency, its modern times after all.

Homebrew

UA or homebrew are always welcome, but we will try to keep it simple, you also can’t use homebrew, until you unlock your second character slot. Check out ⁠hb-approved for our approved homebrew.

Server Nickname

When you have your character approved. Please edit your name to be Character name[Hunter rank.Level] Or something like that. So long as that’s there. You can have whatever else in there as well as long as that’s appropriate.

Hunters ranking

Rank Level
E 1-4
D 5-7
C 8-11
B 12-14
A 15-17
S 18
SS 19
SSS 20

Ticket Submission

After you are done creating your character, post your character inside your own character ticket from the ⁠submission-tickets channel!

Character Slots

You get new character slots, when one of your characters reach certain levels: First - When you join the server Second - When you reach level 5 Third - When you reach level 10 Fourth - When you reach level 15 Fifth - Additional slot for dm’ing 5 Sync missions or 2 PbP missions on the server Sixth - Additional slot for Staff members

Starting your journey

Through an event or something else, you realize you have awaken your power. So you head to ⁠🏢hunter-association in order to check and register yourself as a hunter (RP). Ping @DM or @Staff to RP your hunter test. This will include a combat test, you get 200 exp from this combat test.

A sponsorship system

From hunter association to hunters. At lv 5, 10 and 17 hunters can choose 1 magic item of uncommon, rare and very rare. This item could be switch out each level, example at lv 5 I took adamantine plate, and then lv 6 I can switch to winged boots.

Character Info

Please mention any abnormality on your character is they have any, either directly or mentioned in their backstory, especially if their abnormality will disturb mechanics such as mute, does not have arms, etc. You are able to reflavor your human as having a mutation. I.E. them to look different, get wings, or horns or tails or snouts or webbed feet or gills, but adding those does not mean you get the ability like flying.

 

 

Lore

So you wanna be like one of the cool kids and know the lore of the server? Good on you!

General Lore

2nd January Year 2033 AD.

10 years ago on the continent of Forsena, Azure Planet, “the Gate” appeared and connected the real world with the realm of magic and monsters. To combat these vile beasts and monsters humans try to use guns and modern arsenals only to fail.

Cities destroyed, villages burned down, technology failing.

All hope was lost until ordinary people received superhuman powers and became known as “Hunters.”

These powers and mana could be harness in so many ways from making pacts, learning and manipulate it or just simply apply the martial arts along with it. Humans then created a lot of tools, equipment and weapons from the carcass of the monsters, mana stones and plants harvested inside the gate, all to help them survive and win this war. Humans call these artifacts.

With only Caerleon United Kingdom with it’s 5 territory remain in human’s hand and currently protected by an unknown power.

  • Linnuis (Capital)
  • Squest
  • Kail
  • Baynock
  • Hervery

A questioned reamined in most individual’s minds “Will humanity rise again or succumb to fate?”

Common knowledge citizen or hunter know

1. Hunters are respected since they mostly defend cities and fortress. Like army.


2. Some awakened being that not registered are mostly evil, even tho there are vigilante.


3. Hunters make a lot of money, they use different currency, which is gold coins among them self. Normal citizen accept this currency. gold coin : Caerleon Dollar (C$) = 1 : 10


4. The Kingdom is trying to recruit as many hunter as possible, in the Army, Union, or Guilds.


5. We don’t know if there is any other city or survivor out there, outside of our fortress or not, what we know BaydonHill, Salisbury and Xanas are swarmed with monster and one big open gate on each territory.


6. The gate will spawned more monster in 10 days if not handled. We call this Dungeon Break.


7. Inside the gate, there will be a dungeon, it could be a cave, forest, or anything with certain boundaries, we cannot trespass.


8. There is anotherkind of gate known as a red gate.


9. To close a gate is to kill the BOSS Monster inside the gate, usually in the deepest part of the dungeon.


10. Per experience, in blue gate BOSS monster never leave it’s lair.


11. The Government try to save another territory either BaydonHill or Salisbury or Xanas.


12. Hunter has their own communication channel, phones and internet still exist but only on Caerleon United Kingdom territory.


13. Miners, herbalist, porter, etc are needed to harvest the dungeon’s resources, we call them harvester. Unless the hunters wanted to harvest it themselves. These jobs can be done by another hunter, and they will get paid for it.


14. Gate will be closed after 1 hour the BOSS Monster is killed.


15. Hunters usually awakened their power minimum at the age of 18.

 

 

Important Locations

Linnuis

Is the capital of Caerleon. It is located in the southwestern portion of Forsena. The land surrounding it is very fertile, filled with grasslands and forests. The city is positioned right beside a river and a waterfall leading to the ocean. It is also right next to a large mountain. This is the place where King Cai live in. This is also where King Cai, General Dinadan and Prime minister BeauArte decide to hold their meetings. It is a very big city where Hunter Union’s HQ is located. It has three main roads leading to it. You are able to go to Kail if you head west, Squest if you head north and Baynock if you cross the bridge and head northeast. Linnuis also hold the central communication server, storing all data and records of the past. Lunnuis is partly industrial city, it is responsible for advancement, research and development of artifacts.

Kail

Is a city under Caerleon. It is located in the southwestern portion of Forsena. The land surrounding it is very fertile, filled with grasslands and forests. The city is very near the ocean coastline. It is also positioned between two large mountains. It has two main roads leading to it. You are able to go to Linnuis if you head east and Squest if you head northeast. Kail also one of the main supplier of rations for all the Caerleon United Kingdom, rich with farms, paddy field, fishery industry, it’s the life line of food for all Caerleon citizen.

Squest Fortress

Is a Fortress under Caerleon. It is located in the southwestern portion of Forsena. This castle is very hard to infiltrate due to the abudance of natural barriers surrounding it. There are two large mountains below it and a large body of water above it. The land around it is very fertile, filled with grasslands and forests. There are four main roads leading to it. You are able to go to Kail if you head southwest, Linnuis if you head south, Baynock if you head east and BaydonHill if you cross the bridges and head north. Here in this Fortress often appear gates which if left unattended will spawn a lot of monster.

Hervery Fortress

Is a Fortress under Caerleon. It is located in the southwestern portion of Forsena. The land surrounding it is very fertile, filled with grasslands and forests. The fortress is positioned right beside a very large mountain. There are three main roads leading to it. You are able to go to Baynock if you head west, Salisbury if you head north and Xanas if you head east. Here in this Fortress often appear gates which if left unattended will spawn a lot of monster.

Baynock

Is a city under Caerleon. It is located in the southwestern portion of Forsena. The land surrounding it is very fertile, filled with grasslands and forests. The city is very near the ocean coastline. There are three main roads leading to it. You are able to go to Squest if you head west, Linnuis if you head southwest and Hervery if you head east. Due to it’s location, the city is where reinforcement army stationed, these reinforcement army will be deployed should Hervery Fortress or Squest Fortress need help. Here also lay the back up supply for the vanguard fortress. Factories and mass production or simple artifacts also being held in Baynock in order to quicken the distribution.

 

 

Red Gates

Aside from its red color, a Red Gate differs from a normal gate in that it seals off its entrance once someone walks through it, trapping the humans already inside the gate and preventing anyone else from the outside from entering the gate, and refuses to open until one of three things happen: the boss is defeated, the entire raid party is killed, or a dungeon break occurs.

The difficulty level of a Red Gate will always be higher than the one predicted, meaning that the hunters within the gate are at greater risk.

The environment within a Red Gate is also usually very harsh and ranges from a scorching hot desert to a freezing snowy field. As a result, aside from the chance that they might get killed by the monsters in the dungeon, the hunters within the gate also face the additional possibility of dying from environmental factors such as frostbite, heatstroke, or starvation, making Red Gates much more dangerous compared to normal gates.

Time is also dilated within Red Gates, to the point that one day inside a Red Gate equals one hour back in the human world.

Despite how unusually dangerous they are, however, Red Gates are impossible to predict, as they initially appear to be normal blue-colored gates and only reveal their true nature after humans pass through them.

They also stop radiating mana after closing up, preventing their mana levels from being accurately measured from that point on.

 

 

Mechanics

Missions

Will be posted on ⁠❗mission-forum, please read carefully before you register yourself. On the date and time of the mission, please head to ⁠session-table-1 , 2, 3, or 4 depending on the DM’s call. As much as you can, please keep ooc in ⁠session-ooc-chat-1 during the mission.

Your level will be locked while you are still on a mission, any mission PBP or Sync. You can buy items from Hunter Shop but cannot equip it before finishing current mission.

After the mission is complete you can write a news post of what happened in the mission for a reward in ⁠caerleon-today (Reward in Pinned Messages)

Exams (Mission)

The entry level mission taking place in the Hunter Association - this is requrired for new player to the server.

Additional characters need not go through this again and are treated as having done it.

Sync (Mission)

  • Usually last between 3-6 hours.
  • The response times are generally 5 minutes before banking the players turns.
  • Is either more combat than RP or more RP than combat.

Play By Post (Mission)

  • Is often shorten to PbP or PBP
  • Generally take anywhere from a week to a month depending on the amount of content and the players responses.
  • Turns are usually banked if the player hasn’t responded within 12hrs.
  • Generally has more RP than Combat.
  • Characters are soft locked. Meaning items and Levels are locked at the start of the mission and cannot change unless directed by the DM.

Expeditions (Mission)

  • Is close to a campaign usually taking a month or longer.
  • Rewards are generally handed out weekly.
  • Characters are soft locked like the PBP.
  • Can be set up as a sync a week or pbp for said week to qualify.
  • Generally a great mix of both RP/Combat.

Hunter Ranks and Restrictions

Levels are now re-adjusted to new ranks, Items rarities that can be used at said ranks, and max stats that can be obtained at certain ranks to fix some of the issues the event has caused.

Rank Level Restriction(s)
E 3-4lvl Common Items
D 5-7lvl Uncommon Items
C 8-11lvl Rare Items
B 12-14lvl 2 Stats capped at 22, V. Rare Items
A 15-17lvl Stats can cap at 24, V. Rare Items
S 18lvl Stats cap at 26, Legendary Items
SS 19lvl Stats cap at 28, Legendary Items
SSS 20lvl Stats cap at 30, 1 Artifact Item

Know your Rank!

Hunter
  • Can partake in missions of their appropriate rank.
  • Can sign up for various roles found in ⁠roles channel.
  • Gains extra character slots at certain levels.
  • Can apply to be a Moderator or DM at any time using the DM request found in ⁠submission-tickets
Dungeon Master (DM)
  • Same as Hunter’s Perks
  • Runs missions and controls said mission. May run one offs from the story from time to time.
  • May have their own house rules for missions
  • Can roll the shop daily or weekly
  • Can approve character submissions
  • Can run the exam in ⁠hunter-association
  • Gains 1 extra character slot with some rules. See ⁠dm-mechanics-guideline
  • Has different set of rules for missions found in ⁠house-rules
Moderator (Mod)
  • Same as Hunter’s Perks
  • Keeps the peace between hunters and DMs.
  • Can roll the shop daily or weekly
  • Can approve characters tickets.
  • Can Run the Exams.
Staff
  • All of DM’s and Mod’s Perks
  • Maintains the story progression for their Monarch and the server as a whole.
  • Only ones that can approve any HB.
  • Can promote or demote DMs with a vote of 2 or more.
  • Get 1 extra character slot
Owner
  • All of Staff’s Perks
  • Has final say in any and all arguments

 

 

Gaining Experience as a Hunter

The following ways are how you gain XP outside of Missions!

Spars!

By navigating to the Spar channels, you can enter the spam section and ping @spar hungry role to find a willing fighter to partake in a fight against you were you gain xp based off your level (100 x Level)!

Although, it’s important to note that you can only gain this xp once per day.

Simulations

By navigating to the Simulations Channels, you can enter sim-lfg-lfm and ping @Simulation Junkie, this allows ye to find others with the similar mind set of you to fight against a Simulation of the Dungeons that appear around the land of Caerleon!

It’s importnat to note that you can only have a maximum teams size of 4, you only get two attempts each day with anyone ranked C or higher only getting a single attempt per day.

Rp is a must for the simulations and you are granted RP XP as well as Simulation RP which is 150 x your level!

Thanks to @Lebby you can do the command !denc “New Gate” 1-4 depending on the rank you are to generate your opponnents for you sim. The number you use is based off your rank, 1 being for E and D ranks,


2 for C Ranks, 3 for B ranks, 4 for A ranks.

Mining!t=91)

By Navigating to the Wild Forest you may find four threads which allow you to do the !mine command inside them.

This allows you to go mining and has rules, the rules are simple, RP XP and Mining XP are considered seperate and as such RPing a response to each !mine command earns you XP.

The XP gained from combat in the mines are capped at 1000 XP whilst the gold you can gain is capped at 500 GP, this resets every day the same time you reset your Spar and Simulation XP!

If you die while in the mine. Everything gained will be 0 as you are dragged to the entrance. This prevents your characters death but someone robbed you while saving you.

You are only able to take a Short or Long rest When it tells you it’s safe or before returning home.

In addition you can keep only 2 encounter’s worth of items although any additional Ore or Gems you find you may keep although you cannot sell them afterwards as such may be useless to many individuals.

As you must keep a log of your Mining I recommend updating it as you go, it should look something similar to the following inisde of your character’s thread

 

 

Additional Rulings

Allowed Firearms

The firearms contantained within the Gunslinger Critical Role Fighter Subclass List are available server wide. In doing so, also makes the gunslinger a viable option.

Firearms List
Name Cost Ammo Damage Weight Range Properties
Palm Pistol 50g 2g (20) 1d8 piercing 1 lb. (40/160) Light, reload 1, misfire 1
Pistol 150g 4g (20) 1d10 piercing 3 lb. (60/240) Reload 4, misfire 1
Musket 300g 5g (20) 1d12 piercing 10 lb. (120/480) Two-handed, reload 1, misfire 2.
Pepperbox 250g 4g (20) 1d10 piercing 5 lb. (80/320) Reload 6, misfire 2.
Blunderbuss 300g 5g (5) 2d8 piercing 10 lb. (15/60) Two-handed, Reload 1, misfire 2.
Bad News 5 T2 Coupons 10g (5) 2d12 piercing 25 lb. (200/800) Two-handed, reload 1, misfire 3.
Hand Mortar 5 T2 Coupons 10g (1) 2d8 fire 10 lb. (30/60) Reload 1, misfire 3, explosive

Oversized Weapons

The oversized property can be applied to the statistics of any weapon and will apply disadvantage to medium characters if wielding an over sized weapon.

An oversized weapon deals one-step greater damage than its normal counterpart. Oversized Weapons cannot have Craftsman Properties applied to them. Nor does the damage die increase stack on one another.

Example: 1 → 1d4 → 1d6 → 1d8 → 1d10 → 1d12 → 2d8 or 2d4 → 2d6 → 2d8.

Oversizeds weapons are capped at large. To prevent issues with some classes

Sponsorship System

From hunter association to hunters.

At lv 5, 10 and 17 hunters can choose 1 magic item of uncommon, rare and very rare.

This item could be switch out each level, example at lv 5 I took adamantine plate, and then lv 6 I can switch to winged boots.

Spell Scribing

The spell scribe costs from NPCs are listed below. The spell scribing from PC is a free market.

Spell Scibe Template

@user as “character name” scribes “spell name” from “PC name”/NPC for “spell cost”.

Daily Gold!

If you go to the work-rolls channel and send !daily it will allow you to get gold based on the level you are, enjoy!

Important!

Check all threads and sections for Pinned Messages before asking a question please.

 

 

Shopping

The store will be rolled every Monday and ends friday (making it 5 days worth of rolls in one day that’ll last till friday) Saturday’s and Sunday’s will be rolled independently like before.

Limit on Ownerships

There is a limit on the ownership of the same magic item, which is a max of 3 of the same items, eg:

  • Clockwork amulet max 3.
  • Potion of healing max 3.
  • Javelin of lightning max 3.
  • Etc.

Bundles

Ammunition (+1 arrows and the like) are purchased in bundles of 20, meaning if you buy +1 arrows for 700g you technically buy 20 for the price of one. The rules of 3 of the same item exist so you can only purchase 3 bundles.

Buying Armor

Armor has to be bought with its store price and the base price, example;

Adamantine plate armor is 600 + 1500 = 2100

Adamantine chain mail is 600 + 75 = 675

Selling Items

Rarity Price (GP)
Uncommon 200
Rare 2000
V rare 5000
Buying and Selling Templates

@user as “Character Name” buys/sells “amount” “item” for “price”gp.

Where Do I Buy or Sell things?

Simple really there is a thread inside of 🛒hunter shop called Purchases Made this thread should be used for all your buying and selling needs/wants.

If you cannot find this thread feel free to ask @Lunatic to ping you in the thread to get it.

Item’s without official pricing, Prices.

Item Price (GP)
Dynamite (Stick) 250
Dried Leeches Ammunition (20) 700
Grenade, Smoke (3) 250
Grenade, Fragmentation (3) 350
Grenade Launcher 1,000

Banned Magic Items

  1. Infernal puzzle box

 

 

Rebuilding Characters

Sometimes we envision our characters and builds a certain way, but the reality is far from what it seems on paper. Fear not, for we realize that to err is human, and we should not hold you to a character that is not what you wish to play.

Introducing Character Rebuild System, through which you can rebuild your characters and the other various things about it.

You can rebuild your character should you be unsatisified with the build or wish to try something new.

Do note that this is a gift from trust between the DMs of the server to its player, and it should not be abused or exploited.

Prerequisites

  • Can do a rework on a character 3 times, the 4th and final time is permanent.
  • Changes must go into the characters original thread.
  • Can rework at any level but if above level 9, the character will be dropped to level 9 and its xp set as if it had just made it to that level.
  • Use the ticket found in submission-tickets
  • Must wait 1 week after a a ticket is approved before posting another one.
  • Character is considered locked and can’t be used until the sheet is denied or approved.

Changes Applicable

Apart from reallocating your stats, you can also change part or all of your:

  • Your race
  • Your background
  • Your subclass(es)
  • Your class(es)
  • Your feats
  • Your spell list(s)

Rebuild Submission and Approval

You must log these in your new Character Submission in character-submission, at which point a MOD or DM will approve the submission to be posted in character-bio.

Please link the message links of your former character submission as well as your stat array from stat-roll

Rework Template

  • Name:
  • Pronouns:
  • Age:
  • Race:
  • Class:
  • Background:
  • Guild: (N/A for now)
  • Backstory:
  • Original Stat Roll Link from #stat-roll:
  • Character Link:
  • Link to previous character submission:
  • Picture of Character:

 

 

Hunter’s Union Coupons

With a slew of new Hunter’s joining the union, the Hunter’s Organization has received more funding from the government to better equip their hunters while also benefiting the market.


Hunters can now have access to the gear seized by the Union from beyond cleared gates or crafted by harvesters and other smiths via the means of a special currency rewarded to them on completion of their missions.


These are called Coupons, and they are can be redeemed in your Hunter Shops for equipment and consumables, even those not currently present in the shop by getting them preordered.

Coupons

Earning

Coupons are earned by PCs after they complete a mission. The tier of the coupon depends on the level of the PC.

Level Coupon Earned
Level 3 - 5 T1
Level 6 - 10 T2
Level 11 - 15 T3
Level 16 -19 T4
Level 20 T5

Sync missions reward players with 1d4 coupon of their tier or lower (player’s choice).

PbPs missions reward players with 1d4+1 coupon of their tier or lower (player’s choice).

DMs earn one additional coupon of 1 tier lower than the highest coupon tier earned in their game, for the work they put into their games.

Coupon Counter

Doing the avrae counter is simplier than you think!

By simply doing the !coupon command you will recieve each tracker automatically due to the great assistances of Kuma!


Trading with Players and Shop

Coupons can be traded amongst PCs for gold.

Minimum gold cost of coupon when trading with other player characters is:

Coupon Gold
T1 100
T2 1000
T3 5000

Note: T4 and T5 coupons cannot be traded amongst player characters.

You can redeem a lower value coupon for the one you may possess at #hunter-shop. For eg., a T3 coupon can be traded in for a T2 coupon, but not for a T4.

Redeeming Coupons

Coupons of a Tier can be redeemed in #hunter-shop for one item of choice of appropriate tier

No. of Coupons Coupon Tier Item Rarity
4 T1 Uncommon
4 T2 Rare
5 T3 Very Rare
5 T4 Legendary
10 T5 Artifact

Note: PCs cannot redeem coupons that are above their tier. For eg, a level 5 trying to redeem a T2 coupon.

 

 

New Gate Guilds

Sharing the joy of Hunting with like-minded folks.

 

 

Guild Overview

With various new Hunters joining in with the Union, they find themselves against unprecedented dangers, both calculated or instinctive. In this situation, they find themselves standing alongside other Hunters like themselves, forging stronger bonds of friendship and family.

It is now that they find like-minded individuals, who believe they can aid in the restoration of humanity and the liberation of Caerleon territories from the monsters in their own way. And they come together, to form organizations and guilds of their own, with their own ideals, methodologies and agendas.

Guild Benefits

  • Approved Guilds will be given a channel of their own in the guilds category, accessible only by those members of the guild.

  • Guilds will be given their own server role, aiding in applying perms for Guild Channels and pinging for Guild specific missions.

Guild Hierarchy

Guild members earn renown equal to their proficiency bonus for completing Guild Missions, whilst they can gain additional renown for completing Guild Objectives.


Guild Hierarchy Template
Rank Renown
Leadership
Rank 4 100+
Rank 3 60+
Rank 2 20+
Rank 1 5+
Rank 0 0

Guild Vaults

Ecah Guild has a “Vault” and each Vault contains the Gold a Guild may have, this may be from donations or obtained due to Guild Missions. This gold can be used for whatever the Leaders chose to, weather it be for Vechiles like the Avant Garde’s Tank or to purchase equipment for the Karma’s Guild Members is all up to the Guild Leaders.

Guild Member Benefits

Guild members gains various rewards after reaching certain ranks, all the rewards are listed below:

Rank Bonus Daily Gold Bonus
Leadership 100 Member Tracking, Body Recovery
Rank 4 80 Heros Feast
Rank 3 60 Telepathy, Leverage
Rank 2 40 Sidekick Mascot, Sending Ability
Rank 1 20 3/day Signet Ring

Allthough all the roles may have differernt names depening on your guild the bonuses and daily gold, and Renown cost will always be the same.

Setting up a Guild

To form a Guild you require a minimum of 4 members, of which the leader must be B or above, with one Leader, one Vice Leader and two other founding members.

Founding members pay a total of 1000 GP as founding funds in guild-creation using the following template.

Guild Creation Template

  • Guild Name
  • Members:
  • Leader (with @user)
  • Vice Leader (with @user)
  • Founding Member 1 (with @user)
  • Founding Member 2 (with @user)
  • Funds: ( character name spends amount of gold)
  • @staff

Disbanding a Guild

A Guild can become disbanded if there is less then three Guild members in the Guild for longer than a week, this ruling may be overturned by the Staff and will commonly only be done if a Guild Recruitment RP is currently on going.

Money earned by the Guild will be lossed indefiently as well as anything else the Guild may own.

 

 

Guild Bonuses Explinations

3/day Signet.
The Guild leader decideds on a spell which all members can cast via a Guild Signet (commonly a ring) three times per day. This spell must be of 1st-level.
Sidekick Mascot.
You can request to be accompinied by your Guild’s Mascot which is a CR 1 creature.
Sending Ability.
Once per dawn the member can create a short message of twenty-five words or less to the Guild.
Telepathy.
Guild Members is like second family to you, whilst within sight of your another guild member, you can communicate telepathically to one another.
Leverage.
NPC Lackeys for menial tasks, such as carry your gear, show up in your stead to RP, etc.
Heros Feast.
Before the start of any mission, with the DM’s approval you may cast the spell Heros Feast upon yourself and other Guild Members that are accompanying you.
Member Tracking.
Guild Leaders will know the aproximate location of any/all Guild Memebers.
Body Recovery.
Provided the body wasn’t destroyed IRP the Guild Leaders can request bodies to be recovered.

Guilds in New Gate

Fairytale ‘s objective is to grow and to have fun!
Crimson Dawn ‘s objective is to stay civilized within the guild.
Spectral Hunters ‘s objective is a tax evasion scheme.

 

 

New Gate’s Dungeon Master

Overview

Welcome to the DM team on the New Gate server! We are glad to have you as a part of our team and hope that we can weave wonderful stories together. As a DM, there are a few guidelines and rules to follow, as well as a few tips on storytelling and running games on the server.

Session rewards

DMs receive rewards for the games that they run for their players on the server.

  • DMs gain the same EXP and Gold rewards as the highest level character (HPC) in their game. They earn the same number of coupons as HPC of a tier of a tier appropriate to the tier of the PC they are redeeming it on.

  • DMs earn one additional coupon of 1 tier lower than the highest coupon tier earned in their game, for the work they put into their games.

  • Session rewards for players are as follows:

    • EXP: Encounter EXP / No. of Characters
    • Coupons: Based off of Coupon System
    • Gold For Sync: No more than 100 times HPC level
    • Gold for PBP: No more than 250 times HPC level

DM character Slot

DMs gain an additional character slot after they have reached one of following criteria:

  • 5 Sync Missions of 3 hours length minimum
  • 2 PbP missions of 3 days length minimum, with atleast 2 Medium difficulty encounters in each.

You keep the character slot as long as you run one game per month. Be it Sync or PbP.

  • The character becomes an NPC until you run the games again to make them a PC again. i.e., you cant cant go on missions or gain resources on them, be it EXP, gold or coupons. You may continue to use them for RP.

Types of Missions

Here are the types of missions that we offer on the server for our members:

Sync missions:
  • Sync missions are missions that are about 3-5 hours long. They are meant to be completed within the day or the day after.
  • Activity is to be regular with about 10-30 minutes of interval at most.
  • These can be purely RP based without a need for combat.
PbP Missions:
  • PbP missions are missions that go on from 3 days upto 14 days. There should be completed with no more than 2 weeks.
  • DM activity is to be expected within 12 hours of interval. Player activity is to be more later than 8 hours interval.
  • There should be atleast 2-3 encounters, with one of them being Hard difficulty.
Expeditions:
  • Expeditions are PbPs missions that last for upto a month, give or take a week at max.
  • The standard of activity is the same as PbPs. These are meant largely for DMs running missions of world exploration of their DM worlds.
  • There should be no less than 5 encounters of 2 being atleast Hard difficulty.
  • Mission rewards are to be rewarded PbP rewards for every 6 days of their mission.
  • Level and inventory lock is at DM discretion.

 

 

House Rules


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Kuma’s Houserules

Flanking

Flanking is +2 bonus to melee attacks. Ask the DM if you do have flanking or not. Clarifications will be given in session if asked.

BA potion

You can use healing potion on yourself as a Bonus action

Nat 20 & Nat 1

Natural 20 on d20s are a success regardless of the modifier, be it for the player or DM monsters, and similarly nat1s on a d20 are failures, only exception is the concentration check, you may autopass

DM Discretion

If there is something that might need not be in RAW clearly, The DM’s call will be final. We can discuss this after the session, and any retcons that result shall follow.

Rule of Cool

Skill checks and abilities don’t cover the plethora of things we can do. If you think its cool, I will allow it as long as the mechanics of the game are left unchanged.

Guidance

Guidance can be used as a reaction outside of combat up until the first round.

True Strike

True strike is a bonus action, and does not require concentration.

Silvery Barbs

Silvery barbs is not banned, however a creature can only be targeted by one cast of the spell per turn.

Good Samaritan

Money or spell components with a gold cost used up on NPCs for beneficial purposes to the NPCs would not be deducted from character bank/pay. This benefit cannot and will not benefit the players directly in any way. This is subject to DM discretion

Gentle Repose

Gentle Repose used on NPCs is at will.

Lay on Hands

Lay on hands onto yourself is a bonus action. It’s an action on others.

Preset Monster Initiate

Monster/Enemy initiative is rolled or determined previously

Powerful NPCs

Chivalry and courage is admirable, however refrain from being disrespectful against strong NPCs. NPCs may not have the tolerance to deal with insolence. IC and OOC warnings would be given if the player does upset such an NPC. If they continue, the NPC will act accordingly and the player is responsible for the consequences. Do note such NPCs will try to resolve matters without combat and will not instigate combat towards the party until violently provoked. Only the aggressor would be engaged.

Monster Flavor

Regardless of the proposal, the DM can flavor the approved monster to better fit the theme and story of the session, given one has to improvise and think on their feet. Mechanically it changes nothing, but the guard you were supposed to fight is now a ratfolk because the party went into the sewer rather than to the guardhouse. Cheers.

 

 

Nightsgrace’s Houserules

1.
flanking is adv
2.
NAT 20 on a save is no damage. Applies to Player and Enemy.
3.
NAT1 on a save is double damage. Applies to Player and Enemy. (Beware of dragons)
4.
Skill Checks during combat (I.E. Perception, Insight, Investigation, Medicine) cost a BA.
5.
If you don’t tell me what you’re looking for, I will assume your character didn’t notice a giant red button no matter how good you roll.
6.
Have an idea? Let’s hear it and I’ll say yay or nay. (I.E. you want to jump off something and superhero slam your sword down. It’s going to hurt you but not as much as the cushion of a target)
7.
Quicken does allow you to Double cast leveled spells
8.
(WotC) backgrounds matter, the skill proficiency given can be considered reliable. (I.E. criminal has reliable for stealth and deception)
9.
Religion and Nature skills are Wisdom checks in my games.
10.
If you can describe how your character can avoid a grapple like Sherlock Holms. I’ll allow INT modifier to be used instead to contest.
11.
All Rangers get A sidekick of beast only, 1/2 CR or lower.
12.
Beast Masters Pets are considered Sidekicks.
13.
Booming Blade cannot be used with a summoned blade as the summon doesn’t have a value to meet the requirement.

Siwy’s Houserules

  • Something interesting might happen on nat 1 or nat 20, so if you want to maybe add an extra effect on an attack like this just tell me and I will decide how it works, on nat 1 I decide what happens :3
  • Healing Potions are BA on yourself and Full Action on others.
  • If you actively participate in the session so roleplaying, being ready for your turn etc you might get an inspiration that gives you adv for 1 roll.
  • Please try to look at the map, but if you can’t I will send you a screenshot on your round so that you can see what’s going on.
  • Nat 20 on a save is no Damage.
  • If you are not responding for 15 minutes in combat I will skip your round, as I dont want to make other player’s bored and stop the action for too long.
  • If you succed your Death Saving Throws and NOT roll a nat 20 in any roll, you may choose to stand up on 1HP and lose 1 turn, or stay down stabilized to avoid getting hit by enemies. If you choose to stand up and in the same battle fall down again you start with one automatic failed save, next time its 2 failed saves etc.
  • If you stand up WITH a nat 20 you heal 1d4+con+lvl hp and come back to the fight immedietly.

(I know the last one is a lot but it may bring some very cool last guy standing moments lol) and please tell me if somethings wrong, I will try to fix it as fast as I can.

 

 

Lunatics’ Houserules

Bonus Action Healing Potion

You can use healing potion on yourself as a Bonus action, this ruling is only for healing poitions and no other types, this may change if you ask Luna before hand.

DM Discretion

If there is something that might need not clearly in the rules, The DM’s call will be final. We can discuss this during or after the session although to speed things up Luna may declare a temporary ruling.

Rule of Cool

Skill checks and abilities don’t cover the plethora of things we can do. If you think its cool, I will allow it as long as the mechanics of the game are left unchanged.

Guidance

Guidance can be used as a reaction outside of combat up until the first round.

True Strike

True strike is a bonus action, and does not require concentration.

Good Samaritan

Helping NPCs, this scores brownie points with them, often making them favor the person that helped them e.g., Savita and Valrie may be in a Dungeon with a fellow NPC helper, Valrie helps the NPC whilst Savita does their own things. If both were low HP the NPC would favor protecting/healing Valrie. Depending on the NPCs interactions with Savita the NPC might refuse to evn treat their wounds due to spite, even asked by the friendly player.

I’m not targeting Savita in anyway – this is purely for example purposes.

Lay on Hands

Lay on hands is a bonus action.

Monster Flavor

Regardless of the proposal, the DM can flavor the approved monster to better fit the theme and story of the session, given one has to improvise and think on their feet. Mechanically it changes nothing, but the guard you were supposed to fight is now a ratfolk because the party went into the sewer rather than to the guardhouse. Cheers.

Spell Casting

You can cast leveled spells with no limitation (besides spell slots and turns) e.g., Cure Wounds and Healing Word in a singular turn.

Loving Companions

All Rangers get A sidekick of beast only, 1/2 CR or lower.

In addition Beast Masters’ Beast Companions are also considered Sidekicks, nor do you need to waste your actions/bouns actions to command such companion.

Homebrew & Flavoring

Although Luna created this homebrew page, they do not know all of your homebrews off by heart – please if you are deciding to use homebrew actions and such allow Luna to know clearly so they know what your doing.

This can be expanded to re–flavoring as well, if ye allow me to know stuff such as “Valrie’s pistols being reflavored handguns” then it allows Luna to know what the players are actually doing encase an argument is arisen.

Homebrew Monsters

Luna has a tendency to homebrew many things (some more balanced than others), this will mean you might have to prepare before hand that you may not have seen thse monsters before.

Human

At the end of the day we are all human (both in server and real life – well I hope so in real life), this means we are prone to getting busy or forgetting things.

If you have to leave for a bit, please tell Luna or someone else in the session to tell me.

Extra House Rules

I may forget to update this page with house rules I have, if this is the case:

  1. Sorry for forgetting.
  2. If you are confused about something, ask.
  3. My house rules do not = other’s house rules, yes they may overlap very similarly though, this doesn’t mean something Ash allows you to do or doesn’t allow you to do will be the same for me.

Again apolagize for using you as an example Ash, your the first DM name I see on the server when I look to the right of my monitor – I swear it isn’t targeting you.

Tired of the Quick Breaks

When taking a short rest you can only use an amount of hit dice equal to half of your level!

 

 

Luna’s Mechanics

These mechanics only work for Luna’s games and nobody elses unless states otherwise.

– remember this before trying to do them in other tables.

Hire NPCs

Believe it or not, players aren’t the only ones trying to save the world. NPCs also try to do so, as of such you are able to hire them for dungeons or other missions.

Weather you know this NPC, have heard their names or simply just don’t know them can effect the price range of the person – speaking of prices it depends on the NPC, even if they are your friend they may charge a few hundred gold. If you think about it it’s fair – your asking them to possibly die for you in a dungeon.

NPC Categories

NPCs can be summed up to different categories: Expert, Spellcaster and Warrior. Seem familiar? It’s the same names for sidekickes and guess what – NPCs do uses the sidekick template.

You don’t know what a sidekick is? Doesn’t matter here is a quick explination:

NPC Types
Type Description Bonus
Warrior A Warrior sidekick grows in martial prowess as it fights by your side. It might be a soldier, a town guard, a battle-trained beast, or any other creature honed for combat. An additional front liner that the party may be lacking e.g., a Tank.
Spellcaster A sidekick who becomes a Spellcaster walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a magical performer, or a person with magic in their veins. Offers Attack/Support magic to the party.
Expert The Expert is a master of certain tasks or knowledge, favoring cunning over brawn. It might be a scout, a musician, a librarian, a clever street kid, a wily merchant, or a burglar. Offers Skill Checks and advantage to PCs.

Handozee’s are Beasts I don’t care about your objections.

How to Hire NPCs?

Simple, when you reach hunter’s waiting area you can use your phone to either contact NPCs you know, or use the “Hunters for Hire” website which is gaining new popularity (reason being – I said so). Most PCs may not know about the website and might have to be told by an NPC about it before hand.

How to access the website?

You point out via RP you are using the website and then it’s the DM’s job to tell you what Hunters are available to help you. This website’s hunters are shown via the following: Image, Name, Rank, Experience.


Although note OOC, Experience refers to how many other PCs have taken this NPC before not the IC experience.

The Amount of NPCs may vary although usually you will have the option of 3 different Hunters. These Hunters can be paid via your own Gold – otherwise are taking some of the completion rewards. (Note: Luna logs the relationship of NPCs and PCs themselves so be kind and don’t make it too hard on them.)

Sidekicks

Luna may award you with a sidekick, these sidekicks can only be used in Luna’s games unless stated otherwise, like PCs, Sidekicks level and can die.

All sidekicks must be known to Luna as they will act as DM NPCs although, players can cusomize their Sidekicks by discussing with Luna.

Sidekicks level off their “owners” level, sharing their level although, if you do not partake in many of Luna’s missions the sidekick may be of the same level as you last left it as it has not had to endure any combat and may become lazy and possible leave you.

 

 

New Gate’s Homebrew!

Here’s the short definition of homebrew as it relates to Dungeons and Dragons (also known as D&D):


“Any content within a Dungeons and Dragons game that cannot be found in an official rulebook.”

Official rulebooks include (but are not limited to):

  • Player’s Handbook
  • Dungeon Master’s Guide
  • Monster Manual
  • Xanathar’s Guide to Everything
  • Volo’s Guide to Monsters

How do you know if it’s official? If it’s published by Wizards of the Coast, the company that owns and creates new Dungeons and Dragons materials, then it’s official. If it is not, it is considered homebrew.

That means homebrew can relate to a lot of things. Items, classes, races, and maps can all be homebrewed. For example, if a game is not set in the Forgotten Realms, it’s (generally) homebrew.

In other words, any unofficial content is homebrew.

It is worth noting that you can create your own campaign or your own one-shot and have that be the only thing that’s homebrew. Many games available on Dungeon Master’s Guild use items, maps, and more that come from the official rulebooks. The only unofficial part is the game itself.

So what does 5e mean?

5e is the abbreviation for 5th Edition. If you have only played a few games of Dungeons and Dragons, and they were recent games, most likely you played the 5th Edition. It is the most recent edition and the most popular. For more terms, visit our post on finding a D&D group.

 

 

Races


 

 

Homunculus

Homunculi are artificial humans created through the use of forbidden alchemy. They represent teh most sinful aspects of humanity and are depicted as sadistic, amoral, and sociopathic with heavy superiority complexes. They derive pleasure from witnessing and inflicting suffering and death, and see themselves as the next step in human evolution.

Homunculi are clearly evil creatures, but hidden behind this mask are complex individuals capable of love, grief, guild, and despair.

Most homunculi closely resemble humans, with identifying differences being their black hair, purple eyes, and a crimson tattoo somewhere on their body.

Ability Scores Size Speed
Con +2; Int +1 Medium 30 ft.

Race & Languages

Your creature type is humanoid. You can speak, read, and write Common and one other language of your choice.

Age

Homunculi are immoral, relying on a constantly replenishing well of energy to keep their bodies going. They age physically and mentally as fast as humans and cease aging physically after maturity.

Alignment

Homunculi are created with evil stitched into their very being. Many also adhere to a strict set of conducts, beacuse of these factors, most homunculi are lawful evil

Regeneration

You can choose as a bonus action to activate a surge of energy from within your core at the start of your turn. You can expend any number of your available hit dice and add your consitution modifier to each roll.


You gain half the total amount rolled (rounded down) in temporaray hit points.


Once you use this feature, you must finish a long rest before you can use it again.

Sinful Power

You posses magic fueld by vile energy. You can cast a 1st level transmutation spell of your choice from any class list; you must finish a long rest in order to cast this spell again using this trait.

At 3rd level. You can cast a 2nd level transmutation spell of your choice from any class list; you must finish a long rest in order to cast this spell again using this trait.

At 5th level. Both of your transmutaion spells you chose have their durations doubled (if applicable). Spells chosen through this feature cannot be changfed later and do not require material components. Consitution is your spellcasting ability for these spells.

 

 

Hecatoncheires

The Hundred Handed ones have been here since the beginning of time, known to have helped in the creation and terraforming of the material. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or archons of old.

Though not exactly a hundred hands, these cousins of the cyclops do have additional limbs to help them with various tasks, and carrying various things of massive size and mass.

Creature type

You are a Giant.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase two different score by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Languages

Your character can speak, read, and write Giant, Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.

Size

You are Large or Medium in size. Regardless of size, you can move through and stop in a space large enough for a Medium creature.

Speed

Your walking speed is 30ft.

Darkvision

You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Extra Arms

You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object or wield a shield.

Tartarian Toughness

You have advantage in all Strength, Dexterity and Constitution saving throws.

Cyclopean Skill

You gain proficiency in two skills of your choice from the following list: Acrobatics, Athletics, Arcana, Insight, Investigation, Medicine, Perception, Stealth, Sleight of hand, Survival

 

 

Teachtaire

Distint kin to the divine ravens of the Shadowfell, Teachtaire come in various shapes, appearances and sizes. Teachtaire have arms and legs like other Humanoids, as well as wings that extend from their back and shoulders.

Like crows and ravens, Teachtaire are blessed with black wings that hide them within the shadows, making it easier for them to follow and hide from the sights of cratures.

Teachtaire have a natural connection to the illusive nature of the Shadowfell, allowing them to manipulate some of it’s powerful properties. The abilities they have gained from this have allowed for them to transform themselves over the centuries into more humanlike forms.

Once simply observers, the Teachtaire take great pride in their role as messengers, usually devoting their services in the name of the Raven Queen.

Creature type

You are a Humanoid.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and two other language that you and your DM agree is appropriate for the character.

Size

You are Small or Medium in size.

Speed

Your walking speed is 30 ft.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray

Flight

Due to your wings being partially illusionary you can only fly at a fraction of what true wings would grant you, your flying speed is equal to one third of your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.

Additionally, your illusionary nature you harder to hit. While you are flying using your racial wings, you gain a bonus to your AC equal to half your proficiency bonus, rounded down.

Your wings have evolved to possess the illusion qualities of the shadowfell. As a free action you can manifest or make your wings dissipate in a cloud of black smoke.

Necrotic Resistance

You have resistance to necrotic damage.

Sunlight Sensitivity

While in sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Death’s Messengers

In service of the Raven Queen, the Teachtaire have gained certain abilities to help with their work.

Gain one of the following subraces: Maraí, Faireoir, Toscaire or Ardaitheoir

 

 

eminence in shadow i think

Maraí

Meaning slayer, the Maraí are a branch of the Teachtaire who are infamous for their swiftness and abiltiy to kill; often making for incredible assasins under the Raven Queen’s employ.

Raven’s Feathers

You gain proficiency in Stealth and Sleight of hand.

Ripping Shadows

You can form illusionary talons on the ends of your fingers, which you can use to make unarmed strikes. If you hit with them, you deal psychic damage equal to 1d4 + your Charisma modifier, you use your Charisma modifier when deciding the attack bonus for this attack.

Faireoir

Meaning watcher, the Faireoir are a branch of the Teachtaire who are infamous for their excellent observational skills; often making for incredible spy’s under the Raven Queen’s employ.

Raven’s Eyes

You gain proficiency in Perception and Insight.

Shadows in the Light

You can attempt to hide even when you are obscured by only a creatures the same size as you or larger. This check is made at disadvantage, unless in dim light or darkness, in which case this check is made with advantage.

Additionally, all stealth checks you make whilst in dim light or darkness are made with advantage.

Toscaire

Meaning delegate or envoy, the Toscaire are a branch of the Teachtaire who infamous for their silver tongues and their ability to smooth over conversations with just about any creature regardless of power or disposition.

Raven’s Guidance

You gain proficiency in Persuasion and Deception.

Speaker’s Authority

You learn one Standard language and one Exotic language of your choice.

Ardaitheoir

Meaning lifter, the Ardaitheoir are a branch of the Teachtaire who are infamous for their incredible strength. They can often be found as servents of the Raven Queen who deliver her material gifts to mortals, having both the strength to carry and defend these invaluable treasures.

Raven’s Servitude

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Form of Shadow and Bone

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

 

 

Revenant

A soul can become a revenant if they had sufficient magical power upon their demise, or if a large amount of wild magic was present at their final resting place. A revenant’s life is one of rage, sorrow, and regret, and as such none seek out this afterlife. A revenant’s physical form is not their body, but an object that they always carry and that serves as an anchor for their soul. If this object is lost or destroyed, then the revenant’s soul is forever lost and shattered, unable to be returned or resurrected. Revenant bodies are physical shells and can interact with the world around them,but they will still take damage and must rest in order to replenish the energy that sustains them. To a revenant, time is no obstacle and distance no limit, as long as the fire in their soul burns, they will pursue their goal until time itself withers into ash. Unlike most undead, revenants are never servants and almost never created by intentional means, as any soul willing to accept it’s death cannot have the rage needed to break the rules of death. A revenant will roam of it’s own accord, and if one is after you, it’s best to make peace with your end now.

My Soul Weeps

Revenants are not emotionless like other undead, but instead they’re prone to lose themselves in the emotions they felt upon death. This means that revenants are typically volatile and don’t share a consistent temperament. One revenant may be a walking hurricane of rage and destruction, another may howl into the night in sorrow, yet another may party nonstop to make up for “lost time,” while one may simply spend it’s time with it’s love.

Death Knows No Shape

As a revenant’s body is a physical manifestation of their souls rage and pain, revenants typically look like decayed perversions of their original selves. A revenant can look as simple as a skeleton or as monstrous as an aberration depending on it’s emotional state and specific traits. A revenant’s form cannot change at will, as a soul cannot control it’s emotions. If a revenant feels a strong enough pull to a certain memory, it can return to its original form or some variation of it, which ever satisfies the emotion felt. Revenant bodies aren’t typically solid and tend to weigh as much as their tether.

What a Lonely World

As a form of undead, Revenants already deal with distrustful and tense relations with living races, but this is compounded by their volatile and wild temperament. Revenants trend towards seclusion, as they are beings of determination and others aren’t able to deal with all of the emotional turmoil. Even other undead avoid revenants as they find an emotional undead to be even more unnatural than them.

Death Cannot Stop Me

Revenants are focused on righting whatever caused their soul’s grief. When not resting, a revenant will endeavor to complete it’s goal, whether that be tracking down it’s killer or repairing it’s broken family. Revenants will keep this goal in mind whenever they undergo a task, and they’ll refuse a task if it directly contradicts it’s goals. Once a revenant’s soul is at peace, it’s then freed from it’s mortal plain and can finally move on to the afterlife.

 

 

Revenant Traits

The will to break free of death comes with some perks.

Deathly Bodies

Your soul’s resilience has been fortified, increasing your constitution score by +2 and one other stat score of your choice by +1.

Alignment

Revenants are never lawful, as their very existence stems from breaking the laws of nature.

Languages

You can speak, read, and write Common and one other language.

Tethered

When your hp hit’s 0, your physical body “shatters”, leaving it behind and vulnerable as your soul escapes. If your tether is destroyed, then your soul is destroyed along with it. While in your tethered state, you must charge energy in order to revive.

You can wait a short rest to restore with half of your maximum hit points and disadvantage on all magical abilities for 1 hour.

Alternatively, you can wait for a long rest to resurrect with full hp and spell slots.

Whilst your body is shattered it gains the following features:

  • Your body becomes vunerable to damage. Resistances become neutral. Immunities become resistances.
  • The body suffers a –5 to it’s AC total.
  • The body is considered to be unconcious and cannot concentrate on spells.

Immortality

Revenants aren’t affected by the marching of time, nor any harm that relies on the subject to be living.

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading or keeping watch.

Magical remains

Revenants gain some magical ability from their recreation, but it’s not a significant boon in power. Revenants gain two cantrips and a singular 1st level spell that do not count to class totals nor prepared spells.

Your consitution is the modifier for these spells and one must rest before cast the spell again

Superior Darkvision

You have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Spectral Hover

As your soul animates your physical shell, it’s not tethered by gravity. You can hover, but your speed is 20ft and you cannot ascend more then 1 foot

 

 

Voidspawn

Voidspawns are the result of a humanoid becoming an aberration. Able to break free from the physical restrictions imposed upon them by the Material Plane, they shift the components of their form at a whim. This makes Voidspawns terrifying to behold, especially in battle. Many adversaries have been caught off-guard when a seemingly defenceless opponent grew rows of gruesome spines before their eyes.

Voidspawn Traits

Creature type

You are an Aberration. However, spells and abilities that specifically affect Aberrations have no effect on you.

Ability Score Increases

When determining your character’s ability scores, increase one of those scores by 2 and increase two different score by 1, upto a maximum of 20.

Languages

Your character can speak, read, and write Deep Speech, Undercommon, Common and one other language of your choice.

Alignment

Voidspawns are generally neutral aligned, as they are rather indifferent to the ways of the world, caring about them just enough to not get in trouble with others.

Size

You are Medium in size.

Speed

Your base walking speed is 30ft.

Darkvision

You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Hover

You defy the laws of gravity, given your origin is beyond all such phenomena. You have a flying speed equal to your walking speed while you aren’t wearing heavy armor and can hover.

Aberrant Resistance

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

Eldritch Knowledge

You gain proficiency in two skills of your choice from the following list:

  • Acrobatics
  • Athletics
  • Arcana
  • Deception
  • Insight
  • Investigation
  • Perception
  • Persuasion
  • Stealth
  • Survival

 

 

Class

Artificier

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Railgunner

Artificers having taken over several aspects of technology. Now with the new realms being revealed, the technology has taken several leaps and bounds into the future, as energy itself is tamed for purposes achieving the heights of unfathomable destruction, the rise of nuclear energy.

Radioactive Spell List

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

Artificer Level Spells
Artificier Level Spells
3st Ray of Sickness, Shield
5th Ray of Enfeeblement, Wither and Bloom
9th Aura of Vitality, Spirit Guardians
13th Blight, Sickening Radiance
17th Dawn, Enervation

Railgun

Starting at level 3, you gain access to a railgun, which you can hold in a hand as a tiny object. It counts as a spellcasting focus for your artificer spells.

As a bonus action, you can charge your railgun which stays charged up for one hour per charge expended. You can do so a number of times equal to your proficiency bonus or you can expend a 1st level spell slot or higher to charge it. You regain all expended uses whenever you finish a long rest.

As an action, you can shoot a 40ft line of radioactive energy onto your enemies. Each creature in the line must succeed on a Dexterity Saving throw or take 1d10 radiant or necrotic damage (your choice), or half as much on a successful one.

The damage dices of the railgun increases by one whenever you reach certain levels: 2d10 at level 5, 3d10 at level 11 and 4d10 at level 17.

Unstable Isotope

Starting at level 5, whenever you deal damage to a creature, you deal additional damage equal to your Intelligence modifier.

Radioactive Spill

Starting at level 9, you can now create throwable explosives of your radioactive waste, making the most out of your product.

As a bonus action, you toss a grenade to a point of your choice within 60ft of you. The area within 10ft of the point then is covered in hazardous toxic sludge for the 1 minute. Creatures who start or enter the area on a turn have their movement speed reduced by half and they have disadvantage on attacks rolls and saving throws until the end of their next turn.

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

Reactor Meltdown

Starting at level 15, your railgun reaches a state of unstable power, as your research into radioactivity bore fruit:

  • You gain resistance to necrotic and radiant damage.
  • You can use your railgun as a bonus action. You can only use the railgun once on your turn.
  • The range of the railgun increase to 80ft.
  • You can now change the damage type of your Railgun and Radiation Leak to acid as well, and you also gain the benefit of Unstable Isotope when using acid damage.
  • At the start of your turn, you can choose to drop your movement speed to 0 before using the - railgun, grounding yourself for a better aim. Doing so, you gain a bonus of 1d10 to your - railgun’s damage. The range of the railgun also increases to 160ft.

 

 

The Gundam Rider

While every Artificer tinkers with merging arcane magic and mechanical devices, an Gundam Rider specializes in using their knowledge of the arcane and the mechanical arts to assemble an automaton that can augment their own physical capabilities.

This automaton—known as an Gundam, or mech—enables the Rider to readily engage in physical combat, with the Gundam providing the strength for their blows and helping to shield them from harm.

Gundams vary greatly in appearance and form. Some are built like a hulking automaton, but with the addition of a cockpit canopy containing a control panel of buttons and levers. Others are suits of power armor, whose movements mimic those of the wearer and enhance them with mechanical force.

Expanded Spell list

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

Level in Subclass Spells unlocked
3st Magic Missile, Shield
5th Shadow Blade, Warding Bond
9th Crusader’s Mantle, Spirit Shroud
13th Fire Shield, Shadow of Moil
17th Steel Wind Strike, Wall of Force

Gundam Engineer

Starting at level 3, you gain proficiency with martial weapons. You also learn the mending cantrip, which doesn’t count against your number of cantrips known.

 

 

The Gundam

  • Starting at level 3, you gain a construct only you can mount and control directly. When not being controlled it tries to reach you by the shortest route possible, ending its turn within 5ft of you.

  • The Gundam can be used as a spellcasting focus for your artificer spells and you can do somatic and material components of a spell. When you enter the cockpit of your Gundam using half your movement, you immediately take control of it (no action required). You CANNOT wield a shield or weapon while controlling the Gundam.

  • It’s Hitpoints are equal to 5 times (your artificer level + intelligence modifier). Whenever the Gundam must make an Intelligence, Wisdom or Charisma saving throw or skill check, you can make the save or skill check in its stead. You must however makes saves for both yourself and your mech if both are targeted.

  • The Gundam can take an action, bonus action, movement and reaction only at the cost of its pilot’s action, bonus action, movement and reaction, respectively. When you take the Attack action on your turn while mounted on your Gundam, you can make attacks through your Gundam using its statblock.

  • It gains a bonus of +1 to all its skills and saving throws whenever your proficiency bonus increases. It is proficient in all weapons and armor you are proficient in.

  • It receives an ASI whenever you receive an ASI/feat from this class. You can’t increase your mech’s ability scores above 20 using this feature. It benefits from all feats you are benefiting from.

  • It cannot attune to any items, however it gains the benefits of all the items you are attuned to. It can however attune to your artificer infusions. It gains any bonuses to saves from any bonuses to saves you receive due to your attunements.

  • Whenever you are targeted by a spell or any other magical effect that does not deal damage or applies a harmful effects to the target, you can choose to have the spell or effect also affect your Gundam. You can treat the Gundam as yourself for triggers of reactionary spells.

  • You can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The Gundam returns to life after 1 minute with all its hit points restored. It gains 2d6 + proficiency modifier in hitpoints while being targeted by the mending spell.

  • When a hostile creature mounts the Gundam, the mech can use its reaction to shake the creature off. The creature must succeed on a Dexterity saving throw against your spell save DC, or take 1d6 bludgeoning damage and be knocked prone.

Standard Gundam

Large Construct, Unaligned


  • Armor Class 13 + Artificer Intelligence Modifier
  • Hit Points 5*(Artificer level + Intelligence mod)
  • Speed 35ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+2) 4 (-3) 10 (10) 6 (-2)

  • Saving Throws STR (proficient), CON (proficient)
  • Skills Athletics (expertise), Perception (expertise)
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Frightened, Poisoned, Incapacitated, Exhaustion
  • Senses darkvision 60ft, Passive Perception 14
  • Languages Only understands the languages of its creator
  • Proficiency Bonus Artificer Proficiency Bonus

Elevated Cockpit: The cockpit of the giant Gundam is elevated 10 feet off the ground. Melee combatants at ground level with less than 10ft reach have disadvantage on attack rolls against you.


Actions

Repair(3/day) (Requires the pilot’s bonus action.) The magical mechanisms inside the Gundam restore hit points equal to 2d8 + the pilot’s proficiency modifier (2d8 + PB) to itself.

Unarmed Strike: Attack Style: (Requires either pilot’s action or bonus action.) Melee Weapon Attack: reach 5 ft., one creature; use the Gundam’s STR modifier (+4) and the pilot’s proficiency modifier (+PB) to make the attack. Hit: 1d6 + mech’s STR modifier (1d6 + 4) bludgeoning damage.

Weapon Attack Makes a weapon attack with any weapon it has equipped, using appropriate modifiers.


Reactions

Shake Off: When a hostile creature tries to climb or grapple the Gundam, the mech can use its reaction to shake the creature off. The creature must succeed on a Dexterity saving throw against your spell save DC, or take 1d6 bludgeoning damage and be knocked prone.

 

 

Gundam Inventor

  • You are always striving for ways to improve your Gundam.

  • When you reach 5th level, you develop two designs which can be used to improve your Gundam, provided at every level. You learn two additional designs of your choice when you reach 9th level, and two more once you reach 15th level.

Artificer Level Total Models Available
5 2
9 4
15 6
  • Whenever you gain a level in this class, you can replace one of the Gundam designs you learned with a new one.

Prodigious Inventor

  • When you reach 9th level, you learn two additional designs for your Gundam.
  • You also learn how to use Energy Cores, a small hand held device that can fold and unfold into your Gundam whenever you use the command word as a bonus action, conjuring it within 5 ft of you. It is retracted back into the Energy Core when you use the command word as a bonus action.

  • If you Gundam lacks the room to unfold completely, it stays the appropriate size while retaining the benefits of its design.

Level 5 Designs

Extra Attack

When you use the Attack action to attack through your Gundam, it can make two attacks instead of one.

Reinforced Plating

Your Gundam gains a bonus to its Armor Class equal to half your proficiency bonus, rounded down.

Secure Cockpit

You has advantage on saving throws against being dismounted, and gain a bonus to your Armor Class and Dexterity Saving throws equal to your Proficiency Bonus.

Spellcannon Attachment

Whenever you cast an spell using your Gundam as a spellcasting focus, you gain a bonus of 1d8 to one of the spell’s damage rolls.

Level 9 Designs

Enhanced Repair

  • When the mending spell is cast on your Gundam, or it uses its Repair action on itself, it recovers additional hit points equal to your Intelligence modifier (minimum 1).

  • Your Gundam can use its Repair action once more each day. When you reach 15th level in this class, you gain one further use of the Gundam’s Repair action.

Giant Gundam

You can create a giant Gundam.

  • The size of your Gundam increases from Large to Huge.

  • Its Strength (or Dexterity) and Constitution scores increase by 1, to a maximum of 21.

  • The reach of the weapons it wields is increased by 5 ft. It can now wield a two-handed weapon in one of its hands.

  • The damage of its unarmed strike increases to 1d8 + its Strength modifier.

  • The cockpit of the giant Gundam is elevated 15 feet off the ground. Melee combatants at ground level with less than 15ft reach have disadvantage on attack rolls against you.

  • The DC of the Gundam’s Shake Off reaction increases by 1, and its damage increases to 2d6.

If you also know the Agile Gundam design, you can choose to create an agile giant Gundam instead.

Agile Gundam

You can create an agile Gundam.

  • The speed of your Gundam increases to 40 feet, and it gains a flying speed equal to its walking speed.

  • It is proficient in Dexterity Saving Throws instead of Strength saving throws.

  • Its Dexterity score increases by 6, and Strength decreases by 2.

  • It can wield ranged weapons in one or both arms, and it can wield a two-handed ranged weapon if it uses both its arms to do so.

  • The DC of its Shake Off reaction increases by 1.

If you also know the Giant Gundam design, you can choose to create an agile giant Gundam instead.

 

 

Level 15 Designs

Recurrent Memory Module

  • Your Gundam’s Intelligence score increases by 2.

  • If you have used your Spell-Storing Item feature to store a spell in your Gundam, as a bonus action you can verbally command it to produce the effect of the stored spell. If the spell requires concentration, either your or your Gundam must concentrate on it.

Mega Zord

You can create a mega Zord. (Prerequisite: Giant Gundam)

  • The size of your Gundam increases from Huge to Gargantuan.

  • Its Strength (or Dexterity) and Constitution scores increase by 1, to a maximum of 22.

  • The reach of weapons it wields increases by 10ft. It can now wield a two-handed weapon in each hand.

  • The damage of its unarmed strike increases to 2d6 + its Strength modifier.

  • The cockpit of the mega Zord is elevated 20 feet off the ground. Melee combatants at ground level with 15ft reach or less have disadvantage on attack rolls against you.

  • The Gundam’s Shake Off reaction affects all creatures attempting to mount it until the start of its next turn, and its damage increases to 3d6. The creature triggering the reaction has disadvantage on their save.

If you also know the Agile Gundam design, you can choose to create an agile mega Zord instead.

 

 

Cybertechnician

“Knowledge is Power and Information, is to be exploited.”

While those around you worked in conjunctions to the rules that reality has put before you, you have always seen things a bit differently. After all, every single moment in time and every particle in existence is pure information. Data to be understood.

Reality is a huge cyberspace, and you can see and slip between the seams of this massive system. You reach deeper, pushing past the fabric of reality that separates the Front End that everyone perceives from the Back End that you slowly breach deeper into, plunging you further into the world of what is behind the scenes of the most complex system in existence, the Weave itself.

As a CyberTechnician, you understand the laws and rules of reality and all the glitches that litter it entirety, while playing and experimenting with all the assets at your disposal, you learn mold the world itself, for better or for the worse. After all, all the world’s a game, and all the men and women merely players.

Expanded Spell List

You always have certain spells prepared after you reach particular levels in this class, as shown in the Cybertechnician Spells table.

Artificer Level Spells
3rd Bless, Healing Word
5th Detect Thoughts, Borrowed Knowledge
9th Counterspell, Nondetection
13th Dimension Door, Raulothim’s Psychic Lance
17th Scrying, Synaptic Static

Access Dashboard

Starting at 3rd level, you gain access to your Access Dashboard, allowing you to access the back-end protocols of the reality around you.

You can use an action to analyze one creature of your choice within 60 feet of you. Make an Intelligence (Investigation) check against the creature’s CR/level, or a DC 10, whichever is higher. On a success, you know any 3 of the following about the creature:

  • Armor Class
  • Creature Type/Race
  • Current hit points
  • Damage resistances and immunities
  • Lowest saving throw and modifier
  • Intelligence saving throw modifier

Once targeted, you cannot target the same creature again until you finish a short rest.

You Can now create earpieces with your Magical Tinkering using your Access Dashboard. Any creatures wearing earpieces created by you, may communicate for a number of hours equal to your intelligence modifier, provided that they are located on the same plane of existence.

Cheat Engine

Reality is all a simulation and you can see between all the lines, allowing you to manipulate the strings in favor of your friends.

Starting at level 3, as an bonus action, you can choose yourself and a number of creatures (excluding you) equal to your Intelligence modifier within 60ft of you. You can choose either of the two effects per creature chosen, lasting for a minute:

  • The creature gains an additional 1d4 to their attack rolls and saving throws.
  • The creature must succeed on an Intelligence saving throw against your Artificer Spell Save DC or gain a penalty of 1d4 to their attack rolls and saving throws.

You can only activate one instance of Cheat Engine at a time.

The dice for the buffs increase to from d4s to d6s at level 9. You can use this feature a number of times equal to your Intelligence modifier (Minumum of 1) per long rest, You may also expend a spellslot of 1st level or higher to regain a charge back.

Logic Bomb

Starting at level 5, reality is a game, and everyone you see are mere pawns. You learn that your enemies, no matter how complex are nothing more than creations of the code of reality. In the end, everything is simply information to be exploited.

As an action using your Access Dashboard, you can choose a target within 60ft of yourself. The creature must succeed on an Intelligence saving throw or take 2d10 force damage plus your intelligence modifier, half as much on a successful one. On a failure, The creature has disadvantage on its first saving throw it makes until the start of your next turn.

If the creature is a construct, it has disadvantage on the saving throw for Logic Bomb and takes an additional 1d10 force damage.

The damage die of Logic Bomb increases to 3d10 at level 11 and 4d10 at level 17.

Additionally, you gain a bonus to the damage of your artificer cantrips equal to your intelligence modifier.

 

 

Admin Access

Limitations of reality start to fade around you as you slam further and further into the backend of all that keeps the universe running. Starting at level 9, you are able to smash deeper into the properties of your prey, switching around its code via the means of the Admin Access in the CyberSpace.

Whenever a creature fails the saving throw for your Logic Bomb feature, you can expend a charge of Admin Access and choose one of the following:

  • Shredding resistance (lasts a number of rounds equal to your proficiency bonus.). You can choose to disable one of its resistances.

  • Disabling Actions (lasts until the end of your next turn). You can pick one type of action (including bonus action, reactions, etc.) that the creature can take. The creature is unable to take that action until the end of your next turn.

  • Reduce the damage done by the creature by half. (lasts until the end of your next turn.)


Only one instance of Admin Access can be active on the target at any given time. You have a number of uses of Admin Access equal to your Intelligence modifier. You regain all uses when you finish a short or long rest.

Cyberspace Database

Starting at level 15, you have hacked so far into the Cyberspace, that you have reached the Core of the Weave. The true nature of the Weave’s arcane functions troubled you in the past, but now you understand. Downloading the language of the Weave directly from the source, you now wield the power to mold the very essence and processes of the Weave itself. No barriers stop you from taking whatever you wish from the Weave for yourself.

Whenever you finish a long rest, pick any spell for each artificer spell slot level you have, one each from a cantrip to level 5. These spells are added to your artificer spell list and are always prepared for you until you finish your next long rest. These do not count towards the total number of spells you can prepare.

 

 

Integrated Weaponsmith

Those who are integrated weaponsmiths go against the order of things set by standard tinkers and artificer. While most make their crations into separate pieces of technology, these soecialists make their creations as part of them, enhancing their bodies and turning themselves into a walking armory.

Bonus Proficiencies

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

Integrated Weaponsmith Spells

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

Artificer level Spells
3rd Shield, Absorb Elements
5th Dragon’s Breath, Spider Climb
9th Fly, Tongues
13th Fabricate, Fire Shield
17th Holy Weapon, Steel Wind Strike

One with the Weapon

Beginning at level 3, you become the embodiment of a living bio-mechanical weapon. While you are not wearing armor, you gain the following benefits:

  • You can attach a one handed weapon to your body, and can use your INT modifier instead of STR or DEX modifier, for the attack and damage rolls. This weapon is attached to your body and does not take up the use of your hands. These weapons cannot be removed from your body against your will.
  • Your AC is now 10 + your dexterity modifier + your intelligence modifier
  • You can apply infusions that enhances simple and martial weapons to your attached weapon.
  • You can use your attached weapon as a spellcasting focus for your artificer spells.

You can change your attached weapons whenever you fininsh a short or long rest, provided you have Smith’s tools in your hand. When you do this, any infusions on your attached weapon are removed.

Extra Attack

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

Machine-like Healing

At 9th level, due to your mechanical enhancements, you can heal yourself in unconventional ways. As a bonus action, you can repair yourself and any damaged componennts of your body, regaining an amount of HP equal to 2d8 + your Intelligence modifier. If you reach your maximum, any remaining hit points become temporary hit points.

You can use this ability a number of times equal to your Intelligence modifier (Mininmum of 1), and regain all uses upon finishing a long rest.

Perfected Evolution

Finally at 15th level, you continued your explorations, tinkering and nurturing has produced a perfected version of your living weapons. You gain the following benefits:

  • Your attached weapons score a critical hit on a 19 and a 20.
  • You can have a second weapon attached to your body, if you have two weapon attached to you body, you count as if you are duel weilding if the requirements are met.
  • When you use your action to cast a spell, you can make one weapon attack as a bonus action with one of your attached weapons.
  • You can change the damage type of your attached weapons to acid, fire, cold, thunder or lightning damage (You choice), this change can be done during a short or long rest provided you have tinker’s tools in hand.

 

 

Bomber

Your ways in the combat fields go back to a modern version of traditional means. You have grown next to tons of gunpowder from a young age, or are the result of experimenting with it and the arcane. Origins aside, one thing is for certain: where the rest cowers in crowd controlling, you respond in an explosive manner!

Armour proficiency

3rd level Bomber feature

You gain proficiency with heavy armour, due to the fact that a person to this field of your expertise must be fully protected as much as possible.

Bomber spells

3rd level Bomber feature

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

Artificer level Spell
3rd Tasha’s Hideous laughter, Armour of Agathys
5th Cauldron of arrows, Pyrotechnics
9th Melf’s Minute Meteors, Slow
13th Vitriolic Sphere, Fire Shield
17th Immolation, Flame strike

Bombs?!

3rd level Bomber feature

You have gained knowledge in creating bombs so complex that only yours truly can use them. Using your tinker’s tools and after you end a long rest, roll an amount of d4’s equal to your proficiency modifier, and consult the Bomb table, noting down its results.. As an action, you can choose one of the bombs that you got from the roll, and it magically appears in your hand, and you may choose to use it immediately (as part of the same action). Any excessive bombs that have been produced in this way and haven’t been used/activated lose their special after the end of your next long rest, and switch to non magical items.

You can also spend an amount of money depending on the bomb that you want to make, and assuming you have access to it, plus two hours of uninterrupted work. These bombs keep their properties until used, but you can’t carry more than your intelligence modifier (minimum of one) of said bombs, in person.

To use these bombs, you spend an action (unless stated otherwise) to explode them, and they explode either this instant or at the end of your turn (you choose). You can also throw them at a 30ft distance and at a 60ft long distance although if thrown at long distance, roll a d20. On a roll of 5 or lower, the bomb lands 20ft away from its deisgnated location, and the DM chooses the direction. Any bomb requiring a save/ability check uses your spell save DC.

Both dice and available bombs change as you progress through this class. The dice changes to a d6 and you unlock the 5th and 6th options at level 5, to a d8 unlocking the 7th and 8th options at level 9th, and to a d10 unlocking the 9th and 10th option at level 15th.

They call me mister bombastic

5th level Bomber feature

At 5th level, you have become more confident with the usage of the bombs. You have advantage on any save and resistance on any damage when being subjected by either of the two as a result of your bombs. In addition, before taking an action related to your bombs, you can spend your bonus action to attach either a mundane Dynamite (Exandria) or Bomb to it. When used in this way, the bomb deals additional damage depending on the bomb that you attached, and has a range depending on the bomb you attached them with. You have a number of usages equal to your proficiency bonus, and regain them back at the end of your long rest.

FIRE IN THE HOOOOOLE!

9th level Bomber feature

At 9th level, you keep crossing the line more and more when it comes to upgrading both normal and special explosive artillery. You gain a number of power cellars equal to half your intelligence modifier, rounded down (minimum of one), and can use them in the following ways:

  • As a reaction and after one of your bombs explode, choose one hostile creature caught in the blast and that it has failed the save. If said creature has immunity to a condition caused by the bomb, said immunity is neglected. If not, it has disadvantage on the first save it makes to resist the effects of it.

  • As a reaction and after one of your bombs explode, choose one friendly creature that was caught in the blast. Said creature has advantage on the saving throw, and the target takes half damage on a faiked save, and none on a successfull one.


You regain all power cellars at the end of a long rest. In addition, you can now use a grenade launcher to launch any bomb, whether it’s a special or mundane one. Using a grenade launcher in this manner doubles the throwing range, but the rules for the long range special bombs are still applied.

 

 

Yes, Rico, Kaboom

15th level Bomber feature

At 15th level, you have achieved greatness when it comes to bomb-handling, and have mastered them to their excelling degree. Mundane bombs used by you now use your spell save DC in place of their normal one, and deal bonus damage equal to your Intelligence modifier (minimum of one). In addition, you gain mastery with the magic item Arcane cannon, your very own Father Of All Bombs. When used by you, it gains these additional properties:

  • The cannon is moveable: You can spend an amount of movement of up to your walking speed to move the cannon around
  • The damage rolls for each property are doubled
  • It now needs a bonus action to aim it
  • It’s recharge time is dropped to a minute, but you may use an action to spend a spell slot and recharge the cannon immediately.
Bombs Price Description
Pirate bomb 250gp Any creature within 20ft of the explosion must succeed on a Dexterity saving throw, taking 4d8 bludgeoning damage on a failed save, or half damage on a successful one.
Stinky Bomb 250gp Any creature within 20ft of the explosion must succeed on a Constitution saving throw. On a fail, a creature takes 3d6 poison damage and becomes poisoned for the next minute. A creature affected by this repeats the saving throw at the end of each of its turn, ending the effect on a success.
Molotov 250gp Each creature within 20ft of the explosion must succeed on a Dexterity saving throw. On a fail, a person takes 2d10 fire damage, and is on fire for the next minute. A creature on fire takes 1d10 fire damage at the start of each of their turns, and must waste their action to put their fire out, or be completely submerged in water. In addition, a molotov can also be thrown against a creature. Make a spell attack roll against the target. On a hit, the effects of the bomb happen as normal and the target of the attack automatically fails their save. On a miss, the molotov lands and explodes 5ft next to the target, and the effects happen as normal.
Pipebomb 250gp Each creature within 20ft of the explosion must succeed on a Constitution saving throw. On a fail, a creature takes 4d4 piercing damage and is bleeding until the end of their next turn. A creature that is bleeding, cannot regain hit points by any means.
Laughing Gas 500gp Each creature within 30ft of the explosion must succeed on a Wisdom saving throw. On a fail, a creature’s speed drops to 0, and they can’t take reactions for the next minute. A creature affected by this can repeat the saving throw at the end of each of their turns, ending the effect itself on a success.
Landmine 500gp This bomb follows special rules: You spend an action to plant it on the ground, and choose an amount of friendly creatures that you can see, and up to your intelligence modifier (minimum of 1). This bomb explodes when a creature ends its turn within 20ft of it, unless it is one of the friendly creatures that you chose when deploying this bomb. When it explodes, each creature within 30ft of the bomb makes a dexterity saving throw, taking 5d10 bludgeoning damage on a fail, and half on a success. The creature that activates the bomb automatically fails their save. A creature that hasn’t seen you deploy the bomb must succeed on a perception/investigation check to spot it, and it makes it at disadvantage if, prior to that, you have spent an hour of work and succeeded on a DC 17 sleight of hand check to disguise the bomb. Failing said check explodes the bomb.
Flashbang 750gp Creatures within 40ft of the explosion must succeed on a Constitution saving throw. On a fail, a creature is both blinded and deafened for the next minute. A creature effected by this repeats the saving throw at the end of each of their turns, ending the effect on a success.
C4 750gp This bomb follows special rules: You spend an action to place or throw the bomb, and a bonus action to explode it, as long as you are within 100ft of it. Upon explosion, each creature within 40ft of the bomb makes a dexterity saving throw, taking 8d8 bludgeoning damage on a failed save, or half damage on a successfull one. This explosive sticks to any surface, deals double damage to objects/non magical barriers, walls, and creatures using non magical cover no more than 5 inches wide are still effeted by the explosion, although have advantage on the save.
TNT 1000gp This bomb follows special rules: You take an action to either place or throw it and a bonus action to make it explode. Each creature within 60ft of the explosion must succeed on a Constitution saving throw, taking 7d6 acid damage on a failed save or half as such on a successfull one. In addition, the area 30ft around it is contaminated, and each creature that starts its turn inside it takes 2d6 acid damage. The smoke stays in place for the next minute, but spells such as gust of wind can push it away.
Cookie 1000gp This bomb follows special rules: You use your action to activate a timer on it which can be from a single round to a maximum of a number of minutes equal to your artificier level. When the timer runs out, the bomb explodes and each creature within 60ft of it makes a dexterity saving throw, taking 8d10 bludgeoning damage on a failed save, or half damage on a successfull one. If the bomb is being carried or in the possession of a creature, that creature automatically fails their saving throw. This bomb is small sized and resembles a cookie. You choose both how it looks and smells when making it. A creature that succeeds on an investigation check realizes that the cookie is fake, and potentially dangerous. A creature touching the cookie has advantage on the check, but if it attempts to either eat or break it, the cookie automatically explodes, ignoring the amount of time there was left.

 

 

Class

Barbarian

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Path of Elemental Titans

Those who walk this path follows the path of the primal energies of the giants and titans. The elemental surge manifests itslef into the body of the barbarian, increasing their size and transforming them partially into something more akin to the source of their primordial might.

While raging this subclass of barbarian can take a few characteristics of the giants or titans of old.

Primal body

Your substance comes from the primal energies itself. You dont need to eat, or breathe.

At level 3, when you enter your rage, your body attunes to an element, you gain resistance from one of the next elements: acid, cold, fire, thunder, or lightning. You can use your bonus action to change your attuned element.

Titanic blood

At level 3, your rage pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

Titanic jump.
As a bonus action you can jump up to 30 feet in any direction without incurring any attacks of opportunity, you can use this feature a number of times equal to your proficiency bonus per long rest.
Giant Stature.
Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.

Elemental Cleaver

Your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.

At level 6, when you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

Mighty Impel

At level 10, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a special attack while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect. This special attack counts as an attack to keep your rage going. You can do this a number of times equal to your strengh modifier. It resets in a short rest.

If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Demiurgic Collussus

The primordial power of your rage intensifies. At level 14, when you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

Escape of tartarus

As the titans from old, no prision can hold you.

At level 14 attacks made by the weapon empowered by your Elemental Cleaver can now create 10ftx10ft gaps in magical barriers and walls, such as wall of force, forcecage etc.

 

 

Path of the Pro Wrestler

The Path of the Pro Wrestler is for barbarians who fight with their bodies, fuelling themselves with adrenaline and rage to redirect their enemies and control the battlefield around them.

Pro Wrestler also have a flare for showmanship, decorating themselves with fancy costumes and luminous paints to create a spectacle and win favour with their bloodthirsty spectators.

Fists of Fury

When you choose this path at 3rd level, you gain proficiency in your unarmed strikes, which now deal 1d6 bludgeoning damage, increasing to 1d8 at 10th level.

When you use your action to make an unarmed strike attack, you may use your bonus action to make another unarmed strike.

At 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance to nonmagical weapons.

Showmanship

Also at 3rd level, you learn special combat techniques that you can use to control the battlefield. You learn the Nelson Hold technique, as well as one additional Wrestling Move of your choice from the list below. You learn one additional Wrestling Move at 6th, 10th, and 14th level.

If the Wrestling Move requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength modifier.

When you gain a level in this class, you can choose to replace one Wrestling move you know with one you do not.

Stage Persona

At 6th level, you gain proficiency in the Performance skill, as well as the disguise kit. If you spend at least 10 minutes using a disguise kit to apply your Stage Persona, which consists of a mask plus some form of costume or body paint, you may gain one of the following benefits until your next short rest, you apply a different persona, or you drop below half your maximum hit points (whereby you have sustained so much damage as to ruin the current costume).

  • Cherub. When a creature targets you with an attack roll, you may use your reaction to force them to make a Wisdom saving throw against your Wrestling Move DC. On a failure, they must target a different creature or lose the attack.
  • Beast. You have advantage on Charisma checks to interact with animals. When you take damage from a melee attack, you may use your reaction you make an unarmed strike attack against your attacker.
  • Djinn. Your movement speed increases by 10ft.
  • Demon. You gain a bonus to Intimidation checks equal to your Rage damage bonus.
  • Efreet. You shed bright light in a 5ft radius, and dim light for an additional 5ft. Once per turn, when you hit a creature with a melee weapon attack, you may deal an additional 1d4 fire damage.
  • Shadow. Creatures have disadvantage on Perception checks to spot you that rely on sight.

Incite the Crowd

Beginning at 10th level, when you reduce a creature to 0 hit points, any number of friendly creatures (up to your Constitution modifier) that can see you and that you can hear may use their reaction to cheer you on.

You gain temporary hit points equal to your Rage damage bonus for each creature that cheers you on.

Wrestling Mania

From 14th level, while you are raging, you gain additional bonuses based on your current Stage Persona, as you channel the mystical energies of the fighting ring.

  • Cherub. Creatures who pass the saving throw against your Stage Persona feature take psychic damage equal to half your Barbarian level.
  • Beast. Your jumping distances are multiplied by 5.
  • Demon. Creatures you damage with your unarmed strikes must make a Charisma saving throw against your Wrestling Move DC or become frightened of you until the start of your next turn. A creature can only be forced to make this save once per turn, regardless of how many times you strike it.
  • Djinn. When you take the Attack action to attack with your unarmed strikes, you may make one additional unarmed strike attack as part of that action.
  • Efreet. You gain immunity to fire damage.
  • Shadow. You may use your bonus action to turn invisible until the start of your next turn, or until you make an attack, roll a damage die, or force a creature to make a saving throw.

Wrestling Moves

When you gain a Wrestling Move as part of the Pro Wrestling class feature, you may choose any option from the list below; you may not choose the same move twice.

Nelson Hold

When you hit a creature with an unarmed strike, you may use your bonus action to attempt to Grapple the target if it is no more than one size category larger than you. You may only grapple one creature in this way at any one time.

 

 

Correct Course

When you make an attack of opportunity, you may instead choose to make a Shove attack against the creature. If successful, the creature moves in the direction of the Shove, plus an additional 5ft (or 10ft if they were taking the Dash action).

Dropkick

You may replace one of your unarmed strike attacks with a dropkick, leaping up to kick at your foe. You make the unarmed strike attack roll with disadvantage, dealing one additional die of damage and pushing the target 10ft away from you on a hit. You then immediately fall prone.

Powerslam

As an action, you dive towards a prone creature within 5ft of you. The target must succeed on a Dexterity saving throw or take your unarmed strike damage and become restrained by you, which they must escape before standing up from being prone. Whether this move succeeds or fails, you fall prone, either on top of or next to the creature.

Suplex

As an action, you may attempt to flip a creature you are grappling. The creature must make a Strength saving throw or take damage as though you had hit it with an unarmed strike, and fall prone in an unoccupied space within 5ft of you.

Sweep

As a bonus action, you attempt to kick the legs out from under a creature within 5ft of you, forcing it to make a Dexterity saving throw or be knocked prone. If you are grappling the target creature, the saving throw automatically fails and the grapple is released.

Throw

As an action, you attempt to launch a creature you are grappling; the creature must succeed on a Strength saving throw or be tossed in a straight line in any direction of your choosing. This distance they are launched is a number of feet equal to 1d4 multiplied by 5; the result of the die is halved (minimum 1) if the creature is your size category or larger.

If the creature collides with a solid object during this travel, they suffer 1d4 bludgeoning damage, plus an additional 1d4 per 5ft of distance remaining.

Twist Momentum

As a reaction when you are missed with a melee attack, you may attempt to turn the momentum of the attacker against them. The attacking creature must make a Dexterity saving throw, falling prone and taking half your unarmed strike damage on a failure.

 

 

Path of the Savant

Many barbarians unleash their rage as a storm upon the world, a maelstrom of fury fit only for destroying their enemies. Some, however, are able to channel their rage into an intense, single-minded focus or trance.

Barbarians that follow this path are savants; they are often perfectionists, in combat and all walks of life. They rely on their ability to deliver technique and brutal efficiency in everything they do, and many strive to master an art or craft in addition to their fighting skills.

Skillful Concentration

3rd-level Path of the Savant feature

You may lack raw talent, but make up for it with focus. You gain one skill and tool proficiency of your choice.

In addition, choose one of your skill proficiencies or one of your tool proficiencies. You gain a bonus to checks made with the chosen skill or tool equal to your Constitution modifier.

You can choose one more of your skill or tool proficiencies to gain this benefit when you reach 6th and 10th levels in this class.

Battle Trance

3rd-level Path of the Savant feature

You can sharpen your emotions into a keen battle trance. When entering your rage, you can choose to gain any of the following benefits, which last for that rage’s duration:

Choose Dexterity, Intelligence, or Wisdom. You gain advantage on checks and saving throws made using the chosen ability, instead of on Strength checks and saving throws. Your Rage Damage bonus and Reckless Attack feature apply to melee weapon attacks you make using Dexterity, instead of Strength.

Savant’s Focus

6th-level Path of the Savant feature

You learn to better harness your roiling emotions, letting you channel them toward more constructive efforts. You can enter a rage outside of combat without expending a use of it. When you do so, it ends early only if you fall unconscious, choose to end it as bonus action, roll initiative, or otherwise do something harmful to another creature. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Calculated Trade

10th-level Path of the Savant feature

Your incredible focus and skill lets you make calculated trades in combat. After using your Reckless Attack feature while raging, if a creature hits you with a melee attack before the start of your next turn, you can use your reaction and make one melee weapon attack against that creature.

Critical Brutality

14th-level Path of the Savant feature

Your ability to follow the throes of battle allows you to exploit even the tiniest openings with brutal efficiency. While raging, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.

 

 

Class

Bard

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College of Rock

Bards of the College of Rock dedicate themselves to living their lives more destructively, loudly, and proudly. Their music is loud enough to break eardrums, their voices rude enough to bring tears with just a word, and their attitudes rough enough to scare even the hardiest of orcs. While most bard colleges might focus on the bard playing music or learning more support-like abilities, the College of Rock teaches bards how to kick ass, and look good while doing it.

Folks

When you pick this college, you gain proficiency with medium armor and shields.

Additionally, you learn about the various genres of Rock that you can adopt. Whenever you finish a short or long rest, you can choose a new genre or switch from a genre to another. The genres and the benefits they offer are as follows:

  • Indie Rock. Whenever you heal a creature, you can end one of the following conditions affecting it: charmed, blinded, restrained, frightened, paralyzed or stunned.

  • Heavy Rock. Whenever you use a spell of 1st level or higher that deals damage via means of an attack roll or a saving throw, you gain a bonus to the damage rolls equal to one roll of your bardic die.

  • Punk Rock. When you cast a concentration spell that targets allied creatures, you can choose to give them advantage on all Strength (Athletics) checks and Constitution Saving throws for the duration of the spell, or 1 minute, whichever comes first.

  • Rock and Roll. When you cast a concentration spell that affects allied creatures, they can take the Dash action as a bonus action and gain a bonus of 10ft to their movement speeds for the duration of the spell or 1 minute, whichever comes first.

Shook me all night long

Starting at level 3, while a creature is inspired by your Bardic Inspiration, the drive of your inspiration bolsters their advance. The creature is under the effects of the Heroism spell until they use up the Bardic Inspiration or the Bardic Inspiration expires.

Additionally, when a creature within 60ft of you lands a hit with a weapon attack, you can use your reaction to expend a bardic die. Roll a number of your bardic die equal to the creature’s proficiency bonus as thunder damage. The creature gains a bonus to the damage equal to the damage rolled. These dices double on a critical hit.

For those about to Rock

Starting at level 6, you can use your bonus action to activate or maintain countercharm, and its range increases to 60ft. Additionally, you can use your Bardic Inspiration feature with the same bonus action used to activate or maintain the countercharm.

While countercharm is under effect, you can use an action have one of these effects active until the end of your next turn:

  • Static Discharge. You can drop a bolt of static onto enemies within 10ft of a point within 60ft of you. Each creature of your choice must succeed on a Dexterity saving throw equal to your Bard Spell Save DC or take thunder damage equal to 1d6 times your proficiency bonus plus your Charisma modifier, or half as much damage on a successful save.

  • Amp Up. Choose one creature benefiting from your countercharm. They gain the benefits of the Haste spell while the countercharm is active. They, however, do not suffer the drawbacks of losing Haste when the effect ends.

  • Disorient. All creatures of your choice within 60ft of you while the countercharm is active gain a penalty of 1d4 to their attack rolls and saving throws.

  • Guitar Solo. Choose any number of creatures benefiting from your countercharm. Each creature regains the maximum number of hit points possible from any healing.

It’s a long way to the top

Starting at level 14, your countercharm grows even stronger.

  • Creatures that fail the save of your Static Discharge must use their reaction to make a weapon or spell attack against a target of your choice.

  • You can target upto 2 creatures with your Amp Up countercharm feature.

  • The penalty on all creatures under the Disorient effect increases to 1d6 only for their attack rolls.

  • When you use the Guitar Solo countercharm effect, creatures of your choice under the countercharm gain advantage on saving throws against spells and magical effects.

 

 

Class

Blood Hunter

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Order of the Titan

Generations of old have spoken of those that come before us, and how the world was ruled by the strong, with primal fury and rage. Among those of the primal fury, there were some that were able to reign in control, and structure, pulling along these titans of old under a banner, a rudimentary civilization. Eons later the power of those Titans lay slumbering within us. The Order of the Titan is a undercover group of individuals that have reached within themselves this power of the ancestral Titans, bringing forth the true might of the monstrosities that tamed the land before time. They use the connection of their blood to the older titans, to instill the forgotten dread and fear back into the hearts of those that cross them.

Titan Ancestry

You can use Constitution in place of Intelligence or Wisdom modifier as your hemocraft modifier.

Titan Transformation

Starting at level 3, you can invoke the powers of the titanic primordials within you.

Whenever you activate your rite, you can choose to also transform into a large or huge monstrosity (your choice) of your former self for up to 1 hour. When you transform in a space that cannot contain you, you destroy any nonmagical terrain, objects and structures in your space. : You can speak, but your armor and equipment merges merges this new form, and you cannot activate items that are non-attunement, and you can no longer cast spells, or concentrate on spells. You can revert back to your normal form as a bonus action. You automatically revert to your normal form if you drop to 0 hit points or if you die.

When in your titan form, you gains the following features:

  • You increase your size upto two size larger, and your reach increases by 10ft.

  • Your max hit points and current hit points increase, equal to 5 times (your bloodhunter levels + hemocraft modifier)

  • Your strength score increases to 20, but you get disadvantage on Intelligence, Wisdom and Charisma checks while in your titan form. The boost to strength increases by 2 at level 7 and by 2 again at level 11, upto a max of 24.

  • Your unarmed strikes deal 1d8 bludgeoning damage + your strength modifier, and benefit from your Crimson Rites. The damage increases to 1d12 at level 7, 2d6 at level 11, 2d8 at level 15 and 3d8 at level 18.

  • Your Armor Class becomes 15 + Constitution modifier.


You gain these benefits for as long as the titan form remains. When your titan form ends, you must make a Constitution saving throw of DC 10, or gain one level of exhaustion.

You can only use this feature up to a number of times equal to hemocraft modifier. You regain all uses at the end of a short or long rest.

New Fighting Style

Great Unarmed Fighting Style

Starting at level 3, when you roll a 1 or 2 on a damage die for an attack you make with your unarmed strikes, you can reroll the die and must use the new roll.

Titan Form Evolution

Starting at level 7, Your titan forms get stronger and better. Your titan form you strength increases to 22, if not already higher, and you gain other benefits:

Titan Brawl

Starting at level 7, the damage done by your unarmed strikes in your Titan Form are considered magical for the purposes of overcoming resistances and immunities. You gain proficiency in Athletics, or expertise if you already proficient in it, and advantage on athletics check if already have expertise.

Restraint and Rampage:

You gain proficiency in Wisdom saving throws. You do double damage to structures and objects.

 

 

Titan Forms

Starting at level 11, you can now enter into more specialized titan forms, which you can choose whenever you transform. Your strength now increases to 24, unless it is already higher, and your movement speed increases by 10ft in your titan form.

Armored Titan
  • You gain a bonus to your Armor Class in Titan form equal to your hemocraft modifier.

  • Whenever you take damage, you can reduce it by your Hemocraft modifier. You become immune to extra damage from critical hits.

  • You can attack three times, instead of twice, whenever you take the Attack action on your turn and attack using unarmed strikes.

Jaw Titan
  • You are only grow one size larger, unlike the other titans.

  • You gain an additional attack as a bonus action, as the bite attack, which deals the same damage as your unarmed strike, but the die are one higher, and all your unarmed damage type becomes slashing damage. You may attempt to grapple the target of your bite as part of the same bonus action.

  • You gains 10ft of movement speed, and a climbing speed equal to your walking speed.

  • You have advantage on checks made to grapple targets or escape grapples.

Warhammer Titan
  • Your unarmed strikes can deal bludgeoning, piercing or slashing damage, according to your choice.

  • As a bonus action you can manifest weapons of your choice onto yourself. These weapons cannot be removed from you without your consent. These weapons have the same damage die as your unarmed strike, however you replace one damage dice with the damage die of your weapon.

  • You can add the hemocraft modifier to the attack and damage rolls of these weapons. (Magical weapons must be on your person for use, and attunement weapons still require attunement.)

Cart Titan
  • You are immune to the prone condition.

  • You can manifest siege weapons of your choice from the following onto your back as you transform: A ballistae, a trebuchet or 2 cannons. You can make one weapon attack per weapon with these weapons using your hemocraft modifier as your bonus action. You are considered proficient with the attack.

  • You are considered one size larger for the purposes of determining carrying capacity.

Titan Regeneration

Starting at level 15, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum in your titan form, you gain hit points equal to your 1 + Constitution modifier + Hemocraft Modifier, a minimum of 1 for each.

Evolved Titan Forms

Starting at level 15, your specialized titan forms have evolved.

Armored Titan: The damage reduction gains a bonus equal to your proficiency bonus.

Jaw Titan: You gain a flying speed equal to your walking speed.

Warhammer Titan: You gain tremorsense up to a range of 30t.

Cart Titan: You can manifest a siege tower on your back, housing 4 medium creatures inside, providing half cover to them.

Titan Roar

Starting at level 18, you have become adept at dealing with those that question your supremacy on the field. You can now transform into a Titan an unlimited number of times. You also gain advantage on attack rolls against targets that are equal to or smaller than you while in your titan form. The Jaw Titan gains this features against creatures not more than one size larger than itself due to its size.


You also gain the Blood Curse of Hunger for your Blood Maledict Feature. This doesn’t count against your number of blood curses known.

Blood Curse of Hunger:


When you see a creature within 30ft of you drop to 0 hitpoints, you can use your reaction to consume their remains. You gain temporary hitpoints equal to twice your level in the class. The creature dies after this is successfully performed.

Amplify: You gain a number of temp hit points equal to thrice your level in the class.

 

 

Order of the Night

he Night always embrace the one who need them. The darkness help its servant to hide, to hunt, and live. By accepting the Order of the Night, the hunter can improve their hunt by utilizing the darkness as their own body and tools. The hunter who embrace this order are the deadliest when the darkness is present. Darkness always hunt the Light.

Rite of Night

Starting at level 3, you learn the Rite of the Night as part of your Crimson Rite feature. When you activate the Rite of the Night, the extra damage dealt by your rite is Necrotic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:

  • You have resistance to Radiant damage.
  • When you hit a celestial creature with a weapon for which the Rite of the Dawn is active, you roll an additional hemocraft die when determining the extra damage from the rite.
  • While the rite is active you can see through any kind of darkness within the range of 30 ft (similar to Devil Sight).

Night’s Darkness

Also at level 3, you gain the ability to create magical darkness to support your hunt. You can cast Darkness (Special) as a bonus action equal to the amount of half your hemocraft modifier (rounded up) per long rest. While a monster is inside of Darkness, you roll additional hemocraft dice while determining the damage of your Rite of the Night feature.

  • Additionally at level 7, you can amplify this Darkness by sacrificing your hit points (2 rolls of your hemocraft die) and making it so allies (up to your proficiency bonus) can slightly see through the darkness or domain (removing the disadvantage of not being able to see), but will not gain advantage on attacks rolls against any enemies that is in darkness or domain (still not fully see the enemy).

  • Also at level 15 you can instead sacrifice your hit points (3 rolls of your hemocraft die) to make your allies able to completely see through your magical darkness or domain (as if they got a clear vision).

Darkness (Special)
Casting Time:
1 Bonus Action
Range:
60 feet (15 ft.sphere)
Components:
V
Duration:
1 Minute

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and no light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

Darkness (Special) can be dispelled by dispel magic and counterspell (Darkness spell level equal to half of your Blood Hunter level). Can’t be dispelled through magical light like the normal Darkness spell.

Angel Hunter

Starting at level 7 , you get advantage on Wisdom (Survival) checks to track Celestials as well as on Intelligence checks to recall information about such creatures. You are also more adept on utilizing your darkness, you gain the following benefits:

  • You are adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness (gloomstalker feat).
  • You can also use Hide as a Bonus Action instead of Action.

Body of the Night

starting at level 11, your body is slowly become one with the darkness that resembles the night. You can nimbly dodge out of the way of certain area effects while in darkness or your Domain, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail (Evasion).

 

 

Mark of the Night

Starting at level 15, your Brand of Castigation now marks the target with the Mark of the Night. Whenever you score a critical hit against the creature, your weapon deals 2 additional weapon dice damage. Additionally the creature’s senses get limited. A branded creature can’t benefit from any bonus to their vision (True sight, seeing through magical darkness) and is blinded by the Darkness created by you. This does not limit their senses if the creature uses smell or hearing to determine their surroundings.

If the creature Branded by you gets killed within 30 ft of you or while within your darkness, you instantly regain one use of your Brand of Castigation feature. You can use this feature only once per long rest.

Domain of the Darkness

Starting at level 18, your skill evolved and became more proficient in Darkness, you now learn Domain of Darkness, you create a 30 ft sphere aura of special darkness (cannot be illuminated by any means) centered on you for 1 minute or until dismissed, this Darkness is empowered with the lvl 15 darkness feature with no cost. You need to concentrate on this feature. You can use this feature once per long rest. Domain of Darkness benefit:

  • While the Domain of Darkness is active your Rite of Night gives you immunity, instead of resistance to radiant damage.
  • Your allies gain resistance to radiant damage.
  • Your enemies inside your domain are left vulnerable to your Rite of the Night feature even further. If the creature is immune to Necrotic damage, it is instead resistant to it. If the creature is resistant to Necrotic damage, you can ignore that resistance. And if a creature is neither resistant or immune, you roll additional hemocraft dice when determining the extra damage from the rite

 

 

Class

Broker

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A grey-haired human man wearing a tuxedo sits in his lavish office where two politicians negotiate; they seal their agreement by kissing the man’s ring.

A gnome woman’s eyes hold a mischievous glint as she conjures a contract for a nervous thief.

With their raised arms backlit by the light of an angel, the centaur’s voice booms authoritatively, binding a knight to a divine cause.

Brokers are clever and charismatic individuals who craft binding agreements for lovers, royalty, and gods alike. Over time, they amass great magical power for themselves through brokerage fees, but their true power lies in their connections to people and the agreements they make.

Sworn to None, Beholden to Many

Brokers make bargains with many different beings, both mighty and small, and broker services between their clients. They claim that their mastery of magical trade and binding promises levels the playing field between themselves and mystical beings that some may consider patrons, but this comes at the cost of being inextricably woven into their own web of favors, debts, and power.

Dealers of Magic

Brokers have access to an array of utility and mental magics that is expanded by their Clients. They sell their magical services and spread the influence of these powerful beings while maintaining some amount of autonomy and freedom. Above all, Brokers draw upon the magic hidden within promises, turning deals and vows into magically binding contracts that spell dire consequences when broken.

Creating a Broker

When making your Broker character, think about how you got into dealmaking. Did you apprentice under an older Broker after receiving schooling for it, or did you figure out how to sweet-talk and trick the mighty through hard experience?

Why do you forge Pacts? Is it to maintain a sense of control in a complicated world? Is it to amass enough power and experience to save your lover’s soul from a devil? Or is it your community duty to enforce laws and promises?

What kind of relationship to your Clients do you have? Are you struggling to hide an increasingly large web of debts, or are you like a favored merchant who brings excitement when you visit? Do you work with many individuals of your Client type, or is it an exclusive privilege to work with you? How do you and your Clients communicate?

How do you forge Pacts? Do you have magical tattoos that represent each Pact? Do you conjure lengthy contracts for customers to sign? Are you bound by magical threads?

Quick Build

You can make a Broker quickly by following these suggestions. First, choose Charisma or Intelligence as your highest ability score and select it as your spellcasting ability. Constitution should be your second highest ability score. Second, choose the Courtier background. Third, choose the Thaumaturgy and Vicious Mockery cantrips and choose the Fiend Client.

 

 

Broker
Level Proficiency Bonus Features Clients Cantrips Known Spell Slots Spell Level
1st +2 Pact Magic, Dealmaker, Spokesperson 1 2 1 1st
2nd +2 Favor, Borrowed Power 1 2 2 1st
3rd +2 Broker Archetype 1 2 2 2nd
4th +2 Ability Score Improvement 2 3 2 2nd
5th +3 2 3 2 3rd
6th +3 Broker Archetype Feature 2 3 2 3rd
7th +3 2 3 2 4th
8th +3 Ability Score Improvement 2 3 2 4th
9th +4 3 3 2 5th
10th +4 Personal Patronage 3 4 2 5th
11th +4 Esoteric Endowment (6th level) 3 4 3 5th
12th +4 Ability Score Improvement 3 4 3 5th
13th +5 Esoteric Endowment (7th level) 3 4 3 5th
14th +5 Broker Archetype Feature 3 4 3 5th
15th +5 Esoteric Endowment (8th level) 3 4 3 5th
16th +5 Ability Score Improvement 4 4 3 5th
17th +6 Esoteric Endowment (9th level) 4 4 4 5th
18th +6 Personal Patronage Improvement 4 4 4 5th
19th +6 Ability Score Improvement 4 4 4 5th
20th +6 Reality Pact 4 4 4 5th

Class Features

As a Broker, you get the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, shortswords, whips
Tools: None
Saving Throws: Wisdom, (Charisma or Intelligence)
Skills: Choose two skills from Arcana, Deception, History, Insight, Intimidation, Performance, Persuasion, and Religion

Equipment

You start with equipment granted by your background, plus a either a number of gold coins equal to 5d4x10 or choose among the following equipment:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a diplomat’s pack or (b) an explorer’s pack
  • Leather armor, any simple weapon, and two daggers

 

 

Pact Magic

You are able to draw power and knowledge from the magical beings you make deals with, allowing you to cast spells. See Spells Rules for the general rules of spellcasting.

Cantrips

You know two cantrips of your choice from the Broker spell list. You learn additional Broker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Broker table.

Spell Slots

The Broker table shows how many spell slots you have to cast your Broker spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Broker spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell command, you must spend one of those slots, and you cast it as a 3rd-level spell.

Clients

As a Broker, you serve a number of highly magical clients from whom you draw limited power.

At 1st level, you begin to serve one Client of your choice. Your Client’s list of spells are added to the Broker spell list.

You must prepare at least one spell from each of your Clients’ lists.

Your choice of Client also provides options for certain Broker features.

You begin to serve additional Clients at higher levels, as shown in the Broker class table.

When you gain the Ability Score Improvement feature* from the Broker class, you may switch one Client you serve to a different Client of your choice.
*This is also listed with the Ability Score Improvement feature.

Preparing Spells

As a Broker, you prepare the spells you have available to cast, choosing from the Broker spell list.

When you prepare spells, choose up to a number of Broker spells equal to your spellcasting ability modifier + your Broker level from your Broker spell list. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level.

You must prepare at least one spell from each of your Clients’ spell lists.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Broker spells requires time spent in meditation and bartering: at least 1 minute per spell level for each new spell on your list.

Spellcasting Ability

When you gain your first Broker level, you choose either Charisma or Intelligence as your spellcasting ability for your Broker spells. You use the chosen ability whenever a spell refers to your spellcasting ability. In addition, you use the chosen ability modifier when setting the saving throw DC for a Broker spell you cast and when making an attack roll with one. This chosen ability is also your second saving throw proficiency.

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

Spell attack modifier = your proficiency bonus + your Charisma or Intelligence modifier

Ritual Casting

You can cast a Broker spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Broker spells.

 

 

Dealmaker

At 1st level, You may facilitate binding agreements. Everyone directly involved must agree to it, but the consequences of breaking the agreement are dire.

As an action, you make a Pact between two willing creatures that you touch. One of the creatures may be you. A Pact may not be made if any of the creatures are suffering from the charmed condition or under the influence of dominating effects such as Suggestion. The specifics of the agreement are up to the agreeing creatures. It should be clear what constitutes breaking the agreement, as well as what completes it (if applicable). Pay close attention to wording.

If a creature engaged in a Pact breaks the agreement, that creature suffers one of the following effects, chosen and agreed upon when the Pact was made.

  • Backlash: When the creature breaks the Pact, the creature rolls a number of d4s equal to twice your Broker level. The creature immediately loses hitpoints equal to the total + your Broker level.
  • Bound Spell: As the Pact is made, you or one creature involved in the Pact may choose a spell with a casting time of one action or one bonus action and requires a saving throw, attack roll, or deals damage. The choosing creature then expends a spell slot or expends a use of a relevant spell granting feature as if casting the spell. When a creature breaks the Pact, that creature automatically suffers the effects of the spell as if it had failed the save or been hit by the attack. If the spell requires concentration, it instead lasts its full duration.
  • Follow-through: You may select this option beginning at 3rd level. When a creature breaks the Pact, it immediately must succeed on a Wisdom saving throw against your Spell Save DC or fall under the effects of the Suggestion spell for one hour, with a suggestion defined as you make the Pact. It makes this save with disadvantage.
    Once, within 24 hours, you may cast Suggestion on the creature using a Pact Magic spellslot. It automatically fails the save when cast in this way. Creatures immune to the charmed condition are not immune to this feature.

When a Pact is broken, it ceases to bind the other creatures involved in the Pact, unless specifically stated when the Pact was made.

You immediately know when a Pact is broken, and by whom, though you don’t know details such as where the creature is or specifically how it was broken.

The number of creatures that a Pact may involve increases to 3 at 5th level, 4 at 9th level, 5 at 13th level, and 6 at 17th level.

Spokesperson

Beginning at 1st level, in order to deal with powerful beings you must understand them. You know a language associated with each of your Clients, listed in the Client description. If you already know this language, you learn a language of your choice for as long as you serve that Client. If you change Clients, you lose the language associated with the old Client and learn the new Client’s language.

Additionally, you may use your Charisma or Intelligence ability modifier instead of Wisdom when making Wisdom (Insight) checks.

Favor

Beginning at 2nd level, you start to have the clout to bestow magical favors onto your allies from your Clients, which leaves a lingering essence of the Client that influences their actions.

You may activate one of your Clients’ Favors as an action.

You may use this feature a number of times equal to your proficiency modifier. You regain use of this feature at the end of a long rest.

Borrowed Power

Beginning at 2nd level, you learn to share magic with others.

As an action while touching a willing creature, choose one broker spell you have prepared and expend a Pact Magic spell slot. Until you complete a long rest, the creature may cast the spell once without expending a spell slot using your spellcasting modifier and using your spell slot level.

You immediately know when the spell is cast.

You may not regain the expended spell slot until the creature casts the spell or until you complete a long rest.

Broker Archetype

At 3rd level, you choose your Broker Archetype. You may choose from Arcane Diplomat, Eldritch Enforcer, Occult Handler, Soul Contractor, or Shrouded Smuggler. Your Broker Archetype grants you features at 3rd level, and again at 6th level and 14th level.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Additionally, when you gain this feature, you may switch one Client that you serve to a different Client of your choice.

 

 

Personal Patronage

Beginning at 10th level, you have collected enough power from your clients that you can become a patron for others.

As an action, you may expend a use of Favor to grant one willing creature other than you that you touch the ability to cast one spell of your choosing from your Clients’ spell lists of 2nd level or lower. It may cast this spell once without expending a spell slot, and does so at 2nd level. When it casts the spell, it uses its own spellcasting modifier. If it doesn’t have one, it chooses Intelligence or Charisma to be its spellcasting ability for the spell.

The level of the spell you may grant with this feature increases to 3rd level at 18th level.

A creature loses the ability to cast a spell granted by this feature when you complete a long rest.

You may use this feature a number of times equal to half your proficiency modifier (rounded down). You regain all uses of this feature upon completion of a long rest.

Esoteric Endowment

At 11th level, your Clients grant you greater access to their powers. When you prepare your broker spells, choose one 6th level spell from the broker spell list as this Endowment.

You can cast your Endowment spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you may prepare additional spells as Endowments: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Esoteric Endowment when you finish a long rest.

Reality Pact

Beginning at 20th level, you are able to forge pacts with the power to reshape reality itself. For a price.

As an action, you forge a Rality Pact between reality and a single willing creature you touch that is not suffering from the charmed condition or under the influence of dominating effects such as the spell Suggestion.

When the Pact is made, the creature states a wish. The wish should be stated as precisely as possible. Reality reshapes itself to fulfill or accommodate that wish. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. For instance, the desired effect might only be partly achieved, or there might be unforeseen consequences as a result of how the wish is worded.

When the Pact is made, the creature also states a price it is willing to pay. This should not be monetary. The price should be narratively related to the effects of the wish, as well as important to the creature; the greater the wish, the greater the price.

For example, if a creature wishes that its true love be returned to life, perhaps the creature must never look upon its true love’s face for a year and a day, or perhaps the creature may never feel love for the resurrected creature again. If a creature wishes for a weapon to slay an evil god, perhaps the creature must take the role of that evil god, or perhaps the creature must succeed on a difficult quest to return the weapon to its forge and destroy it within a week.

Whatever the price, it should be negotiated with the DM. If the DM does not feel that any offered prices are worth the wish, or if the creature refuses to accept any offered or negotiated prices, the Pact cannot be forged, and this feature is not used. Upon the DM’s discretion, the Pact may still be forged, but the outcome is significantly twisted to the creature’s detriment.

If a creature breaks the Pact the wish is undone and reality reverts to a state as if time had passed but the wish had not been made. If the creature purposefully breaks the Pact or renounces the wish in an effort to undo the wish, the creature is erased from existence as reality reverts.

A creature may only ever make one Reality Pact.

You regain the ability to craft a Reality Pact in this way after seven days have passed.

 

 

Broker Archetypes

Arcane Diplomat

Some brokers prefer to stay out of fights, and prevent them when possible. Arcane Diplomats believe that everyone desires something; if these desiress are met, Pacts will be fulfilled and conflict can be prevented. Arcane Diplomats often serve as mediators between warring factions, but less scrupulous ones might use their skills to manipulate desires and a victim’s apparent environment while seeming untouchable.

Diplomatic Negotiator

Beginning at 3rd level, you gain expertise in Charisma (Persuasion), meaning you add double your proficiency modifier when making ability checks with that skill. You may choose to use your Intelligence modifier when making Charisma (Persuasion) checks instead of Charisma.

Additionally, you learn the Rebuke Violence cantrip. It counts as a Broker cantrip and doesn’t count against your cantrips known.

Arcane Parlay

Beginning at 3rd level, you learn to create a safe place slightly removed from reality and time in which to negotiate.

You may use an action to bring yourself and up to a number of creatures equal to your Broker level + your spellcasting ability modifier that you can see within 60 feet into a special demiplane. While inside this demiplane, time doesn’t pass outside the demiplane, and creatures within the demiplane do not age. Creatures in the demiplane are immune to damage and conditions and cannot cast spells. Ongoing effects such as conditions, spells, or concentration are suspended until all creatures leave the demiplane.

The demiplane’s space is equivalent to a 60 ft by 60 ft room, though it may appear however you wish. You may conjure objects such as furniture or food while in the demiplane, though the food provides no nourishment and conjured objects cannot leave the demiplane.

Time spent within the demiplane does not count toward completion of a short or long rest, nor does it interrupt the resting of characters other than you.

A creature may choose to leave the demiplane at any time, though you may choose to force them to make a Charisma saving throw to succesfully do so. On a failure, the creature may not make this saving throw again for 10 minutes.

Creatures and objects leaving the demiplane reappear where they were before entering the demiplane, as if they had never left.

The demiplane exists for up to one hour, or until you choose to leave it. Any objects or creatures not native to the demiplane when it dissolves leave the demiplane.

You regain use of this feature upon completion of a long rest. You may expend a use of Favor to use this feature again.

Reticent Strike

Beginning at 6th level, you may use your magic to temporarily make combat deeply unappealing.

Whenever a creature that you can see within 90 ft makes an attack, you may use your reaction to cause the creature to make a Wisdom saving throw. On a failure, the creature’s attack automatically fails.

You may use this feature twice. You regain all uses of this feature upon completion of a short or long rest.

Voice of Diplomacy

Also beginning at 6th level, while inside the demiplane created by your Arcane Parlay feature, any creature that understands a language can magically understand any other creature within the demiplane.

Cloak of Diplomacy

Beginning at 14th level, you learn how to manipulate the magic of laws and Pacts to protect yourself.

You may cast the sanctuary spell at will without expending a spell slot. When you cast it in this way it has a duration of 10 minutes.

You may cast this spell in this way a number of times equal to your proficiency bonus. You regain all uses of this feature upon completion of a long rest.

 

 

Eldritch Enforcer

Pacts cannot be forced using mind control, as free-willed promises are their power source. Some brokers have capitalized on an emotional loop-hole to this: fear. Enforcers magically enhance themselves to be intimidating and to hold up in physical brawls. They work well as bouncers, enforcers, and when dealing with people otherwise resistant to persuasion.

Forceful Negotiator

Beginning at 3rd level, you are skilled at intimidating others.

You gain expertise in Charisma (Intimidation) checks, meaning you add double your proficiency modifier when making ability checks with that skill. You may use your Intelligence modifier when making Charisma (Intimidation) checks instead of Charisma.

Eldritch Brawler

Also beginning at 3rd level, you bring magical might to fist fights.

You gain proficiency with medium armor.

You may use your spellcasting modifier for attack rolls with unarmed strikes and grappling checks instead of Strength. Your unarmed strikes deal damage equal to 1d6 + your chosen spellcasting ability modifier. You may choose the damage type for each attack from the options provided by your Clients.

When you take the Attack action and aren’t wielding a shield, you may make an unarmed strike as a bonus action.

Frightful Aura

Beginning at 3rd level, you may use your bonus action to gain temporary hitpoints equal to your Broker level + your Broker spellcasting ability modifier for 10 minutes.

While you have these temporary hitpoints, you may force a creature that you strike with an unarmed strike or successfully grapple to make a Wisdom saving throw against your spell save DC. On a failure, the creature’s speed becomes 0 and it becomes frightened of you for one minute. You also lose any temporary hitpoints you have. The creature may make the saving throw again at the end of each of its turns.

You regain use of this feature upon completion of a short or long rest. You may expend a use of Favor to use this feature again.

Eldritch Fists

Beginning at 6th level, whenever you take the Attack action, you may attack twice. Additionally, you may cast a cantrip in place of one of those attacks.

Breaker of Broken Promises

Beginning at 14th level, you gain the power to break those who break their promises.

Whenever a creature other than you breaks a Pact you made, you gain the following benefits for the next 24 hours:

  • You always know the direction and distance to the creature from you.
  • You gain resistance to all damage dealt by that creature and have advantage on all attack rolls against it.
  • As a bonus action you may move up to your base movement speed toward the creature and you may make an unarmed strike against it as part of this bonus action.

As a bonus action, you may choose a creature you can see within 60 feet and gain the effects of this feature for 1 minute. If a creature chosen in this way is reduced to 0 hitpoints, you may use your bonus action to choose a new target.

You may not choose to activate this feature in this way again until you complete a long rest.

 

 

Occult Handler

Many successful brokers have comrades or servants who carry out tasks for them, but none of these organizations compare to that of an Occult Handler. Handlers are the masters of management, utilizing crews of agents and empowering them while out in the field. While the circumstances regarding their employment may vary, the agents of a smart Handler are a tightly bound and synergistic collective working toward their master’s goals.

Agent’s Mark

Beginning at 3rd level, you can create magical marks (such as coins or tiny statuettes) to empower those who act on your will.

As part of a one minute ritual, you create a mark that is bound to one willing creature you touch. While a creature has a mark bound to it in its possession, you may activate your Favor, Borrowed Power, and Personal Patronage features as if you were touching them, regardless of distance to the bound creature.

Additionally, a creature holding a mark bound to it may use its action while holding the mark to send a message of 25 words or less to you. You hear the message in your mind, and know who sent it, regardless of distance between you, even if you are on different planes of existence.

A creature may send a message with a mark in this way a number of times equal to half your proficiency modifier, rounded up. It regains all uses when you complete a long rest.

You may have created a number of these marks equal to your proficiency modifier, and cannot create a new one while at your maximum. A creature may only be bound to a single mark at a time. You may dismiss a mark of your choice as a free action, wherever it is.

Handler’s Voice

Beginning at 3rd level, you may turn your attention and blessing toward one of your agents, allowing them to become your mouthpiece.

Using your action, one willing creature that you touch or one creature bound to one of your marks that is in its possession adds half your proficiency bonus, rounded up, to all ability checks it makes for the next 10 minutes.

During these 10 minutes you may use your action to see through the creature’s eyes and hear what it hears, as well as speak with your own voice through their mouth. During this time, you are deaf and blind with regard to your own senses. You have no control over the creature other than to speak, and you may choose to allow them to speak at will. You may return to your senses as an action.

While using the creature’s senses, the creature may use its action to allow you to forge a Pact using your Dealmaker feature. The creature must be touching any creatures involved in the Pact.

You regain use of this feature upon completion of a short or long rest. You may expend a use of Favor to use this feature again.

Blood of the Covenant

Beginning at 6th level, the connection between you and your agents allows you to share vitality.

You may use your action to cause you or one willing creature of your choice that is bound to one of your marks to lose a number of hitpoints up to your Broker level + your proficiency modifier. This loss cannot reduce a creature below 1 hit point. You, or one other creature of your choice bound to one of your marks gains hitpoints equal to the hitpoints lost. If the creatures are within 60 feet of each other, the hitpoints lost may be up to twice your Broker level + your proficiency modifier.

Both creatures gain temporary hitpoints equal to twice your proficiency modifier as the magic of their bond bolsters them.

Both creatures, other than you, must have their bound marks in their possession, or the ability fails with no effect.

You may use this feature a number of times equal to your spellcasting ability modifier. You regain all uses upon completion of a long rest.

Managerial Intervention

Beginning at 14th level, you may use your action to teleport to a creature bound to one of your marks, so long as they have the mark in their possession and are on the same plane of existence as you.

You regain use of this feature upon completion of a long rest. You may expend a use of Favor to use this feature again.

 

 

Soul Contractor

Some brokers mix soul magic with their binding magic, which can both hurt and help. Soul Contractors primarily collect fragments of souls from those who break their Pacts, though they may also shave off pieces from the dying. These fragments, or “soul trinkets,” can be used to for tracking pactbreakers, enhancing skills, augmenting spells, and even extending life. A Soul Contractor’s ire is not to be taken lightly, as they are excellent trackers.

Soul Pacts

Beginning at 3rd level, when a creature other than you breaks a Pact, in addition to the normal effects, a soul trinket associated with the creature appears in one of your free hands. If you don’t have any hands free, it falls to the ground at your feet.

A soul trinket is a small fragment of a creature’s soul that takes the form of a tiny object of your choice, such as coin or vial. It counts as a magic item. Each trinket is associated with a specific creature and may be used in a variety of ways.

  • A creature may use its action while holding a soul trinket to determine the direction the associated creature is in, as long as it is on the same plane and isn’t dead.
  • You may use an action to determine the direction to a soul trinket you created.
  • As an action, you may consume a soul trinket you hold to gain proficiency in one skill of your choice for 1 minute. If you are already proficient in the chosen skill, you gain expertise in the skill, adding twice your proficiency modifier to ability checks made with it. If you consume a trinket in this way while under these effects, you lose the previous proficiency.
  • If a soul trinket was created as a reaction to the death of a creature, you may dismiss that trinket, wherever it is, for no effect (no action required).

When a creature with an Intelligence score greater than 4 that you can see within 60 ft dies, you may use your reaction to create a soul trinket associated with that creature. You can only have a maximum number of soul trinkets created by deaths equal to your spellcasting ability modifier, and you can’t create one while at your maximum.

Soul Bond

Also beginning at 3rd level, you know how to bind souls together, mingling their skills and life force.

You may use your action to link the souls of two creatures you can see within 60 ft for 10 minutes. Any target that is unwilling must make a Charisma saving throw to avoid becoming linked. If a creature’s soul trinket in your possession, it makes the save with disadvantage.

 

 

When one of the creatures takes damage from a source other than this feature, the other creature takes damage equal to your Broker level + your spellcasting ability modifier. You may choose the type of damage from the options listed with your Clients.

Additionally, while linked, each creature gains proficiency with skills and equipment the other creature is proficient with.

Each creature may use their reaction when the other bonded creature makes an ability check, saving throw, or attack roll to grant that roll advantage or disadvantage. Each creature may use their reaction in this way once per bond.

You must maintain concentration on maintaining this bond as if concentrating on a spell. You have advantage on concentration saving throws caused by damage from this feature.

You regain use of this feature upon completion of a long rest. You may expend a use of Favor to use this feature again.

Soul-Sought Spells

Beginning at 6th level, you may use soul trinkets to augment your spellcasting.

If you are holding a soul trinket, you may cast spells on its associated creature if that creature is within 120 ft, even if you cannot see or touch the creature. A spell cast this way originates at the creature’s location, but still requires a saving throw or attack roll (if required). A spell cast in this way must have a detrimental effect on its target.

When casting a spell that requires an attack roll or saving throw, you may consume one soul trinket as a bonus action that you are holding to roll 1d4 and add the result to one attack roll or subtract the result from one affected creature’s saving throw. If the trinket is associated with the affected creature, roll 2d4.

At 14th level the die size increases to 1d6.

Constrictive Bond

Also beginning at 6th level, you may use soul trinkets to make your soul bond constrictive.

When you first create a Soul Bond, or as an action on your turn while concentrating on a Soul Bond, you may consume a soul trinket to make the bond constricting. When a trinket is consumed this way, the Soul Bond’s maximum duration becomes one minute. A bonded creature must make a Charisma saving throw each time it attempts to move to a space that is more than 60 feet away from the other bonded creature; if it succeeds on this saving throw, this feature doesn’t restrict either creatures’ movement until the beginning of that creature’s next turn. If it fails, the creature may not move further than 60 feet from the other bonded creature, and may not attempt to do so again until the beginning of its next turn.

Soul Sustenance

Beginning at 14th level, you may use use soul trinkets to extend your life.

As a bonus action, you may consume a soul trinket to regain hit points equal to 1d8 + your spellcasting ability modifier. When you do so, you become 1 week younger, and do not need to eat or drink for one day.

 

 

Shrouded Smuggler

Brokers are known for selling magic and magical services; Shrouded Smugglers turn this toward magical items. They are capable of imbuing objects with useful magical tricks, are are particularly skilled at hiding and binding objects and people, often sneaking illicit goods past even the most observant guards.

Minor Spell Smuggler

Beginning at 3rd level, you are able to infuse bits of magic into objects. By enacting a 10 minute ritual while touching a tiny nonmagical object, you imbue the object with one cantrip from the Broker spell list. You do not need to know the cantrip to infuse it in this way. A creature may use its action while holding the object to cast the cantrip once using your spellcasting modifier, expending the object’s power.

While an object is imbued in this way, it counts as a magical item.

The maximum number of objects that may be infused with cantrips is equal to your spellcasting ability modifier (minimum 1). You know when a cantrip is cast from one of these objects. An object loses its infused cantrip when you complete a long rest.

Beginning at 10th level, an object may be used to cast an infused cantrip twice before its magic is expended.

Smuggler’s Hollowing

Also beginning at 3rd level, as an action, you can magically and harmlessly store a nonmagical object or container no larger than 1 cubic foot that you hold inside the living body of a willing creature that you touch of size Small or larger for a number of hours equal to your spellcasting ability modifier (minimum 1 hour).

While an object is stored inside a creature in this way, there is no physical sign of its presence, it cannot take damage, and it cannot be used in any way. If the object contains other objects, such as a bag containing coins or a jar containing a liquid, its contents are stored as well and do not spill while stored. However, it can still be detected via magical means, such as with spells like Locate Object. Effects like Detect Magic or effects that reveal shapechangers can also detect this feature, unless the object or creature is protected from divination effects, such as the with the spells Arcanist’s Magic Aura or Nondection.

As an action, the creature may retrieve an object stored inside it in this way, causing it to appear in its grasp. As an action while touching the creature, you may retrieve an object stored in this way, causing it to appear in your hands.

If a creature containing an object stored in this way dies, the stored object falls at its feet.

The size of an object that may be stored in a creature increases by 1 cubic foot for each size above Medium.

A creature may only contain a single object or container stored in this way at a time. Any attempt to store an object in a creature that already contains an object fails, but does not expend this feature.

Beginning at 6th level, the stored object may be magical, though a container may only contain a single magical object. An object or container that creates an extra-dimensional space such as a bag of holding or portable hole cannot be stored with this feature.

You may use this feature once. You regain use of this feature upon completion of a short or long rest. You may expend a use of Favor to use this feature again.

Special Stash

Beginning at 6th level, you may perform a one hour ritual to bind a weapon or item to a willing creature. The creature must touch the item for the duration of the ritual. When completed, the creature may use its action to dismiss the item or weapon into a demiplane or summon the item or weapon from the demiplane. If the item requires attunement, it remains attuned while in the demiplane.

A creature may only have one item bound via this ritual at a time. A creature may break its bond with an object as an action.

Improved Spell Smuggler

Also beginning at 6th level, you use your Minor Infusion feature to store any spell of first level or higher from the Broker spell list for which you have spell slots into an object. Infusing a spell in this way does not expend a spell slot.

You regain the ability to infuse a spell in this way upon completion of a long rest. The maximum number of objects that may be infused with spells of first level or higher is equal to half your spellcasting ability modifier (rounded down).

 

 

Stow Away

Beginning at 14th level, you are capable of hiding living creatures inside of objects.

As an action, one willing creature that you touch magically enters and possesses one item no larger than one cubic foot that you touch as part of this action. While the creature possesses the object, its body disappears and it loses access to any of its class features, special abilities, and racial abilities. The creature chooses whether its equipment disappears with its body or drops to the ground. While possessing the object, the creature gains the following features:

  • The creature becomes a sentient magic item. It retains its original mental ability scores.
  • The creature loses any movement speeds it had. However, it gains a 20 foot flying speed.
  • The creature gains immunity to poison damage. It cannot suffer from the poisoned, blinded, deafened, or prone conditions.
  • The creature loses any senses it had. It can hear, and gains blindsight out to 60 feet. It can communicate telepathically with a creature it can see as long as they share a language.
  • The creature cannot use objects or cast spells, though if the object has moving parts, the creature has control of them.
  • If the creature is a weapon, it may make one attack with the attack action, using the damage dice of the weapon it is in the form of. It is proficient with this attack, and uses its choice of Intelligence, Wisdom, or Charisma when making this attack.
  • If the item is magical, the creature may use any abilities the item has.

The creature ceases possessing the object after a number of hours equal to your spellcasting ability modifier, or if the item is broken. Your DM will determine the object’s AC and hitpoints using the object durability rules (found in chapter 15 of the Basic Rules). The creature may leave the object as an action, fully regaining its body and all its features.

You regain use of this feature upon completion of a long rest. You may expend a use of Favor to use this feature again.

New Spells & Items

Rebuke Violence

Abjuration Cantrip


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: 1 round

One creature that you can see within range must make a Wisdom saving throw. If it fails, its next successful attack before the end of its next turn deals 1d4 less damage and it takes force damage equal to the amount of damage reduced.

This spell’s damage reduction increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

(Classes: Broker, Cleric, Wizard)

Encode Thoughts (redux)

Enchantment Cantrip


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: 8 hours

Putting a finger to a willing creature’s head, you copy a memory, an idea, or a message of its choice from its mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

You may have created up to three thought strands in this way existing simultaneously. If you create an additional thought strand the oldest one dissipates.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read into a thought strand without the creature being willing as if you pulled it from your own mind.

A creature may use its action while holding a thought strand to instantly receive whatever memory, idea, or message the thought strand contains, consuming the strand. Casting detect thoughts allows the caster to receive the contents of a thought strand, but does not consume the strand.

(Classes: Broker, Wizard)

Thought Strand Vial

Common Wonderous Item (vial)

A Thought Strand Vial may hold a single Thought Strand, such as those created by the spell Encode Thoughts. While a thought strand is contained by a Thought Vial, it lasts indefinitely, and does not count against the limit of Encode Thoughts.

 

 

Broker Spells

Cantrips (0 Level)
  • Blade Ward
  • Dancing Lights
  • Encode Thoughts*
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Prestidigitation
  • Produce Flame
  • Rebuke Violence*
  • Resistance
  • Spare the Dying
  • Thaumaturgy
  • Vicious Mockery
1st Level
  • Alarm
  • Bane
  • Beast Bond
  • Bless
  • Cause Fear
  • Ceremony
  • Command
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • False Life
  • Find Familiar
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Protection From Evil and Good
  • Silent Image
  • Sleep
  • Speak With Animals
  • Unseen Servant
2nd Level
  • Alter Self
  • Animal Messenger
  • Arcanist’s Magic Aura
  • Blindness/Deafness
  • Blur
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mind Spike
  • Misty Step
  • Phantasmal Force
  • See Invisibility
  • Skywrite
  • Silence
  • Warding Bond
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Blink
  • Catnap
  • Clairvoyance
  • Create Food and Water
  • Elemental Weapon
  • Fear
  • Feign Death
  • Haste
  • Hypnotic Pattern
  • Life Transference
  • Magic Circle
  • Major Image
  • Nondetection
  • Protection From Energy
  • Remove Curse
  • Sending
  • Tiny Hut
  • Tiny Servant
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Confusion
  • Death Ward
  • Dimension Door
  • Fabricate
  • Faithful Hound
  • Freedom of Movement
  • Greater Invisibility
  • Locate Creature
  • Phantasmal Killer
  • Private Sanctum
  • Resilient Sphere
  • Secret Chest
5th Level
  • Arcane Hand
  • Awaken
  • Contact Other Plane
  • Contagion
  • Creation
  • Dispel Evil and Good
  • Dream
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Planar Binding
  • Seeming
  • Synaptic Static
  • Teleportation Circle
6th Level
  • Arcane Gate
  • Heroes’ Feast
  • Instant Summons
  • Mental Prison
  • Programmed Illusion
  • Planar Ally
  • True Seeing
7th Level
  • Dream of the Blue Veil
  • Plane Shift
  • Magnificent Mansion
  • Teleport
8th Level
  • Clone
  • Demiplane
  • Glibness
9th Level
  • Astral Projection
  • Gate

 

 

Clients

Agent of Fate

Damage Type: Force
Language: You may choose one standard language upon completion of a long rest.
Favor For 1 hour, one willing creature that you touch gains the ability to use its reaction to add or subtract 1d6 from any ability check it can see being made within 60 ft.

For 1 hour, the creature gains the Personality Trait “I love games of chance” and the flaw “I impulsively take risks believing fate is on my side.”

Spell Level Spell
1st Hex
2nd Augury
3rd Slow
4th Divination
5th Skill Empowerment
6th Find the Path
7th Sequester
8th Antipathy/Sympathy
9th Foresight

Arcanist

Damage Type: Force
Language: You may choose one standard language upon completion of a long rest.
Favor: For the next minute, one willing creature you touch adds 1d4 to the DC of spells it casts. Additionally, for 1 hour, whenever a creature casts a spell within 120 feet, the favored creature may make an Arcana check against 10 + the spell’s level to recognize the spell.

For the next hour, the creature gains the Ideal “I seek to understand and meticulously catalog magical phenomena and items, and will go to great lengths to do so.”

Spell Level Spell
1st Magic Missile
2nd Rope Trick
3rd Counterspell
4th Summon Elemental
5th Animate Objects
6th Contingency
7th Simulacrum
8th Antimagic Field
9th True Polymorph

Archfey

Damage Type: Poison
Language: Sylvan
Favor: For the next 10 minutes, one willing creature that you touch may use its bonus action to use the Hide action, and may attempt to hide even when in plain sight.

For the next hour, the creature gains the Bond “I am incapable of telling a direct lie” and the Ideal “Mischief is the spice of life.”

Spell Level Spell
1st Faerie Fire
2nd Calm Emotions
3rd Summon Fey
4th Hallucinatory Terrain
5th Tree Stride
6th Irresistible Dance
7th Mirage Arcane
8th Animal Shapes
9th Time Stop

Celestial

Damage Type: Radiant
Language: Celestial
Favor: You cast Heroism without spending a spell slot.

For the next hour, the creature you cast this spell on gains the Ideal “I fight injustice wherever I find it, however I can, even if doing so places me in danger.”

Spell Level Spell
1st Cure Wounds
2nd Aid
3rd Revivify
4th Guardian of Faith
5th Mass Cure Wounds
6th Sunbeam
7th Conjure Celestial
8th Holy Aura
9th Mass Heal

 

 

Dragon

Damage Type: Thunder
Language: Draconic
Favor: For 10 minutes, one willing creature that you touch gains resistance to one of the following damage types of your choice: acid, cold, fire, lightning, poison, or thunder. During this time, the creature’s AC also becomes 13 + Dexterity, if it isn’t higher.

For the next hour, the creature gains the Bond “I obsessively seek out and horde valuable and interesting objects.”

Spell Level Spell
1st Absorb Elements
2nd Dragon’s Breath
3rd Fly
4th Elemental Bane
5th Cone of Cold
6th Investiture of Flame
7th Prismatic Spray
8th Illusory Dragon
9th Shapechange

Fiend

Damage Type: Fire
Language: Infernal
Favor: One willing creature that you touch is wreathed in infernal flames for one minute. Once, on each of its turns, whenever the creature makes a weapon attack or unarmed strike, it adds 1d4 to the attack roll and its attacks deal an additional 1d6 fire damage.

For the next hour, the creature gains the Flaw “I enjoy intimidating others and, at best, am not opposed to cruelty.”

Spell Level Spell
1st Hellish Rebuke
2nd Scorching Ray
3rd Summon Lesser Demons
4th Fire Shield
5th Immolation
6th Summon Fiend
7th Power Word Pain
8th Incendiary Cloud
9th Meteor Swarm

Guardian

Damage Type: Psychic
Language: Giant
Favor: For 10 minutes, one willing creature that you touch gains advantage on Intelligence ability checks. During this time, the creature may use its action to speak a distracting riddle. One creature of its choice within 60 feet that can hear it must make an Intelligence saving throw. On a failure, it is deafened until the end of its next turn and subtracts 1d6 from attack rolls, ability checks, and saving throws until the end of its next turn.

For the next hour, the favored creature gains the Bond “I am extremely protective of my belongings” and the Personality Trait “I habitually speak cryptically or in riddles.”

Spell Level Spell
1st Sanctuary
2nd Arcane Lock
3rd Glyph of Warding
4th Summon Construct
5th Wall of Force
6th Guards and Wards
7th Symbol
8th Maze
9th Imprisonment

Old Soul

Damage Type: Cold
Language: You may choose one standard language upon completion of a long rest.
Favor: One willing creature that you touch cannot be charmed or possessed for 1 hour. When it must make a saving throw it may use its reaction to add 1d4 to the roll.

For the next hour, the creature gains the Bond “I am inhabited by the echo of an ancient ghost, which sometimes offers opinions or tries to influence my actions.” The specific ghost is up to the DM, but should be your Client or a ghost your Client trusts.

Spell Level Spell
1st Armor of Agathys
2nd Levitate
3rd Speak With Dead
4th Death Ward
5th Danse Macabre
6th Soul Cage
7th Etherealness
8th Mind Blank
9th True Ressurection

 

 

Outsider

Damage Type: Psychic
Language: Deep Speech
Favor: For 10 minutes, one willing creature you touch gains resistance to psychic damage and may speak telepathically to any creature within 60 feet. A creature must understand at least one language to understand these telepathic utterances.

For one hour, the creature gains the Personality Trait “I find social norms fascinating and baffling, as well as the cultural artifacts associated with them.”

Spell Level Spell
1st Charm Person
2nd Crown of Madness
3rd Hungar of Hadar
4th Summon Aberration
5th Telepathic Bond
6th Mass Suggestion
7th Reverse Gravity
8th Maddening Darkness
9th Psychic Scream

Primordial Spirit

Damage Type: Acid
Language: Primordial
Favor For one hour, one willing creature that you touch ignores difficult terrain and is viewed as non-threatening by beasts, elementals, and plants unless given cause to feel otherwise. The creature also has advantage on Wisdom (Survival) checks related to finding or creating shelter and food.

For one hour, the creature gains the Ideal “I strive to protect and nurture the natural world. I will reclaim with a vengeance that which has been damaged by environmental abuse.”

Spell Level Spell
1st Goodberry
2nd Barkskin
3rd Speak With Plants
4th Conjure Woodland Beasts
5th Commune With Nature
6th Wind Walk
7th Regenerate
8th Control Weather
9th Mass Polymorph

 

 

Class

Craftsman

Background image

 

 

A burly dwarf brings his hammer down on a glowing hunk of steel, launching a shower of sparks into the air. Sweat pours down his back, and his arms strain with each strike, revealing thick cords of muscle, yet he does not tire. The air resonates with the sound of metal impacting metal, while the bright, hot piece of steel in his tongs begins to take shape. Gradually, it flattens, widens, hardens, and cools. He quenches the newly formed blade in an oil bath, then sets his mind to preparations for polishing, sharpening, and fitting the weapon with a handle and guard.

An elf threads a needle with an almost impossibly thin metallic wire, preparing to set the stitches into a set of what looks to be leather armor, but made of dragon’s hide. She checks the placement and attachment of the owlbear down lining and ensures that her apprentice set the crystal studs into the surface properly. Once satisfied, she sets about her work in a flurry of dexterous stitches.

A gnome with an intricate set of goggles examines the stock for his latest work, a portable ballista. He examines the gearing and loading crank, ensures the tension on the bowstring, and scans the bolt rail for imperfections. He smiles, for he knows his work is without flaw.

Master of Craft

Artisans of all types are an integral part of every culture: buildings must be erected, pots must be set to the kiln, tools must be smithed. Despite their pervasiveness, master craftsmen are still as rare as they are prized. These artisans, creators, and inventors can smith items of mythic quality, and can solve most any problem simply by using the right tool and the appropriate amount of force.

Secret of Steel

Adventuring craftsmen come in many varieties, but nearly all leverage use their advanced knowledge of metallurgy, smelting, and construction to forge arms and armor rarely seen, even by other adventurers. The smiths test their schematics and designs themselves, building prototypes and experimental gear that can later be refined into mass-production items.

Creating a Craftsman

When you create your craftsman, the most important thing to consider is your crafting expertise. Though all craftsmen of adventuring stock can stitch leather armor, forge weapons, and tinker with magic items, only those who dedicate themselves to a single craft can attain legendary works. Each type of craftsman, from the practical to the wildly eccentric, have their place, but no craftsman can specialize in everything.

Moreover, few craftsmen are self-taught. Most learn the finer points of their craft under the tutelage of a master artisan (whether or not their master was a craftsman, in the conventional sense.) Did you study under a master, and if so, what drove you to apprentice underneath them? Lastly, consider how you view your work. Are you pragmatic, viewing your creations as tools to serve a purpose? Are you artistic, striving to craft pieces of unrivalled beauty and perfection? Or are you experimental, tinkering and building with wild abandon to break new ground and innovate on established norms?

Crafting

The ability to forge and create items is central to the craftsman. To craft an item, a character requires three things: materials, tools, and time:

  • In most cases, the raw materials for an item can be obtained for 1/2 the item’s price. This cost can fluctuate depending on the character’s current circumstances, contacts, or access to natural resources.
  • A set of the appropriate artisan’s tools and proficiency in their use is generally all that is required to craft an item, though occasionally use of a larger shop is needed for more complex items, and proper scaffolding and earth-moving equipment is needed for building structures.
  • The time required to craft an item is measured against its market value. Normally, a character makes progress toward crafting an item equal to 5 gp for each day of downtime, completing their work when this amount exceeds the item’s price. As a craftsman, you work more much faster, and make progress equal to 50 gp × your craftsman level each day.

 

 

The Craftsman
Level Proficiency Bonus Features
1st +2 Bonus Proficiencies, Smithy
2nd +2 Masterwork (Apprentice), Tool Belt
3rd +2 Guild
4th +2 Ability Score Improvement
5th +3 Extra Attack, Masterwork (Journeyman)
6th +3 Folded Steel
7th +3 Guild feature
8th +3 Ability Score Improvement
9th +4 Rapid Modifications
10th +4 Guild feature
11th +4 Masterwork (Master)
12th +4 Ability Score Improvement
13th +5 Craftsman’s Strike
14th +5 Guild feature
15th +5 Uncanny Tool Belt
16th +5 Ability Score Improvement
17th +6 Masterwork (Legendary)
18th +6 Guild feature
19th +6 Ability Score Improvement
20th +6 Magnum Opus

Class Features

As a craftsman, you gain the following class features

Hit Points

Hit Dice:
1d10 per craftsman level
Hit Points at 1st Level:
10 + your Constitution modifier
Hit Points at Higher Levels:
1d10 (or 6) + your Constitution modifier per craftsman level after 1st

Proficiencies

Armor:
All armor, Shields, Exotic Armor
Weapons:
Simple Weapons, Martial Weapons, Exotic Weapons
Tools:
Three Artisan’s Tools of your choice
Saving Throws:
Constitution, Intelligence
Skills:
Two from: Arcana, Athletics, History, Investigation, Medicine, Perception, and Persuasion

Equipment

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

  • A shield and (a) chain mail or (b) scale mail
  • A dagger and (a) a warhammer or (b) any simple weapon
  • (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
  • An explorer’s pack and a set of craftman’s tools
Quick Build

You can make a craftsman quickly by following these suggestions. Make Intelligence your highest ability, followed by Strength or Dexterity. Next, select Athletics and Investigation as your skills.

 

 

Smithy

At 1st level, you carry a set of craftsman’s tools, a combined toolkit which covers the essentials of all artisan’s tools and allows you to add your proficiency bonus to anything you craft. It weighs 20 lb. and can be replaced for 75 gp.

While using these tools to craft an item, you can make a day’s worth of progress towards crafting in the 8 hours during a long rest. Each day, you can craft items worth a total of 50 gp times your craftsman level. As normal, you must provide material equal to half the items’ market value.

Masterwork

At 2nd level, you begin to learn the deeper intricacies of weapon and armor craftsmanship.

Masterwork Equipment

As a craftsman, you are capable of creating weapons and armor of the utmost quality; such creations are known as Masterwork items. By spending an additional 100 gp in materials and 8 hours of work when crafting a weapon or suit of armor, you can create a masterwork version of that item. In addition, you can spend 100 gp and 8 hours of time to modify an existing item to be masterwork.

Masterwork Properties
Properties Craftsman Level Cost
Apprentice 2nd
Journeyman 5th 200 gp
Master 11th 400 gp
Legendary 17th 500 gp

Masterwork Bonus

As you gain levels in this class, the masterwork items you craft will grant a Masterwork bonus when wielded or worn by a proficient creature. At 5th level, your masterwork weapons have a +1 bonus on attack and damage rolls and your masterwork suits of armor have a +1 bonus to AC. This bonus increases to +2 at 11th level, +3 at 17th level.

Masterwork Properties

Masterwork items you craft can be modified with masterwork properties, advanced modifications which allow you to create truly unique weapons and armor. Masterwork properties are separated into 4 levels: Apprentice, Journeyman, Master, and Legendary. You can apply a number of Apprentice properties equal to your Intelligence modifier + your Masterwork Bonus (minimum 1) to a piece of gear, and can apply one each of Journeyman, Master, and Legendary properties to a masterwork item.

While anyone can use a masterwork version of a weapon or suit of armor if they are proficient with it, once a piece of masterwork gear has been modified with a Master or Legendary property, it is then fitted to your exact specifications and can only be used proficiently by you.

You can apply any number of masterwork properties to a single piece of masterwork equipment over a period of 8 hours, which may be done over the course of a long rest. Each added masterwork property requires a cost in materials and can only be done by craftsmen of a high enough level, as shown in the Masterwork Properties table. You can remove or replace masterwork properties on an item in the same amount of time, though you must still pay the cost of newly added masterwork properties. You can’t remove a property from an item that is a prerequisite for another of the item’s properties.

When you learn a new level of masterwork properties, you can apply a property from that level to two pieces of masterwork equipment at no cost. Additionally, whenever you apply a masterwork property to a weapon that deals bludgeoning, piercing, or slashing damage, you can change that weapon’s damage type to bludgeoning, piercing, or slashing.

Magic weapons and armor can be made masterwork, however, once modified with masterwork properties, they do not grant a masterwork bonus to attack rolls, damage rolls, or Armor Class that already grants a magical bonus..

Crafting Ability

Intelligence is your primary ability when it comes to crafting. In addition, you use your Intelligence modifier when setting the saving throw DC when an item that you craft calls for one.

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

 

 

Tool Belt

While other adventurers may rely on spells, or luck, or brute strength to solve a problem, you believe in always having the right tool on hand. Starting at 2nd level, you can use your action to retrieve a piece of nonmagical gear from your belt, apron, pack, cart, or wherever you keep your tools, even if you did not have it in your inventory before. This item’s price in gp must be no higher than 10 times your craftsman level. Items retrieved this way become lost in your inventory and vanish you take a long rest. You can use this ability a number of times equal to your Intelligence modifier and regain all expended uses following a long rest.

Artisans’ Guild

At 3rd level, you join an Artisans’ Guild. Select one of the Guilds from those listed below; you gain the 3rd level ability of that guild. You gain an additional Guild ability at 7th, 10th, 14th and 18th level.

Ability Score Improvement

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

Extra Attack

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

Folded Steel

At 6th level, you discover or create new processes for making your masterwork gear even stronger than before. Masterwork weapons crafted or modified by you count as magical for the purposes of overcoming damage resistance and immunity.

Rapid Modifications

Starting at 9th level, you gain the ability to quickly reconfigure your equipment. As an action, you can replace a masterwork property on a single piece of gear with any other masterwork property of the same level. You can’t replace a property that is a prerequisite for another of the weapon’s properties, and the weapon must meet all the prerequisites for the new property. You can use this ability a number of times equal to your Intelligence modifier, and regain all expended uses when you finish a long rest.

Craftsman’s Strike

You’ve learned how to build, but you also know how to destroy. Starting at 13th level, your weapon attacks deal maximum damage to objects, and an additional 1d8 damage to constructs.

Uncanny Tool Belt

You have a knack for finding the most useful things buried away in your cart. Starting at 15th level, you can produce a single common or uncommon magic item from your tool belt. The item become lost in your inventory and vanish when you a long rest. Once you use this ability, you can’t use it again until you finish a long rest.

Magnum Opus

At 20th level, you complete an object of unparalleled majesty. You can retreat into your forge for a period of 30 days; during this time, you are feverishly working. At the end of the 30 days, you emerge from your forge, carrying your creation: a single magic item of very rare or legendary rarity. This item is tied to your very soul: regardless of type, you are always considered attuned to it, and no other creature can attune to it while you are alive. This item does not count against your maximum number of attuned items, and you ignore all attunement requirements for the item. As long as you are on the same plane of existence as your item, you can call it to your hand or onto your body (as appropriate). You can only craft a Magnum Opus once.

 

 

Artisans’ Guilds

All master craftsmen individually learn the basics of smithing, leatherworking, woodworking, and other necessary disciplines on the path to mastery, either on their own or under tutelage of another master artisan. However, as they hone their skills, they invariably find themselves drawn to gatherings of other like-minded craftsmen. These groups, formalized as Guilds, provide a means for craftsmen to compare notes and schematics, acquire resources, and provide a means for craftsmen to ply their trade.

Guild Table List
d10 Guild Name Approved Status
1 Armigers’ Guild Playtest
2 Bladeworkers’ Guild Playtest
3 Calibarons’ Guild Playtest
4 Clockworkers’ Guild Playtest
5 Filigrist’s Guild Playtest
6 Forgemasters’ Guild Playtest
7 Luminaries’ Guild Playtest
8 Maesters’ Guild Playtest
9 Mechanauts’ Guild Playtest
10 Thunderlords’ Guild Playtest

 

 

Armigers’ Guild

The Armigers devote their skills to the art of armor smithing, with the firm belief that the right plate in the right place can make a warrior invincible.

Armor Master

You not only learn to forge powerful armor, but can wear it with skill. At 3rd level, you gain one of the following fighting styles:

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Iconic Emblem

Starting at 7th level, you can emblazon your armor and shield with a personal symbol, one that is known by many to represent craftsmanship and valor. A creature that sees you can identify you with a DC 12 Intelligence check. Additionally, whenever an ally that can see you makes a saving throw that they are not proficient in, they can add half your proficiency bonus (rounded up) to the save.

Armiger’s Eye

Starting at 10th level, you can spend 10 minutes to reinforce a suit of armor, or up to 6 following a short or long rest, which gains one of the following properties of your choice:

Adamant. When a creature wearing this armor takes damage, it reduces the amount it takes by 1d8.

Banded. A creature wearing this armor has a +1 bonus to armor class.

This armor retains its reinforcement until the creature wearing it is hit, after which it is no longer fortified.

Wall of Iron

Starting at 14th level, as a bonus action, you can gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. Once you use this ability, can’t use it again until you finish a short or long rest.

Master Armorsmith

At 18th level, you reach the peak of your craft. You learn the following Legendary masterwork property, which you can immediately apply to a suit of masterwork armor:

Invincible Plating

Legendary Property


Components. Suit of exotic masterwork armor

You learn how to make your steel nigh indestructible to certain forms of strikes. Select either bludgeoning, piercing, or slashing damage; while wearing this suit of armor, you are immune to that type of damage.

 

 

Bladeworkers’ Guild

Blade and bow, axe and mace: these are the tools with which the Bladeworkers try to change the world. They believe that the right blade, in the right hand can make a warrior unstoppable.

Weapon Master

You not only forge great weapons, you fight with them as well. At 3rd level, you gain one of the following fighting styles:

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Two-Weapon Fighting. When you engage in two- weapon fighting, you can add your ability modifier to the damage of the second attack.

Wicked Blade

By 7th level, your fiendishly clever weapons have earned you a reputation. You can add twice your proficiency bonus to Charisma (Intimidation) checks you make using one of your masterwork weapons.

Adamant Whetstone

Starting at 10th level, you can spend 10 minutes to fortify a weapon, or up to 6 following a short or long rest, which gains one of the following properties of your choice:

  • Honed. This weapon has a +2 bonus on attack rolls.
  • Sharpened. This weapon deals an 1d8 additional damage on a hit.

This weapon retains its fortification until it hits a target, after which it is no longer fortified.

Sundering Strike

Starting at 14th level, you can use your knowledge of the weak points of weapons and armor to render them useless. As an action on your turn, you can make a single attack against an enemy, targeting their weapon or armor in an attempt to sunder it. If you hit, that creature must succeed on a Dexterity saving throw against your Masterwork save DC. On a failure, the item is broken, unusable until it is fixed. Once you use this ability, you must finish a short or long rest before you can do so again.

Master Weaponsmith

At 18th level, you reach the peak of your craft. You learn the following Legendary Masterwork Property.

Devastating

Legendary property


Components Masterwork exotic weapon

This weapon scores a critical hit on a roll of 18, 19, or 20.

 

 

Calibarons’ Guild

The Calibarons know, better than most, that gunpowder is the single greatest invention ever created by mortals. A sword may let a skilled wielder lay a giant low and magic may let the savvy and the blessed stand up to the gods, but only a gun will let a common man put a dragon in its place.

Fighting Style

You adopt a particular style of gunfighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Akimbo. When you engage in two-weapon fighting with firearms, you do not take a penalty to the damage of the second attack.

Bullseye. You gain a +2 bonus to ranged attack rolls you make using firearms. The weapon must have the Sighted property or have a normal range of 80 feet or longer to gain this effect.

Duelist. While you are wielding a firearm in one hand and nothing in the other, if you make a ranged weapon attack and exceed the target’s AC by 5 or more, you deal an additional die of weapon damage. You can only use this ability once per round.

Shotgunner. When you hit with a ranged weapon attack using a firearm that has the Scatter property, you can reroll the lowest damage die, and you must use the new roll, even if the new roll is worse than the original.

Hand Load

Starting at 7th level, so long as you have access to your craftsman tools, you can create ammunition and explosives at no cost. Over the course of a long rest, you can create 40 pieces of normal ammunition, 20 pieces of special ammunition of any type, or 2 explosives. Over a short rest, you can make 10 pieces of normal ammunition, 5 pieces of special ammunition, or 1 explosive.

Ballistic Tuning

Starting at 10th level, you can spend 10 minutes to calibrate and reinforce a ranged weapon, or up to 6 following a short or long rest, which gains one of the following properties of your choice:

  • Ballistic. This weapon deals an additional die of damage on a hit.
  • Calibrated. This weapon deals a critical hit on a roll of 18-20.

This weapon retains its fortification until it hits a target. The weapon is then no longer fortified.

Applied Demolitions

Starting at 14th level, you can add your Intelligence modifier to the damage roll of any explosive you craft. Additionally, you can increase or decrease the explosion radius of any explosive you craft by up to 5 feet.

Master Gunsmith

At 18th level, you reach the peak of your craft. You learn the following Legendary Masterwork Property:

Burst Fire

Legendary property


Components
Masterwork exotic firearm with the Automatic property

When you take the Attack action to make an attack with this firearm, you can use your bonus action to make a single additional attack with it.

 

 

Clockworkers’ Guild

Masters of clockwork, the tinkers and gearsmiths of the Clockworkers’ Guild study and perfect the art of fashioning constructs. Their designs are as elegant as they are functional, translating simple ticking movements through a kaleidoscope of gears and pistons to create lifelike, even seemingly intelligent, clockwork creatures. Nearly all clockworkers are attended by a pair of their construct servants, who serve a dual purpose as attentive assistants and relentless bodyguards. Veteran clockworkers, however, walk astride constructs taller than themselves, great gear- driven golems of formidable strength.

Clockwork Constructs

Starting when you join this guild at 3rd level, you assemble two mechanical servants. You can choose a clockwork bolter or a clockwork macer for each of your two constructs, and can change your decision when you take a long rest. Each of your constructs comes equipped with an installed masterwork weapon, which you can modify with masterwork properties. Your constructs are always proficient with installed weapons.

Repairing your Constructs. When you take a long rest, you can repair your constructs to their full hit points. You are always considered to have enough scrap and material to build and repair your constructs.

Commanding your Constructs. Your constructs act on your turn, though they don’t take actions unless you command them to. While your constructs are within 500 feet of you, you can mentally command them to move to specific locations (no action required) or use your action to command all of your constructs to attack. Additionally, you can use your bonus action to command one of your constructs to attack; this construct does not add an ability score to its damage roll.

Your constructs use your Intelligence modifier + your proficiency bonus instead of their normal attack bonus, if it would be higher. Additionally, your constructs add twice your level to their maximum hit points.

The connection to your constructs is taxing, and you cannot magically summon nor command any other creatures while your constructs are active.

Starting at 5th level, you can choose to build a gear guardian (Animated Armor), instead of two clockwork bolters or clockwork macers.

Quick-Detach

Starting at 7th level, you can switch which weapons are installed into your clockwork constructs on the fly. As an action, you can remove the weapon installed in one of your constructs within 5 feet of you and replace it with a weapon you are holding.

Reinforced Clockwork

Starting at 10th level, you can spend 10 minutes to apply additional reinforcement to one of your constructs. The next time that construct takes damage, it reduces the damage taken by 1d8.

Death Burst

Beginning at 14th level, you can integrate a dead man’s switch into each of your constructs: a bomb which detonates when your construct is critically damaged. When a construct with the bomb drops to 0 hit points, it detonates in a 10-foot radius explosion. Each creature within the area must make a Dexterity saving throw against your Masterwork save DC or take 6d6 fire damage.

Shield Guardian

Beginning at 18th, you’ve driven the final bolt in what will likely amount to your greatest mechanical creation: a shield guardian. As long as you are alive, only you can wear the guardian’s amulet; while you are wearing it, you cannot command any other constructs. As an action, you can replace the guardian’s fist weapon with any installed masterwork weapon of your choice.

 

 

Clockwork Bolter

Small construct, unaligned


Armor Class
14 (natural armor)
Hit Points
28 (8d6)
Speed
25 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Condition Immunities
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses
blindsight 120 ft. (blind beyond this radius), passive Perception 6
Languages
Challenge
1/8 (25 XP)

Two-Handed. The bolter counts as having two hands with which to wield its installed weapon. The bolter can only use ranged weapons.

Actions

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage.

Clockwork Macer

Small construct, unaligned


Armor Class
14 (natural armor)
Hit Points
28 (8d6)
Speed
25 ft.

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 10 (+0) 1 (-5) 3 (-4) 1 (-5)

Condition Immunities
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses
blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages
Challenge
1/8 (25 XP)

One-Handed. The macer counts as having one hand with which to wield its installed weapon. The macer can only use melee weapons.

Actions

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Clockwork Macer

Clockwork Macer

 

 

Filigrist’s Guild

The master artisans of the great fey elf cities are some of the most talented craftspeople anywhere in the multiverse. While they could make anything, they generally prefer to exhibit their incredible skills by fashioning decorative items: jewelry, sculptures, and ornaments. The masterpieces forged by a filigrist are treasures that will be passed down in families for generations, jealously buried in tombs, and unearthed centuries later, looking every bit as magnificent.

Ornamentation

When you enter this profession at 3rd level, you learn to craft armor and weapons that incorporate beautification not only as an aesthetic choice, but as an enhancement to the item’s capabilities. By spending 500 gold and 8 hours of work, you can apply the Ornamented property to a masterwork weapon or the Decorated property to a suit of Masterwork armor.

Decorated

Apprentice property


Components. Suit of masterwork armor As a reaction when you are hit by an attack from a creature you can see, you can cause the attacker to reroll the attack against you and add your Intelligence modifier to your AC. The attacker must use the new roll.

You can apply this property multiple times, once at each level of Masterwork properties. You can use this ability once for each time this property has been applied, regaining all expended when you finish a long rest.

Ornamented

Apprentice property


Components Masterwork weapon Once per turn when you make an attack roll with this weapon and miss, you can reroll the attack, adding your Intelligence modifier to the roll. You must use the new roll.

You can apply this property multiple times, once at each level of Masterwork properties. You can use this ability once for each time this property has been applied, regaining all expended when you finish a long rest.

Formidable Finery

At 3rd level, you also learn how to craft jewelry that is both beautiful and remarkably functional. You can designate a collection of rings, necklaces, bracelets, and other jewelry you have crafted that is worth at least 1,000 gp as a suit of finery. While wearing your finery, your Armor Class is equal to 10 + your Dexterity modifier + 1 per 1,000 gold your finery is worth (maximum +3). Your finery is treated as a suit of exotic masterwork light armor. You can continue to invest gold and jewels into your finery, improving the bonus it provides to your Armor Class, by spending the gold necessary as you work on your finery over a long rest.

While wearing your finery, you can use your Intelligence modifier instead of your Charisma modifier for Deception, Intimidation, and Persuasion checks.

Alluring Finery

Starting at 7th level, as an action, while wearing your finery, you can force one creature that you can see within 30 feet of you to make a Wisdom saving throw, opposed by your Masterwork save DC. On a failed save, the creature is drawn to you, compelled by your glorious accoutrements. For the next minute, it has disadvantage on attack rolls against creatures other than you.

The effect ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

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

Magnificence

When you reach 10th level, you can spend 10 minutes polishing a suit of armor or a weapon until it sparkles, or up to 6 following a short or long rest. The polished piece of gear gains the following benefits:

Brilliant. The item sheds bright light in a 20-foot radius, and dim light for an additional 20 feet. The item shines for 8 hours, after which the light fades. While the item is shedding light, if the creature using that item fails on a saving throw, it can use its reaction to reroll that saving throw; it must take the second roll. Once this ability is used, the item’s light fades. A creature can only benefit from this ability once every 24 hours.

Dazzling Defenses

At 14th level, your weapons shine with the rainbow hues of dozens of gemstones. When you deal damage to a creature with a weapon that has the Ornamented property, you can use your bonus action to distract the creature, causing it to have disadvantage on the next attack roll or saving throw it makes.

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

Master Filigrist

At 18th level, you reach the peak of your craft. You learn the following Legendary property:

Royal

Legendary property


Components
Suit of exotic masterwork armor

This armor, fit for a king or emperor, is layered with brilliant gold and gems. While wearing this armor, you can add your Intelligence modifier to all saving throws you make.

 

 

Forgemasters’ Guild

To a forgemaster, heat is not merely integral to forging, curing, and welding gear, it is a weapon in its own right, for the swing of a white-hot blade bites not only with steel, but with flame. A forgemaster carries the intensity of a forge with them, storing it in their armor and building it up in their weapons, before unleashing it in a scorching blast.

Forgefired Armory

When you enter this profession at 3rd level, you construct a portable, wearable furnace which allows you to heat objects you are forging without the need for a specially-constructed shop or forge. This apparatus is bulky, but can be worn over clothing or armor; donning or doffing the gear takes 1 minute. When you gain this forge, you are assumed to have been working on them in your spare time, only bringing it to full functionality when you take this subclass.

If your furnace is ever lost or damaged, you can repair or replace it over the course of a long rest with 100 gp of materials.

While wearing your furnace, weapons you wield can deal fire damage instead of their normal damage type.

Burn

At 3rd level, while wearing your furnace, you can funnel the heat from its fire into your strikes. Whenever you make an attack against a hostile creature, you gain 1 burn point. You can store up to 3 burn points at a time; if you are wearing heavy armor, you can instead store a number of burn points equal to half your craftsman level (minimum 3).

Whenever you hit a creature with a weapon, if you have 3 or more burn points stored, you can use your bonus action to discharge all of your stored burn points, dealing an additional 1d6 fire damage for each burn point discharged.

Unspent burn points dissipate after 1 minute, or when you remove your furnace.

Forgeknight Initiate

Also at 3rd level, you learn to use the fires of your furnace in more exotic ways. While wearing your furnace, you can cast the mending and produce flame cantrips at will. Intelligence is your spellcasting ability for each of these spells.

Scalding Defenses

Beginning at 7th level, while you are wearing a suit of heavy armor, you gain resistance to fire damage, and any attack you make with a weapon that deals fire damage ignores resistance to fire damage.

Additionally, you learn how to forge weapons that can channel incredible amounts of heat. You can apply the Heat property to your masterwork weapons:

Heat

Journeyman property


Components
Masterwork weapon with the Two-Handed property

This weapon gains the Heat property. Additionally, it deals fire damage instead of its normal type. and its damage die increases by 1 step.

Heat. This weapon gains a heat point whenever an attack is made using it, and loses one heat point whenever you begin your turn. If it gains 3 heat points, the weapon overheats and loses all heat points. An overheated weapon can’t be used to make an attack again until the end of your next turn.

 

 

Heart of the Forge

Starting at 10th level, you can you can plunge a number of melee weapons or pieces of ammunition into an active forge or your furnace, heating them to white-hot temperatures. Weapons and ammunition placed in the forge must be made of metal, and remain heated for 10 minutes. You can heat one weapon or 2 pieces of ammunition in the forge as an action, or up to 10 weapons or 20 pieces of ammunition over the course of a minute. A heated weapon or piece of ammunition deals fire damage instead of its normal type and ignites flammable objects hit by it, if the target is not being worn or carried.

Fires of the Forge

At 14th level, you learn to release the heat stored in your gear to devastating effect. While wearing your furnace, if you have 5 burn points stored, you can cast the spell heat metal as an action, targeting a creature within 60 feet of you, without using a spell slot. Alternatively, if you have 7 burn points stored, you can cast the spell fireball as an action without using a spell slot. Intelligence is your spellcasting ability for both of these spells.

Once you use this ability to cast either spell, you must finish a short or long rest before you can do so again.

Master Forgeknight

At 18th level, you reach the peak of your craft. You learn the following Masterwork property:

Forgebound

Legendary property


Components
Suit of exotic masterwork heavy armor

You build a miniature furnace into this suit of armor, as well as layers of heat dispersing materials. While wearing this armor, you gain immunity to fire damage and cold damage, and can survive in extremely cold and hot temperatures (from 150 degrees Fahrenheit down to -100 degrees Fahrenheit) with no ill effect.

Additionally, when you take the Dash action while wearing this suit of armor, you leave a trail of fire in your wake. This trail is 5 feet wide, and lasts until the start of your next turn. Any creature that enters the area for the first time on its turn or starts its turn in the area takes 1d8 + your Intelligence modifier fire damage.

Luminaries’ Guild

Ill content to work with materials like steel, wood, or cloth, craftsmen of the Luminaries’ Guild have developed tools to shape light itself into their creations. Hardlight stands among the most versatile materials ever to be discovered: it is light, pliant, and strong, but best of all, it can be conjured whole cloth into brilliant, glowing objects. Originally, its use was limited to only arcanists, but with the invention of the hardlight projector, nonmagical craftsmen can fashion this material into weapons and armor that appear in the blink of an eye.

Hardlight Armament

Starting when you join this guild at 3rd level, you learn to forge lasting equipment out of hardlight using a special device called a hardlight projector. If the projector is lost or destroyed, you can construct a new one over a long rest for 100 gp.

Using the projector, you can apply the following masterwork properties to your equipment:

Hardlight

Apprentice property


Components
Masterwork weapon

This weapon is forged entirely from hardlight, expanding into a brilliant solid object when drawn and condensing again into a control chip when stored. This weapon weighs nothing, but possesses a similar amount of inertia when used. Its damage type changes to force. As an interaction on your turn, draw or store any hardlight weapons you possess and don or doff a suit of hardlight armor.

Hardlight

Apprentice property


Components
Suit of masterwork armor

This armor is constructed entirely from shimmering hardlight, appearing about you in an instant when needed. It weighs nothing and glows with dim light in a 10-foot radius sphere. As an interaction on your turn, you can don or doff this armor, and draw or store any hardlight weapons you possess.

Lightforge

Also at 3rd level, as a bonus action, you forge a suit of armor, a shield, a set of artisan tools, or any melee weapon that deals bludgeoning, piercing, or slashing damage, made entirely out of scintillating hardlight. Weapons and armor created by this ability can be exotic, but can’t be masterwork. After 10 minutes, this object evaporates completely into light.

 

 

Photonic Fortifications

At 7th level, you can you can use an action to raise a defense wall of hardlight. Select a space within 15 feet of you. Starting from that point, a number of translucent panels equal to your Intelligence modifier appear, which connect to form one continuous wall. Each panel is 5 feet wide, 4 feet tall, 1/4-inch-thick, and is tall enough to provide half cover for any Medium creature behind it. Creatures cannot move through the wall, though they can jump over it. The wall persists for 1 minute or until you dismiss it on your turn (no action required). Once you use this ability, you can’t use it again until you finish a short or long rest.

Hardlight Edge

Beginning at 10th level, you can spend 10 minutes to fortify a weapon with a glittering hardlight coating, or up to 6 following a short or long rest, which gains one of the following properties of your choice:

  • Force Edged. This weapon deals force damage on a hit and deals an additional 1d4 damage on a hit.
  • Radiant Edged. This weapon deals radiant damage on a hit and its reach increases by 5 feet.

This weapon retains its property until it hits a target, after which it loses its property.

Beam Cannon

Starting at 14th level, as an action, you can overcharge your hardlight projector to fire a beam in a 100-foot long, 5-foot wide line out from you in a direction you choose. Each creature within that area must make a Dexterity saving throw, opposed by your spell save DC. A creature takes 8d6 radiant damage, or half as much on a success. The blast leaves behind a super-heated trail in the area of the line, which remains until the start of your next turn. A creature which enters the area for the first time on their turn takes 4d6 fire damage. The beams ignite flammable objects in the area that aren’t being worn or carried.

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

Master Luminary

At 18th level you reach the peak of your craft. You learn the following Legendary crafting technique:

Photonic

Legendary property


Components
Masterwork exotic weapon with the Hardlight property

The weapon is infused with unstable hardlight, increasing its damage potential. This weapon can deal radiant damage instead of its normal damage type, and it deals an additional 1d6 force or radiant damage on a hit (your choice).

Photonic

Legendary property


Components
Suit of exotic masterwork armor with the Hardlight property

This armor is constructed from refined hardlight, making it highly resistant to damage. This armor grants resistance to radiant and force damage while worn, and unarmed attacks made while worn deal an additional 1d4 radiant or force damage (your choice).

 

 

Maesters’ Guild

While most seasoned spellcasters will enchant a handful of magic items over the course of their careers, artisans belonging to the Guild of Arcane Maesters seek to become true masters of magic item creation. They rightly take seriously the forging of such powerful relics: each creation must be a masterwork in its own right to contain the potent magic woven into them. Despite laboring for months or even years to perfect their creations, seasoned maesters are always seen to be laden with dozens of magic items, attuned to a handful of rings, and carrying a wand of fireballs, just in case.

Maester’s Ring

When you take this profession at 3rd level, you forge yourself a small magic item known as a Maester’s Ring. This ring is attuned to you, doesn’t count against your number of attuned items, and, if lost, will always return to your finger on the following dawn.

When you craft this ring, select two cantrips from the wizard spell list. While wearing this ring, you can cast either of those cantrips, as well as the mending cantrip. Your ring gains one additional cantrip of your choice at 10th level and at 18th level. Intelligence is your spellcasting ability for these cantrips.

Arcane Smithing

When you begin this profession at 3rd level, you learn a more efficient, though more strenuous, method of enchanting magic items. When you craft a magic item, you may do so at a rate of 150 gp per craftsman level per day, continuing until you have reached the market value of the item (see the Magic Item Crafting table, page 47). Enchanting a magic item at this rate is a taxing process: when you finish a long rest after any day that you make progress towards completion of an item at this speed, you take one level of exhaustion, which can only be removed by completing a long rest.

When enchanting an item in this fashion, you do not need to expend spell slots or know the specific spells required to make the item in question, though you must still have or create a schematic for that item and meet the minimum level requirement. Moreover, creating items that require attunement is far more difficult, requiring you to be a higher level than normal to craft, as shown on the Maester Crafting table.

Maester Crafting
Rarity Crafting Level Attunement Level
Common 3rd 3rd
Uncommon 3rd 7th
Rare 7th 11th
Very Rare 11th 17th
Legendary 17th 20th

Starting at 7th level, you have advantage on all Intelligence (Arcana) checks made to create magic item schematics.

Attunement Specialist

Starting at 7th level, you can attune to 4 magic items at once, and can attune to any magic item even if you don’t meet the attunement requirements. At 18th level, this number increases to 5 magic items.

Additionally, you can attune to a magic item which requires attunement as an action, and can use any scroll as if you were a spellcaster with that spell on your spell list. Since you cannot cast spells, you must always make a spellcasting check to cast a spell from a scroll when using this ability.

Efficient Enchanting

At 10th level, you learn to enchant small batches of regularly used consumable magic items with little to no cost or effort. Whenever you craft a consumable common magic item, you can instead create a batch of 1 + your Intelligence modifier of that item. When you craft a consumable uncommon magic item, you instead make two of it.

Rapid Recharge

Starting at 14th level, as an action on your turn, you can allow a magic item you are holding to regain a number of charges equal to the amount it normally regains at dawn. Once you use this ability, you cannot do so again until you complete a long rest.

Master Spellwright

At 18th level, you reach the peak of your craft. You learn the following Legendary crafting properties:

Ardent

Legendary property


Components
Suit of masterwork exotic armor

Select three damage types from the following list: cold, fire, force, lightning, necrotic, psychic, radiant, thunder. While wearing this suit of armor, you gain resistance to those three damage types.

Mystical

Legendary property


Components
Exotic masterwork weapon

If this weapon deals an additional die of damage due to its Master property, it deals two dice of additional damage instead.

 

 

Mechanauts’ Guild

For centuries, the pinnacle of mechanized vehicles was the apparatus of the crab, a singular device capable of exploring inhospitable environments, from the sea floor to lava-strewn volcanic fields. However, ambitious craftsmen from the Mechanauts’ Guild have drawn up designs for a new vehicle, mightier and more customizable than the old apparatus. This device is a walking tank, equipped with savage fists, scuttling legs, and climate control enhancements, a vehicle to dwarf all others, a true feat of engineering.

Mechanical Marvel

At 3rd level, you complete the frame of a Mechanaut’s Apparatus, with ample room for upgrades and improvements. Its blueprints are based on the apparatus of the crab, but you can model your apparatus to appear as any beast or as a humanoid figure.

Your apparatus comes with two installed masterwork weapons, which you can modify with masterwork properties. Although your apparatus cannot wear armor, its body functions as a suit of exotic masterwork heavy armor, which can also be modified with masterwork properties. Your apparatus is always proficient with its installed weapons and body armor.

In addition to modifying its body and weapons, you can apply unique masterwork properties to the frame of your apparatus. These properties are listed later in this class description.

Repairing the Apparatus. When you take a long rest, you can repair your apparatus to full hit points. You are always considered to have enough material to repair your apparatus. If your apparatus is lost, you can build a new one for 400 gp.

Piloting the Apparatus. Your apparatus acts on your turn, though it doesn’t take actions unless you are piloting it. While your apparatus is within 500 feet of you, you can mentally command it to move (no action required).

While the apparatus is within 5 feet of you, you can enter it or exit it by using half your movement. While inside the apparatus, you can use your action to pilot it, causing the apparatus to take the Attack, Dash, Disengage, or Dodge actions. Any creature can enter the apparatus, but only you can pilot it.

Artificial Attunement

By 7th level, you’ve developed a means of affixing magic items to your apparatus, granting it their mystical benefits. When you attune to a magic item, you can choose to install it into your apparatus. The item still takes up one of your attunement slots, but grants its benefits to your apparatus instead of you. While piloting your apparatus, you can cause it to take the Use an Object action.

Mechanaut’s Apparatus

Large construct, unaligned


Armor Class
13 + its creator’s Intelligence modifier
Hit Points
30 (15 + 5 × your craftsman level)
Speed
35 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 1 (-5) 3 (-4) 1 (-5)

Damage Immunities
poisoned, psychic
Condition Immunities
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses
blindsight 120 ft. (blind beyond this radius), passive Perception 6
Languages
Challenge

Cockpit Controls. When a creature piloting the apparatus takes the Attack action, they can forgo any number of their own attacks to command the apparatus to make the same number of attacks. The apparatus uses the rider’s Intelligence modifier + their proficiency bonus instead of its normal attack bonus.

Cockpit Cover. Any creature inside the apparatus is granted 3/4 cover from outside attacks.

Double Two-Handed. The apparatus has two mechanical arms, each of which can hold one installed weapon. Each mechanical arm is powerful enough to wield weapons as if with two hands. The apparatus can use both ranged and melee weapons.

Actions

Maul (right hand). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Maul (left hand). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Tune-Up

Starting at 10th level, you can spend 10 minutes tuning and shoring up your apparatus’s more delicate mechanisms, granting it temporary hit points equal to your Intelligence modifier plus your proficiency bonus.

Jury-Rigging

At 14th level, while riding your apparatus, you can use a bonus action to restore a number of hit points equal to 5 + your Intelligence modifier to the apparatus. You cannot use this ability if your apparatus has more than half of its maximum hit points remaining.

 

 

Master Mechanist

At 18th level, you reach the peak of your craft. You learn the following Legendary property:

Execution Protocol

Legendary property


Components
Mechanaut’s Apparatus

This apparatus has advantage on attack rolls against creatures that have fewer than half their maximum hit points left.

Apparatus Properties

The following apparatus properties are organized by crafting level. While the properties applied to its armor and weapons affect its combat effectiveness, the modifications made directly to its frame determine its utility and support capabilities.

Apprentice Properties

You can apply a number of Apprentice properties equal to your Intelligence modifier + your Masterwork Bonus (minimum 1) to your apparatus’s frame.

Amenities

Apprentice property


Components
Mechanaut’s Apparatus

The interior of this apparatus is particularly cozy, perhaps even including a warm blanket and pillow. You can sleep while within this apparatus with no ill effects.

Control Harness

Apprentice property


Components
Mechanaut’s Apparatus

This apparatus features a set of straps and buckles to keep its rider secured. While piloting this apparatus, you cannot be dismounted against your will.

Ejector Seat

Apprentice property


Components
Mechanaut’s Apparatus

This apparatus comes equipped with an emergency ejection system, allowing for quick escape. Exiting this apparatus costs no movement.

Elixir Injector

Apprentice property


Components
Mechanaut’s Apparatus

A funnel in the cockpit allows riders to mix potions in with this apparatus’s fuel. As an action, you can ‘feed’ your apparatus a potion, which affects the apparatus as if it drank it.

Heavy Shocks

Apprentice property


Components
Mechanaut’s Apparatus

Sturdy suspension has been built into the legs of this apparatus. Whenever this apparatus would take damage from falling, it treats the height fallen as being up to 50 feet shorter.

Telescopic Frame

Apprentice property


Components
Mechanaut’s Apparatus

This apparatus can compress into a smaller construct when not in use. While no one is inside the apparatus, you can command it to collapse down to Medium size. While reduced in this way, the apparatus cannot be entered, even by a Small creature.

Warpaint

Apprentice property


Components
Mechanaut’s Apparatus

This apparatus has been decorated or designed in a particularly intimidating way, striking fear into those who face it. While riding this apparatus, you add your Intelligence modifier to Intimidation (Charisma) checks. Journeyman Properties You can apply only one Journeyman property to your apparatus’s frame at a time.

Stern Servos

Journeyman property


Components
Mechanaut’s Apparatus

This apparatus’s Strength score increases by 3 (to 17).

Sturdy Servos

Journeyman property


Components
Mechanaut’s Apparatus

This apparatus’s Constitution score increases by 3 (to 17), increasing the frame’s maximum hit points by your level.

Swift Servos

Journeyman property


Components
Mechanaut’s Apparatus

This apparatus’s Dexterity score increases by 3 (to 17).

 

 

Master Properties

You can apply only one Master property to your apparatus’s frame at a time.

Ettercap Compartments

Master property


Components
Mechanaut’s Apparatus

This apparatus has a spider-inspired material attached to its mobility limbs, allowing it to scale steep surfaces. It gains the ability to move up, down, and across vertical surfaces and ceilings, in addition to a climb speed equal to its movement speed.

Organic Interlay

Master property


Components
Mechanaut’s Apparatus

Through clever integration of an ironwood lining, this apparatus is just organic enough to benefit from magical restoration. While its creature type is still construct, this apparatus can now regain hit points from the use of healing spells such as cure wounds and healing word.

Legendary Properties

You can apply only one Legendary property to your apparatus at a time.

Arcana Tether

Legendary property


Components
Mechanaut’s Apparatus

Small fittings, composed of etherite or similar mystical minerals, bind the astral form of this apparatus to its rider. When you are affected by a spell that targets only you, you can choose for it to also affect your apparatus.

Glasteel Cover

Legendary property


Components
Mechanaut’s Apparatus

By utilizing a transparent metal known as glasteel in its cockpit, this apparatus affords incredible protection to its rider, while still providing them with full vision of the battlefield. Any creature riding this apparatus is granted full cover from outside attacks.

 

 

Thunderlords’ Guild

From the earliest days of life, storms (and particularly, lightning) have struck the creatures caught in them with awe and terror. The Thunderlords, by contrast, draw wild inspiration from the majesty of nature, and seek to, quite literally, capture lightning in a bottle.

Thunderlord Gear

At 3rd level, you craft two unique pieces of gear: a power cell and a pair of conduit gauntlets. These are both complex, costly pieces of equipment, requiring long hours of study and experimentation to create. When you gain these items, you are assumed to have been working on them in your spare time, only bringing them to full functionality when you take this subclass.

If your power cell is ever lost or damaged, you can repair or replace it over the course of a long rest with 100 gp of materials. You can repair, replace, or create a copy of one of your conduit gauntlets over the course of a long rest with 150 gp of materials.

Charge Points. You have a number of charge points, which represent the electrical energy stored within your power cell. Your maximum number of charge points is equal to half your craftsman level, rounded up. You can spend these points to generate various electrical effects through your conduit gauntlets. You regain all expended charge points when you finish a short or long rest.

Conduit Gauntlets. Your conduit gauntlets are each exotic masterwork weapons, with statistics shown above. These draw power from your power cell, and do not function if disconnected from it. While wearing them, you can still manipulate or hold objects in those hands, though you cannot do so and attack with them at the same time. You can add your Intelligence modifier, instead of your Dexterity modifier, to attack rolls you make with your conduit gauntlets.

Conduction

Starting at 3rd level, when you hit a creature with an attack that deals lightning damage on your turn while wearing your conduit gauntlets, you can spend one or more charge points to enhance the power of the attack. When you do so, add your Intelligence modifier to the damage roll of that attack, and you can apply one of the following effects:

Burst.
Each creature within 10 feet of the creature you

hit must succeed on a Dexterity saving throw against your Masterwork save DC or take lightning damage equal to half the damage rolled.

Chain.
Your attack causes lightning to arc to nearby

creatures. For every 2 charge points spent, you can make a single ranged spell attack against a creature you can see within 15 feet of the creature you hit. This attack deals 1d8 + your Intelligence modifier on a hit.

Flash.
You can use your bonus action to move up to

half your movement speed. Doing so does not provoke opportunity attacks.

Impulse.
The creature you hit is shoved 10 feet for each

charge point spent directly away from you.

Jolt.
The creature you hit cannot take reactions until the

start of your next turn.

Shock

At 3rd level, while you are wearing your conduit gauntlets and have at least one unspent charge point, you can use the cantrips shocking grasp and spare the dying. Intelligence is your spellcasting modifier for these spells.

Name Cost Weight Damage Properties
Exotic Ranged Weapon
Conduit Gauntlets 150 gp 2 lb 2d6 lightning Blaster (40/120), light

Lightning Rod

Starting at 7th level, while you’re wearing your conduit gauntlets, you gain resistance to lightning damage. Additionally, whenever you take lightning damage from a hostile creature while wearing your gauntlets, you can regain 2 expended charge points as a reaction.

Static Charge

Starting at 10th level, you can spend 10 minutes to store an electric charge in a suit of armor or weapon, or up to 6 pieces of gear if done over a short or long rest.

Charged Armor.
When you use this ability to charge a suit of armor, the first time you take damage from a melee attack, you can use your reaction to expend the charge, dealing 2d6 lightning damage to the creature that struck you.
Charged Weapon.
When you use this ability to charge a weapon, the weapon deals 1d6 additional lightning damage on a hit, expending the charge.

High Voltage

Starting at 14th level, while wearing your conduit gauntlets, you can spend 5 charge points to cast the spell lightning bolt without using a spell slot. This spell uses your Masterwork save DC.

Additionally, when you deal lightning damage to a creature twice on your turn, you can use your bonus action to deal that creature an additional 1d8 lightning damage.

 

 

Master Electrician

At 18th level, you reach the peak of your craft. You learn the following Legendary properties:

Coil

Legendary property


Components
Suit of masterwork exotic armor

You fit an electrical coil to the back of your armor. As a bonus action on your turn, you can activate or deactivate the coil, generating a 10-foot radius field of electrical energy around you. The first time a creature enters this area during a turn or if it starts its turn there, it must make a Dexterity saving throw or take 2d6 lightning damage. A creature damaged by this ability can’t use its reaction until the end of your next turn.

Conductive

Legendary property


Components
Conduit gauntlet

When you use your Conduction ability with this weapon, you can add the following effect to the attack if you spend 2 or more charge points:

Stun. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Trapper’s Guild

Craftsmen are no strangers to turrets, bombs, and clockwork mechanisms, but the craftsmen of the Trapper’s Guild raise this to a level of artistry. Given enough time and resources, a trapsmith can veritably blanket a room in dangerous implements, setting the stage to slay an intruder in a half-dozen unique ways. While the traps do the dirty work, the trapsmith is free to lounge about some distance away, enjoying a cold beverage and dreaming up new, dangerous designs.

Danger Sense

At 3rd level, your experience with traps gives you an edge when escaping danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Traps

You are an expert in designing ingenious and lethal traps. Starting at 3rd level, you can craft traps and deploy traps, which are detailed in the Traps section below, using your crafting tools and a bag of trapsmith’s parts. This bag of gears, detonators, springs, and other mechanical equipment contains many of the parts you need to construct traps.

You can deploy a number of traps equal to your craftsman level at no cost, and regain all expended deployments when you finish a long rest. You can disarm a trap and recover it as an action or a bonus action. If you deploy a trap and recover it before taking a long rest, it does not count against the number of traps you can deploy.

Instead of improving your traps independently, you instead refine the quality of your parts using the following property:

Trap Upgrade

Apprentice property


Components
Trapsmith’s parts

Any trap you build using your trapsmith’s parts has a +1 bonus to its attack rolls and save DC. You can apply this property multiple times, once at each level of Masterwork properties, further increasing the bonus by +1 each time.

Smart Traps

Starting at 7th level, traps you deploy do not trigger on or target creatures you choose.

 

 

Booby Trap

Starting at 10th level, you take 10 minutes to conceal one of your traps from an unsuspecting target. A creature can detect a concealed trap by using its action to make an Intelligence (Investigation) or Wisdom (Perception) check (DC equals your crafting technique save DC), or by having a passive Perception score higher than that DC. The first time this trap activates, it deals twice the normal damage.

Rapid Setup

By 14th level, you can assemble a gauntlet of traps in the blink of an eye. As an action, you can deploy three traps which all have a deployment time of 1 action. These traps can’t trigger until the end of your turn. Once you use this ability, you can’t use it again until you finish a long rest.

Master Trapsmith

At 18th level, you reach the peak of your craft. You learn the following crafting technique:

Ambush Weapon

Legendary property


Components
Exotic masterwork weapon with the Two- Handed property

By integrating the clever springs and clockwork of your trapsmith parts into your weapon, you always have a spare quick-deploy trap on hand. You can use your action to load any trap with a deployment time of 1 action into this weapon. Once loaded, the trap can be deployed as a bonus action.

Traps

Trappers have a wide variety of dangerous armaments to maim and disable their enemies. Generally, traps are deployed by throwing them within range as an action and activate on some sort of trigger. Unless otherwise specified, a trap occupies the same space as a Tiny creature. If one of your traps calls for a saving throw, it uses your masterwork save DC.

Auto-Turret

Deployment Time:
1 action
Range:
5 feet
Trigger:
1 bonus action

This sophisticated device automatically lines up a crossbow on a target, retracts the bowstring, and fires a bolt. You can designate a target within 30 feet of the auto-turret by speaking a coded instruction as a bonus action on your turn. The turret then makes an attack roll (attack bonus equals your proficiency bonus + your Intelligence modifier.) On a hit, the turret deals 1d8 piercing damage. The turret carries only 10 pieces of ammunition and deactivates automatically 1 minute after first being triggered.

Deployable Barrier

Deployment Time:
1 action
Range:
5 feet
Trigger:
None

Though not a trap in the conventional sense, a deployable barrier is a simple, yet vital tool for survival in combat. This barrier collapses to be easily carried and expands to be 5 feet wide and almost 4 feet tall, mounting securely into the ground, when deployed. The barrier has AC 8 and 25 HP. A Medium creature that hunkers down behind it has three-quarters cover from the opposite side. Small and smaller creatures have full cover behind the barrier.

Two or more of these barriers can be linked to create larger walls consisting of 5-foot panels, each of which can be independently targeted and destroyed.

 

 

Landmine

Deployment Time:
1 minute
Range:
0 feet
Trigger:
Target moving within the trap’s area

You bury a landmine, an explosive with a pressure trigger, which explodes when a creature steps on it. Once a landmine is buried, it occupies a 5-foot-square area under the ground. If a Small or larger creature steps in this area, it and each creature within 5 feet of it must make a Dexterity saving throw. On a failed save, the target takes 1d10 damage from the bomb, or half as much on a successful save. Each creature within 5 feet of the target takes half damage on a failed save. A landmine is destroyed when it is triggered. A creature can detect the presence of a buried landmine with a Wisdom (Perception) check opposed by your crafting technique save DC.

This damage of this trap increases as you gain higher levels in this class. At 5th level, the damage increases to 2d10, at 11th level, the damage increases to 3d10, and at 17th level, the damage increases to 4d10.

Man-Trap

Deployment Time:
1 action
Range:
0 feet
Trigger:
Target moving within the trap’s area

This oversized hunting trap, which is affixed to the ground in an unoccupied 5-foot-square area, clamps down with sharpened teeth onto the legs of an unfortunate creature that steps into it. A target that steps into the trap must succeed on a Dexterity saving throw or take 1d10 slashing damage and stop moving. Until the target or another creature uses it action to make a Strength check (DC equals your Masterwork save DC) to free the target, it can’t move. Creatures of Huge size and larger can move normally, ripping the trap from its mounting when they move.

This damage of this trap increases as you gain higher levels in this class. At 5th level, the damage increases to 2d10, at 11th level, the damage increases to 3d10, and at 17th level, the damage increases to 4d10.

Razor Wire

Deployment Time:
1 action
Range:
10 feet
Trigger:
Target moving through the wire’s line

This immensely sharp wire is fired from a special device that anchors its two ends in surfaces that you choose and pulls the wire taught. When you deploy this trap, you choose two locations within range as anchor points; the wire occupies a line between those points. This wire is thin and nearly invisible. A creature can detect razor wire with a Wisdom (Perception) check opposed by your Masterwork save DC. If a creature that does not see the razor wire crosses its line, it must make a Dexterity saving throw, taking 2d8 slashing damage on a failed save, or half as much on a successful one.

Remote-Control Bomb

Deployment Time:
1 action
Range
: 5 feet
Trigger:
The bomb contacts a creature

You can use your action to deploy this rolling construct bomb within 5 feet of you and you can use your bonus action to remotely steer it using a second device. The device moves up to 25 feet when you steer it, and you see from the bomb’s perspective when you do so. You can control only 1 deployed remote-control bomb at a time. If you steer this bomb into an obstacle, it explodes. The target makes a Dexterity saving throw, taking 1d8 fire damage on a failed save, or half as much on a successful one. The damage of this trap increases as you gain higher levels in this class. At 5th level, the damage increases to 2d8, at 11th level, the damage increases to 3d8, and at 17th level, the damage increases to 4d8.

Trigger Mine

Deployment Time:
1 action
Range:
30 feet
Trigger:
1 bonus action

These throwable mines detonate when you use your bonus action to press a detonator. All trigger mines currently deployed detonate at once when you do so. Each creature within 5 feet of one or more bombs must make a Dexterity saving throw. A creature takes 1d8 fire damage on a failed save, or half as much on a successful one. The damage of this trap increases as you gain higher levels in this class. At 5th level, the damage increases to 2d8, at 11th level, the damage increases to 3d8, and at 17th level, the damage increases to 4d8.

 

 

Masterwork

Properties Masterwork properties can be applied to any piece of masterwork equipment, provided you can spare the time and gold cost required to apply it. Each property entry details the property’s level and the type of equipment it can be applied to.

Unless otherwise noted, a piece of gear cannot have the same property more than once; for example, you cannot apply the Heavy property to a greatsword, or the Martial property to a longbow.

Damage Steps

If a Masterwork Property increases or decreases a weapon’s damage, it is moved up and down one step on the following scale, down to a minimum of 1d4:

1d4 → 1d6 → 1d8 → 1d10 → 1d12 or 2d6

Further increases uses the damage scaling below.

If the weapon being modified has 2 damage dice (such as a greatsword or a firearm), the scale is instead:

2d4 → 2d4 + 1 → 2d6 → 2d6 + 1 → 2d8 → 2d8 + 1 → 2d10 → 2d10 + 1 → 2d12

Weapon Properties

The following weapon properties are organized by crafting level. Generally, Apprentice properties can be used to fashion nearly any type of simple, martial, or exotic weapon, though some weapons might require one Journeyman property as well. Master and Legendary properties, by contrast, are used almost exclusively by master craftsmen on their personal equipment.

Masterwork properties applied to ranged weapons apply their effects to their ammunition, if applicable. If a property requires a martial weapon, you can apply it to an exotic weapon.

Apprentice Properties

You can apply a number of Apprentice properties equal to your Intelligence modifier + your Masterwork Bonus (minimum 1) to a weapon.

Aerodynamic

Apprentice property


Components
Masterwork weapon with the Thrown property

The thrown range of this weapon doubles and its damage decreases by 1 step.

Automatic

Apprentice property


Components
Masterwork ranged weapon with the Ammunition property

This weapon gains the Automatic property and its damage decreases by 1 step.

Automatic. When you make an attack with this weapon on your turn, you can choose to make two attacks with disadvantage instead. These attacks always have disadvantage, regardless of circumstance. These attacks use double the normal amount of ammunition.

Balanced

Apprentice property


Components
Masterwork martial weapon with the Heavy property

This weapon gains the Balanced property.

Balanced. This weapon is suitable for nimble, swift combat, despite its size. A weapon with this property can be wielded by Small creatures without disadvantage.

 

 

Blaster

Apprentice property


Components
Masterwork ranged weapon with the Ammunition property

This weapon loses the Ammunition, Loading, and Reload properties, as well as any damage die increases associated with these properties. It gains the Blaster property and deals radiant damage instead of its normal type. If this weapon was not previously a firearm, its damage die increases by three steps, and moves to two damage dice, if possible.

Blaster. A weapon with the Blaster property is a ranged weapon that requires no ammunition. Blasters are considered firearms for the purpose of class features and abilities. Like firearms, you don’t add your ability score modifier to blasters’ damage rolls.

Collapsible

Apprentice property


Components
Masterwork weapon

This weapon gains the Collapsible property.

Collapsible. This weapon has hollowed out portions, usually in the handle, allowing you to collapse it in on itself for ease of storage and concealment. While stowed, you have advantage on Dexterity (Stealth) checks made to conceal this weapon.

Elegant

Apprentice property


Components
Masterwork exotic weapon with the Light property

This weapon gains the Elegant property and its damage increases by one step.

Elegant. This weapon requires exceptional skill to use. You must have a Dexterity score of 16 or higher to wield an elegant weapon.

Exotic

Apprentice property


Components
Masterwork martial weapon

This weapon becomes an exotic weapon and its damage increases by 1 step.

Extended Magazine

Apprentice property


Components
Masterwork martial weapon with the Reload property

The Reload capacity of this weapon is doubled.

Finesse

Apprentice property


Components
Masterwork melee weapon that does not have the Two-Handed property

This weapon gains the Finesse property.

Fist

Apprentice property


Components
Masterwork melee weapon that does not have the Two-Handed or Versatile properties

This weapon gains the Fist property and its damage decreases by 1 step.

Fist. Attacks made with this weapon are treated as unarmed strikes.

Foregrip

Apprentice property


Components
Masterwork weapon with the Reload

property that does not have the Two-Handed property This weapon gains the Foregrip property.

Foregrip. This weapon can be used with one or two hands. If used in two hands, its normal and long ranges double.

Heavy

Apprentice property


Components
Masterwork martial weapon with the Two-Handed property

This weapon gains the Heavy property and its damage die increases by 1 step.

Light

Apprentice property


Components
Masterwork weapon that does not have the Two-Handed or Heavy properties

This weapon gains the Light property and its damage die decreases by 1 step.

Loading

Apprentice property


Components
Masterwork ranged weapon with the Ammunition property that does not have the Reload property

This weapon gains the Loading property. Its damage die increases by one step.

 

 

Martial

Apprentice property


Components
Masterwork simple weapon

This weapon becomes a martial weapon. If the weapon is a melee weapon, its damage increases by 1 step. If the weapon is ranged, its short range increases by 20 feet and its long range increases by 60 feet if the weapon’s long range is three times its short range, or by 80 feet, if the weapon’s long range is four times its short range. This property can’t be applied to an exotic weapon.

Nonlethal

Apprentice property


Components
Martial ranged weapon

This weapon gains the Nonlethal property. Nonlethal. When you reduce a creature to 0 hit points using this weapon, you can choose to knock the creature out, rendering it unconscious, rather than deal a killing blow.

Paired

Apprentice property


Components
Masterwork martial weapon that has the Light property

This weapon gains the Paired property.

Paired. This weapon comes with a twin weapon using the same statistics. Ideal for two-weapon fighting, you can draw or stow both weapons at the same time. If you lose one of the paired weapons, the remaining weapon loses this property. Removing this property breaks down the twin weapon.

Parrying

Apprentice property


Components
Masterwork exotic melee weapon with the Finesse property or Light property

This weapon gains the Parrying property.

Parrying. While wielding this weapon and not wielding a shield, you gain a +1 to your AC against melee attacks. You can only gain the benefit of one weapon with this property at a time.

Reach

Apprentice property


Components
Masterwork martial melee weapon with the Finesse or Two-Handed property

This weapon gains the Reach property and its damage die decreases by 1 step.

Returning

Apprentice property


Components
Masterwork melee weapon with the Thrown properties

This weapon gains the Returning property.

Returning. After being thrown, this weapon returns to your hand immediately after the attack hits or misses.

Reload

Apprentice property


Components
Masterwork martial ranged weapon with the Loading property

This weapon loses the Loading property as well as its associated damage die increase, causing its damage die to decrease by one step. The weapon gains the Reload (5) property. If you apply the Reload property to a weapon with the Mounted property, you can choose to give it the Reload (1, 2 actions) property, and increase its damage by two steps.

Removing this property causes the weapon to inherit the Loading property instead.

Reload. This weapon can be used to make a number of attacks before it must be reloaded. If you are not proficient with the weapon, reloading it takes an action. If you are proficient, you can reload it as a bonus action. Some weapons require longer to reload, even if you have proficiency, which is specified in the Reload property. If reloading a weapon requires longer than one action, the weapon can’t be used to make attacks until reloading is finished.

Scatter

Apprentice property


Components
Masterwork ranged weapon with the Ammunition or Blaster property that does not have the Sighted property

This weapon gains the Scatter property and its damage die decreases by one step. The weapon’s normal and long ranges are reduced by half, and the weapon’s damage die increases by two steps when an attack with it is made against a target within half of its normal range.

Scatter. If you make an attack against a target that is within half this weapon’s normal range, you deal the damage value listed in parentheses instead of the weapon’s normal damage dice.

Sighted

Apprentice property


Components
Masterwork martial ranged weapon with the Ammunition or Blaster property that does not have the Scatter or Sighted property

This weapon’s range doubles and it either gains the Sighted property or its damage die decreases by one step. Sighted. This weapon has disadvantage on attack rolls made against targets within 20 feet.

 

 

Superheavy

Apprentice property


Components
Masterwork exotic weapon with the Heavy property

This weapon gains the Superheavy property and its damage increases by 1 step. Superheavy. This weapon is unusually large for its type. You must have a Strength score of 16 or higher to proficiently wield a superheavy weapon.

Switch

Apprentice property


Components
Two masterwork exotic weapons

You combine two weapons into a single unit, which has the Switch property. The damage dice of each weapon form decreases by one step.

Switch. This weapon has two forms. The damage and properties of the second form are listed in parentheses. You can swap between which weapon is being used as if you were drawing a weapon.

Tension

Apprentice property


Components
Masterwork exotic bow or crossbow that

does not have the Blaster property This weapon gains the Tension property.

Tension. When making a ranged weapon attack with a tension weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Thrown

Apprentice property


Components
Masterwork melee weapon that does not have the Two-Handed property

This weapon gains the Thrown property with a range of (20/60).

Trip

Apprentice property


Components
Masterwork martial melee weapon

This weapon gains the Trip property.

Trip. When you take the Attack action with this weapon and hit a creature, instead of dealing damage, you can immediately use a bonus action to attempt to shove that creature prone. You have advantage on this shove attempt.

Two-Handed

Apprentice property


Components
Masterwork weapon that does not have the Finesse, Foregrip, Light, Thrown, or Versatile properties

This weapon gains the Two-Handed property and its damage die increases by 1 step.

Variable

Apprentice property


Components
Masterwork exotic ranged weapon with the Blaster property

This blaster has a variable power cell. As a bonus action, you can change the damage type of the blaster to cold, fire, lightning, radiant, thunder, or back to its normal damage type.

Versatile

Apprentice property


Components
Masterwork melee weapon that doesn’t have the Foregrip or Two-Handed property

This weapon gains the Versatile property. While being wielded in two hands, its damage die increases by 1 step.

 

 

Journeyman Properties

Brutal

Journeyman property


Components
Masterwork martial weapon

This weapon gains the Brutal property.

Brutal. This weapon deals two additional dice of damage on a critical hit.

Counterweighted

Journeyman property


Components
Masterwork exotic weapon with the Two- Handed property

If your Strength score is 17 or higher, you can wield this weapon in one hand.

Double

Journeyman property


Components
Masterwork exotic melee weapon that does not have the Heavy property

This weapon gains the Double property.

Double. This weapon has two damage-dealing ends. When you use the Attack action and make an attack with this weapon, you can use your bonus action to make an additional attack with it; you do not add your ability modifier to the damage roll of this attack.

Explosive

Journeyman property


Components
Masterwork martial ranged weapon

This weapon gains the Explosive property and its damage die decreases by one step.

Explosive. When this weapon’s projectile hits a target, it explodes in a 5-foot radius. The projectile can be fired at an unoccupied space within its range. Each creature other than the target within the blast radius must succeed on a Dexterity saving throw, taking half the damage rolled on a failed save or no damage on a successful one.

Massive

Journeyman property


Components
Masterwork exotic melee weapon with the Superheavy property

This weapon gains the Massive property and its damage increases by 2 steps.

Massive. Once you make an attack with this weapon, you can’t attack again until the beginning of your next turn. If you would be able to attack more than once when you take the Attack action on your turn, you deal an additional two dice of damage when using this weapon.

Mounted

Journeyman property


Components
Masterwork martial ranged weapon with the Heavy property that does not have the Superheavy property

This weapon gains the Mounted property and its damage increases by 2 steps.

Mounted. This weapon is normally used while attached to a tripod, vehicle, or other bracing mount. You can mount or unmount this weapon as an action. While it is mounted, it can’t be moved. It can only be used to make an attack while unmounted if held by a Medium or larger creature with a Strength score of at least 15.

Overheat

Journeyman property


Components
Masterwork martial weapon with the Blaster and Heavy properties

This weapon gains the Overheat property and its damage increases by 2 steps.

Overheat. Once you make an attack with this weapon, it can’t be used again to make an attack until the end of your next turn.

Precision

Journeyman property


Components
Masterwork exotic weapon with the Elegant property

This weapon gains the Precision property.

Precision. Once per turn, you can deal an extra 1d6 damage to one creature you hit with this weapon if you have advantage on the attack roll.

Rifled

Journeyman property


Components
Masterwork ranged weapon with the Ammunition or Blaster property

You do not have disadvantage on attacks made at long range with this weapon.

Rocket

Journeyman property


Components
Masterwork exotic weapon

This weapon gains the Rocket property and its damage die decreases by one step.

Rocket. This weapon has a small propulsive engine attached to it or its projectiles. Once per turn, when you hit a creature with this weapon, you can deal an additional 1d4 damage to the target.

 

 

Twinshot

Journeyman property


Components
Masterwork exotic ranged weapon

This weapon gains the Twinshot property.

Twinshot. Once on each of your turns when you make an attack with this weapon, you can make another attack with it against a different creature that is within 5 feet of the original target and within range of the weapon.

Master Properties

Adamantine

Master property


Components
Masterwork exotic melee weapon with the Versatile or Heavy property

This weapon’s damage die increases by two steps, and it deals double damage to objects.

Blessed

Master property


Components
Masterwork exotic weapon

This weapon deals an additional 1d6 radiant damage on a hit. This additional damage increases to 1d12 radiant damage if the target is a fiend or undead.

Cursed

Master property


Components
Masterwork exotic weapon

This weapon deals an additional 1d6 necrotic damage on a hit. This additional damage increases to 1d12 necrotic damage if the target is a celestial or fey.

Deadblow

Master property


Components
Masterwork exotic bludgeoning weapon

This weapon deals an additional 1d4 bludgeoning damage on a hit, and you can automatically shove any creature of Large size or smaller hit by it up to 10 feet away from you.

Earthshatter

Master property


Components
Masterwork exotic weapon with the Massive property

On a hit with this weapon, the target must make a Strength saving throw or be knocked prone.

Keen

Master property


Components
Masterwork exotic melee weapon with the Elegant property

This weapon scores a critical hit on a roll of 19 or 20.

Noxious

Master property


Components
Masterwork exotic weapon

This weapon deals an additional 1d8 poison damage on a hit.

Magnetic

Master property


Components
Masterwork exotic weapon

This weapon is highly magnetic and is attracted to metal. This weapon deals an additional 1d4 lightning damage on a hit. Additionally, you gain a 1d4 bonus on attack rolls with this weapon against any creature that is wearing metal armor or is primarily composed of metal, such as a construct.

Mithral

Master property


Components
Masterwork exotic melee weapon with the Finesse property

This weapon’s damage die increases by 2 steps, and it weighs half as much.

Primordial

Master property


Components
Masterwork exotic weapon

This weapon deals an additional 1d6 fire, lightning, cold, acid, or thunder damage, your choice, on a hit.

Resonant

Master property


Components
Masterwork exotic weapon

This weapon deals an additional 1d4 psychic damage on a hit. This additional damage increases to 1d10 psychic damage on a critical hit.

Serrated

Master property


Components
Masterwork exotic weapon that deals slashing damage

When a creature takes damage from serrated weapons twice or more in a single turn, it takes an additional 1d12 slashing damage.

 

 

Legendary Properties

Cleaving

Legendary property


Components
Masterwork exotic weapon that deals slashing damage

When you Attack a creature with this weapon and score a critical hit, that target takes an extra 4d6 slashing damage. If you roll a 20 on the attack roll, roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

Crushing

Legendary property


Components
Masterwork exotic weapon that deals bludgeoning damage

Each time you hit a creature with this weapon, its AC is reduced by 1, to a minimum of 10 AC. This effect lasts until the affected creature completes a short or long rest.

Deadly

Legendary property


Components
Masterwork exotic firearm or blaster

You can add your ability modifier to the attack and damage rolls of attacks made with this weapon, instead of just attack rolls.

Penetrating

Legendary property


Components
Masterwork exotic ranged or thrown weapon that deals piercing damage

This weapon’s shots pierce through its targets. When you make an attack with this weapon, you can attack all creatures in a straight line within this weapon’s normal range; each creature must succeed on a Dexterity saving throw or take the weapon’s damage.

Seeking

Legendary property


Components
Masterwork exotic weapon

Once per turn, when you make an Attack with this weapon that does not have disadvantage and miss, you instead hit the target and deal minimum damage.

Swift

Legendary property


Components
Masterwork exotic melee weapon with the Elegant property

This weapon can be used to attack blindingly fast. When you use the Attack action and make an attack with this weapon, you can use your bonus action to make an additional attack. If you engage in two-weapon fighting with two swift weapons, you can make two attacks, instead of one, as a bonus action.

Threatening

Legendary property


Components
Masterwork exotic melee weapon

When a creature provokes an opportunity attack from you, you can use this weapon to make an attack against it without using your reaction.

 

 

Armor Properties

The following armor properties are organized by crafting level. Generally, exotic armor is made using the Exotic property, while the other apprentice properties are used to tailor a suit of armor to a craftsman’s personal tastes. Higher level properties, by contrast, drastically alter suits of armor to which they are applied.

Apprentice Properties

You can apply a number of Apprentice properties equal to your Intelligence modifier + your Masterwork Bonus (minimum 1) to a suit of armor.

Cleated

Apprentice property


Components
Suit of masterwork medium or heavy armor

While wearing this armor, when you would be involuntarily moved by an effect, reduce that movement by 10 feet.

Climbing

Apprentice property


Components
Suit of masterwork light armor

This armor is outfitted with integrated climbing gear. While wearing this armor, as long as you have one hand free, you gain a climb speed equal to your movement speed.

Comfortable

Apprentice property


Components
Suit of masterwork armor

You can sleep in this suit of armor with no ill effect.

Environmental

Apprentice property


Components
Suit of masterwork armor

While wearing this suit of armor, you can ignore detrimental effects of temperatures as low as -100 degrees or as high as 300 degrees.

Exotic

Apprentice property


Components
Suit of masterwork armor that isn’t exotic

This armor becomes exotic armor and gains a +1 to its AC.

Integrated

Apprentice property


Components
Suit of masterwork armor

You can integrate a weapon directly into your armor, or you can integrate two weapons (one into each arm) if neither has the Two-Handed property. When you draw an integrated weapon, it snaps to your hand and you can’t be disarmed of it. When you stow it, it retracts back into your armor. You can switch which weapons are integrated over the course of a long rest.

Plated

Apprentice property


Components
Suit of masterwork medium armor

This armor gains a set of heavy, reinforced plates. The AC provided by this armor increases to 18, though it now gains no benefit from your Dexterity bonus. Additionally, you have disadvantage on Dexterity (Stealth) checks made while wearing it.

Quick-Change

Apprentice property


Components
Suit of masterwork armor

You can don or doff this suit of armor as an action.

Retractable

Apprentice property


Components
Suit of masterwork medium or heavy armor

One of the gauntlets on this suit of armor has a retractable shield set into it. While wearing this armor, you can don or doff this shield as a bonus action.

Scaled

Apprentice property


Components
Suit of masterwork light armor

This armor is covered in heavy, hardened scales. The AC provided by this armor increases by 3, but its maximum Dexterity bonus becomes +2.

Spiked

Apprentice property


Components
Suit of masterwork heavy armor

This suit of armor is bristling with spikes. While wearing this armor, creatures who are in contact with you (either by grappling you, being grappled by you, or having swallowed you whole) take piercing damage equal to 1d4 + your Strength modifier at the start of your turn.

Studded

Apprentice property


Components
Suit of masterwork light armor

This armor is covered in hardened studs. The AC provided by this armor increases by +1.

 

 

Journeyman Properties

You can apply only one Journeyman property to a suit of armor at a time.

Adamantine

Journeyman property


Components
Suit of masterwork heavy armor

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While wearing it, any critical hit against you becomes a normal hit.

Arcane

Journeyman property


Components
Suit of exotic masterwork armor

This armor is covered in arcane etchings. When you apply this property to a suit of armor, choose two cantrips from any spell list. While wearing this armor, you can cast those cantrips. Intelligence is your spellcasting modifier for these cantrips.

Diving

Journeyman property


Components
Suit of exotic masterwork armor

This suit of armor is equipped with webbed fins, a mask, and an air bladder containing 1 hour of breathable air. While wearing it, you gain a swim speed equal to your movement speed. Additionally, while breathing from the air bladder, you can breathe normally underwater or in a vacuum, and you ignore the effects of breathable poisons. This bladder can be refilled over the course of a long rest.

Juggernaut

Journeyman property


Components
Suit of exotic masterwork heavy armor

This suit of armor is fitted with massive plates and a heavy, reinforced helmet. While wearing this armor, you count as an obstacle providing three-quarters cover, instead of half cover, for creatures that are within 5 feet of you. You must have a Strength score of 18 or higher to proficiently wear this armor.

Magnetic

Journeyman property


Components
Suit of exotic masterwork medium or heavy armor

This suit of armor is reinforced with lodestone and a small coil containing an electric charge. As a bonus action, you can activate this coil. When a creature within 5 feet of you is targeted by a ranged weapon attack while this coil is active, the attack targets you instead. You can deactivate this coil as a bonus action.

Maneuvering

Journeyman property


Components
Suit of exotic masterwork light or medium armor

This armor contains a set of spring loaded, automatically retracting grappling hooks, allowing you an incredible amount of maneuverability. As a reaction when you fall, or as a bonus action on your turn, you can project a grappling hook at a target location you can see within your movement speed. If the target location can hold your weight, you are pulled there, expending movement normally. This movement does not provoke opportunity attacks. You must have a Dexterity score of 16 or higher to use this ability.

Mithral

Journeyman property


Components
Suit of masterwork medium or heavy armor

This suit of armor is made of mithral, a light and flexible metal that is as strong as steel. Armor made of mithral weighs half as much as normal, has no Strength requirement, does not impose disadvantage on Dexterity (Stealth) checks, and increases its maximum Dexterity bonus by 1 (if it is allowed one). Medium armor made of mithral can easily be worn hidden under normal clothing.

Resistance

Journeyman property


Components
Suit of masterwork armor

When you apply this property to a suit of armor, choose any damage type other than psychic. While wearing this armor, you gain resistance to that damage type.

 

 

Master Properties

You can apply only one Master property to a suit of armor at a time.

Cloaking

Master property


Components
Suit of exotic masterwork light armor

This armor can easily hide the wearer when needed. While wearing this armor, you can cast the invisibility spell without using a spell slot. Once you do so, you cannot do so again until you complete a short or long rest.

Clockwork

Master property


Components
Suit of exotic masterwork heavy armor

This suit of armor has dozens of clockwork mechanisms integrated into it, granting you a number of benefits. While wearing this armor, your movement speed increases by 10 feet, your jump distance triples, and you gain advantage on Strength (Athletics) checks (other than grappling checks).

Dragonscale

Master property


Components
Suit of exotic masterwork medium or heavy armor

This armor is covered in dragonscales, teeth, and bones. When you apply this property, choose a type of dragon from the list below. While wearing this armor, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon you chose (shown below)

Dragon Resistance
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Ghostly

Master property


Components
Suit of exotic masterwork armor

This suit of armor is infused with ectoplasm. While wearing this armor, you can use your bonus action to gain the effects of the etherealness spell for up to 10 minutes, and can use a bonus action again to deactivate it; you do not need to use all 10 minutes consecutively. The armor regains all expended time when you finish a long rest.

Trollskin

Master property


Components
Suit of exotic masterwork armor

This suit of armor is made of or is lined with troll skin. While wearing this armor, you can use a bonus action to regain hit points equal to 1d10 + your Constitution modifier. You can use this ability twice, regaining all expended uses when you complete a short or long rest.

Winged

Master property


Components
Suit of exotic masterwork light armor

This armor has a set of wings that can extend from a pack set on the back of the suit, which you can do as a bonus action. While wearing this armor with the wings extended, you have a fly speed equal to your movement speed.

 

 

Legendary Properties

You can apply only one Legendary property to a suit of armor at a time.

Furious

Legendary property


Components
Suit of exotic masterwork armor

While wearing this armor, if you have no more than half of your hit points left, you have resistance to bludgeoning, piercing, and slashing damage.

Golem

Legendary property


Components
Suit of exotic masterwork heavy armor

This suit of armor is exceptionally large and powerful. While wearing this armor, you are treated as if you were under the effect of the “Enlarge” effect of the enlarge/reduce spell.

Hyper

Legendary property


Components
Suit of exotic masterwork light armor

This armor is designed to maximize the wearer’s speed. While wearing this armor, your movement speed increases by 10 feet, you gain advantage on initiative rolls, and you can take the Dash action as a bonus action.

Immortal

Legendary property


Components
Suit of exotic masterwork medium or heavy armor

While wearing this suit of armor, you have advantage on death saving throws, and your hit point maximum is treated as 50 points higher for the purposes of determining if an effect kills you from massive damage.

Additionally, while rolling death saving throws, if you roll a 20 on the die, you regain a number of hit points equal to your craftsman level + your Intelligence modifier.

Overshield

Legendary property


Components
Suit of exotic medium masterwork armor

This suit of armor generates a field of force, protecting its wearer from harm. As a bonus action on your turn, you can gain temporary hit points equal to half your craftsman level.

Spellguard

Legendary property


Components
Suit of exotic masterwork armor

This armor is covered in protective sigils and charms. While wearing this armor, you have advantage on saving throws against spells.

 

 

Class

Cleric

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Cleric

Clerics are often elite agents of gods, empowered beyond the capabilities of regular priests and sworn to follow and obey the tenets of their religion in ways that the average mortal couldn’t. Some clerics served primordials, fiends, or some other empowered being and might require certain tasks or an offering of a foul sacrifice in exchange for a portion of their power. However, the majority remained servants of the truly divine.

War Domain

From Player’s Handbook War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.

Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain Spells

Cleric Level Spells
1st Divine Favor, Armor of Agathys
3rd Magic Weapon, Spiritual Weapon
5th Crusader’s Mantle, Haste
7th Freedom of Movement, Greater Invisibility
9th Flame Strike, Hold Monster

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Additionally, when you make an attack with a melee weapon, you can use your wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Channel Divinity: Battle Bonded

Starting at 2nd level, you can use your Channel Divinity to strengthen yourself when you support your allies. When you cast a spell that affects an ally you can see, you can expend one use of your Channel Divinity to gain the effects of the spell for yourself as well, for up to one minute. If the spell requires concentration and your concentration is broken, the effect ends for both of you.

Improved War Priest

At 6th level, your god delivers greater inspiration to you in the art of battle. You can attack twice, instead of once, whenever you take the Attack action on your turn. Furthermore, when you use your Action to cast a spell or attack with a weapon, you can make a weapon attack as a Bonus Action.

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 damage of the same type dealt by the weapon to the target.

When you reach 14th level in this class, the extra damage increases to 2d8.

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Additionally, when you make an attack with a melee weapon as a bonus action, you can make two attacks instead.

 

 

Harbinger Domain

The clerics of the Harbinger domain do not worship a particular sect of deities or believe in ideals of one particular aspect of the divinity. The Harbinger domain are chosen vessels of the divine, the locus of their influence in the world that has come to fruition. Harbinger domain clerics seek to weaken the bounds between the worlds, to let the hand of their pantheon seep through and deliver judgement directly onto those deserving.

Domain Features

Harbinger Domain Spells

You gain domain spells at the cleric levels listed in the Harbinger Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells
1st Find Familiar, Shadow Familiar
3rd Find Steed, Summon Beast
5th Phantom Steed, Summon Shadowspawn
7th Find Greater Steed, Summon Construct
9th Bigby’s Hand, Summon Draconic Spirit

Whenever you gain a level in this class, you can choose to replace a spell from this list with any other spell of the same level. The spell must belong to the conjuration school of magic and must be from the wizard spell list.

Blessed Summoner

Starting at level 1, you have trained yourself in the practice of summoning forth those that aid you in carrying out the will of your deity:

You gain a bonus to saves/checks to hold concentration on spells used to conjure or summon objects or creatures, equal to your Wisdom Modifier. Your summons are immune to the charmed condition. Your summons conjured by your spells last for twice as long as they normally would.

Channel Divinity: The Harbinger

Starting at level 2, as a bonus action, you can expend your Channel Divinity to summon forth a powerful celestial spirit (Statblock at the end of the subclass). You can choose to swap the Strength score with its Dexterity score when you summon it. See this creature’s game statistics in the stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance according to flavor; your choice has no effect on its game statistics.

In combat, the celestial shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. It is friendly to you and your companions, and it obeys your commands. If you are incapacitated, the celestial can take any action of its choice, not just Dodge.

The celestial benefits from all feats the summoner possesses. You can equip your celestial with non-attunement items of your choice. When killed, dismissed or unsummoned, it takes the equipment with itself, and will be equipped with the items when summoned in once again.

The celestial stays summoned until you take a short rest. If you use this feature again when you already have a celestial summoned from this feature, the original summon immediately perishes. It also perishes if you die.

Holy Herald

Starting a level 6 you gain the following benefits:

Creatures you summon or conjure gain a bonus to their saves equal to the level of the spell slot consumed to summon them They gain a max hit points equal to twice your level in the class. This does not work with spells that summon multiple summons.

Might of the Messenger

Starting at level 8, entities and objects summoned or conjured by you regain a number of hitpoints at the start of their turn equal to your Wisdom Modifier. At level 14, the regeneration increases to twice your Wisdom modifier.

Strength of the Summoner

Starting at level 17, when you summon or conjure a creature or an object, you instead summon two of them at the same time. This does not work if the spell is capable of summoning multiple entities, creatures or objects when casted.

 

 

Harbinger

Medium Celestial, any alignment


Armor Class
14 + PB
Hit Points
5 times your (Wisdom Modifier + Cleric Level)
Speed
40ft., 40ft fly

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 20 (+5)

Saving Throws
Dex+PB, Con+PB, Wis+PB, Cha+PB
Skills
Athletics(prof), Insight(prof), Perception(expert)
Damage Resistances
necrotic
Damage Immunities
poison, radiant
Condition Immunities
charmed, frightened, blinded
Senses
Darkvision 60ft, Blindsight (30ft, unlocked at level 8), PP 10+Perception
Languages
Celestial, All languages of its summoner
Challenge Rating:
PB

Magic Resistance. The Harbinger has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Harbinger makes a number of attacks equal to half your proficiency bonus rounded up.

Blessed Bow. Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + proficiency bonus radiant or fire damage.

Herald’s Halberd: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + 3 + proficiency bonus radiant damage or fire damage

Healing Touch (PB/Summon). The celestial touches another creature. The target magically regains hit points equal to 2d8 + proficiency bonus.

Reactions

Spell Locus. The Harbinger can act as the target of any spell casted by the summoner that automatically targets self, as if the spell was casted by the Harbinger. The summoner must hold concentration for the spell should it need concentration.

 

 

The Sacrifice Domain

Domain Spells

You gain domain spells at the cleric levels listed in the Sacrifice Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells
1st Absorb Elements, Shield
3rd Aid, Warding Bond
5th Intellect Fortress, Summon Shadowspawn (summoning a martyr)
7th Death Ward, Otiluke’s Resilient Sphere
9th Circle of Power, Telekinesis

Steadfast

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

Additionally, you learn the Sanctuary spell. It is a cleric spell for you and does not count towards the number of cleric spells you can prepare.

All creatures has disadvantage on any saving throw they make against a Sanctuary spell casted by you.

Reciprocated Altruism

Starting at level 1, whenever you use a spell of 1st level or higher to restore hit points to a creature, you regain a number of hitpoints equal to twice your proficiency bonus.

Channel Divinity: Pain Synaesthesia

When you reach level 2, you gain the following Channel Divinity feature:

As an action, you can expend a use of your channel divinity to target a number of creature (other than yourself) equal to half your proficiency bonus rounded up within 60ft of you for the next 10 minutes.

Additionally, whenever any of these creatures take direct damage, they take half as much damage instead and you receive half of what the creature receives, before or after the resistances are resolved (your choice).

This effect ends early if you if you fall unconscious or die. You can also end this effect as a bonus action on any of your turns.

Willing Spirit

When you reach level 6, you learn that the longer you live, the more you can offer to others. You gain the following benefits:

  • You regain the maximum number of hit points possible from any healing while you are below half your hitpoint maximum.

  • When you are reduced to below half your hit point maximum or receive damage while you are below half your hit point maximum, you can use your reaction to cast a spell that can target only you.

Strengthened Flesh

Starting at 8th level, you regain a number of hitpoints equal to half your cleric level at the start of your turn if you have atleast 1 hitpoint and are below half your hitpoint maximum

Scion of Sacrifice

Once you reach level 17, you understand the true purpose of pain, for it is to bring people together; and it shows in your deity’s undying love of its children.

You can now target a number of creatures upto your Wisdom Modifier when you use Pain Synaesthesia.

While Pain Synaesthesia is active, you gain resistance to all damage.

 

 

Class

Druid

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Circle of Cinders

The Circle of Cinders is a rare breed of druid that has spent years studying and mastering the ancient magic of dragons. Through their intense training, they have learned to harness the elemental energy of dragons and use it to fuel their own magic.

Circle Features

Circle Spells

You always have these spells prepared, and they don’t count against the number of spells you can prepare.

Druid Level Spells
2nd Armor of Agathys, Chromatic Orb
3rd Aid, Dragon’s Breath
5th Fireball, Leomund’s Tiny Hut
7th Storm Sphere, Vitriolic Sphere
9th Destructive Wave, Synaptic Static

Whenever you gain a level in this class, you can choose to replace a spell from this list with any other spell of the same level. The spell must belong to the evocation school of magic and must be from the wizard spell list.

Dragon Knight

Starting at level 2, as a bonus action, you expend a use of your wildshape to transform into a draconic entity.

  • You transform into the Dragon Knight, the stat block is on the right. You retain any proficiencies or expertises your character possessed, and your STR/DEX/CON become the following, unless they are already higher. You retain your INT/WIS/CHAR scores from your original form.
  • Damage dice for claw attacks increase to 2d6 at level 6, 2d8s at level 10 and then finally 3d6s at level 14 while the Damage dice for bite attacks increase to 2d8 at level 6, 2d10s at level 10 and then finally 3d8s at level 14.
  • Choose one damage type other than bludgeoning, piercing or slashing. You have resistance to that damage type and your natural weapons deal an additional 1d6 damage of that type.
  • Whenever you gain an ASI, you can increase one of the STR, DEX or CON of your Dragon Knight by 2 or two of them by one.
  • You can transform into a dragon of another element as a bonus action, by reactivating the class feature

You remain in this transformation for a number of hours equal to half your druid level. You can exit this form as a bonus action as well.

You remain in your dragonform until the wildshape goes to zero hitpoints, as which point the damage is carried over to your original form.

Dragon Knight

Dragon, Size varies, Alignment


Armor Class
15 + PB
Hit Points
5 times your (WisdomMod + DruidLevel)
Speed
30ft., 40ft. fly

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) – (–) – (–) – (–)

Saving Throws
STR+PB, CON+PB
Skills
Athletics+PB, Perception+(2xPB)
Damage Resistances
See Features below
Damage Immunities
See Features below
Senses
Darkvision 60ft.
Languages
Draconic, all languages of PC

Actions

Claw. Melee weapon attack: STRmod+PB to hit, one target, 5ft reach, Hit: 1d8+STRmod slashing damage.

Breath Weapon (Recharge 5-6). You breath out in a 20ft cone with your draconic energy, dealing your PB times 2d6 damage of your chosen element on a failed Dexterity Saving Throw, and half on a successful one against your Druid Spell Save DC.

Bonus actions

Bite. Melee weapon attack: STRmod+PB to hit, 5ft reach, one target. Hit: 1d10+STRmod piercing damage

Young Dragon Warrior

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, your attacks in dragon form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can choose to increase your size to Large when you transform. The range of your breath weapon increases to 30ft.

While in your dragon form, you become immune to critical hits and you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended plus your Wisdom Modifier.

 

 

Awakened Dragon

Starting at level 10, you gain the following benefits:

  • When you transform into your dragonform, your form stays until you are dropped to zero hitpoints.
  • Your dragon form HP is now 6 times (WisdomMod + proficiencyBonus + Druid level) and your Flying speed increases to 80ft.
  • The size of your breath weapon increases to 60ft.
  • You gain blindsight upto a range of 30ft while transformed as the Dragon Knight.
  • You gain one use of frightful presence per transformation.

Exalted Dragon Emperor

Starting at level 14, your Dragon form grows even stronger.

You can choose to increase your size to Huge when you transform. Your AC in dragon knigt becomes equal to your druid level + proficiency Bonus. The size of your breath weapon increases to 90ft. Your resistance to the chosen damage type turns into Immunity. You gain one use of Legendary Resistance per short rest.

Frightful Presence

Each creature of the your choice that is within 60 feet of you and aware of you must succeed on a Wisdom saving throw against your Druid Spell Save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Resistance

If you fail a saving throw, you can choose to succeed instead.

 

 

Circle of Infestation

Mutagenesis

Starting at level 2, as a bonus action you can expend a use of the Wild shape, mutating yourself in accordance to the situation as you take on a new form. While in this form, you gain the following benefits for a number of hours equal to half your druid level:

  • Your AC becomes 13 + Wisdom Modifier.

  • You gain natural ranged weapons (light, simple) that deal 1d8 slashing or piercing damage on a hit. Their range is 80/320 ft. Damage dice scales as 2d8 at Druid level 6, 3d8 at Druid level 10 and 4d8 at Druid level 14. You use your Wisdom Modifier instead of Strength or Dexterity when making attack and damage rolls with these weapons.

  • You also gain a burrow speed equal to your walking speed and you gain a tremorsense up to 15ft radius. You can burrow through solid rock at half your burrowing speed and leaves a tunnel of your size in its wake.

  • You gain the following traits as you grow. You can only use one of these traits that you have unlocked whenever you mutate, depending on your druid level:

Druid Level Mutation Trait
2 Ravager Enemies within 10ft of the target take 1d6 acid damage on a hit.
5 Hydralisk You deal additional damage equal to your wisdom modifier.
8 Mutalisk Flying Speed equal to walking speed. You regain hitpoints at the start of your turn equal to your Wisdom Modifier.
10 Brood Lord Your size becomes Large. Flying Speed equal to walking speed, As an action, You can spawn 2 broodlings (Statblock at end) within 30ft of you. They take the dodge action unless commanded to do otherwise (No action required). They go after you in initiative. When you spawn more Broodlings while you already have 2 on the field, the older ones despawn.
14 Ultralisk You gain Natural Melee weapons (heavy, reach 10ft) similar to your ranged weapons. Your size becomes Large or Huge. Immune to critical hits. Resistance to bludgeoning, piercing and slashing damage.

You can end this transformation as a bonus action on your turn. You revert to your normal form when you go unconscious or when you die.

Circle Spells

You always have these spells prepared, and they don’t count against the number of spells you can prepare.

Druid Level Spells 2nd Find Familiar, Shield 3rd Alter Self, Maximilian’s Earthern Grasp 5th Galder’s Tower, Leomund’s Tiny Hut 7th Summon Aberration, Vitriolic Sphere 9th Bigby’s Hand, Rary’s Telepathic Bond

Creep Infestation

Starting at level 2, at the start of your turn, you can expend half of your movement speed to create an area of Creep of 15ft radius centered on a point within 30ft of you. At the end of each of your turns, the radius of the creep increases by 5ft. The area is difficult terrain for your enemies.

While you or creatures of your choice are on or upto 30ft above the Creep, the creature gains a bonus of 1d4 on their attacks and saving throws.

The Creep lasts for 1 minute after which it shrivels away. You cannot have more Creep Infestations than half your proficiency bonus rounded up at any given time.

You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long Rest. As a bonus action, you can expend a spell slot and regain uses of this feature equal to the level of the spell slot expended.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. When you take the Attack action on your turn and attack with your natural weapons, you can attack with your natural weapons again as a bonus action.

The damage of your natural weapons becomes magical for the purposes of overcoming resistances and immunities.

Nydus Worm

Starting at level 10, you can use a bonus action to teleport to any point on the Creep within 30ft of you. You can bring one creature with you as you teleport.

Moreover, at the start of each of your turns while in your mutated form, you can change which mutation to benefit from.

The Swarm Endures

Starting at level 14, you can expend a 3rd level spell slot or higher to summon a Swarm Host as an action (statblock at the end). The swarm host goes after you in initiative, winning initiative ties with any other summons you may have. In combat they are friendly towards your allies and obey your commands. They take the dodge action if no specified target is in sight. You cannot have more than one Swarm host present at a time.

 

 

Broodling

Medium monstrosity, Unaligned


Armor Class
10 + PB
Hit Points
8 times PB
Speed
30ft., burrow 30ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 6 (-2) 16 (+3) 6 (-2)

Saving Throws
Dex+PB, Con+PB
Skills
Athletics (STR+2xPB), Perception (WIS+PB)
Damage Resistances
Acid, Necrotic
Damage Immunities
Poison
Condition Immunities
Charmed, Frightened
Senses
Darkvision 60ft., Tremorsense 30ft.
Languages
telepathy only with summoner 120ft.
Challenge
PB/2

Magical Weapons. The Broodlings attacks are magical.

Tunneler. The Broodling can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 10-foot-high tunnel in its wake.

Half Life. Without it’s parent brood lord present a Broodling quickly dissolves into goop.

If the broodling’s summoner is no longer in broodlord form, the broodling will perish at the end of it’s summoner’s next turn.

Actions

Multiattack. The Broodling makes two attacks with its claws. It can substitute any of number of claw attacks with spine attacks.

Claw. Melee Natural Weapon Attack: your spell attack modifier to hit, 5ft. reach, one target. Hit: 1d10+PB slashing damage.

Spine. Ranged Natural Weapon Attack: your spell attack modifier to hit, range 60/120 ft, one target. Hit: 1d8+PB piercing damage.

Swarm Host

Large monstrosity, Unaligned


Armor Class
15 + level of spell slot expended
Hit Points
Half of the summoner’s maximum hipoints
Speed
40ft. walk, 30ft. burrow

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 20 (+5) 6 (-2) 16 (+3) 8 (-1)

Saving Throws
STR +9, CON +11, WIS +9
Skills
Athletics (STR+2xPB), Perception (WIS+PB)
Damage Resistances
Acid, Necrotic
Damage Immunities
Poison
Condition Immunities
Charmed, Frightened
Senses
Darkvision 60ft., Tremorsense 30ft.
Languages
telepathy only with summoner 120ft.
Challenge
Summoner’s proficiency bonus

Locust Maelstrom Any creature of its choice that enter on a turn or starts its turn within 20ft of the Swarm Host (while it is not burrowed) must succeed on a Dexterity saving throw against your druid save DC or take 4d10 magical piercing damage, or half as much on a successful one.

Regeneration. The Swarm host regains 10 hit points at the start of its turn. If the Swarm host takes radiant damage or suffer from a critical hit, this trait doesnt function at the start of its next turn. The Swarm host dies only if it starts its turn with 0 hit points and doesnt regenerate.

Actions

Locust Assault. The Swarm Host targets a creature within 60ft of itself (while it is not burrowed). The creature must succeed on a Dexterity Saving throw against your Druid Spell Save DC or take 4d10 magical piercing damage, or half as much on a successful one.

 

 

Class

Fighter

Background image

 

 

Raven Knight

The Raven Queen’s influence across the Shadowfell depends on trusted agents who make up the esteemed order of the Raven Knights. Charged with protecting the Raven Queen’s Realm and safeguarding the Shadowfell from those who would abuse its dark power for their own ends.

Determine Death

When you choose this Archetytpe at 3rd level, you gain proficiency in the Medicine skill. Additionally, you can make Intelligence (Medicine) check with advantage when attempting to determine the cause of death of a creature.

Soul Severing

Also, at the 3rd level, when you reduce a creature to 0 hit points you sever the connection of the creature’s soul to its body. That creature cannot be turned into an undead.

Additionally, when a creature is reduced to 0 hit points within 15ft of you, you can empower your weapon with that creature’s soul energy. Until the end of your next turn you next weapon attack deals additional necrotic damage equal to half your fighter level plus your constitution modifier (rounded down).

Sentinel Raven

Finally, at the 3rd level, you gain the service of a spirit sent by the Raven Queen to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you, you and the raven can understand one another even if you do not share a langauge.

You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.

In combat, you roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer until the end of your next turn.

The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.

The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.

Feather Step

At 7th level, you move with the grace of the raven. Your walking speed increases by 10 ft. Additionally, as a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to half your proficiency bonus (rounded down), and you regain all expended uses when you finish a short rest.

Boon of the Ravensworn

At 10th level, you open a direct connection to the Shadowfell, channeling its energies into your strikes for one minute. Once per round, your attacks have the Soul Severing bonus damage without needing to have recently killed and enemy.

Additionally, when you do kill an enemy during this state, you coalesce their soul around your form, gaining temporary hit points equal to half your fighter level + your proficiency modifier (rounded down).

The Queen’s Blessing

At 15th level, the Raven Queen grants you a blessing. You gain advantage on death saving throws, immunity to the frightened condition, and resistance to necrotic damage.

Duty even in Death

At 18th level, when you are reduced to 0 hit points or die from another creature, you can use your reaction to have your spirit possess your body to avenge yourself. You make a melee weapon attack against the creature that killed you. If the attack hits, it is a critical hit, and you gain hit points equal to the amount of damage you dealt. Once you use this feature you cannot use it again until you finish a long rest.

 

 

The Crimson Calyx

The Scarlet Sacrifice

To whittle yourself away, to shred your enemies apart, that is the power you seek. Starting at level 3, you can reject any healing you receive. Additionally, you gain the following benefits:

  • Whenever you make a melee weapon attack, you gain a bonus to your damage roll equal to your Scarlet dice if you are missing any of your hitpoints. You gain an additional Scarlet dice to your damage roll if your hitpoints are reduced to half your hitpoint maximum.

  • The Scarlet dice is 1d4 at level 3, 1d6 at level 6 and 1d8 at level 10. This scales only with Fighter level.

  • As a bonus action, you can sacrifice a number of HP equal to your Fighter Level to gain temporary hitpoints equal to your Fighter Level.

  • As an action, you can pass the Boon of the Bloom to a willing creature other than yourself within 5ft of you. You lose a number of hitpoints no higher than five times your proficiency bonus, healing the willing creature for twice as much health you lost. However this healing is halved when healing another Crimson Calyx Fighter when using this feature. This healing is non-magical in nature.

The Vermillion Resilience

Set forth on this path of self-destruction, you do not lose sight of the value of your blood. Starting at level 7, you gain the following benefits:

  • Once per turn while you are conscious, when you score a critical hit or when a creature (minimum of CR 2 or higher) is reduced to 0 hit points within 60ft of you, you can choose to regain hitpoints or gain temporary hitpoints equal to your Fighter level.
  • When you are reduced to below half of your hitpoint maximum , you gain resistance to bludgeoning, piercing and slashing damage.

Not Done Yet

Starting at level 10, you gain the following benefits:

  • Your hit point maximum can’t be reduced.
  • You can now use Second wind a number of times equal to half your proficiency bonus rounded down. You can use second wind as a reaction to taking damage if you are below half your hitpoints maximum after taking the damage.
  • You gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Constitution saving throws (your choice).

The Crimson Katabasis

Starting at level 15, you gain the following benefits:

  • Whenever you take damage that would drop you to 0 hit points, you can use your reaction to expend a charge of Indomitable to drop to a number of Hitpoints equal to twice your Fighter Level.
  • When you roll initiative and have no uses of Indomitable remaining, you regain one use.
  • You regain hit points or temporary hit points (your choice) equal to half your Fighter level plus your Constitution modifier at the start of your turn when you are below half your hitpoint maximum. This healing only takes place while you are conscious.

A Thousand Paper Cuts

Starting at level 18, you gain the following benefits:

  • While you are below half your hitpoint maximum, you can expend a charge of your Action Surge on your turn to use Crimson Calyx Bloom. This special maneuver can only be performed in the extra action provided by the Action Surge.

Crimson Calyx Bloom: Make a weapon attack with your melee weapon and roll damage. Creatures of your choice within 30ft of you with armor class equal to or less than your attack roll take full damage from your weapon attack, and those with armor class higher take half as much.

  • Whenever you receive damage, you can expend a hit dice + your constitution modifier to reduce the damage received. It can only be triggered once per instance of damage.

 

 

Power Ranger

The power rangers are an ancient and elite fighting force, chosen by the gods to wield their power. Each power ranger is unique, but all serve the ancient warriors of old who have since passed on.

The spark of a power ranger is often found in adolescence, and once a ranger is identified by these ancient warriors, it is almost impossible to answer the call. The oath of the power ranger is to be a protector of the weak, and of the innocent, to never escalate a fight, and to do only what is absolutely necessary to save others from harm.

Bonded Coin

At 3rd level, Your learn a special ritual that creates a powerful summoning spell attached to a single gold coin. You perform the ritual over the course of 1 hour, which can be done during a short rest. The gold coin must be within your reach through the ritual, at the conclusion of which you touch the coin and forge the bond. During this ritual, you must also choose a set of light or medium armor within reach, as well as a weapon, all of which you must have proficiency with.

Once you have infused the coin with the power of your chosen animal, you can take a special action to channel the animal’s power. To perform this feat, you must hold the coin in your hand and call out your spirit beast’s name as a bonus action. You chosen weapon, armor and coin fuse together to form a suit, transforming yourself into a Power Ranger!

When you become a Power Ranger, you gain any one of the following Power Ranger combat form:

  • Steady Ranger: You gain a bonus of +1 to your saves and AC.
  • Quick Ranger: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. You cannot use this ability if the attack against you is a critical hit.
  • Fight Ranger: When an attacker completes a successful attack against you, you can use your reaction to make a single melee weapon attack against the target.

You can pick an additional Power Ranger combat form when you reach the 15th level in this class.

Your power ranger form lasts for 10 minutes. You can also end the form on your turn as a bonus action. Once you become a power ranger, you must complete a short or long rest before you can do so again.

Flair

All power rangers have a flair for the dramatic. At 7th level, you gain proficiency in Charisma (Performance) skill checks. If you have already have proficiency in this skill, your proficiency bonus is doubled for any such check.

In addition, while in your Power Ranger form you can use Charisma (Performance) in place of other Charisma skill checks (such as Deception, Intimidation, and Persuasion).

POWER RANGER

 

 

Zord

Beginning at 10th level, you can take your power ranger abilities even further, covering yourself in a transluscent shell of force which resembles your spirit animal, called a Zord.

On your turn, you can take an action to summon your Zord, which forms around your body. This form lasts for 10 minutes. If the duration of your Zord would continue past the duration of your power ranger form, you remain in your Zord until the Zord’s duration is complete, after which you revert to normal. While in your Zord, you gain a pool of hit points equal to your Fighter Level plus you Max HP. If you run out of this pool of hit points, you immediately lose your Zord and any excess damage is carried over to you.

You can see normally outside of the Zord, but you are heavily obscured from view. When you assume the mantle of your Zord, you gain a number of bonuses according to your level. This includes the size of your Zord (including its reach), and the pool of hit points it has. While in your Zord, you gain a bonus to damage rolls according to the Zord chart (below). You can also choose a number of special abilities according to your level for your Zord which sets it apart from others.

Once you have summoned your Zord, you must complete a long rest before you can do so again.

Zord
Level Size Damage Bonus Special Abilities
10th Large +1d4 One
15th Huge +2d4 Two
18th   Gargantuan +3d4 Three

Giant Killer

By 15th level, you are accustomed to facing monsters much larger than yourself. Creatures do not gain any bonuses in combat against you for being larger than you (such as for grappling or shoving). You can move through the space of any creature larger than you as though it were normal terrain.

Megazord

At 18th level, you learn to join with other power rangers to form an ultimate weapon, called a Megazord.

To summon a megazord, at least two (but as many as six) power rangers must be within 30 feet of one another. Each must be able to summon their individual Zord, and must all take the action to do so within 1 round.

A Megazord is an amalgamation of each Zord summoned, taking on the appearance of each animal form which makes up its body. A Megazord gains a number of abilities which make it even mightier than a normal Zord, and which grows based on the number of Zords used to create it.

As the Megazord is a single entity, the power rangers who create it must agree on a course of action for it to take on its turn. If the power rangers cannot reach an agreement, the Megazord will stall, and will take no actions.

A Megazord has a number of hit points equal to the hit point pool of each Zord that created it. It also gains the combined damage bonuses of each Zord used to create it. In addition, a Megazord can retain a single special ability from each Zord used in its creation. A Megazord lasts for a number of minutes equal to number of Zords used to create it.

POWER RANGER

 

 

Zord Special Abilities

Each power ranger has a Zord that is unique to them, which mirrors their spirit animal in appearance. However, while different power rangers could theoretically have Zords of the same animal, each Zord is a spirit which is bonded to that individual, and takes on individual traits.

When you gain your Zord for the first time, you can choose one of the following special abilities for it. At 15th level, you can choose another ability to add to your Zord. At 18th level, you choose a third ability, making your Zord truly unique.

If an ability requires a target to make a saving throw, the DC is equal to 8 + your proficiency bonus + your Charisma modifier.

The following abilities only apply while you are in your Zord, and end instantly if you are not in your Zord for any reason.

Camouflage

You have advantage on Dexterity (Stealth) checks.

Charging Attack

If you move at least 20 feet straight toward a target and then hit it with an attack on the same turn, the target takes an extra 1d10 damage.

 

Cone of Power

When you gain this ability, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You can take an action to create a 15-foot cone of that type of damage. Creatures in the area must succeed on a Dexterity saving throw or take damage according to your level.

You can choose this ability multiple times. Each time you do so, you must choose a different damage type.

Cone of Power
Level Damage
10th 2d10
15th 3d10
18th 4d10
Constrictor

When you successfully grapple a creature, the target is restrained for the duration of the grapple, and you can’t grapple another target.

Frightful Presence

You gain the ability to unleash a mighty roar through your Zord, terrifying foes around you. Each creature of your choice that is within 30 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.

POWER RANGER

 

 

Impeccable Senses

Prerequisite lvl 18

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grade.

You can also perceive your surroundings without relying on sight, giving you blindsight with a range of 30 feet.

Legendary Resistance

Prerequisite lvl 18.

If you fail a saving throw, you can choose to succeed instead. You expend a charge of Indomitable to succeed when you use this feature, to a maximum of once per long rest.

Line Strike

When you gain this ability, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You can take an action to create a 30-foot-long, 5-foot-wide line of that type of damage. Creatures in the area must succeed on a Dexterity saving throw or take damage according to your level.

You can choose this ability multiple times. Each time you do so, you must choose a different damage type.

Line Strike
Level Damage
10th 2d10
15th 3d10
18th 4d10
Magic Resistance

Prerequisite lvl 15.

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

Magical Strikes

Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Power Blow

As part of your attack action you can knock an enemy away from you. One target within reach must succeed on a Strength saving throw. On a failure, the target takes damage equal to a single melee weapon attack and is hurled away from you upto a number of feet according to your level.

Power Blow
Level Hurl Distance
10th 10 feet
15th 20 feet
18th 30 feet
Ranged Attack

You can make weapon attacks against targets within 30 feet of you with no penalty, or against targets within 90 feet of you with disadvantage.

Thick Hide

You gain resistance to bludgeoning, piercing, and slashing damage.

True Flight

Prerequisite lvl 15.

You gain a fly speed equal to your movement speed, and you can hover.

Tunneler

You gain a burrow speed equal to your movement speed. You leave a hole in the earth equal to the size of your Zord which other creatures can pass through.

Wall Crawler

You gain a climb speed equal to your movement speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Waterborne

You gain a swim speed equal double your movement speed. You can breathe both air and water.

Webbing

You can cast the web spell while in your Zord. You are immune to movement restrictions caused by your own web.

POWER RANGER

 

 

Meta-Runner

You are one of a kind when it comes to perfecting this simple art that is to wield the sword and the…other sword, because to be honest, who needs a shield when the enemy you are fighting against is crippled to the bone? Game on!

Extra Mobile

Starting at 3rd level, you can use your Dexterity in place of your Strength score when determining the distance and height of your jump, and you gain a climbing speed equal to your walking speed.

Boosted Individual

Also at 3rd level, you can, as a bonus action, enter a state of hyperactivity, as long as you are not wielding any ranged weapons, martial weapons or/and a shield, gaining the following benefits until the end of your current turn:

  • You gain an additional speed of 20ft
  • Your movement doesn’t provoke opportunity attacks
  • You can walk as normal on any non magical vertical surface, by wall running across it
  • When passing next to a hostile creature and said creature is within melee range, you can choose to make a melee attack against that creature, as a part of that bonus action. You can attack a creature once in this manner.

You gain three uses of these booster packs, and regain all expended ones at the end of a long rest.

Software Update

At level 7th, your special foreseeing and utilisation of one’s weak points are starting to shine bright. You gain a pool of Lausn points equal to your intelligence modifier (minimum of one) and can use them in the following ways. Any choice that casts a spell uses your intelligence modifier, and any choice requiring a saving throw uses your Lausn DC (8 + your proficiency bonus + your intelligence modifier). You regain all points back at the end of a short or long rest.

  • Temporary weakening. When landing a melee hit against a creature, you can expend 2 points and choose a damage type, along with an ally of yours that you can see. That creature is vulnerable to that type for the next time that said creature gets damaged of that type by the ally you chose. If the target hasn’t been damaged of that type until the end of your next turn, the vulnerability ends. If said creature is resistant or immune to that type, the ability is neglected and you are aware of the creature’s resistance to it. You cannot choose yourself when choosing an ally, and can’t apply a second vunerability on a creature that already has one from this ability
  • Sensory Overload. When landing a melee hit against a creature, you can expend 2 points and temporarily disable it’s special senses until the end of your next turn
  • Quick thinking. As a reaction, you can expend a point and can cast the feather fall spell, affecting both you and a number of creatures up to your proficiency bonus that are friendly to you
  • Probability training. When faced with a variety of approaches, you can as an action expend a point, choosing two of said approaches, and the DM can either provide you with a success rate, or a fatality rate, comparing the two approaches with each other. For example, when faced with the choices of invading the goblin’s hideout or not, you can expend a use and have the DM provide you with success or fatality rates (how well you’re likely to succeed or die) regarding each choice.

 

 

Cracking The Unseen

At 10th level, all this training and push to your best self is starting to take a greater effect on you, when it comes to even the basics of it. You gain these passive abilities, related to your signature fighter features:

  • When using your action surge, you are under the effects of the haste spell until the end of your next turn, without suffering any of the drawbacks once it’s over. If you are already under said effects, then the next creature you hit is under the effects of the slow spell until the end of it”s next turn.
  • When using your second wind feature, you can end one of the following conditions on you: frightened, paralyzed, stunned, petrified, poisoned, restrained (if a condition states that you can’t take actions, you can take this action provided that you use it to end said condition).
  • When using your intominable feature against a saving throw’s spell/ability of a creature and still fail it, you can cause said creature to roll a saving throw against it’s own spell/ability, provided that you can see said creature

Professional Speedrunner

At 15th level, you really have elevated your fields of expertise, compared to the other individuals. The previously mentioned abilities gain the following benefits:

  • Temporary Weakening. If you choose a damage type for the target to be vulnerable to and the target is resistant to it, the target’s resistance becomes neutral until the next time that said creature gets damaged of that type by the ally you chose (or until the end of your next turn if it doesn’t get hit before that), although said feature still does not function when faced with immunity of that damage type
  • Sensory Overload. The target of this also cannot use any other speed except it’s walking speed, until the end of your next turn.
  • Quick Thinking. In addition, you can cast counterspell (at 3rd level) as a reaction, but you can only affect a creature in this way once every long rest.
  • Probability Training. After you have decided on an approach, you gain advantage on any ability checks related of succeeding said approach.

Above the simulation

At level 18th, you have completed all of the necessary tutorials and updates, and have achieved the max capacity of power that there is, coming full circle, to where you started. You gain advantage on initiative checks, and your booster pack ability gains the following benefits:

  • When rolling for initiative and have no uses of this ability left, you regain one use.
  • You have advantage on attacks made as a part of this ability against any creature that hasn’t taken a turn in combat yet
  • Attacks made with this ability deal an additional 1d6 damage of your weapon’s type, and any creature hit by this has to succeed on a Strength saving throw against your Lausn DC, or be knocked prone. In addition, choose one creature that has failed their saving throw, and that creature is removed from initiative, being able to roll again in order to join it at the start of your next turn. You can only remove a creature in this matter once per combat. If the affected creature is a construct, it has disadvantage on the initiative check.

 

 

Monk Revised


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Monk Revised

Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.

Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.

Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.

Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

The Magic of Ki

Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.

Training and Asceticism

Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.

Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power.

The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.

For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.

Creating a Monk

As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?

Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?

As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.

QUICK BUILD

You can make a monk quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the hermit background.

 

 

Monk
Level Proficiency Bonus Ki Points Martial Arts Step of the Wind Features
1st +2 d6 Unarmored Defense, Martial Arts
2nd +2 4 d6 +10 ft. Ki, Step of the Wind
3rd +2 4 d6 +10 ft. Deflect Attack, Ki-Fueled Attack, Monastic Tradition
4th +2 4 d6 +10 ft. Ability Score Improvement, Slow Fall
5th +3 5 d8 +10 ft. Extra Attack, Ki-Inhibiting Strikes
6th +3 6 d8 +15 ft. Monastic Tradition Feature, Ki-Empowered Strikes
7th +3 7 d8 +15 ft. Evasion, Stillness of Mind
8th +3 8 d8 +15 ft. Ability Score Improvement
9th +4 9 d8 +15 ft. Purity of Body
10th +4 10 d8 +20 ft. Monastic Tradition Feature
11th +4 11 d10 +20 ft. Improved Ki-Techniques
12th +4 12 d10 +20 ft. Ability Score Improvement
13th +5 13 d10 +20 ft. Tongue of the Sun and Moon
14th +5 14 d10 +25 ft. Diamond Soul
15th +5 15 d10 +25 ft. Timeless Body
16th +5 16 d10 +25 ft. Ability Score Improvement
17th +6 17 d12 +25 ft. Monastic Tradition Feature
18th +6 18 d12 +30 ft. Empty Body
19th +6 19 d12 +30 ft. Ability Score Improvement
20th +6 20 d12 +30 ft. Perfect Self

 

 

Monk Features

As a Monk you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor and Medium Armor
  • Weapons: Simple Weapons, shortswords
  • Tools: any one type of artisan’s tools or any one musical instrument of your choice
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Religion, and Stealth.

Equipment


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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 10 darts

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing heavy armor:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • When you make an Athletics checks to grapple or shove, you can use Dexterity instead of strength for the ability check.
  • You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn while not wielding a shield, you can make one additional attack with an unarmed strike or monk weapon as a bonus action.

 

 

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have 4 ki points. At 5th level you have a total of ki points equal to your monk level.

You can spend these points to fuel various ki features. You start knowing two such features: Flurry of Blows and Patient Defense. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

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

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

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action if you are not wielding a shield.

Enduring Defense

You can spend 1 ki point to gain temporary hit points equal to one roll of your martial arts die + your wisdom modifier as a bonus action.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

Starting at 2nd level, while you are not wearing heavy armor or wielding a shield you gain the following benefits:

  • You can take the dash or disengage action as a bonus action.

  • Your speed increases by 10 feet. This bonus increases when you reach certain monk levels, as shown in the Monk table.

  • Your jump distance is doubled and you can use your Dexterity score, in place of your Strength, when calculating how far you can jump.

  • At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

  • At 15th level, you gain the ability to move upside down along ceilings while leaving your hands free on your turn without falling during the move.

Deflect Attack

Starting at 3rd level, while you are not wearing heavy armor or wielding a shield, you can use your reaction to deflect a blow when you are hit by a weapon attack. When you do so, the damage you take from the attack is reduced by one roll of your martial arts die + your Dexterity or Strength modifier + your proficiency bonus.

Deflect Blow

If you reduce the damage of a melee weapon attack to 0 and the target is Large or smaller, you can spend 1 Ki point to force the target to make a Strength saving throw against your Ki save DC. On a failed save, you can either push the target up to 5 feet away from you or knock it Prone.

Deflect Missile.

If you reduce the damage of a ranged weapon attack to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

If you catch a missile in this way, you can spend 1 Ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction.

You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ki-Fueled Attack

At 3rd level, if you spend 1 ki point or more as part of your action on your turn, you can use your bonus action to make one attack with an unarmed strike or a monk weapon before the end of the turn.

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 10th, and 17th level.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

 

 

Slow Fall

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack

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

Ki-Inhibiting Strikes

At the 5th level, you can interfere with the flow of ki in an opponent’s body in various ways.

When you hit a creature with a monk weapon or an unarmed strike, you can spend 1 ki point to use one of the following features. You can’t target the same creature more than once a turn with these features.

Disorienting Strike

You overload the target’s mind, disrupting its ability to take actions. The target must succeed on a Wisdom saving throw or be disoriented until the end of your next turn.

While disoriented, the creature can’t take reactions, and on its turn, it can use either an action or a bonus action, not both; in addition, regardless of its abilities or magic items, the creature can’t make more than one melee or ranged attack during its turn, and it can’t concentrate on spells or other effects that require it.

A creature is immune to this affect if it is also immune to being Stunned.

Immobolizing Strike

You overload the target’s joints and muscles, preventing it from moving. The target must succeed on a Constitution saving throw or be Immobolized until the end of your next turn.

While immobolized, the creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Additionally, the creature makes Dexterity saving throws with disadvantage.

A creature is immune to this affect if it is also immune to being Stunned.

Insensating Strike

You overload the target’s senses and prevent them from functioning properly. The target must succeed on a Constitution saving throw or become Blinded, Deafened or Silenced (your choice) until the end of your next turn.

Ki-Empowered Strikes

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body

At 9th level, your mastery of the ki flowing through you makes you immune to disease and poison.

 

 

Improved Ki-Techniques

At 11th level, your proficiency over Ki allows you to further empower your techniques.

Improved Flurry of Blows

When you spend a ki point to use Flurry of blows as a bonus action, you can make a total of three unarmed strikes instead of two.

Tongue of the Sun and Moon

Starting at 13th level, you can use Wisdom, in place of Charimsa, whenever you make a Deception, Persuasion or Intimidation check.

Additionally, you learn to touch the ki of other minds so that you can understand all spoken languages and be understood by any creature that can understand a language. As an action, you can touch another creature to grant it this benefit for 1 hour.

Diamond Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body

At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Empty Body

Beginning at 18th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During that time, you also have resistance to all damage but force damage.

Additionally, you can spend 8 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

Perfect Self

At 20th level, your Dexterity and Wisdom scores increase by 4. Your maximum for those scores is now 24.

Additionally, if you start your turn with no ki points, you immediately regain 1 ki point.

 

 

Way of the Ascended Dragon

Source: Fizban’s Treasury of Dragons.

  • Breath of the Dragon: Unchanged
  • Draconic Disciple: Unchanged
  • Wings Unfurled: Improved
  • Aspect of the Wyrm: Unchanged
  • Ascendant Aspect: Unchanged

Draconic Disciple

3rd-Level Way of the Ascendant Dragon Feature

You can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits:

Draconic Presence.
If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.
Draconic Strike.
When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison.
Tongue of Dragons.
You learn to speak, read, and write Draconic or one other language of your choice.

Breath of the Dragon

3rd-Level Way of the Ascendant Dragon Feature

You can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.

At 10th level, the damage of this feature increases to three rolls of your Martial Arts die.

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. While you have no uses available, you can spend 2 ki points to use this feature again.

Wings Unfurled

At 6th level, when you use Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

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. While you have no uses available, you can spend 1 ki point to use this feature again.

Aspect of the Wyrm

10th-Level Way of the Ascendant Dragon Feature

The power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice:

Frightful Presence.
When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Resistance.
Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again.

Ascendant Aspect

17th-Level Way of the Ascendant Dragon Feature

Your draconic spirit reaches its peak. You gain the following benefits:

Augment Breath.
When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
Blindsight.
You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Explosive Fury.
When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).

 

 

Way of the Astral Self

Source: Tasha’s Cauldron of Everything.

  • Arms of the Astral Self: Unchanged
  • Visage of the Astral Self: Unchanged
  • Body of the Astral Self: Improved
  • Awakened Astral Self: Unchanged

Arms of the Astral Self

At the 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.

For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms’ appearance, and they vanish early if you are incapacitated or die. While the spectral arms are present, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • You can use the spectral arms to make unarmed strikes.
  • When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
  • The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.

Visage of the Astral Self

At the 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.

The spectral visage covers your face like a helmet or mask. You determine its appearance.

While the spectral visage is present, you gain the following benefits.

Astral Sight.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Wisdom of the Spirit.
You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit.
When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Body of the Astral Self

At 10th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.

While the spectral body is present, you gain the following benefits.

  • Deflect Energy. You can use your Deflect attack feature against an attack that deals acid, cold, fire, force, lightning, or thunder damage.

  • Empowered Arms. Once on each of your turns when you miss a target with the Arms of the Astral Self, you can make an additional unarmed strike with the arms against a different creature within reach.

Awakened Astral Self

At the 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.

While your astral self is awakened, you gain the following benefits.

Armor of the Spirit.
You gain a +2 bonus to Armor Class.
Astral Barrage.
Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.

 

 

Way of the Drunken Master

Source: Xanather’s Guide to Everything.

  • Bonus Proficiencies: Improved
  • Drunken Technique: Reworked
  • Drunkard’s Luck: Improved
  • Tipsy Sway: Unchanged
  • Intoxicated Frenzy: Unchanged

Drunkard’s Talents

When you choose this tradition at 3rd level, your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester.

You gain proficiency in the Performance skill, Brewer’s supplies and improvised weapons. Improvised weapons without the heavy property count as monk weapons for you.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your martial arts.

Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Additionally, you can make an unarmed strike as a bonus action without needing to take the attack action.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard’s Luck

Starting at 10th level, you always seem to get a lucky bounce at the right moment.

When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 ki points to cancel the disadvantage for that roll.

In addition, you can not have disadvantage on melee attack rolls from being prone and enemies can not gain advantage on melee attack rolls against you as a result of you being prone.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

 

 

Way of the Kensei

Source: Xanather’s Guide to Everything.

  • Path of the Kensei: Unchanged
  • One with the Blade: Unchanged
  • Sharpen the Blade: Improved
  • Unerring Accuracy: Improved

Path of the Kensei

When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits.

Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 11th, and 17th level in this class, you can choose another type of weapon — either melee or ranged — to be a kensei weapon for you, following the criteria above.

Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the end of the current turn.

Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s supplies.

One with the Blade

At 6th level, you extend your ki into your kensei weapons, granting you the following benefits.

Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.

Sharpen the Blade

At 10th level, you gain the ability to augment your weapons further with your ki.

As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. This bonus lasts for 1 hour or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. Once per turn, if you miss with an attack roll while using a monk weapon, you can make another attack with that weapon against the same target with advantage.

 

 

Way of Mercy

Source: Tasha’s Cauldron of Everything.

  • Hands of Healing: Improved
  • Hands of Harm: Improved
  • Implements of Mercy: Unchanged
  • Physician’s Touch: Unchanged
  • Flurry of Healing and Harm: Improved
  • Hand of Ultimate Mercy: Unchanged

Implements of Mercy

At 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table.

Merciful Mask

d6 Mask Appearance
1 Raven
2 Blank and white
3 Crying visage
4 Laughing visage
5 Skull
6 Butterfly

Hands of Healing and Harm

At 3rd level, your mystical touch can mend or inflict wounds.

  • Hand of Healing. As an action, you can touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier. When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature.

  • Hand of Harm. When you hit a creature with an unarmed strike, you can deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.


You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses on a long rest. If you have no uses remaining you can spend 1 Ki point to use it again.

Physician’s Touch

At 6th level, you can administer even greater cures with a touch, and if you feel it’s necessary, you can use your knowledge to cause harm.

When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hand of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

Flurry of Healing and Harm

At 10th level, you can now mete out a flurry of comfort and hurt.

When you use Flurry of Blows, you can now replace each of the unarmed strikes you make on your turn with a use of your Healing hand. This spends only one use of your hands of healing and harm feature.

In addition, you can use your harming hand without spending a use of your Hands of Healing and Harm feature. You can still only use Harming hand once per turn.

Hand of Ultimate Mercy

At 17th level, your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

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

 

 

Way of the Open Hand

Source: Player’s Handbook.

  • Open Hand Technique: Unchanged
  • Wholeness of Body: Unchanged
  • Tranquility: Improved
  • Quivering Palm: Improved

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Tranquility

Beginning at 10th level, you can enter a special meditation that surrounds you with an aura of peace.

At the end of a short rest, you gain the effect of a Sanctuary spell that lasts until the start of your next short rest. The spell can end early as normal and you use your Ki save DC for the spell’s saving throw.

While you are under the effects of the Sanctuary spell from this feature, you have advantage on Wisdom (Animal Handling) checks as well as Charisma (Persuasion) checks.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 5 ki points to use it again.

 

 

Way of Shadow

Source: Player’s Handbook.

  • Disciple of Shadow: Added
  • Shadow Arts: Improved
  • Shadow Step: Unchanged
  • Cloak of Shadows: Improved
  • Opportunist: Improved

Disciple of Shadow

Starting when you choose this tradition at 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision, it increases by 30 feet.

In addition, you have advantage on any Dexterity (Stealth) checks you make while you are in dim light or darkness.

Shadow Arts

Starting at 3rd level, you can use your ki to duplicate the effects of certain spells. You gain the Minor Illusion cantrip if you don’t already know it.

Additionally, as an action, you can cast the Darkness, Darkvision, Pass without Trace or Silence spells without providing material components. You can see through magical darkness produced by the effects of any spell you cast this way.

You can cast each spell once, and you regain the ability to cast them this way when you finish a long rest. While you have no uses available, you can spend 2 ki points to cast one of these spells again.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 10th level, you have learned to become one with the shadows.

Once per turn when you miss with an unarmed strike while you are in an area of dim light or darkness, you can immediately make another unarmed strike against the same target.

Additionally, when you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you know how to exploit openings in your enemies defenses.

Whenever a creature within 30 feet of you is hit by an attack made by a creature other than you, you can use your reaction to move up to half your movement speed (moving only towards that creature) and make a melee attack against that creature if it is within reach.

Additionally, a creature has disadvantage on saving throws to resist your Ki-inhibiting strikes if you hit the creature with an attack while hidden from it.

 

 

Way of the Sun Soul

Source: Xanather’s Guide to Everything.

  • Radiant Sunbolt: Improved
  • Searing Arc Strike: Re-Written
  • Searing Sunburst: Re-Written
  • Sun Shield: Relocated and Re-Written
  • Aura of Light : Added

Radiant Sunbolt

Starting when you choose this tradition at 3rd level, your hands can produce searing bolts of magical radiance. You know the Light cantrip and wisdom is your spellcasting ability for it. You can use this spell to make your hands emit light.

You also gain the means to fire a Radiant Sunbolt with your Attack action. This Radiant Sunbolt is a ranged spell attack with a range of 30 feet that uses your martial arts die for damage and can be used in place of your unarmed strikes. You use your dexterity modifier for its attack and damage rolls, and the damage type is radiant.

Sun Soul Technique

At 6th level, you have trained to effectively channel your ki into radiant energy, granting you the following techniques.

You can use these abilities a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use either ability again.

Searing Arc Strike. When you take the Attack action on your turn, you can replace one of the attacks with a wave of radiant energy in either a 15-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in the area must make a Dexterity saving throw against your Ki save DC, taking radiant damage equal to three rolls of your Martial Arts die on a failure, or half as much damage on a success.

Sun Shield. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to increase your AC by an amount equal to your proficiency bonus against that attack, causing your form to be obscured by brilliant light for a brief instant. If this causes the attack to miss you, you deal radiant damage equal to one roll of your martial arts die against the attacker. A creature that can’t be blinded is immune to this feature.

Searing Sunburst

At 10th level, you gain the ability to create an orb of light that erupts into a devastating explosion.

As an action, you can magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must make a Constitution saving throw against your Ki save DC, taking radiant damage equal to four rolls of your Martial Arts die and becoming blinded until the end of your next turn on a failure, otherwise they take half as much damage and don’t become blinded on a success. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 3 ki points to use it again.

Aura of Light

At 17th level, you can channel your ki to become a beacon of a luminous, magical sunlight. You can activate this aura as a bonus action, granting yourself the following benefits for 1 minute:

  • You shed bright sun light in a 30 foot radius and dim sun light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
  • You gain a flying speed equal to your walking speed.
  • You become immune to radiant damage and the blinded condition

These benefits last for a 1 minute or until you use a bonus action to end it early. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 4 ki points to use it again.

 

 

Way of the Four Elements

Source: Player’s Handbook.

  • Disciple of the Elements: Re-Written
  • Elemental Attunement: Added
  • Elemental Deflection: Added
  • Elemental Strikes: Added
  • Avatar of the Elements: Added

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements.

Disciplines Known

You know three elemental disciplines of your choice. You learn two additional disciplines of your choice at 6th, 11th and 17th level.

Whenever you learn a new elemental discipline, you can also replace one discipline that you already know with a different discipline.

Elemental Ki

You gain an additional pool of ki points equal to half your monk level (rounded up). You can use either pool of ki points to cast your elemental disciplines but your elemental ki points can not be used for any monk ability that isn’t an elemental discipline.

You regain all expended elemental ki points when you finish a long rest.

Casting Elemental Spells

Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of that spell, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell’s level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline’s base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.

Spells and Ki Points
Monk Levels Maximum Ki Points for a Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6

Elemental Attunement

When you choose this tradition at 3rd level, you learn Primordial, the language of the elements, including all four of its dialects.

In addition you learn two cantrips of your choice: Control Flames, Gust, Mold Earth, or Shape Water. Wisdom is your spellcasting modifier for these spells. You learn an additional cantrip from this list when you reach 6th and 11th level in this class.

Elemental Deflection

Starting at 6th level, your mystical attunement allows you to call upon the elements to defend yourself from magical attacks. When you take damage from a ranged spell attack, you can use your reaction to reduce the damage by 1d10 + your Wisdom modifier (minimum reduction of 1).

You can not use this feature to deflect spells that do not make an attack roll such as magic missile.

Elemental Strikes

Starting at 10th level, your strikes become imbued with the power of the elements. As a free action once on each of your turns, you can choose to magically imbue your unarmed strikes with one of the four elements.

Earth. Your unarmed strikes deal an additional martial arts die of bludgeoning damage to objects and constructs.

Fire. Your unarmed strikes deal fire damage, you emit bright light in a 20 foot radius and dim light for an additional 20 feet. You can choose to ignite a flammable object that isn’t worn or carried by touching it.

Water. Your unarmed strikes deal cold damage and creatures grappled by you are considered restrained.

Air. Your unarmed strikes deal thunder damage and whenever you shove a creature you can push them up to 15 feet away.

 

 

Master of the Elements

Starting at 17th level, the following four spells are added to your Elemental Disciples list:

  • Investiture of Fire
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind

You can cast one of these spells once without expending ki points. Once you do so, you can’t cast it again until you finish a long rest, unless you spend 6 ki points to cast it again.

Elemental Disciplines

Monk 3rd level
  • Thunderwave (Fist of Four Thunders) - 2 ki points
  • Burning Hands (Sweeping Cinder Strike) - 2 ki points
  • Gust of Wind (Rush of the Gale Spirits) - 2 ki points
  • Armor of Agathys - 2 ki points
  • Catapult - 2 ki points
  • Earth Tremor - 2 ki points
  • Ice Knife - 2 ki points
  • Misty Step - 2 ki points
  • Levitate - 2 ki points
  • Warding Wind - 2 ki points
Monk 6th level
  • Shatter (Gong of the Summit) - 3 ki points
  • Stoneskin (Eternal Mountain Defense) - 3 ki points
  • Flaming Sphere - 3 ki points
  • Earthen Grasp - 3 ki points
  • Scorching Ray - 3 ki points
  • Wind Wall - 3 ki points
Monk 11th level
  • Fireball (Flames of the Phoenix) - 4 ki points
  • Gaseous Form (Mist Stance) - 4 ki points
  • Fly (Ride the Wind) - 4 ki points
  • Erupting Earth - 4 ki points
  • Tidal Wave - 4 ki points
  • Thunder Step - 4 ki points
  • Wall of Water - 4 ki points
Monk 17th level
  • Cone of Cold (Breath of Winter) - 6 ki points
  • Wall of Fire (River of Hungry Flame) - 5 ki points
  • Wall of Stone (Wave of Rolling Earth) - 6 ki points
  • Storm Sphere - 6 ki points
  • Watery Sphere - 5 ki points

 

 

Way of the Monkey King

The Way of the Monkey King is an esoteric sect that follows the teachings of the god Sun Wukong. Born from a magic stone atop a sacred mountain, this stone monkey quickly mastered the ways of the druids as well as every known monastic tradition. Obsessed with himself, he tore his way through heaven, gaining immortality from 5 separate methods before being sealed away. After his eventual liberation at the hands of a Tao cleric, he gradually grew wise and dependable before ascending to godhood himself. Practitioners of this monastic tradition are few, and typically come from troubled upbringings. While some see this tradition as a collection of troublemakers, those who meet a practitioner find them to be both reliable and charming.

Disciple of Sun Wukong

The Monkey King’s first lessons teach the basics to his fighting style. When you choose this tradition at 3rd level, you learn Compliant Rod, plus one more of the following abilities:

Compliant Rod

You learn a mystic ritual to turn an ordinary quarterstaff into a facsimile of the legendary Ruyi Jingu Bang. You perform the ritual over the course of 1 hour, which can be done during a short rest. The quarterstaff must be within your reach throughout the ritual, at the conclusion of which you touch the staff and it transforms into a Compliant Rod. You can also transform a magic quarterstaff into a Compliant Rod, adding the compliant staff abilities to any it held previously. A Compliant Rod is typically made of iron and weighs 135 pounds for others, but only 7 pounds for you.

While wielding your Compliant Rod, you can change its size to suit your needs. In combat, it can take any of the forms detailed below in the compliant rod table, each counting as a monk weapon in your hands. You may change its size at any time using a free action, or as part of drawing or sheathing the weapon. The force behind its growth is not strong enough to deal damage, and sizes not detailed in the below are treated as improvised weapons (not monk weapons) if used in combat.

Outside of combat, you can alter your Compliant Rod’s size even further. Its length can be set from anywhere between 1 foot and a length in feet equal to 5 × your monk level.

You can have only one Compliant Rod at a time. If you attempt to convert a second quarterstaff, the first staff returns to its original state.

Compliant Rod
Form Damage Properties
Club 1d4 bludgeoning Light
Quarterstaff 1d6 bludgeoning Versatile(1d8)
Longstaff 1d8 bludgeoning Reach, two-handed

King of Fools. You gain proficiency in the Performance skill if you don’t already have it. The Monkey King teaches one to never be too serious.

Strength of the Mountain. You can add a bonus to your Strength score when determining your carrying capacity and the maximum weight you can push, drag, or lift. This bonus equals your your monk level.

Handsome Troop Leader. You have an innate ability to communicate with apes, lemurs, and monkeys, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to such a creature as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Gold-Ringed Staff Technique

At 6th level, you learn more masterfully wield your Compliant Rod, granting you the following benefits.

Ki-Infused Rod Strikes. Your attacks made with your Compliant Rod count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Heavy Blow. When you hit a target with your Compliant Rod, you can spend 1 ki point to greatly increase its mass and girth at the moment of impact, applying one of the following effects to the target:

  • It takes bonus damage equal to your martial arts die.
  • If the target is a creature, it must succeed on a Dexterity saving throw or be knocked prone.
  • If the target is a creature, it must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

You can use this feature only once on each of your turns.

 

 

Great Sage

Starting at 10th level, Sun Wukong’s teachings allow you to use your ki to replicate certain spells or spell-like effects, as detailed below. Choose two of the following abilities:

Body Outside of Body. You can spend 3 ki points to cast the mirror image spell, using only your own plucked hairs as components.

Golden Gaze of Fiery Eyes. You can cast spend 2 ki points as an Action to mystically bolster your vision for up to 1 minute. For the duration, you can see up to 1 mile away with no difficulty, being able to discern even fine details as though looking at something no more than 100 feet away from you.

Additionally, you can see the magical aura of any aberration, celestial, elemental, fey, fiend, or undead within 60 feet of you, allowing you to instantly discern its creature type, even if it has shapeshifted or is magically disguised.

This ability does not work if a target is heavily obscured. It also does not directly allow you to see through illusions, and cannot see through the effects of Nystul’s Magic Aura. Maintaining this ability requires concentration, as if on a spell. This concentration is immediately broken if you get smoke in your eyes.

Trickster Magic. You can cast spend 2 ki points to cast either disguise self or silent image without any components.

72 Earthly Forms. You can spend 3 ki points as an action to polymorph into a beast with a challenge rating no higher than 1/2. You can maintain this transformation for up to 10 minutes. You then revert to your normal form unless you expend another 3 ki points. While you are transformed, the following rules apply:

  • Your game statistics, including mental Ability Scores, are replaced by the statistics of the beast, but you retain your alignment and personality. You also retain all of your skill proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.

  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

  • You are limited in the Actions you can perform by the nature of your new form, and you can’t speak, cast Spells, or take any other action that requires hands or Speech.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

  • Your gear melds into your new form. You can’t activate, use, wield, or otherwise benefit from any of your Equipment.

Victorious Fighting Apostle

At 17th level, you learn the Monkey King’s final and most coveted teachings. Through them, you gain the following abilities:

Five Paths to Immortality. Your trainings have strongly strengthened your life force. For every 5 years that pass, your body ages only 1 year. Additionally, the first time you would drop to 0 hit points as a result of taking damage, you may use spend 5 ki points to instead drop to 1 hit point. Alternatively, If you are subjected to an effect that would kill you instantaneously without dealing damage, you may spend 5 ki points to negate this effect.

Each time you use this feature after the first, the ki point cost for both options increase by 5. When you finish a long rest, the costs reset to 5.

Cloud Walk. You gain the ability to stand atop clouds, as well as the ability to conjure a small cloud beneath your feet. You can create this cloud as a bonus action on your turn. While atop this rolling cloud, you have a flying speed equal to your current speed. It lasts until you are knocked prone, land, lose consciousness, or dismiss it as a bonus action on your turn.

 

 

Way of the Seamstress

There is a force of nature that exists across all planes of reality. It exists as a potentially limitless font of power. We call it the Weave. Few can tap into its true potential, but even fewer can see it for what it is. You are a Seamstress.

Whether you have trained for years on end, or you have a natural inclination towards the Weave, You can see what others cannot, the Strands of thread that connect all things under the Weave. And if you can see it, you can touch it. Seamstresses are a sect of Monks that have dedicated their time and energy to understanding these strands and how they work, able to pull and bend them to their will, and for the most skillful of Seamstresses, sever the strings from their perches, dealing horrific damage to creatures that have an inclination towards magic.

Spidey Sense

Starting at level 3 when you gain this tradition, you are immune to being surprised and enemies do not have advantage against you from being unseen.

Strings of Fate

Your mastery of your ki allows you to see and manipulate the Weave surround you. Starting at level 3, as a bonus action, you can spend 1 ki point to grab the strands of the weave in order to manipulate them to your desire, taking the form of the Seamstress for one minute:

  • You can extend the reach of your unarmed attacks to 10 feet, but in doing so, replaces the Bludgeoning Damage with Slashing, as threads linked to your fingers lash out at the enemy. These strikes use your Wisdom modifier for attack and damage rolls.

  • Once on each of your turns when you hit an enemy with an unarmed strike, you can force the enemy to make a Strength save against your Ki save DC or be restrained until the end of your next turn, as you lash the threads out at them tying their body up.

Web of Destiny

Starting at level 6, when you activate Strings of Fate, you can choose to have one of these effects activate as well, bostering your Seamstress form:

  • You gain blindsight upto a number of feet in radius equal to 5 times your proficiency bonus.

  • You gain a flying speed equal to your movement speed.

  • Your unarmed strikes deal 1d6 extra acid damage. This dice increases to 1d8 at level 14.

  • You can have more of these effects activated simultaneously at level 11 and level 17 in this class.

Strangling Snares

Starting at level 11, you gain the following benefits:

  • You can use your bonus action to teleport an ally or any enemy restrained by you upto a distance of 30ft if they initially were within 60ft of you. If targetting enemies, the chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

  • You can expend 2 ki points and cast the Web spell without concentration. Your allies are not affected by this casting of the spell. You cannot have more than 2 instances of this at a time.

Beloved of Arachne

Starting at level 17, you can manipulate these strands you love and cherish so much to the utmost degree.

  • You can use your action to force all creatures restrained by you through Strings of Fate to use their reaction and move upto their movement speed and make one weapon attack at advantage at a creature of your choice.

  • You can expend 4 ki points to cast the Enemies Abound spell without concentration, and the targetted creature only acknowledges creatures of your choice. If the creature is immune to frightened, it is not immune to the spell and must make the save at advantage.

 

 

Way of the Ballistics

Monks who follow the tradition of ballistics blend the accuracy of a marksman and precise combat stances to find the perfect positioning to both accurately hit their targets while avoiding being harmed by them.

Discpline of the Ballistics

Starting at level 3, you learn to bond with your ranged weapons at a much deeper levels than just an artist and tool, making them compatible with your martial arts.

  • You gain proficiency in Tinker’s Tools and all ranged weapons, and they now count as monk weapons for you.

  • Your Ki Save DC can scale off of either Dexterity or Wisdom, whichever is higher.

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

  • Whenever you can make an attack with an unarmed strike or melee monk weapon, you can replace it with a ranged weapon attack from a monk weapon instead.

Bullseye

Your training with your weapons have taught you to hit it where it hurts the most. At level 6, you gain the following benefits:

  • You can use your Stunning Strike feature on ranged weapon attacks made with monk weapons no more than three times per turn.
  • Once per turn whenever you score a critical hit or a creature is reduced to zero hitpoints within 60ft of you, you regain 1 ki points.

Bullet Time

Starting at level 11, you have achieved a heightened level of speed

  • If you roll a misfire on an attack with a firearm, you can make a Dexterity saving throw DC 15 to repair your firearm. On a success, the weapon does not misfire.

  • You can add your Wisdom modifier to initiative roll.

Desperado

You have now reached the epitome of reflexive offense, being able to pinpoint enemy weak points the moment you spot them.

Starting at level 17, As an action, you can make a ranged weapon attack with a monk weapon against each creatures of your choice within 60ft of you. This action does not need you to reload should your weapon not have enough ammo but you do consume ammo as usual. Enemies hit by the attacks cannot use reactions until the end of your current turn.

You can use this feature twice and you gain all expended uses whenever you finish a short or long rest.

Origin Class

This subclass was made for the use of base Monk and not with revised Monks.

As such when using the Revised Monk switch Bullseye’s feature to work with Ki-Inhibiting Strikes instead of Stunning Strike.

 

 

Way of the Cursed Technique

This technique makes use of Cursed Energy to swap places with other people, creatures, and objects imbued with Cursed Energy. Jujutsu Sorcerers are individuals secretly trained and employed by the government in Japan to defend humanity from cursed spirits. The race of humans capable of using jujutsu are colloquially known as Sorcerers, and the jujutsu prefix is often used to signify their alignment to Jujutsu High. Evil jujutsu sorcerers are known as Curse Users while humans who cannot use jujutsu are called Non-Sorcerers. All jujutsu sorcerers are trained in their youth at one of the two jujutsu educational facilities in either Tokyo or Kyoto. There they are taught about jujutsu and how to use their abilities to exorcise cursed spirits.

Origin Class

This subclass was made for the use of base Monk and not usable with revised Monks

Cursed Displacement

At 3rd level, as a bonus action, you may switch places with a willing creature or loose object that is not carried or worn within 30 feet of you by clapping for 1 Ki point. In addition, as a reaction when you or a willing creature within 30 feet of you takes damage, you may expend 1 Ki points to swap places, with the damage going to the swapped target instead. Finally, you have a number of special Ki points equal to your proficiency bonus. These special points can only be used on your subclass features, and return like normal Ki points on a short or long rest.

Cursed Displacement Improvement

At 6th level, Your Cursed Displacement gains the following benefits:

You may switch the position of hostile creatures as a reaction, and can use this technique on 2 creatures at once. If used on a hostile creature, they must make a Charisma save against your Ki save DC or become disorientated, causing them to lose their reaction and the next attack against them to be at advantage. Once a hostile creature succeeds the save, they can no longer become disorientated for the rest of combat.

In addition, at 11th level, and again at 17th level, the range of Cursed Displacement increases by 15 feet

Total Sync

At 11th level, due to your time training with allies at Hunter’s Association, you have learned how to be in total sync with one of them. At the end of a short or long rest, choose one ally to become in sync with. Whenever you switch places with this ally, it can use it’s reaction to make an attack, shove or grapple.

Round of Applause

At 17th level, the user may now give applause from their hearts, and now you can clap your hands with another creature within reach for your technique to activate. The Ki save DC to resist your technique increases by your Charisma modifier(minimum of one).

You have also mastered positioning on the battlefield and your wit has become so quick, you can now switch all. Once per turn, as an Action or Bonus Action you can perform a Grand Clap that affects all creatures within 60 feet, allowing you to switch the places of any enemies that fail the dc, allies, and cursed objects simultaneously. This Grand Clap costs 5 Ki Points.

 

 

Class

Paladin

Background image

 

 

Oath of Hope

Paladin Subclass

The Oath of Hope is rarely spoken of, and even rarely seen, for they do not appear until the darkest of the overcast rules the skies. In the darkest hours of adversity, a pharos of hope burns bright and far, their light piercing the heavens past the dark as they stand as the final bastion that will not falter. The order knows that hope is a fickle thing, and yet, it understands that when all else is lost, only hope can save the world.

TENETS OF HOPE

Though the exact words and strictures of the Oath of Hope vary, paladins of this oath share these tenets.

Optimism
Let your hope burn bright, like the light at the end of the tunnel.
Courage
Even in the face of adversity, shine a new dawn on all in despair, your hearts beat as one.
Determination
Hope is never lost, but relinquished. Never let despair contaminate your soul.
Empathy
No soul under the stars is born evil, but become so in face of despair.

Oath Spells

You gain oath spells at the paladin levels listed. You learn the following spell when you take this subclass. You know these spells and they are always prepared for you, and do not count against the total number of spells prepared.

Spell Level Spells
1st Heroism, Healing Word
2nd Alter Self, Wither and Bloom
3rd Beacon of Hope, Daylight
4th Freedom of Movement, Death Ward
5th Dawn, Far Step

Whenever you gain a level in this class, you can replace a spell from the expanded spell list with any spell from the necromancy, evocation or abjuration school of magic.

Channel Divinity

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

But You Refuse: When you are reduced to 0 hitpoints and not killed outright, you can use your reaction to expend your Channel Divinity to be reduced to a number of hitpoints equal to your paladin level + Charisma Modifier.

Our Hearts Beat as One: As an action, you can expend a charge of your channel divinity, targeting creatures within 30ft of you. Creatures of your choice regain a number of hitpoints equal to twice your paladin level + Charisma Modifier. Any excess is converted to temporary hitpoints.

Aura of Hope

Starting at 7th level, you and friendly creatures within your aura of protection gain a bonus of 1d4 to their attacks and damage rolls.

Look to the Stars…

Starting at level 15, whenever an ally within 30ft of you takes damage, you can use your reaction to nullify the damage. In exchange, you and the aggressor each lose a number of hitpoints equal to half the damage dealt to target. You can use this feature a number of times equal to your Charisma Modifier. You regain all expended use when you finish a long rest.

…For Hope burns Bright!

Starting at level 20, you have become the sun of hope itself. As a bonus action you can enter a state as the embodiment of hope, a message from the world that all will be well in the end. For the next minute you gain the following benefits:

  • You become immune to necrotic and psychic damage, as not sickness of the body nor sickness of the mind can make you falter.
  • You and your allies in your aura take no damage on a successful save, and half as much on a failed save, and melee attacks against them have disadvantage, as the determination exuding from you bolsters them.
  • At the start of each of their turns, you and your allies gain 1d10+10 hitpoints, as in the face of adversity, they refuse to buckle.

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

 

 

Oath of Love

“Paladins of love both exemplify and go against what one thinks of when they envision a paladin. They are known to be extremely committed to their cause, but what fuels their commitment is not a sense of morality, or a divine sense of justice, but rather their very own feelings. Paladins of Love reject the idea that to be a holy warrior, one must be unfeeling in the commitment of living their life according to an oath. Their oath itself relies on the love that inspires them to swear by the tenets they follow. To them, loving eyes are the only eyes not clouded by superfluous ideals and morals. Paladins of Love choose a beloved – or rather, their feelings choose for them. A paladin’s beloved, what they love most in this world and all the others, is the source of their power. Most paladins’ beloved are people. Parents who gain magical abilities by swearing an oath to love and protect their child, or lovers who battle together and use their love for each other as the force that guides their blows. Other paladins of love, however, find their beloved in a deity, or a place, or a group of people, or a concept. Paladins of love are not interested in questions of morality, and are not required to find a beloved that is “good”; they are only required to love them unconditionally. As long as the paladin feels an extremely powerful love towards their beloved, they can swear the Oath of Love and become what is commonly referred to as a Knight of Hearts.”

The Oath of Love is a subclass meant for those who wish to play a paladin not necessarily tied to any notions of alignment. The very concept of the subclass goes against the traditional idea of the paladin as the unfeeling, holier-than-thou warrior for good, giving it a very “human” and emotionally raw motivation. The subclass also aims to spark roleplay ideas by offering the concept of the beloved, the source of the paladin’s love, which the player can use to inform who their character is – how and why did they fall in love with their beloved? – and which the GM can also use to create situations that call back, reinforce, or put the paladin’s beloved in danger, to name a few.

Gameplay-wise, the subclass has been designed for a role the paladin has not had a chance to fully embody yet: buffing. The Oath of Love is designed as a buffing tank, meant to stay in the field and absorb hits while empowering their allies to dominate their enemies, keeping up with them through both smites and their own bonuses that depend on positioning. All of their spells but the first are either buffing or tanking spells that are not in the paladin’s spell list, giving you added versatility to your spellcasting, and both of their Channel Divinity options allow you to help your allies, but this subclass’ signature ability is the mechanical aspect of choosing your beloved in the battlefield. A willing creature that you choose as your beloved gains a number of very powerful bonuses, provided they stay within your aura, and in turn you also gain bonuses by fighting alongside them. This further exemplifies the theme of love and the role of the paladin of love as a warrior that cherishes and protects those they love.

 

 

Tenets of Love

The tenets of the Oath of Love holds the feelings of the paladin as what is most important. Their commitment to protect and cherish what they love, along with their vows, pushes paladins of love to feel strongly and proudly.

Love Unabashedly.
I desecrate what I love by being ashamed of my feelings. I will wear my heart on my sleeve and love proudly.
Love my Beloved.
Those whom I love and those who love what I love are my beloved, and I will be their sword and their shield.
Love is Sacred.
If anyone or anything loves strongly, I will respect their affection and their feelings and help their love flourish, no matter how different from my own feelings theirs are.
Love Makes us Better.
No matter the circumstances, I won’t let my love waiver, for it makes not only me stronger, but also all my beloved.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Love Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Love Spells
Paladin Level Spells
3rd bless, charm person
5th enhance ability, healing spirit
9th haste, life transference
13th resilient sphere, confusion
17th wall of force, Dominate person

Channel Divinity

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

Loving Embrace.
You can use your Channel Divinity to uncloud the feelings of a loved one, returning their mind and body to their control. As an action, you touch a creature. The creature is immediately free of the following conditions: charmed, frightened, incapacitated, paralyzed, petrified, and stunned. The creature is also free of any other effects that negate their free will, such as possession.
Galvanizing Affection.
You can use your Channel Divinity to channel the strength of your love into an inspiring, rousing cry that empowers your loved ones. As an action, you present your holy symbol and choose a number of willing creatures (that can include you) equal to your charisma modifier. For 1 minute, these creatures add half of your charisma modifier, rounded up, to their damage rolls.

Aura of Love

Starting at 7th level, you can empower your allies, and especially your beloved, with your love. When a friendly and willing creature within 10 feet of you makes an attack roll, you can use your reaction to add your charisma modifier to their attack roll.

Additionally, you can use your bonus action to select a friendly and willing creature within your aura. This creature is now your beloved, and enjoys a number of bonuses while in your aura:

  • They add your charisma modifier to one of their attack rolls per round.
  • Their AC increases by 1.
  • They are instantly stabilized if they drop to 0 hit points.
  • The creature counts as your beloved for 1 minute or until they leave the radius of your aura. At 18th level, the range of this aura increases to 30 feet.

Empowered by Love

Starting at 15th level, you become stronger when fighting side by side with those you love. When the friendly and willing creature you have selected within your aura as your beloved is within 10 feet of you, you enjoy the following bonuses:

  • You add a +1 to all your attacks and damage rolls.
  • Your AC increases by 1.

Knight of Hearts

At 20th level, you become the living embodiment of the love you feel so strongly, which gives you and those you love the following benefits:

  • You can choose a number of friendly and willing creatures equal to your charisma modifier as your beloved. They all enjoy the same bonuses while in your aura.
  • You add a +2 instead of a +1 to all your attack rolls, damage rolls, and AC as long as there is a conscious beloved within your aura.

 

 

Oath of the Valkyrie

Paladins of the Oath of the Valkyrie have sworn to defend with their lives and have, in return, been provided with a set of mechanical wings. These Valkyries serve as a mix of soldiers and law enforcement, patrolling the streets of Solus Rei during times of peace and taking up arms when times of war approach.

While not all Valkyries are paladins, the Paladin Corps make up the largest bulk of those who serve daily to preserve peace and foster good will among the civilian population.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Oath Spells
3rd Feather Fall, Shield
5th Blur, Kinetic Jaunt
9th Spirit Guardians, Thunder Step
13th Dimension Door, Freedom of Movement
17th Steel Wind Strike, Summon Draconic Spirit

War:=rior of the Winds

Starting at level 3 and then at level 11, you can use your Divine Smite and Improved Divine Smite features through weapon attacks made with ranged weapons, and the damage type of these features can be thunder.

New Fighting Style Option

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.

Channel Divinity

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

- Valkyrie Flight:
You can use your channel divinity to empower your wings. As a bonus action, you grant yourself a flight speed of 30 feet for the next 10 minutes. If you already have a flight speed, it is raised by 30 feet.
- Raven’s Reflex:
At the start of your turn, you can choose to enter a state of hyper awareness. For the next minute, whenever you or a creature makes an attack roll, saving throw or ability check, you can use your reaction to give them a bonus to their roll equal to your Charisma Modifier.

Aura of Free Skies

Starting at level 7, creatures of your choice in your aura of protection gain a bonus to their Dexterity Saving throws equal to their proficiency bonus and are unaffected by difficult terrain.

Full Initiation

Starting at 15th level, you are fully admitted into the ranks of the elite Valkyrie. You permanently gain a flight speed of 60 feet and, whenever you use Valkyrie Flight, ranged attacks against you are made with disadvantage for the duration.

Champion of the AEsir

At 20th level, you gain the ability to utilize the full power of your wings. As an action, you can imbue your wings with the power of your oath, gaining the following benefits for one minute:

  • Your flight speed increases from 60 feet to 90 feet.
  • You may cast absorb elements and shield without consuming a spell slot.
  • You can grant the benefits of your Valkyrie Flight to all allies within your Aura of Protection.

Once you use this feature, you can’t use it again until you take a long rest, unless you expend a 5th spell slot to use this feature again.

 

 

Oath of the Bastion

Paladins of the Order of the Bastion believe a good defense is the best offense, and they take it to its maximum potential. Being the first line of defense between their allies and those that wish to harm them, they strive to be the only defense you will ever need.

Tenets of the Oath

  • Resilience: No pain shall subdue your self or spirit.
  • Endurance: You are always stronger than you think.
  • Protect: Suffer for others, they shall never know pain
  • Preserve: Be durable, so you may preserve the tenderness in this world.

Oath Spells

You have the following Oath spells prepared:

Paladin Level Spells
3rd Shield, Sanctuary
5th Blur, Rope Trick
9th Intellect Fortress, Protection from Energy
13th Freedom of Movement, Stoneskin
17th Antilife Shell, Wall of Force

Channel Divinity

Starting at level 3, you gain the following Channel Divinities:

Iron Will: As a bonus action, you can expend a charge your Channel Divinity to gain resistance to three damage types of your choice for the duration of one minute.

The Last Bastion: As a reaction triggered by you or an ally being targetted by any harmful effect, spell or attack, by expending a charge of your Channel Divinity, you can negate that instance of damage or condition applied for yourself and a number of creatures within 30ft of you upto your Charisma modifier.

Aura of Fortification

Starting at level 7, creatures within your Aura of Protection gain a bonus to their AC equal to your Proficiency Bonus. They must not be donning a shield to receive this benefit.

Shared Protection

Starting at level 15, whenever you cast an abjuration spell, two other allies you can see benefit from it as well for the same duration of the spell on you. Also, abjuration spells that have a casting time of 1 action for you now can be casted using a bonus action.

Inviolable Aegis

Your impenetrable ideals have now inculcated into your rock solid defence. Starting at level 20, as as action, you can invoke the Aegis of Athena over all allies benefitting from your aura for the duration of one minute.

  • Attacks against these creatures are made at disadvantage.

  • If the creature is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and half damage on a fail.

  • If a creature hits a friendly creature in the Aegis, it cannot make any more attacks against the same target until the start of its next turn. It must target another creature within reach or range, after accounting for movement. It can target you if no other creatures are viable targets, regardless of distance between you and itself. You have resistance to all the damage thus inflicted.

You can only use this feature once per long rest, unless you expend a 5th level spell slot to use it again.

 

 

Oath of the Woven

Paladins of the Oath of the Woven are born from noble spellcasters, be it the abjuration wizard who protected a city from the meteors that threatened it, or the cleric that fought back liches with all they had to protect innocents, these individuals are chosen by the Weave itself after proving themselves as powerful righteous knights, now tasked to protect those that practice the Weave from those who wish to harm them, and to protect innocents from those that abuse magic to harm those without.

Tents of the Oath

Safeguard:
You must do all that you can to protect those that practice the Weave and shares its fruits with the world.
Alleviate:
You must always provide aid to those mistreated, exploited or abused by harmful magics.
Oversee:
To all that who wish to abuse the rules of the Weave and bring danger to the world, beware the wrath of the chosen.
Chosen:
You were chosen by the Weave, to protect and preserve, as you did before being chosen. Uphold those values, and revere the Weave for what it stands for.

Oath Features

Oath Spells

Starting at level 3, you gain the following oath spells

Paladin Level Oath Spells
3rd Absorb Elements, Shield
5th Alter Self, Misty Step
9th Leomund’s Tiny Hut, Protection from Energy
13th Dimension Door, Resilient Sphere
17th Antilife Shell, Arcane hand

Channel Divinity

Starting at 3rd level, you gain the following:

Spark of the Weave:
You can use your Channel Divinity to have an ally regain a spell slot (Of level no higher than half your proficiency bonus) as well a number of temporary hit points equal to your paladin level. The range is touch.
Woven Bridge:
You can use your Channel Divinity as a reaction to allow an ally within 30ft. succeed on a concentration check should they fail one.

Aura of Protection (Optional)

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Intelligence or Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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

This feature replaces your Aura of Protection class feature at level 6.

Aura of the Woven

Starting at level 7, levelled spells casted by you or friendly creatures in your aura of protection gains an additional dice of damage or healing.

Woven Augmentation

Starting at level 15, you can augment your aura’s connection to the Weave, allowing for the Weave to aid in the success or failure of the spells casted in or into your aura.

When creatures in your aura is targeted by a spell, you can impose advantage or disadvantage on the subsequent saves as a reaction.

You can only do so a number of times equal to your proficiency bonus per long rest.

Loom of the Weave

At level 20, once per long rest, you enter a state as a conduit of the weave on this plane as an action or a bonus action. For the duration of the next minute:

You surround yourself and your each of your allies within 30ft of you each with their own globe of invulnerability that is casted at the 6th level, the orb has a radius of 10ft and follows you and your allies movement.

Allies in your aura of protection can add your proficiency bonus to checks required for counterspell, dispel magic or similar magics.

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

 

 

Class

Ranger

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Blood Archer

A Blood Archer studies a unique and cursed method of archery that weaves blood into attacks to produce supernatural effects. They collect various forms of blood, whether in vials or in their body directly. Blood Archers are some of the most elite warriors known to the world. They stand wach, guarding their own against trespassers and using blood-infused arrows to defeat monsters and invaders before they can cause harm.

Blood Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn three Blood Shot options of your choice (see “Blood Shot Options” below).

Once per turn when you fire and arrow from a shortbow or a longbow as part of the Attack action, you can apply one of your Blood Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have a number of uses of this ability equal to 1 + your intelligence modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.

You gain an additional Blood Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th and 18th level. Each option also improves when you become an 18th-level ranger.

Blood Archer Mysticism

At 3rd level, you learn blood theories and magic – typical for practitioners of this martial tradition. You gain proficiency in the Arcana Skill.

In addition once you’ve fought a creature, you can relentlessly track it, sensing the blood of your prey. You have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find a creature you’ve dealt damage to, if it has blood.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. While you fire a nonmagical arrow from a shortbow or longbow, it becomes magical for the purpose of overcoming resistance and immunity, the magic then fades.

In addition once per turn, when you use your Blood Shot feature, you can add your intelligence modifier to the damage roll of the effect.

Curving Shot

At 11th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with an arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 15th level, your blood archery is available whenever battle starts. If you roll initiative and have no uses of Blood Shot remaining, you regain one use of it.

 

 

Blood Shot Options

The Blood Shot feature lets you choose options for it at certain levels. The options are presented here in no specific order. They are all magical effects.

If an option requires a saving throw, your Blood Shot save DC equals 8 + your proficiency bonus + your intelligence modifier.

Bewitching Arrow

You infuse fey blood to cause this arrow to temporarily charm its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of its allies within 30 feet of the target. The target must succeed on a wisdom saving throw, or it considers this ally as an enemy until the start of your next turn.

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

Bloodboil Arrow

Fiendish blood is infused in this devilish arrow that you fire. The arrow detonates in a cloud of ignited blood after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d8 fire damage as their body start burning.

The fire damage increases to 4d8 when you reach 18th level in this class.

Bloodshard Arrow

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

The piercing damage increases to 2d6 when you reach 18th level in this class.

Constraining Arrow

When this arrow strikes its target, blood tainted by Oozes creates grasping and sharp tendrils of blood, which wrap around the target. The creature hit by the arrow takes an extra 2d6 acid damage, its speed is reduced by 10 feet whilst the tendrils affect them, and it takes 2d6 acid damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the tendrils with a successful Strength (Athletics) check against your Blood Shot save DC. Otherwise, the tendrils last for 1 minute or until you use this option again.

Both acid damages increase to 4d6 when you reach 18th level in this class.

Exiling Arrow

You use celestial blood to try to temporarily banish your target to a harmless location in the Celestial Plane. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 radiant damage when the arrow hits it.

Hunting Arrow

Using ancient bestial blood, you grant your arrow the ability to seek and hunt any foe, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus and extra 1d6 piercing damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The piercing damage increase to 2d6 when you reach 18th level in this class.

 

 

Shadowblood Arrow

You weave threads of shadows from the blood of your foe, causing it to obscure the battlefield. The target takes an additional 2d6 necrotic damage and its blood forms a dark red mist that rises in a 10 feet radius around the target, this magical darkness spreads around corners. A creatures with darkvision can’t see through this darkness and nonmagical light can’t illuminate it. It lasts until the start of your next turn.

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

Thunderblood Arrow

You imbue your arrow with forceful energy drawn from the blood of giants. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target takes 2d6 thunder damage, in addition it must succeed a strength saving throw or be knocked prone.

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

Withering Arrow

You weave cursed undead blood into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

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

New Fighting Style

Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed equal to your normal speed, and you gain a +1 bonus to armor class.

 

 

Winter Warden

Winter is oft maligned as a time of bleakness and death, but the inhospitable blizzards of winter are no less natural than the falling leaves of autumn and the flightly breeze of spring and certainly no less worth protecting. Winter Wardens are rangers who have taken up this solemn mantle to protect the coldest corners of the world, guarding against threats both natural and unnatural A Winter Warden knows better than anyone that winter is, above all else, the season of resilience and perseverance an aspect they truly embody on the battlefield as the biting chill surrounding them seeps slowly but surely into the bones of their foes.

Winter Warden Magic

3rd-level Winter Warden feature

You learn an additional spell when you reach certain levels in this class, as shown in the Winter Warden Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Winter Warden Spells
Ranger Level Spells
3rd armor of Agathys
5th Rime’s binding ice
9th sleet storm
13th ice storm
17th cone of cold

Frost Walker

3rd-level Winter Warden feature

You are at home in snow-covered tundras and frigid mountaintops, You are naturally acclimated to extreme cold and high altitudes, including elevations above 20,000 feet. You also ignore difficult terrain caused by ice or snow (magical or otherwise), and you can move across icy surfaces without needing to make an ability check or saving throw.

Glacial Aura

3rd-level Winter Warden feature

As a bonus action, you can exude an aura of frigid cold. This aura extends 10 feet in every direction, though not through total cover, and lasts for 1 minute, until you dismiss it as a bonus action, or until you’re incapacitated A creature that starts its turn within this aura is covered in a layer of frost, reducing its speed by 10 feet until the start of its next turn. When an affected creature is hit by a weapon attack, the frost shatters (ending the effect early) and deals 1d6 cold damage to the creature. This damage increases to 2d6 when you reach 11th level in this class.

Frozen Heart

7th-level Winter Warden feature

Your heart is infused with the resilience of winter. You gain resistance to cold damage, and you have advantage on saving throws made against any effect that would incapacitate you or reduce your speed.

Blizzard

11th-level Winter Wardden feature

You can call upon a deafening snowstorm to whip around you. Whenever you activate your Glacial Aura, you can cast warding wind as part of the same bonus action without expending a spell slot. When cast in this way, the spell is altered in the following ways:

  • It doesn’t require concentration and lasts for the duration of your Glacial Aura.
  • When a creature moves into or within the spell’s area, it takes 1d6 cold damage for every 5 feet it moves.

Snap Freeze

15th-level Winter Warden feature

With a burst of frigid air, you can freeze your foes solid in their tracks. When a creature starts its turn within your Glacial Aura, you can use your reaction to force the creature to make a Strength saving throw against your spell save DC. On a failed save, the creature is restrained in ice until the start of its next turn, or until it uses an action to break free. On a successful save, the creature is immune to this effect for 1 hour.

 

 

Nomad

The esoteric rangers known only as Nomads delight in travel, exploration, and discovery. They desire to learn all they can, uncovering secrets and hidden lore wherever they venture. No matter their origin, Nomads strive to keep their mind in a meditative state that allows them to perceive a strange, living web of knowledge known as the Noosphere. This web links all who follow the way of the Nomad, and allows them to access knowledge from far off places and distant lives.

Nomadic Magic

You learn certain spells at the ranger levels noted in the table below. These spells count as ranger spells for you, but they don’t count against your total number of Spells Known.

Ranger Level Spell
3rd disguise self
5th misty step
9th clairvoyance
13th dimension door
17th seeming

Expunging Strike

Starting at 3rd level, you learn to erase yourself from minds of your foes with a single strike. Once per turn, when you hit a creature with a weapon attack, you can force it to make an Intelligence saving throw in addition to the attack’s damage. On a failed save, it takes an additional 1d4 psychic damage, and it cannot perceive you until the start of your next turn.

At 11th level, the additional psychic damage becomes 2d4.

Web of Knowledge

When you adopt this Archetype at 3rd level, you gain access to the living web of knowledge known as the Noosphere. At the end of each long rest, you gain proficiency with two skills or tools of your choice, which last until the end of your next long rest. You can also choose to learn to speak, read, and write a language in place of one, or both, proficiencies.

Memory of a Thousand Steps

You have begun to become one with the Noosphere. Upon reaching 7th level, you gain resistance to psychic damage.

In addition, when you are hit with by attack, you can use your reaction to disappear into the Noosphere, causing the triggering attack to miss. You then immediately reappear in an unoccupied space of your choice that you have occupied at some point since the start of your previous turn.

Once you use this reaction you must finish a short or long rest before you can use it again, unless you expend a spell slot of 2nd-level or higher to this reaction again.

Strange Movement

Your ability to traverse the Noosphere has grown. Beginning at 11th level, if you have not yet moved on your turn, you can use your bonus action to expend all of your movement and teleport a number of feet equal to double your movement speed to an unoccupied space that you can see.

You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Mystical Burst

You can draw on the latent psionic energy of the Noosphere to assault your enemies. Starting at 15th level, each time you teleport with a ranger spell, Memory of a Thousand Steps, or Strange Movement you can force creatures of your choice within 10 feet of the point at which you reappear to make an Intelligence saving throw. Creatures take 2d8 psychic damage on a failed save, and half as much on a success.

 

 

Class

Rogue

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Velvet Assassin

As an Assassin, you focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Assassination

Starting at 3rd level, you are at your deadliest when you get the drop on an enemy. You have advantage on attack rolls against creatures that haven’t acted yet in initiative and when you attack and hit a creature that is surprised, it must make a constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Sniper

Starting at level 9th, laying down and taking your time to aim at your foes from a steady position is now fruitful to you, as your weapons respond to your aim with better precision:

  • Being prone doesn’t impose disadvantage on your attack rolls with ranged weapons.
  • When you are prone, standing up uses only 5 feet of your movement.
  • If you are prone and haven’t moved on your turn you may reduce your speed to 0 and gain a bonus to one attack roll with ranged weapons equal to half your proficiency bonus.

Infiltration Expertise

Starting at 13th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to and at 13th level in this class, you also gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerism.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection

Anything is a Weapon

Starting at 13th level you’ve trained in being able to turn even the most mundane of tools into a deadly weapon. You gain proficiency in improvised weapons and you may use sneak attack with them, improvised weapons gain the finesse property provided you can use it with one hand.

Death Strike

Starting at level 17, you have reached the epitome of precision, dealing death as if destiny itself, as a creature marked by you has numbered moments.

Your sneak attack die increases from d6s to d10s.

 

 

Investigator

Not all rogues work against the law. Investigators use their skills to serve the law, often in the employ of nobles or in the pursuit of noble causes. In some cities cabals of investigators work for rulers or bureaucracies, but often an investigator is a free agent who pursues whatever mysteries come across their path. Of course, not all investigators serve the law. Crime lords and guildmasters often have squads of investigators serving their own nefarious purposes.

Detective’s Expertise

At the 3rd level, you gain proficiency in the Investigation skill, and your proficiency bonus is doubled for any ability check that uses this skill. If you already chose this skill for your Expertise feature, apply this to Insight instead.

Well-Connected

You know how to find many things. People, places or goods. At the 3rd level if you spend at least 1 hour carousing a populated area, you can find one of the following, if available:

Lodgings equal to a modest lifestyle for up to five creatures. Information regarding the location of persons of interest. Access to rare/illegal goods and services

Studied Strike

Also at 3rd level, you can reliably strike at a target’s weak points. When you roll damage as part of sneak attack, you can reroll a number of damage dice equal to your Intelligence modifier (minimum one) You must use the new rolls.

Detective’s Mark

At level 9, you’ve become adept at tracking your quarries. You may mark a creature you can see within 90 feet as a quarry. They are under the same effects of a hunter’s mark spell, except these effects are nonmagical, and you need not maintain concentration. At level 9, this effect lasts up to 4 hours. At level 13, it lasts up to 8 hours. At level 17, it lasts up to 24 hours.

While your quarry is restrained, or in a similar vulnerable predicament (as determined by the DM), you have advantage on Charisma checks against it. You must complete a long rest to use this feature again.

Penetrating Perception

Starting at 13th level, you gain advantage on all saving throws and checks against illusion spells, and on Intelligence checks to escape the maze spell.

Legendary Detective

At 17th level, by spending some time inspecting an object or scanning a room, you can determine detailed information about people and events related to them. If you spend at least 1 minute in quiet observation, you can deduce a timeline of events that took place. You can analyse information this way for a number of minutes equal to your Intelligence score. Once you use this feature, you can’t use it again until you complete a short or a long rest.

Object Analysis.
Inspecting an object allows you to determine facts about the object’s previous owner and conditions. After observing an object for 1 minute, you learn where this object was created, how it found it’s way into your possession, and at least one significant personality trait about it’s previous owner. If the object was was owned by another creature within the past year, you can spend 1 additional minute for each owner to learn the same information about that creature.
Room Investigation.
As you analyse the area in your immediate vicinity (a room, a street, tunnel, clearing, or the like, up to a 50-foot cube), you are able to determine the routine events that took place in this area, and the types of people travelled through it, going back a number of weeks equal to your Intelligence score. For each minute you spend observing, you discover one significant pattern or break in behavior that occurred in this location. A pattern may include individuals who wore a particular type of clothing or a group who belonged to a certain ethnicity. A break in behavior may include a fight, a dalliance that occurred, or the presence of a stranger. They may include more mundane events that are nevertheless important in your current situation.

It is important to note, that all these features are now optional replacement options for the Rouge subclass: Inquisitive.

 

 

Dreadskull

Dreadskulls awaken in a rather special way, forming a special connection with a vengeful spirit during the awakaning process. The spirit uses the host to further its own ends, while the host gains a suite of horrifying powers. They may look like a normal hunter; but in an instant, they can change into a nightmarish form that strikes fear into the hearts of even the bravest of warriors.

Dreadfull Form

When you choose this archetype at 3rd level, you walk the line between the living and dead. As a bonus action, you may enter a dread form. While in this form, you gain resistance to necrotic damage, and you don’t need air to breathe. While activating this ability, you can also use Gaze of Terror as a part of the same bonus action.

Dread form lasts for 1 minute. You can use this feature an amount of times equal to your proficiency modifier. You regain expended uses when you finish a short or long rest.

Gaze of Terror

At 3rd level, your ghostly visage strikes mortal fear in your enemies. While in dread form, you can use a bonus action to force a creature you can see within 60 feet of you to make a Wisdom saving throw (DC equal to 8+ your proficiency bonus + your Charisma modifier). On a failed save, they are frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another saving throw to end the effect on it. After succeeding on the save, the creature is immune to this feature for 24 hours.

You can use this feature an amount of times equal to your Charisma modifier (minimum 1) and you regain all uses after a short or long rest.

Ethereal Stalker

At 9th level you learn to borrow your bound spirit’s ghastly form. While in your dread form, whenever you use a bonus action to use one of your cunning actions, you can become ethereal, treating solid objects and walls as difficult terrain until the end of your turn. You must end your movement in an open space, otherwise you take 1d10 force damage and are pushed out to the closest available space. Once the duration ends, you become invisible.

You can use this feature an amount of times equal to your profficiency bonus, which regains at long rest.

Fear Itself

At 13th level, you become an avatar of fear. Your Gaze of Terror now ignores immunity to being frightened, unless the creature is a construct. Whenever you deal Sneak Attack damage to a creature that is frightened of you, you deal an extra 3d6 Psychic damage. Enemy creatures now have disadvantage on the Saving Throw to resist Gaze of Terror.

Additionally, your mastery of terror grants you immunity to being frightned. You also gain advantage on Intimidation (Charisma) checks.

Terrifying Execution

At 17th level, the fear of death you instill in others becomes a literal weapon for you. Whenever you reduce a creature that is frightened by you to 0 hit points with a weapon attack, you can use your Gaze of Terror feature on a different creature within 60 feet that can see you. On a failure, in addition to the regular effects of Gaze of Terror, roll your Sneak Attack dice. Deal half the damage you rolled as Psychic damage to the targeted creature.

This use of Gaze of Terror does not count against your total uses. You can use this feature three per long rest.

 

 

Class

Sorcerer

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Spectral Legion

Unlike many other sorcerers, the circumstances of your birth were mundane and you have no arcane inheritance passed down from strange ancestors. Instead, you gained your sorcerous powers after you managed to survive an experience that left you on the brink of death.

Be it good luck or misfortune, the spirits of the dead seem to be attracted to you far more than anyone else, for you have become more than the sum of your parts. Walking the line between both worlds, you yield the light and the decay, as spirits of every agenda flock to you, garnering favors by lending you their power.

Spectral Spell List

You learn additional spells when you reach certain levels in this class, as shown on the Spectral Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st Healing Word, Inflict Wounds, Toll The Dead
3rd Blindness/Deafness, Gentle Repose
5th Life Transference, Revivify
7th Death Ward, Blight
9th Hallow, Negative Energy Flood

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a evocation, conjuration or necromancy spell from the warlock or cleric spell list.

Sixth Sense

Starting at 1st level, spells gained from your Spectral Spells feature gain a bonus to their damage dice or healing dice equal to your Charisma modifier.

In addition, the several watchful eyes on you have made you a bit more alert. Starting at 1st level, when you make a Dexterity saving throw or Dexterity ability check to determine initiative, you gain a bonus to the roll equal to your Charisma modifier.

Beyond the Grave

Also at 6th level, the spirits that aid you seep into the power of the spells you cast. Whenever a spell from your Spectral Spells table deals damage, choose between radiant (for lawful or neutral spirits) or necrotic (for chaotic spirits). The damage type dealt changes to the damage type you chose.

In addition, Choose one metamagic option you have. When you use that metamagic option on spells gained from your Spectral Spells feature, you can lower the cost of the metamagic option by 1. It cannot lower the minimum metamagic cost below 1.

Psychopomp

Starting at 14th level, you can use a bonus action to manifest a pair of black angelic spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re knocked unconscious, you die, or you dismiss them as a bonus action.

Not Marble, Nor the Gilded Monuments

At 18th level, you can transmute your physical form into a spectral one when you near death. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points.

At the start of each of your turns, you lose 5 temporary hit points and all creatures of your choice within 30 feet take 5 necrotic or radiant damage. While you have any temporary hit points granted from this feature, you have resistance to all damage, and can move through creatures and objects provided you end your movement in an unoccupied space.

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

 

 

Heroic Ancestry

Your innate magic comes from your connection to an ancient hero—an ancestor of yours that defeated mighty foes and reached the peak of physical ability. In the years beyond their death, your ancestor’s deeds have been immortalized by history, and their bloodline has been blessed by the gods. Through your blessed blood, you can channel the abilities of your ancestor, mimicking their unmatched strength and prowess.

Most of these bloodlines are well-established, and deeply connected to royal or noble blood. Some of these bloodlines have been obscured by time, however, and many sorcerers of this origin have no knowledge of their history. Not all members of a heroic bloodline awaken this magic, so it can remain hidden for generations and slowly forgotten before suddenly re-emerging.

Heroic Spells

You learn additional spells when you reach certain levels in this class, as shown on the Spells table below. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Sorcerer Level Spells
1st Armor of Agathys, Shield
3rd Misty Step, Searing Smite
5th Crusader’s Mantle, Counterspell
7th Death Ward, Guardian of Nature
9th Holy Weapon, Steel Wind Strike

Heroic Instinct

Your connection to a heroic past grants you proficiency in simple weapons and martial weapons. Furthermore, you can choose to either gain proficiency in shields or a Fighting Style from the Fighter Class.

Once per turn, whenever you take damage you can reduce it by an amount equal to your Sorcerer level plus your Proficiency Bonus. You can use this feature a number of times equal to your Charisma Modifier per long rest.

Heroic Armament

You can invoke the heroic weapons that your Ancestors once used, continuing the Epic of their saga. At the first level:

  • Choose two weapons that lack the Special and Heavy properties. These weapons become your Heroic Armaments and can be used as a spellcasting focus for your spells.

  • You AC becomes 13 + your Constitution Modifier if it is not already higher.

  • In addition, you can use your Dexterity modifier instead of your Strength when using this weapon.

Heroic Rend

Your power animates you in battle, allowing you to strike true and wield weapons that you otherwise could not. Your innate magic awakens even further, showing but a speck of the glory that once was. Starting at the 6th level, you gain the following benefits:

  • Once per turn, when you cast a sorcerer cantrip as an action or take the attack action, you can spend a sorcery point to make an additional weapon attack as part of that action as long as you are not wearing Heavy Armor. Doesn’t stack with Extra attack.

  • Whenever you score a critical hit on the attack roll or reduce a creature to 0 hit points, you can use the Heroic Rend feature without spending a sorcery point the next time you use it by the end of your next turn.

Heroic Resurgence

The glory of your ancestors now lives on within you, strengthening you magic to new heights. You have proven yourself to be worthy of being a beacon of inspiration like your ancestors before you. Starting at the 14th level, you gain the following benefits:

  • You can make one additional weapon attack using the Heroic Rend feature.

  • When you reduce a creature to 0 hit points or a creature within 30ft of you falls to 0 hit points, you gain temporary hit points equal to your Charisma Modifier.

Heroic Onslaught

At the 18th level, you have come to fully embody the power and resolve of your Heroic ancestor enough so, that you have surpassed their limit. Your body, mind and soul stand firm as your ideals bringing glory and pride to your family name.

  • You gain resistance to Bludgeoning, Piercing and Slashing damage.

  • You gain a bonus equal to your Charisma Modifier (minimum +1) to any Strength and Dexterity saving throws you make.

 

 

Class

Warlock

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Cosmic Patron

Expanded Spell List

1st-level Cosmic patron feature

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

Spell Level Spell
1st magic missile, faerie fire
2nd moonbeam, scorching ray
3rd blink, spirit guardians
4th fire shield, wall of fire
5th flame strike, greater restoration

Cosmic Attributes

1st-level Cosmic patron feature

You take on an otherworldly cosmic appearance or essence. Choose one or more of the attributes listed below, decide your own, or roll randomly to determine how the cosmic powers bestowed into you take form.

d6 Otherworldly Appearance/Essence
1 Your eyes become pools of inky black with small galaxies floating within them. To look into them is as if floating through the cosmos lost in the void of space.
2 Your touch becomes cold as ice and your skin becomes pale. Some might think you undead or sickly. You appear as if you had died in the cold of space.
3 Your voice has a slight echoing nature to it. As if there is more than one entity speaking through you. Your own voice is most prominent but when listening carefully one can make out a chorus of celestial voices speaking through you.
4 You give off a faint smell of ozone — acrid and sulfuric, as if lightning had just struck nearby. It seems unnatural and otherworldly.
5 You develop a third eye in the middle of your forehead that is unblinking, and seems to pierce in to people’s minds as it stares upon them.
6 Your veins glow with a soft radiant light, giving you the appearance of a walking constellation of stars and cosmic energy.

Shooting Stars

1st-level Cosmic patron feature

Beginning at first level, you learn the eldritch blast cantrip if you don’t know it already. It doesn’t count against the number of warlock cantrips you know. When you cast eldritch blast, you can have it deal radiant damage instead of force damage.

Cosmic Guidance

1st-level Cosmic patron feature

You can speak, read, and write Celestial and Deep Speech. In addition, you learn the Guidance cantrip. It doesn’t count against the number of warlock cantrips you know. Additionally, you may cast the spell Augury once without expending a spell slot. You can not do so again until you finish a long rest.

Orbit

6th-level Cosmic patron feature

Once per turn when you miss with eldritch blast, the beam returns to you as an orbiting comet around your head. While you have an orbiting comet, you can absorb its energy to do the following:

  • Cosmic Power. Once on your turn when you cast eldritch blast, you can consume one orbiting comet to fire an additional beam.
  • Interception. You can use your reaction to intercept a melee or ranged attack, gaining resistance to the damage from that attack.
  • Lightspeed. As a bonus action, you can consume a comet to teleport 30 feet to an unoccupied space you can see.

You can have a maximum number of orbiting comets equal to your proficiency modifier. As long as you have comets, you glow with bright light out to 20 feet, and dim light for an additional 10 feet. The comets last until you finish a short or long rest, or until you dismiss them (no action required).

Meteoric Impact

10th-level Cosmic patron feature

Once per turn when you hit a creature with eldritch blast, you can cause the beam to explode. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 3d6 fire damage. The damage increases to 4d6 damage at 14th level, and to 5d6 damage at 17th level.

Supernova

14th-level Cosmic patron feature

Charged by the energy of the stars, you gain additional benefits from the otherworldly entities lurking in the deep void of space.

  • When you cast eldritch blast, you can fire one additional beam.
  • Your Meteoric Impact now affects targets within 10 feet.
  • Meteoric Impact also triggers on any critical hit with eldritch blast.

 

 

Symbiote Patron

You’re body has been fused and morphed with an infectious yet reliable Symbiote. It needs you to live and you need it, so a pact formed.

Expanded Pact Spell List

The Warlock Expanded List for the Symbiote Patron Warlock is as follows:

Spell Level Spells
1st Absorb Elements, Shield
2nd Alter Self, Wither and Bloom
3rd Haste, Spirit Guardians
4th Evard’s Black Tentacles, Stone Skin
5th Bigby’s Hand, Enervation

Symbiote Armor

As a bonus action, you can activate your Symbiotic Armor, witch lasts for 1 minute. It ends early if you are knocked unconscious. While the Symbiotic Armor is active and you are not wearing armour, you have the following benefits:

  • While you are not wearing any armour, your Armor Class equals 13 + your Charisma modifier.
  • You gain resistance to Necrotic and Poison damage.
  • You can introduce the properties of adamantine into the armor, by consuming an ore of adamantine.

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

Symbiote Arsenal

Starting at 1st level, while your Symbiotic Armour is active you manifest Natural weapons to strike your foes as your armour takes shape.

  • You choose the weapon that takes shape , which replaces your hand on that arm. This does not hinder you from using somatic components.

  • You form natural weapons which count as simple melee weapons for you that you are proficient with.

  • You use your charisma modifier when making attacks and damage rolls. These weapons are eligible for the pact of the blade boon at level 3.

  • They deals 1d8 slashing damage on a hit. Damage dice scales to 2d6 at 6th level, 2d8 at 10th level and 3d8 at 14th level when you reach said levels in the class.

  • The weapon shapes you choose from are listed below. To switch between weapons you must switch between armor types, and must expend a charge of symbiote armor.

  • Lingering Cleaver
    The damage type is slashing. This weapon also has the light property.
  • Crippling Hammer
    The damage type is bludgeoning. This weapon also has the reach property.
- Vicious piercer
The damage type is piercing. This weapon shape also has the finesse property.

Parasite Prowess

6th-level Symbiote feature

Your symbiote has tapped further into your being, elevating the effects of its influence on your strength, speed, and vitality:

  • You gain proficiency on Dexterity saving throws.
  • Your Symbiotic Arsenal attacks count as magical for the purposes of overcoming resistance.
  • Additionally, while out of combat you can satiate your shared hunger with your symbiote by consuming the corpse of the fallen. When you do so, you roll a number of d4’s equal to your warlock level and regain that much in Hit points. You may use this feature once per short rest.

Preferred Host

10th-level Symbiote feature

The symbiote within your body views you as a prefect host, deciding to assist you more in order to keep you alive.

  • Your AC while Symbiotic Armour is active is now 15 + your charisma modifier.
  • After make a death saving throw you can move up to half your speed, as the symbiote moves you to safety. This movement does not provoke attacks of opportunity.
  • While in your Symbiote armor, you can move through a space as narrow as 1 inch wide without squeezing as well as gain the benefits of Spider Climb spell.

Enhanced Biomass Manipulation

14th-level Symbiote feature

Your symbiote has bonded to you at a cellular level, enhancing various aspects of your molecular structure to empower and protect its host further. While Symbiotic Armor feature is active, You may enact the following benefits:

Amplify Mass
You can use an action to grow in size as per the Enlarge spell for one minute, and gain the corresponding traits the spell provides. Theses effects do not require concentration.
Amplify Regeneration
As an action, you can cast the Regenerate spell, ignoring the casting time, with a range of self only. Once you use this feature, you can’t use it again until you finish a long rest.

Additionally, your symbiosis nears perfection. The duration of your Symbiotic Armour increases to 10 minutes.

 

 

Eldritch Librarian

Your quest for magic has brough you to a path that few follow, you werent blessed with talent, blood or wit, but you were headstrong, and maybe a bit too reckless in your pursue of knowledge. You have made a covenant with a source of knowledge and magic out of this realm, for what? That is for you to say.

Librarian spell list

You can learn a few spells from the library, you can choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Warlock Level Spells
1st Shield, detect magic
2nd Blur, tasha’s mind whip
3rd Glyph of warding, blink
4th Summon construct, Otiluke’s resilient sphere
5th Teleportation circle, wall of force

Peruser of secrets

At the 1st level: you have read a lot, soo much that sometimes it feels like you are re-reading texts even if it’s the first time you hold them in front of your eyes.

Starting at 1st level, you can read any writing no matter what language it’s written in. You can also copy any spell from a friendly spell caster that you can cast with your pact slots. You can cast that spell like if it was from your spell list with a pact slot. You only can have one spell memorized this way at the time. Finally, you gain a proficency in a skill/weapon/armor/tool/language of your choosing after you take a long rest, this last until your next long rest.

Arcane thief

At the 6th level: you arent a wizard, but that will not stop you from claim the secrets you covet for yourself.

If you see a spell that have only somatic and/or verbal components being used, you can copy it and cast it without spending a pact slot as long you have pact slots from the lvl or higher. You can do this once per short rest.

Eldritch education

At the 10th level: You still aren’t a wizard, but you are certainly educated, albeit in a non conventional way.

You gain one proficency and one expertise of your choosing in skills. All your other skills gain half proficency.

Akashic records

At the 14th level; you have been granted access to knowledge that you cant explain

Once per long rest you can cast one spell without restriction. The spell should be of a level no higher than half your warlock level rounded up

 

 

Primeval Growth

Not all who serve nature seek balance as Druidic Circles do. Older, and oftentimes more sinister forces are at work in the ancient forests of the world. Eldest of all plant life, ancient trees, sacred groves, and sentient forests can remember an age when plants, not mortals or beasts, dominated the land. These ancient beings are known as Primeval Growths, the power limited only by the roots that hold them in place.

Able to channel elder nature magic, these ancient beings lend their power to mortals who have the ability to move about the world, and can work to enact their primal will.

Expanded Spell List

The Primeval Growth lets you choose from an expanded list of spells when you learn a warlock spell. Starting at 1st level, the following spells are added to your warlock spell list.

Druid Level Spells
1st Ensnaring Strike, Entangle
3rd Barkskin, Spike Growth
5th Erupting Earth XGtE, Plant Growth
7th Grasping Vine, Guardian of Nature XGtE
9th Tree Stride, Wrath of Nature XGtE

If you are using DDB (DnDBeyond) you will have to manually add them using Avrae!

Grasping Vines

When you enter your Pact with the Primeval Growth you are imbued with a seed of primeval magic. At 1st level, you learn the thorn whip cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of Cantrips Known.

When you hit a creature with thorn whip, or damage or restrain a creature with a Primeval Growth Spell, you can use a bonus action to drain the life from one target. The creature takes necrotic damage equal to your warlock level, and you gain temporary hit points equal to the necrotic damage dealt.

You can use this bonus action a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Primeval Resilience

Your primeval magic has made your flesh rough and treelike. Starting at 6th level, while not wearing medium or heavy armor you may add your con modifier to your AC.

You also may now add your charisma mod to the damage of your thorn whip. In addition, when you cast thorn whip, you can choose between two options;

  • Choose another creature to target within range of the spell

  • Bolster the single target attack to restrain the target till the start of your next turn.

Arboreal Guardian

You have become more plant then mortal. Beginning at 10th level, you are resistant to non-magical bludgeoning, piercing, and slashing damage. You no longer require food or drink, as long as you spend at least 1 hour in sunlight each day.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Wrath of the Forest

Starting at 14th level, you can use an action to lash out with grasping roots. A number of creatures of your choice equal to your proficiency bonus within 30 feet must succeed on a Strength saving throw or take 4d10 Piercing damage and 4d10 Necrotic damage and be restrained for 1 minute. As an action, a restrained creature can make a Strength (Athletics) check against your spell save DC, escaping on a success. A creature that passes this save takes half as much damage and is not restrained

Once you use this feature you must finish a short or long rest before you can use it again.

 

 

Overlord

You have made a pact with an entity that seems to have been watching you for a very long time, almost as long as you have been alive. Unknown to you, this entity has witnessed your triumphs and falls, all too similar to their own in a past life. It had been years since they had last been interested in anything after nearly a century of ruling, but now that you have piqued their interest, they have extended their hand out to you, a chance to become more than yourself; A chance to become a Ruler that rivals even the Overlords of old and conquest of legends.

Ruler Type

You choose your patron’s type or determine it randomly, using the Ruler Type table. Once chosen, it cannot be changed.

d4 Type Description
1 King Holding People in Place through Status Effects or Manipulating Terrain
2 Queen Buffing and Assisting Others
3 Emperor Self-buffing and Martial-focused
4 Empress Charming and Manipulating Foes

Expanded Spell List

At 1st level, the Overlord lets you choose from an expanded list of spells when you learn a warlock spell. The Overlord Expanded Spells table shows the ruler spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s type: King, Queen, Emperor, or Empress.

Spell Level Monarch Spells King Spells Queen Spells Emperor Spells Empress spells
1st Sanctuary Tasha’s Hideous Laughter Bless Shield of Faith Command
2nd Enhance Ability Maximilian’s Earthen Grasp Aid Spiritual Weapon Phantasmal Force
3rd Call Lightning Blinding Smite Crusader’s Mantle Haste Slow
4th Wall of Fire Stoneskin Death Ward Find Greater Steed Arcane Eye
5th Dominate Person Destructive Wave Summon Celestial Holy Weapon Wall of Force

Overlord’s Intrinsic Skill

At 1st level, your Ruler pampers you with stories of their glory days, how they used their tongue and resolve to stand in the face of adversity and learn from it. As a result, whenever you make an Intelligence check, you gain a bonus to the check equal to your Charisma modifier (minimum of +1).

Additionally, you gain proficiency to one martial weapon and one of the set of proficiencies depending on your Ruler Type:

Ruler Skill
Emperor Investigation
Empress Religion
King History
Queen Arcana

 

 

Overlord’s Resolve

At 1st level, the stories and legends you have seen through glimpses of the past, given by your Patron, have given you a taste of what it is like to sit on the throne. As a bonus action, you can enter into Overlord’s Resolve, and you gain the following benefits when in this mode:

  1. You gain a bonus to AC equal to half your proficiency bonus (rounded up), as long as you are wearing light armour. If you are wearing medium or heavy armour, you gain a bonus equal to a third your proficiency bonus (rounded up, minimum +1). You do not gain any bonus to AC if you are holding a shield or are not wearing any armour.

  2. Your walking speed increases by 10 feet.

  3. Depending on your Ruler Type, when you hit a creature with a melee attack, you can force the creature to make a saving throw (Specific Type to the ruler) against your warlock spell DC, and if the saving throw fails, the target is: King - Frightened of you until the end of your next turn. Wisdom Saving Throw.

  • Queen - Charmed by you until the end of your next turn. Wisdom Saving Throw.

  • Emperor - Bleeding until the end of your next turn, causing it to take an additional 1d6 piercing damage at the start of their next turn, closing the wound afterwards. This can be done multiple times on the same target. Dexterity Saving Throw.

  • Empress - Blinded until the end of your next turn. Constitution Saving Throw.

This form lasts for 1 minute, or until you dismissed it with a bonus action or you are incapacitated. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Overlord’s Resolve reflects some aspect of your patron. For example, your form may consist of a glowing clown over your head with a decorated robe over your body with an emblem similar to that of your Patron’s own stitched to the front.

Squire’s Honour

Through centuries of dormancy and boredom, the squire stood by the Overlord and followed through with their mission until the bitter end. At 6th level, your patron passes down their squire to serve you on your journey.

The Squire is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Squire stat block, which uses your proficiency bonus (PB) in several places. Whenever you summon the squire, your Overlord Type will determine certain aspects associated with it. You can determine the cosmetic characteristics of the squire, such as its color, its scale texture, or any visible effect of your Monarch Type; your choice does not affect its game statistics. However, it must take on an almost spectral-like appearance. It must stay within 30 feet from you. If it ever moves more than 30ft from you, it disappears and reappears right next to you.

In combat, the squire shares your initiative count, and can take it before or after you move. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless stated otherwise on the stat block. It can concentrate on one spell for you, as long as you are not concentrating on a spell yourself. If you concentrate on a spell, the squire drops any concentrate it was previously holding. Effectively, you and your squire cannot be concentrating on different spells at the same time. You cannot switch who is holding concentration on a spell after choosing initially.

The Squire remains until it is reduced to 0 hit points, until you use this feature to summon the squire again, or until you die. Anything the squire was wearing or carrying is left behind when the drake vanishes. You can summon the squire once per long rest.

Ruler’s Adrenaline

Once per turn, upon hitting a creature with a melee weapon attack, you can then choose to move up to your full movement speed in any direction. This movement does not provoke opportunity attacks. Then, you can choose to make another melee attack against one creature within range.

A Leader’s Calling

Your Overlord has given you all that they know, and to reward you for your dedication and determination to take up their mantle, they have taught you one final lesson: their penultimate form. At 14th level, your Monarch Resolve form now gains the following benefits when in use:

  • You now gain AC equal to your proficiency bonus instead of only half in light armour, and half proficiency bonus in medium or heavy armour. You still do not gain this benefit if you are using a shield or you are not wearing armour.

  • While you are in Overlord’s Resolve, you can force a creature that is immune to a status conditions (Frightened, Charmed, Grappled, etc) to still make a saving throw against resisting that effect from a single spell (Fear, Suggestion, etc). This can only be done once per long rest, regardless of if you use Monarch’s Resolve multiple times.

 

 

Class

Witch

Background image

 

 

Three old crones stoop over a boiling cauldron filled with all manner of bizarre filth, churning and bubbling with a noxious fume. In the smoke and vapor above the pot, the trio can make out shapes and figures of great import, and one cackles loudly at what she sees.

A young girl sits underneath a tree, far from where the other children play. She glances about to make sure noone is watching, and snaps her fingers once to the empty air. After a moment of silence, a black cat appears around the tree’s bend and locks eyes with the girl, staring with a strange intelligence for a long moment. She gestures at one of the playing children, a heavy-set boy with a permanently affixed scowl; the cat understands. It wanders close to the boy, stretches its claws, and gets very low, ready to pounce for the boy’s eyes.

A young elf intently mutters something underneath his breath each time he exhales. Visible only to him, a string of the foulest magic winds out from him and seizes a charging orc, which drops to its knees in agony.

Witches are stricken by magic so dark it imprints a lasting shadow upon their essence. Through force of personality alone, they can spin this darkness outward, hexing creatures, casting manipulative spells, and even commanding a familiar with their thoughts.

Cursed

While others are blessed with magic, witches are cursed by it. Afflicted by some hateful arcana, whether accidentally or intentionally, witches are twisted inside and out by its daily tortures. With gruesome effort, they can warp this power into spells to wrack others with the same torture which plagues them.

Pariahs and Outcasts

Almost without exception, witches are feared and hated. They are victim to a number of misconceptions, usually relating them to hags and other evil creatures of the night which prey on innocent people. As a result, known witches are in great personal danger and can usually be found dwelling on the outskirts of civilization where townsfolk seldom tread. This does little to stop witch hunting and burnings, but provides some measure of safety from them. In reality, very few choose to become witches, and many of them can hide adeptly in society, using their magic to fill a number of roles, from seer, to healer, to apothecary. Being accused as a witch carries grave consequences, no matter the validity of the claim, so wise witches relocate frequently, never residing in one place for too long.

Familiar Masters

It is rare to find a witch without his or her constant companion, the familiar. Though familiars might be conjured by other spellcasters as well, a witch’s familiar is ubiquitous to common folk for good reason. Witches command intuitive magic, and have a deep link to their familiars. As a result, they can conjure more exotic familiars, and command them more swiftly than other spellcasters.

Creating a Witch

Creating a witch necessarily involves a powerful, malicious curse in your backstory. Who cast it? Did you take a curse upon yourself for power? Was your entire lineage cursed generations ago, leading to a bloodline of witches, or did another spellcaster use sinister, forbidden magic to curse you for life? Decide on the nature of your witch’s curse and think about how you relate to it. Do you feel like the curse was secretly a blessing, or does the desire for vengeance burn in your heart?

What negative effects does the curse leverage on your personality and mind? Are you haunted by spirits, or is your mind plagued by destructive thoughts? How do you feel manipulating the power of this curse outwards into hexes and spells? Work with your GM to determine how witches are perceived in the world. Are they feared, burned, and persecuted? Are you an openly-known witch? Do the other characters in your party know of your witchhood? Some witches keep the source of their magic a secret, or claim to be wizards or sorcerers to conceal the true darkness of their magic.

Quick Build

To build a witch quickly, make Charisma your highest ability score, followed by Constitution. Then, choose the chill touch and minor illusion cantrips, and the spells hideous laughter and thunderwave. Lastly, choose the Hideous witch’s curse, and the hexes Evil Eye and Misfortune.

 

 

The Witch
Level Proficiency Bonus Features Hexes Known Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Hexes, Spellcasting, Witch’s Curse 2 4 2 2
2nd +2 Cackle, FamiliaWitch’s Craft 3 4 3 3
3rd +2 Witch’s Craft 3 4 4 4 2
4th +2 Ability Score Improvement 3 5 5 4 3
5th +3 Insidious Spell 4 5 6 4 3 2
6th +3 Craft feature 4 5 7 4 3 3
7th +3 Improved Familiar 4 5 8 4 3 3 1
8th +3 Ability Score Improvement 4 5 9 4 3 3 2
9th +4 Dying Curse 5 5 10 4 3 3 3 1
10th +4 Craft feature 5 6 11 4 3 3 3 2
11th +4 Grand Hex 5 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 6 12 4 3 3 3 2 1
13th +5 Grand Hex 6 6 13 4 3 3 3 2 1 1
14th +5 Craft feature 6 6 13 4 3 3 3 2 1 1
15th +5 Grand Hex 6 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 6 14 4 3 3 3 2 1 1 1
17th +6 7 6 15 4 3 3 3 2 1 1 1 1
18th +6 Grand Hex 7 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 7 6 15 4 3 3 3 3 2 1 1 1
20th +6 Hexmaster 7 6 15 4 3 3 3 3 2 2 1 1

 

 

Class Features

As a Witch, you gain the following class features

Hit Points

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

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons, blowguns, shortswords, and whips
Tools:
Alchemist supplies, poisoner’s kit
Saving Throws:
Charisma, Wisdom
Skills:
Choose two from Arcana, Deception, Insight, Intimidation, Nature, Persuasion, Religion, and Survival

Equipment

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

  • (a) a whip and blowgun, (b) a light crossbow and 20 bolts or, (c) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and a dagger

Spellcasting

You have learned to mold and reshape the magic that curses you into spells.

Cantrips

You know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots

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

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

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the witch spell list. The Spells Known column of the Witch table shows when you learn more witch spells of your choice.

Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs restlessly. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spell save DC
= 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier
= your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any witch spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your witch spells.

 

 

Witch’s Curse

You are wracked by a terrible curse which infects your body and soul. At 1st level, choose the form that this curse takes from the options below.

  • Burned. Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of magic that burn under the skin. As a result, you have resistance to fire damage, and you know the cantrip produce flame, which does not count against your total number of cantrips known.

  • Drowned. Water fills your lungs, and yet you do not die. You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.

  • Feral. Through your curse, you have forgotten the manners and customs of civilized men and gone to live among beasts in the wild. You have proficiency in the Survival skill. Additionally, while you aren’t wearing armor or wielding a shield, your AC equals 13 + your Dexterity modifier.

  • Hideous. Your appearance is ghastly to behold. You have proficiency with the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw against your spell save DC or be frightened until the end of your next turn.

  • Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduces a hostile creature to 0 hit points, you drain some of its life force, and gain temporary hit points equal to your witch level + Charisma modifier (minimum of 1).

  • Infested. You are constantly followed by vermin, like insects and rats, which crawl on your skin and swarm in your wake. As a result, you are immune to disease.

Additionally, you can command these pests as your own. Starting at 2nd level, you can choose the form of a swarm of rats for your familiar. Starting at 7th level, you can choose a swarm of insects
  • Loveless. You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.

  • Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a level for which you have spell slots at 1st level, and again at 4th level, 8th level, and 12th level. These spells do not count against your total number of spells known.

  • Starving. No matter how much you eat, food turns to ash in your mouth. Your curse nourishes you, but only at the edge of starvation, and you are constantly wracked by pangs of hunger. You don’t need to eat or drink, but can still imbibe and benefit from potions. Additionally, you are immune to the poisoned condition.

  • Visions. You are cursed to have terrible visions of the future, presaging the death of your friends, family, and yourself. Though many of these visions are cruel deceptions, they are sometimes grimly accurate. You can add your Charisma modifier to your initiative rolls.

  • Whispers. Unseen voices murmur in your ears at all times. As such, you can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but the creature must be able to understand at least one language.

 

 

Hexes

You can learn a number of powerful incantations, known as hexes, derived from the same insidious magic that cursed you.

At 1st level, you gain two hexes of your choice. Your hex options are detailed at the end of the class description. When you reach certain levels in this class, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex.

Unless otherwise stated, if a hex requires an attack roll or saving throw, it uses your spell attack modifier and spell save DC. All hexes require either verbal or somatic components (your choice at the time of casting the hex).

Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You lose your concentration on a hex if you cast another hex; however, you can concentrate on a hex and a spell at the same time, making only one Constitution saving throw to maintain your concentration on both.

Cackle

At 2nd level, you can use your bonus action to cackle. Doing so extends the duration of a hex on which you are concentrating by 1 round. If the hex has one or more targets, a target must be within 60 feet of you for the hex’s duration to extend for it.

Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as if casting a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.

Witch Familiar

As a witch, familiars you summon are imbued with your insidious magic, granting them the following benefits:

  • Your familiar can use your spell attack modifier for its attack rolls.
  • Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.
  • You add twice your witch level to your familiar’s hit point maximum.

Familiar

At 2nd level, you learn the find familiar spell and can cast it as a ritual without expending material components. This spell doesn’t count against your number of spells known. The spell is improved in the following ways:

  • Your familiar takes its turn immediately before or after your turn each round (your choice).
  • Once on each of your turns as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.
  • You can use the find familiar spell to deliver spells that have ranges other than touch through your familiar.
  • When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: death snail,* flying book,* homunculus, mock,* moon jelly,* pet rock,* pseudodragon, rag doll,* sprite, tin soldier,* winter wolf pup,* and yarn golem.* The statistics for creatures marked with an asterisk can be found in Appendix B.

Witch’s Craft

Your skill in magic has culminated in learning a craft, an innate variety of magic that exists apart from the schools of magic. When you reach 3rd level, choose one Witch’s Craft. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

If your craft grants you a hex at any level, it doesn’t count against your number of hexes known.

Craft Spells

Each craft is associated with a branch of arcana, represented by a number of spells that you learn. The levels of these spells are noted in the craft description. These spells count as witch spells for you but don’t count against your number of spells known.

Ability Score Improvement

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

Insidious Spell

Starting at 5th level, when you cast a witch spell that affects a creature that is under the effect of your hex, that creature has disadvantage on its first saving throw against the spell. This feature only applies to a hostile creature that is the sole target of your hex.

 

 

Improved Familiar

At 7th level, your familiar’s attacks count as magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks and damage. Additionally, you can choose the following forms for your familiar: brass dragon wyrmling (can’t use its breath weapon), fright,* grep,* imp, or quasit. The statistics for creatures marked with an asterisk can be found in Appendix B.

Dying Curse

Beginning at 9th level, when a creature reduces you to 0 hit points but doesn’t kill you outright, you can lay a nefarious curse upon it. The creature is cursed for up to 24 hours. While cursed, the creature has disadvantage on attack rolls, ability checks, and saving throws. If you regain consciousness or the creature is targeted by the remove curse spell, the curse ends at the end of the creature’s next turn.

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

Grand Hex

By 11th level, you have perfected deeply malevolent forms of magic. You learn one grand hex, and you learn another at 13th, 15th, and 18th level. Grand hexes are detailed at the end of the class description.

Hexmaster

By 20th level, you have mastered your foul magic. Creatures have disadvantage on saving throws against your hexes and grand hexes.

Hexes

The Hexes below are presented in alphabetical order.

Abate

As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, the target can’t take reactions until the end of your next turn.

Apathy

As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, until the end of your next turn, the target becomes indifferent toward one creature of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by the creature to which it is indifferent. When the hex ends, the creature becomes hostile again, unless the GM rules otherwise

Beckon Familiar

You can cast the find familiar spell as an action without expending a spell slot or material components. Once you cast this spell in this way, you can’t do so again for 1 minute.

You must have the Familiar feature to choose this hex.

Bleeding

As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, each time this target takes damage, it loses an extra 1d4 hit points. This effect lasts until the end of your next turn.

Charm

As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the target is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed by you.

Dire Familiar

As an action, you can bolster your familiar. For 1 minute, your familiar’s hit point maximum and current hit points are increased by an amount equal to twice your witch level, and it gains a bonus to its damage rolls equal to your Charisma modifier

You can cast other hexes while this hex is in effect. Once you cast this hex, you can’t cast it again until your familiar is dismissed, or until its duration expires.

You must have the Familiar feature to choose this hex

 

 

Hexes and Magic

A witch casts their terrible hexes as an extension of their curse. As their curses are magical in nature, their hexes are considered 0th-level spells for the purposes of feature and spells, such as counterspell or dispel magic, which interact with magic. Furthermore, all hexes cease while in the area of an antimagic field or similar effect.

Disorient

As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, whenever the target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll.

Doomward

As an action, choose one friendly creature other than yourself that you can see within 60 feet of you. If this creature is reduced to 0 hit points before the end of your next turn, but not killed outright, it drops to 1 hit point instead. This hex then ends and can’t be used on the same creature again until you finish a short or long rest.

Duplicity

As an action, you can create an illusory duplicate of yourself composed of shadowstuff to confuse your enemies. When a creature attacks you, roll any die. On an odd number, the attack strikes the duplicate and misses, regardless of its roll, and the hex ends. On an even number, the attack targets you as normal. This effect lasts until the end of your next turn.

Evil Eye

As an action, choose one creature you can see within 60 feet of you that can see you to make a Wisdom saving throw. On a failed save, the target is frightened of you until the end of your next turn.

Fortune

As an action, choose one friendly creature other than yourself that you can see within 60 feet of you. The creature has advantage on saving throws until the end of your next turn.

Go Unseen

As an action, you and your familiar become invisible (as per the invisibility spell). The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell.

Once you cast this hex, you can’t cast it again for 1 minute.

Hobble

As an action, choose one creature you can see within 60 feet of you to make a Strength saving throw. On a failed save, the target’s speed is reduced to 10 feet until the end of your next turn. If the creature is flying, it falls, unless it has the ability to hover or it is being held aloft by magic.

 

 

Knowing

As an action, you open your third eye and become intuitively aware of your surroundings. You have advantage on Wisdom (Insight) checks until the end of your next turn.

Additionally, choose one of the following pieces of information. You learn that piece of information for each creature within 30 feet of you.

  • If a creature can speak a language
  • If a creature is at or below half of its hit point maximum
  • What a creature’s lowest ability score is

You can only learn one of these things about a creature, even if you cast this hex more than once.

Mire

As an action, you can transform the ground in a 30- foot radius centered on the point where you cast this hex into murky swamp, which is difficult terrain. You and your familiar are immune to this hex. This effect lasts until the end of your next turn.

Misfortune

As an action, choose one creature you can see within 60 feet of you. Until the end of your next turn, whenever this creature rolls a 20 on a d20 roll, the roll instead becomes a 1.

Obfuscate

As an action, you create a 20-foot-radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Peacebond

As an action, you can lock weapons to their owners. The weapons and ammunition of each creature within 30 feet of you become locked in their sheaths, quivers, or holsters until the end of your next turn. During this time, a creature can use its action to make a Strength check against your spell save DC, freeing its weapon on a success.

Pox

As an action, choose one creature you can see within 5 feet of you to make a Constitution saving throw. On a failed save, the target is poisoned until the end of your next turn.

Ruin

As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the target’s Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.

Scurry

As an action, a nonmagical object you choose within 30 feet of you sprouts legs and runs away. You can’t target an object that weighs more than 10 pounds, nor can you target one that is being worn as clothing or armor; however, you can target certain objects that are being carried, as long as they aren’t affixed entirely around a creature’s body or being held in a hand. For example, you can’t target a creature’s helmet or a sword it is wielding, but you can target a drawstring pouch it is wearing or a dagger that is sheathed at its side.

The object animates, wriggles free of its owner (if it has one), sprouts two legs, and moves 20 feet in a direction you choose. At the start of each of your turns, you can choose which direction the object moves. The object has an AC of 10, if its AC wasn’t already higher, and remains animated until the end of your next turn, or until it is picked up.

Shriek

As a bonus action, you can release a thunderous, blood-curdling screech. Each Large or smaller creature you choose within 5 feet of you is pushed 5 feet away from you.

Slumber

As an action, choose one creature you can see within 60 feet of you to make a Wisdom saving throw. On a failed save, the target falls unconscious until it takes damage, or until the end of your next turn. Undead, creatures that are immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect.

Slumber

As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, the target can’t speak coherently until the end of your next turn. If the creature attempts to cast a spell that requires a verbal component, it must roll a d20. On an odd roll, the casting fails.

Tremors

As an action, you can create a miniature earthquake. Each creature on the ground within 10 feet of you must succeed on a Dexterity saving throw or be knocked prone

Ward

As an action, choose one creature you can see other than yourself within 60 feet of you. Each time the creature takes damage before the end of your next turn, the damage it takes is reduced by 3.

 

 

Grand Hexes

The Grand Hexes below are presented in alphabetical order. Unless otherwise stated, if a grand hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. Grand hex features do not count as hexes.

Cauldron

You can brew potions in a bubbling cauldron using raw components scavenged from nature. To this end, you have a pool of alchemy points equal to half your witch level, rounded down. You regain all expended alchemy points when you finish a long rest.

You can spend 10 minutes and expend any number of alchemy points to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls requires a saving throw, it uses your spell save DC.

The potions available for you to brew are given on the Cauldron Potions table below

Cauldron Potions Potion Alchemy Points
Potion of Animal Friendship 1
Potion of Growth 1
Potion of Healing 1
Potion of Water Breathing 1
Oil of Slipperiness 2
Philter of Love 2
Potion of Greater Healing 2
Potion of Heroism 2
Potion of Resistance 2
Potion of Clairvoyance 3
Potion of Diminution 3
Potion of Gaseous Form 3

Coven

You can induct others into your insidious coven. By performing a special ritual over the course of 8 hours, which can be done during a long rest, you can intermingle your cursed magic with a willing creature that has the Spellcasting or Pact Magic feature. This creature enters into your coven. You can have up to two creatures other than yourself in your coven at a time.

While two or more members of your coven are within 30 feet of one another, they gain the ability to cast additional spells, as shown on the Coven Spellcasting table. Additionally, members of your coven gain access to a shared pool of five spell slots— one of each level, from 1st to 5th level—which they can use to cast spells as normal. Expended spell slots are regained when all members of the coven finish a long rest.

Coven members use their own spellcasting ability to determine spell attack modifiers and spell save DCs. A coven member can’t cast spells of a level for which it doesn’t personally have spell slots, even if using a higher level shared spell slot. A shared spell slot can be used, for instance, to cast a lower level spell at higher levels, but it can’t be used to cast a spell normally too high-level for a spellcaster.

Coven Spellcasting
Spell Level Spells
1st bane, hideous laughter
2nd invisibility, ray of enfeeblement
3rd bestow curse, counterspell
4th banishment, polymorph
5th contagion, scrying

 

 

Dual Hex

When you cast a hex that targets one creature other than yourself, you can target two creatures instead. While both targets are under the effect of your hex, you gain the benefits of your Insidious Spell feature against each of them.

Forceful Personality

Your Charisma score increases by 2, and your maximum for this score increases to 22.

Hybrid

As a bonus action, if your familiar is within 5 feet of you, you can meld with it, transforming into a magical hybrid. For the next minute, you gain the following benefits:

  • You gain temporary hit points equal to your familiar’s hit points.
  • Your AC equals 10 + your Dexterity modifier + your Charisma modifier, as long as you aren’t wielding a shield. You can use this calculation to determine your AC if the armor you wear would leave you with a lower AC.
  • You gain two natural melee weapons, corresponding to your familiar’s attacks. You are proficient with these weapons, and use Charisma for their attack and damage rolls. On a hit, these natural weapons deal 1d10 bludgeoning, piercing, or slashing damage (your choice).
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
  • You can use any action or movement your familiar possesses.

This transformation lasts for 1 minute or until you dismiss it on your turn (no action required). When it ends, your familiar is dismissed, and you can’t summon it again until you finish a short or long rest.

Poison Apple

As an action, you can produce a magical apple out of thin air. This apple can possess whatever appearance you wish, be that a ruby red coloration, a golden skin, or the appearance of crystal. On your turn, you can use your action to eat the apple, granting you the following benefits:

  • You regain hit points equal to twice your witch level + your Charisma modifier.
  • You regain an expended spell slot of 5th level or lower.
  • You can end one of the following conditions affecting you: blinded, deafened, paralyzed (if the apple is fed to you as an action), or poisoned.

However, the apple is suffused with your insidious magic. If a creature other than you eats the apple, it doesn’t gain any benefits and instead must make a Wisdom saving throw with disadvantage. On a failed save, the creature becomes poisoned for up to 24 hours. For each hour the creature is poisoned, it loses 4d8 hit points. This loss can’t be reduced or avoided. If this reduction causes the creature to drop to 0 hit points, the creature instead drops to 1 hit point and falls into a catatonic sleep, remaining unconscious for up to 7 days. A remove curse spell or similar magic can awaken the creature early.

The apple shrivels and becomes nonmagical if it isn’t eaten within 24 hours. Once you produce a magical apple, you can’t produce another one until you finish a long rest.

Possession

As an action, your body becomes immaterial, and your spirit dives into a Large or smaller creature you can see within 10 feet of you in an attempt to possess it. This target must make a Charisma saving throw. A creature with a challenge rating greater than your witch level automatically succeeds on this save. On a failed save, you disappear along with your equipment and the target becomes incapacitated and possessed; you gain control of its body but don’t deprive the target of its awareness. While possessing the creature, you can’t be targeted by any attack, spell, or other effect. You maintain your Intelligence, Wisdom, and Charisma and your alignment, but otherwise use the creature’s statistics. You don’t gain access to the target’s knowledge, class features, or proficiencies.

For the purposes of spells and effects which can end possession, such as the spell dispel evil and good, you are treated as an Undead spirit and can be banished from the target, returning to your own body, which rematerializes within 5 feet of the target.

This possession lasts for 1 hour, or until the body drops to 0 hit points or you are forced out by a spell or other magical effect that ends possession.

Once you use this grand hex, you can’t do so again until you finish a long rest

War Hex

When you cast a hex that targets a single creature, you can use your bonus action to cast a cantrip targeting the same creature.

 

 

Witch’s Broom

You can use your action to enchant a nonmagical object—such as a broom, cauldron, or rug—to fly for you. You gain a flying speed of 60 feet while holding this item, as long as you aren’t wearing medium or heavy armor, or wielding a shield. This object remains enchanted until you use this grand hex to enchant a different object.

Witch’s Hut

You can perform a 24-hour ritual to enchant a structure that can fit within a 15-foot cube, animating it as a Huge object, as per the animate objects spell. The structure rises up on a pair of magical legs and follows your commands.

The entrance to the structure is linked to an extradimensional dwelling, as per the magnificent mansion spell. You can command the structure from inside this dwelling. If the structure is destroyed, the extradimensional dwelling is unharmed, but any creatures inside it are expelled into the unoccupied spaces nearest to the entrance.

As an action, you can teleport the structure to an unoccupied space you can see within 60 feet of you. Once you teleport the structure, you can’t do so again until you finish a long rest.

You can repeat the 24-hour ritual to end the enchantment on your previous structure and enchant a new one.

Witch’s Crafts

A witch’s craft is distinct from a school of magic. Whereas magical schools seek to categorize spells, crafts are defined by the use of magic, and seek to capture the essence of spells. There are dozens of varieties, from those practiced by covens in secret, to those plied in marketplace potion shops.

Each craft has a number of Craft Spells. New spells are marked with an asterisk.

 

 

Black Magic

Black magic is associated with hexes that cause pain and suffering, and spells that give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.

Black Magic Bonus Spells
Spell Level Spells
1st exhume*, inflict wounds
2nd gentle repose, magic weapon
3rd animate dead, vampiric touch
4th blight, death ward
5th cloudkill, contagion

Hex: Decay

When you choose this craft at 3rd level, you learn to drain the vitality from a living being. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, the target loses 1d6 hit points at the start of its next turn, and its hit point maximum is reduced by the same amount. This reduction lasts until the hex ends. The target dies if this effect reduces its hit point maximum to 0. This hex ends at the end of your next turn.

Undeath Command

Starting at 6th level, you have intertwined the magic of your familiar with the magic you use to animate the dead. When you use your bonus action to command your familiar, you can use the same bonus action to issue a command to any Undead you control via the animate dead spell or similar magic.

Life Tether

At 10th level, as a reaction when you take damage from a creature you can see, you can transfer some of that damage to a creature that is the sole target of your hex. You take half the damage (rounded down) and the hexed creature takes the remaining damage.

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

Black Sacrifice

Beginning at 14th level, if your familiar is within 10 feet of you, you can use your action to command it to dissolve its magical bond to this plane, which unleashes a torrent of necromantic energy. Each creature you choose within 20 feet of your familiar must make a Dexterity saving throw against your spell save DC. A creature takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one, and its hit point maximum is reduced by an amount equal to the necrotic damage dealt. A target dies if this effect reduces its hit point maximum to 0. Once you use this feature, you can’t summon your familiar again until you finish a long rest.

Witch’s Crafts Description
Black Magic Practices the necromantic arts and wields dark spells of suffering
Blood Magic Lays terrible curses and draws power from blood sacrifices
Green Magic Practices magic associated with plants, animals, and the natural world
Purple Magic Wields illusions and enchantments in equal measure
Red Magic A destructive spellcaster wielding magic that ruins and burns
Steel Magic Melds swordsmanship with wicked hexes
Tea Magic A peaceful witch that practices tea ceremonies and divination
Technicolor Magic Makes friends with just about everyone they meet
White Magic A natural healer and practitioner of restorative magic

 

 

Blood Magic

Forbidden by most witch covens, blood magic centers on the use of dark spells and mortal hexes that draw from the spellcaster’s very essence. It is fundamentally more perilous than other witch crafts, but its many risks come with copious rewards.

Blood Magic Spells
Spell Level Spells
1st hellish rebuke, hollowing curse*
2nd acid arrow, hold person
3rd ruby-eye curse,* vampiric touch
4th blight, dominate beast
5th dominate person, hold monster

Hex: Blood Curse

Starting when you choose this craft at 3rd level, you can mark a creature with a sinister blood curse. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, this target is on the brink of death until the end of your next turn. If the creature at any point in this duration is missing any of its hit points and has fewer hit points than twice your witch level, it immediately drops to 0 hit points

Novice Hemomancy

Also at 3rd level, when you cast a spell spell that requires material components that lack a cost and aren’t consumed by a spell, you can replace the material components with a drop of blood.

Arcane Bloodletting

Lastly at 3rd level, you can impel your magic with a measure of your own blood. When you cast a spell that has a casting time of 1 action, you can choose to lose 5 hit points to change the casting time to 1 bonus action for this casting.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Deathseeker

At 6th level, you can see those near death shrouded in a crimson aura. Even in heavily obscured conditions, you can detect the location of each creature within 60 feet of you that is missing any of its hit points. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Additionally, you have advantage on ability checks you make to track a creature you or your familiar has damaged within the last 24 hours.

Hemomantic Recovery

Beginning at 10th level, you can perform a blood ritual to bolster your magic. Once per day when you finish a short rest, you can spend Hit Dice to recover expended spell slots. The cost for each spell slot is given on the table below. You can’t use this ability to recover spell slots of 6th level or higher.

Spell Level Hit Dice
1st 2
2nd 3
3rd 5
4th 6
5th 7

Sanguine

By 14th level, you can wield your own blood like a vicious lash. Once per round, when you cast a spell that deals damage to a creature that is under the effect of your hex, you can choose to lose hit points to increase the amount of damage dealt. For every 5 hit points you lose, you can deal an extra 2d8 necrotic damage to the creature, to a maximum of 6d8 damage. This feature only applies to a hostile creature that is the sole target of your hex.

 

 

Green Magic

Plants, nature, and wild animals are the domain of green magic. Normally a type of arcana championed by druids, some witches have a close tie to the powers of green magic and can coax plants and animals to do their bidding

Green Magic Bonus Spells
Spell Level Spells
1st entangle, goodberry
2nd barkskin, ocate animals or plants
3rd conjure animals, plant growth
4th conjure woodland beings, stoneskin
5th awaken, tree stride

Hex: Elder Tongue

Starting when you choose this craft at 3rd level, you know the speech of the forest. As a bonus action, you can attune yourself to the forest, granting you the ability to speak with Beasts and Plants in a limited manner until the end of your next turn.

Most Beasts and Plants lack the intelligence to convey or understand sophisticated concepts, but could relay what they have seen or heard in the recent past. While you can speak with them, you have advantage on all Charisma checks directed at Beasts and Plants.

Primal Ally

Also at 3rd level, whenever you summon your familiar, you conjure one that is hardier than normal. Add three times your witch level, instead of twice your witch level, to your familiar’s hit point maximum.

Twin Familiar

By 6th level, when you summon your familiar, you can divide its spirit into two bodies. When summoned in this way, your familiar is two identical creatures that share a single pool of hit points. Your twin familiars act on subsequent turns. You can use your bonus action to command one twin to attack and your action to command the other to attack. A spell or feature that targets or dismisses your familiar affects both twins.

Vital Nourishment

By 10th level, you exude an aura of vitality that restores and reinvigorates life around you. When you finish a long rest, plant life within 120 feet of where you finished your long rest grows as if a month had passed with abundant food, water, and other necessities. If the plants would produce fruits, berries, or vegetables, the plants grow enough food to feed six creatures for one day.

Additionally, choose up to six creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your witch level + your Charisma modifier. You can also end one disease affecting each creature, or end one of the following conditions: blinded, deafened, paralyzed, or poisoned.

Sacrificial Familiar

At 14th level, whenever you are targeted by an attack while your familiar is within 5 feet of you, you can use your reaction to command it to dive in the way of the attack, causing the attack to target your familiar instead.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

 

Purple Magic

Purple magic holds sway over the domains of illusions and enchantments that take hold over people’s minds, as well as anything that is not quite as it seems. Practitioners of this craft are puppet masters, shaping the apparent reality of those around them to their advantage.

Purple Magic Spells
Spell Level Spells
1st charm person, silent image
2nd enthrall, invisibility
3rd hypnotic pattern, major image
4th confusion, private sanctum
5th modify memory, seeming

Hex: Hallucination

Starting when you choose this craft at 3rd level, you can infect the minds of other creatures. As an action, choose one creature you can see within 60 feet of you to make a Wisdom saving throw. A creature that is immune to being charmed automatically succeeds on this saving throw.

On a failed save, the target’s perspective of the world distorts into a horrific and alien place. The creature takes a −1 penalty to attack rolls and ability checks. At the start of each of the creature’s turns while affected by this hex, this penalty increases by 1, up to a maximum penalty of −5. This effect lasts until the end of your next turn.

False Authority

By 6th level, as an action, you can wrap yourself in an illusory air of expectation. Any creature that can see you perceives you as a figure of authority. A blacksmith might see you as a guild master, whereas a soldier might see you as a captain. The changes perceived by a viewer fail to hold up to physical inspection. This illusion lasts for 1 hour or until you end it on your turn (no action required).

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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

Deceitful Transposition

Starting at 10th level, you can use your bonus action to create an illusory disguise over two creatures within 60 feet of you, making it seem as if they have teleported and switched places. The disguise moves the sounds, smells, and other effects caused by each creature to their appropriate points of origin. Creatures under the effect of this disguise don’t perceive any part of the illusion.

A creature can use its action to examine a magically disguised creature and make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can see both illusory creatures for what they are.

This illusion lasts for 1 minute, and it ends early if one of the illusory creatures takes damage, or if one of the creatures performs any physical interaction that reveals itself to be an illusion.

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

Frenzied Nightmare

By 14th level, you can warp everything a creature sees into a hellscape full of terrible creatures that wish them harm. When a creature fails its saving throw against your Hallucination hex, you can further distort its mind, causing it to become frenzied.

A frenzied creature loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an opportunity attack if any creature provokes one

This effect ends after 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.

 

 

Red Magic

Arcane magic tied to channeling the elements is deemed red magic, and is extremely hazardous when used. Witches that specialize in this craft are among the deadliest spellcasters in existence, channeling their curse into unhindered arcane wrath.

Red Magic Bonus Spells
Spell Level Spells
1st burning hands, magic missile
2nd acid arrow, scorching ray
3rd fireball, protection from energy
4th ice storm, wall of fire
5th cone of cold, telekinesis

Hex: Imperil

Starting when you choose this craft at 3rd level, you know how to strip away your foes’ magical defenses. As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw, and choose any one damage type. On a failed save, the target loses resistance to the chosen damage type until the end of your next turn, or is treated as only having resistance, if it has immunity to that damage type.

Convolute Energy

At 6th level, whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can gain resistance to that damage type until the end of your next turn.

Invulnerability

Beginning at 10th level, when an attacker that you can see hits you with an attack, you can use your reaction to briefly become all but invulnerable. The damage you take from the attack is reduced by 50.

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

Elemental Annihilation

Starting at 14th level, when you cast a witch spell that deals acid, cold, fire, lightning, or thunder damage, you can expend another spell slot of equal or higher level to maximize the damage dealt.

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

 

 

Steel Magic

Secret covens throughout the Material Plane practice their magic by drawing spells into their blades. Maniacally cackling and whirling their way across the battlefield, these witches weave their curses into a bloody tapestry whenever they bring their steel to bear.

Steel Magic Spells

Spell Level Spells
1st heroism, shield
2nd heat metal, magic weapon
3rd blink, haste
4th death ward, freedom of movement
5th flame strike, telekinesis

Bonus Proficiencies

Beginning when you choose this craft at 3rd level, you gain proficiency with all martial melee weapons that lack the Heavy or Special property.

Hex: Malevolence

Also at 3rd level, you have learned a secret hex associated with the rites of forgotten covens. You can use your bonus action to shroud yourself with an evil smog until the end of your next turn. Your concentration on this hex can’t be broken as a result of taking damage. You gain the following benefits:

  • Your AC equals 12 + your Dexterity modifier + your Charisma modifier, as long as you aren’t wielding a shield. You can use this calculation to determine your AC if the armor you wear would leave you with a lower AC.
  • When you make an attack with a melee weapon that lacks the Heavy or Special property, you can use your Charisma modifier, instead of Strength or Dexterity, for its attack and damage rolls.
  • Whenever you take damage from a creature you can see that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Cackling Killer

At 6th level, when you use your Cackle feature, you can attack twice, instead of once, if you take the Attack action on that turn.

Soulsword Familiar

Starting at 10th level, as a bonus action, you can draw the essence of your familiar into your weapon, manifesting in a cloak of green flame. Your familiar is dismissed, and can’t be resummoned until you finish a short or long rest. Until your familiar is resummoned, this weapon deals an extra 1d8 fire damage on a hit.

Shrieking Strike

Starting at 14th level, your accursed magic has seeped into your weapon. Once per turn, when you hit a creature with a melee weapon attack, you can perform a shrieking strike. The target must succeed a Wisdom saving throw against your spell save DC or be frightened of you for up to 1 minute. The target can repeat this saving throw at the end of its turn, ending the effect on itself on a success.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

 

 

Tea Magic

Tea witches are among the calmest and friendliest of witches, radiating warmth and contentment despite their hideous faces and hollow souls. At their very worst, they can be cranky (if forced to drink their tea in a hurry), or twitchy (after too much tea), but even then, they are likely to look for peaceful solutions to their problems.

Tea Magic Spells
Spell Level Spells
1st hideous laughter, sanctuary
2nd augury, calm emotions
3rd clairvoyance, sending
4th divination, private sanctum
5th legend lore, scrying

Hex: Tasseography

Starting when you choose this craft at 3rd level, you can see glimpses of the future in your tea leaves. As an action, choose a friendly creature you can see within 60 feet of you, roll a d20, and record the number rolled. Until the end of your next turn, you can replace any attack roll, saving throw, or ability check made by the creature with this foretelling roll. You must choose to do so before the roll. Once you replace a roll in this way, this hex ends.

Tea Ceremony

Also at 3rd level, you can magically conjure enough tea for you and your allies whenever you take a short or long rest. A creature who drinks this tea loses one additional level of exhaustion during that rest.

Shapes and Omens

By 6th level, you can see deeper glimpses into the future through your tea leaves. When you finish a long rest, you can examine the shape of your tea leaves. The GM tells you a shape that hints at future events. For example, if you see a tower in your tea leaves, you might encounter a wizard on the following day. If you see a serpent, you might encounter a lair or a monster.

Herbal Remedy

At 10th level, you can cast the greater restoration spell without expending a spell slot or material components.

Once you use this feature, you must finish a short or long rest before you can use it again.

Invigorate

By 14th level, as a bonus action, you can give yourself or a friendly creature you can see within 5 feet of you a temporary rush of energy by drinking an energizing cup of tea. On the target’s next turn, the target can take one additional action.

Once you use this feature, you must finish a long rest before you can use it again.

 

 

Technicolor Magic

Technicolor Magic witches draw their power from the friendships they find around them. They have a penchant for collecting adorable animals of all shapes and sizes, which they will never endanger, no matter how dire the situation. Above all, these witches are defined by their relentlessly positive outlook, which empowers their arcana and spurs on their allies.

Technicolor Magic Spells
Spell Level Spells
1st color spray, speak with animals
2nd animal messenger, warding bond
3rd fly, sending
4th freedom of movement, Mandy’s marvelous dress*
5th awaken, teleportation circle

Hex: Musical Interlude

Starting when you choose this craft at 3rd level, you gain a hex that inspires your allies with an uplifting speech or an encouraging musical number. As an action, you can grant each willing creature you can see that can see you within 30 feet of you a number of temporary hit points equal to your Charisma modifier + half your witch level. These temporary hit points last until the end of your next turn.

Animal Friends

At 3rd level, you have advantage on Wisdom (Animal Handling) checks you make to befriend Beasts. You can use your Charisma modifier, instead of Wisdom, for these checks if the creature is Small or smaller. If you adopt a Beast as a pet, you can temporarily dismiss it into an extradimensional space, as you would a familiar.

Friendship Bracelet

Beginning at 6th level, as an action, you can weave a small bracelet of string, beads, or some other inexpensive material. You can always determine the location of a creature wearing one of these bracelets, as long as the two of you are on the same plane of existence. You can target the creature with spells and effects as if you could see it, even if the target is obscured from your view.

Positivity

Starting at 10th level, you can leverage your bonds of friendship for protection. When an attacker that you can see hits you with an attack, you can use your reaction to gain a bonus to your Armor Class equal to the number of friendly creatures within 5 feet of you (maximum of +10), potentially causing the attack to miss you instead.

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

Redemptive Arc

Beginning at 14th level, you can redeem your foes instead of slaying them. When a hostile creature you can see is reduced to 0 hit points, you can use your reaction to protect the creature from further harm. The creature is stable but unconscious until it regains any hit points. When the creature awakens, any magical effect causing it to be charmed, cursed, frightened, or possessed ends. Furthermore, the creature loses one of its Bonds or Flaws that inspired it to be hostile toward you.

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

 

 


White Magic

White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.

White Magic Bonus Spells
Spell Level Spells
1st bless, cure wounds
2nd lesser restoration, prayer of healing
3rd beacon of hope, revivify
4th death ward, guardian of faith
5th mass cure wounds, raise dead

Hex: Remedy

At 3rd level, you learn a hex that closes wounds and eases pain. As an action, choose one creature you can see within 60 feet of you. This target regains a number of hit points equal to 1d10 + your witch level. A creature that regains hit points from this hex can’t be affected by it again until it finishes a short or long rest.

Talisman of Protection

At 6th level, you can craft a magical talisman that wards off harm. Creating a talisman takes 1 hour of work, which can be performed over the course of a short rest. You can only have one of these talismans at a time; crafting a new talisman causes the previous one to become mundane.

Whenever the creature wearing the talisman makes a saving throw, it can roll a d4 and add it to the saving throw.

Benevolent Surge

At 10th level, when you, your familiar, or an ally you can see within 30 feet of you takes damage, you can use your reaction to cause that creature to regain a number of hit points equal to 1d10 + your Charisma modifier.

Once you use this feature, you must finish a short or long rest before you can use it again.

Witch’s Gift

Starting at 14th level, whenever you cast a spell or hex that restores a creature’s hit points, that creature gains a +3 bonus to its Armor Class until the end of your next turn.

 

 

Cantrips (0 Level)
  • acid splash
  • candy blast*
  • card trick*
  • cheat*
  • chill touch
  • cryptogram*
  • dancing lights
  • eldritch orb*
  • hocuspocus*
  • mage hand
  • message
  • minor illusion
  • minor lifesteal*
  • prestidigitation
  • produce flame
  • resistance
  • spare the dying
  • true strike
1st Level
  • accursed act*
  • action*
  • animal friendship
  • arcane anomaly*
  • bane
  • blood print*
  • charm person
  • clue*
  • comprehend languages
  • curse of chains*
  • detect magic
  • disguise self
  • expeditious retreat
  • faerie fire
  • flawed reconstruction*
  • hideous laughter
  • hollowing curse*
  • prehensile hair*
  • protection from evil and good
  • psychedelics*
  • silent image
  • sleep
  • speak with animals
  • thunderwave
  • unseen servant
  • whispering wind*
2nd Level
  • aberrate*
  • aerial alacrity*
  • animal messenger
  • blindness/deafness
  • calm emotions
  • curse ward*
  • darkness
  • darkvision
  • delay*
  • detect thoughts
  • enthrall
  • hold person
  • intrusive thought*
  • invisibility
  • jam weapon*
  • knock
  • levitate
  • locate object
  • misty step
  • nondescript*
  • petal storm*
  • protect threshold*
  • ray of enfeeblement
  • shatter
  • spider climb
  • suggestion
  • swift flight*
3rd Level
  • benign dismemberment*
  • bestow curse
  • clairvoyance
  • counterspell
  • curse of blades*
  • dispel magic
  • fear
  • fly
  • glitterdust*
  • hypnotic pattern
  • magic circle
  • major image
  • nondetection
  • phantasmal beauty*
  • remove curse
  • ruby-eye curse*
  • rusting grasp*
  • séance*
  • sending
  • slow
  • speak with dead
  • speak with plants
  • stinking cloud
  • tongues
4th Level
  • arcane eye
  • banishment
  • black tentacles
  • compulsion
  • confusion
  • dimension door
  • dire charm*
  • dominate beast
  • false vision*
  • gahoul’s scapegoat*
  • greater invisibility
  • hallucinatory terrain
  • invisibility purge*
  • locate creature
  • mandy’s enchanted carriage*
  • mandy’s feral follower*
  • mandy’s marvelous dress*
  • phantasmal killer
  • polymorph
5th Level
  • contagion
  • dispel evil and good
  • dominate person
  • dream
  • frolicking fountain*
  • geas
  • hold monster
  • insect plague
  • mislead
  • modify memory
  • pharaoh’s curse*
  • planar binding
  • scrying
  • seeming
  • telekinesis
6th Level
  • corruption curse*
  • demand*
  • elemental curse*
  • eyebite
  • flesh to stone
  • frenzy*
  • guards and wards
  • mass suggestion
  • programmed illusion
  • true seeing
7th Level
  • abduct*
  • curse of binding*
  • eEtherealness
  • mirage arcane
  • plane shift
  • project image
  • sequester
  • symbol
  • teleport
8th Level
  • antipathy/sympathy
  • dominate monster
  • feeblemind
  • glibness
  • mind blank
  • power word stun
9th Level
  • astral projection
  • foresight
  • identity curse*
  • imprisonment
  • true polymorph
  • weird

 

 

Spell Descriptions

The following spells are witch only spells!

Cantrips

Candy Blast

Conjuration cantrip

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Instantaneous

You summon a handful of hard candy—boiled sweets, mints, jelly beans, etc.—and hurl them at a target you can see within range. Make a ranged spell attack roll. On a hit, the target takes 1d8 bludgeoning damage, and the space it is standing in, up to a 5-foot square, becomes difficult terrain until a creature uses an action to gather up the fallen candy. The candy produced by this spell is edible, but has no nutritional value.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Card Trick

Transmutation cantrip

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a deck of playing cards)
Duration:
Instantaneous

With a flash of your hands, you fling a playing or tarot card charged with energy at your opponents. Choose whether you make a ranged spell attack roll or for the target to make a Dexterity saving throw. On a hit or a failed saving throw, the target takes 1d6 force damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Cheat

Divination cantrip

Casting Time:
1 bonus action
Range:
Self
Components:
S, M (a weighted die)
Duration:
1 round

You subtly twist your fingers, and fate seems to follow suit. For the duration, you can reroll any ability check you make to play nonmagical games of chance. Therefore, this spell could influence a game of poker, but not the result of a deck of many things.

Cryptogram

Conjuration cantrip

Casting Time:
1 action
Range:
Unlimited
Components:
V, S, M (a small written message)
Duration:
Instantaneous

You send a small scroll with a short message to a creature of your choice. The recipient must be a creature known to you and also be on the same plane of existence as you. This scroll will hover in front of the recipient, drop into their pocket, or appear sitting on something nearby. The scroll’s message can be up to 8 characters long (spaces count as characters). You can send only one scroll to a single target each day.

Eldritch Orb

Evocation cantrip

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Instantaneous

You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage, and each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as much damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

 

Hocuspocus

Conjuration cantrip

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
1 minute

You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute:

  • You cause all candles, torches, and other open flames to darken and flicker.
  • You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying.
  • You create up to four torch-sized spectral, glowing orbs, which float around within range. The orbs do not provide light, apart from a dim glow.
  • You can chill or warm the air in a 10-foot cube by 10 degrees.
  • Cause small, unattended objects to rattle or levitate an inch off the ground.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.

Minor Lifesteal

Necromancy cantrip

Casting Time:
1 action
Range:
60 feet
Components:
S
Duration:
Instantaneous

You drain life energy from a creature you can see within range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage. You then gain temporary hit points equal to the amount of damage dealt. This spell has no effect on undead or constructs.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

1st-level spells

Accursed Act

1st-level enchantment

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (incense and a black candle)
Duration:
Concentration, up to 1 minutes

Lighting a candle, you speak dark curses in a lost tongue, directed at one creature you can see within range. That creature must make a Wisdom saving throw or be cursed for the duration. While cursed, the creature takes psychic damage once per turn equal to 1d8 + your spellcasting modifier whenever it attacks or casts a spell. The creature can repeat their saving throw at the end of their turn, ending the effect on a success.

A remove curse spell ends this curse early.

At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, you deal an additional 1d8 psychic damage for each slot level above 1st.

Action

1st-level transmutation (chronomancy)

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (a shaving of licorice root)
Duration:
1 round

Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Arcane Anomaly

1st-level abjuration

Casting Time:
1 action
Range:
Self (30-foot radius)
Components:
V, S, M (a broken mirror)
Duration:
Concentration, up to 1 minute

You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components.

 

 

Blood Print

1st-level necromancy (ritual)

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (an ounce or more of blood)
Duration:
Instantaneous

At your touch, wet blood on a surface shifts and reforms into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature’s kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints.

Clue

1st-level divination (ritual)

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a magnifying glass and pipe)
Duration:
10 minutes

When you cast this spell, all footprints and fingerprints within a 45-foot radius of a point you touch become highlighted and glow faintly for the duration. At the time of casting, choose any period of time up to the last 10 days to the present; only footprints and fingerprints left within that time will be highlighted. Each creature whose footprints or fingerprints are detected by the spell is assigned a unique color, but are not otherwise identified. Any creature that moves or touches objects in the area will also leave colorful footprints and fingerprints, which might reveal invisible creatures in the area.

Curse of Chains

1st-level enchantment

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

A black brand resembling iron shackles darkens the ankles of two creatures you can see. Choose two creatures you can see within range of the spell, and within 30 feet of each other, to each make a Constitution saving throw. A willing creature can choose to fail this saving throw. On a failed save, a target is cursed for the duration. If only one target is cursed by this spell, you can use your action or bonus action on a subsequent turn to choose another target within 30 feet of the cursed creature to make a saving throw. While two creatures are cursed by this spell, they are unable to willingly move further away from each other.

A remove curse spell ends this curse early.

Prehensile Hair

1st-level transmutation (ritual)

Casting Time:
1 action
Range:
Self
Components:
V, S, M (a braided rope)
Duration:
1 hour

You grow unduly long and tough hair (even from your eyebrows) which you can manipulate at will. You can use your hair to perform simple tasks within 10 feet of you, such as manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial. You can cast spells with a range of touch using your hair, out to a range of 10 feet. Your hair returns to its normal length when this spell ends.

Flawed Reconstruction

1st-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a needle and thread)
Duration:
Instantaneous

You stitch together the wounds of a willing creature you touch, which regains 4d6 hit points. However, the mending is imperfect, and the target’s maximum hit points is decreased by the same amount until it finishes a long rest. A creature that regains hit points due to this spell will be left with some permanent scars.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

Hollowing Curse

1st-level necromancy

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

Tendrils of black mist extend from your fingertips, latching onto a creature and draining its vitality. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the target takes 1d12 necrotic damage and is cursed for up to one minute. While the target is cursed, you can use your action to deal 1d12 necrotic damage to it automatically. The curse ends early if you use your action to do anything else, or if the target is ever outside the spell’s range or if it has total cover from you. A remove curse spell also ends this curse.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

 

 

Psychedelics

1st-level illusion

Casting Time:
1 action
Range:
Self (60-foot radius)
Components:
V, S, M (a mushroom)
Duration:
1 hour

For a moment, the colors around you shift in a rainbow swirl, before coming to rest far from their original hues. The colors of all creatures and objects you choose within range change randomly and remain brightly and unnaturally colored for the duration. Additionally, each affected creature you choose must make a Dexterity saving throw. On a failed save, a creature has disadvantage on attack rolls until the end of its next turn.

Whispering Wind

1st-level evocation

Casting Time:
1 action
Range:
1 mile
Components:
V, S, M (a feather)
Duration:
1 round

You point your finger in a direction and whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range and in the approximate direction indicated, they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear.

You can cast this spell only when there is a clear path for air to move between you and the targets. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings, but is blocked by solid objects and areas of magical silence.

2nd-level spells

Aberrate

2nd-level transmutation

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
1 minute

This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits.

Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance doesn’t apply to the triggering damage.

Aerial Alacrity

2nd-level transmutation

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a feather from a bird of prey)
Duration:
10 minutes

Target a willing creature you can see within range that has a flying speed (including one with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration:

  • The target can take the Dash action as a bonus action.
  • The target can hover.
  • The target has advantage on Dexterity (Acrobatics) checks.
  • The target doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Curse Ward

2nd-level abjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
1 hour

You reach out your hand and touch a willing target within your reach, raising a smoke-like barrier around it. For the duration, the target has resistance to necrotic damage and can’t be cursed, possessed, or targeted by a hex. Also, its maximum hit points can’t be lowered. If the target is already affected by one of these effects, the effect is suspended until the spell ends.

Delay

2nd-level transmutation (chronomancy)

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (an octagonal sign)
Duration:
Instantaneous

You briefly slow time for a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or be moved to last place in the initiative order from the beginning of the next round onwards.

 

 

Intrusive Thought

2nd-level transmutation

Casting Time:
1 reaction, which you take when you see a creature within 60 feet of you taking an action
Range:
60 feet
Components:
V, S
Duration:
Instantaneous

As a reaction when a creature you can see within range takes the Attack, Dash, Dodge, or Disengage action, you can attempt to distort its thinking. The target makes a Wisdom saving throw. On a failed save, the creature instead takes your choice of those actions.

Jam Weapon

2nd-level transmutation (renaissance)

Casting Time:
1 reaction, which you take when a creature you can see within range attacks with a firearm
Range:
60 feet
Components:
V, S, M (a pinch of wet gunpowder)
Duration:
Instantaneous

The firearm you target jams upon firing. The attack fails, and the firearm is jammed. A jammed firearm can’t be used to make an attack until a creature uses its action to clear the weapon malfunction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can jam one additional firearm within range for each slot level above 2nd

Nondescript

2nd-level illusion

Casting Time:
1 action
Range:
Self
Components:
V, S
Duration:
Concentration, up to 10 minutes

This spell makes you seem ordinary and nondescript to others, though it doesn’t change your actual appearance. Creatures who see you while you are under the influence of this spell are unable to recall specific details of your appearance upon being asked if they had seen you or someone matching your description, though their memory of actions you undertook or events they experienced is unaffected.

Petal Storm

2nd-level conjuration

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a handful of flower petals)
Duration:
Concentration, up to 1 minute

Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell’s duration. The cloud heavily obscures its area.

Any creature that enters the storm for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d4 slashing damage. As a bonus action, you can move the storm up to 30 feet in any direction. The first time storm’s area contains leaf litter, flowers, bushes, or trees, it sucks up extra material and the damage the spell deals increases by 2d4.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Protect Threshold

2nd-level abjuration (ritual)

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (an ounce of salt for each foot of the warded portal’s perimeter)
Duration:
10 minutes

Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal must make a Wisdom saving throw or take 4d6 psychic damage, or half as much on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Swift Flight

2nd-level transmutation

Casting Time:
1 bonus action
Range:
Touch
Components:
V, S, M (a wing feather from any bird)
Duration:
1 round

Streaks of energy flow from the back of a willing creature you touch, tracing the shapes of wings. The target gains a flying speed of 30 feet until the end of its next turn. When the spell ends, the target falls if it is in the air and nothing is holding it aloft.

 

 

3rd-level spells

Benign Dismemberment

3rd-level necromancy (ritual)

Casting Time:
1 minute
Range:
Touch
Components:
V, S
Duration:
1 hour

For the duration, a willing target’s body parts (fingers, legs, tail, and even its head) can be harmlessly severed from its body. It takes no damage from such dismemberment, as long as the cut removing the body part is swift and leaves a clean cut. The target’s head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but do not begin decomposition for the spell’s duration. Any of the target’s severed body parts that are removed during this spell’s duration can be held back to the stump, which instantly causes the part to knit to the stump, restoring the body part.

At the end of the duration, severed body parts become permanently severed. The target dies if vital organs have not been reattached to its head

Curse of Blades

3rd-level necromancy

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

Unholy bands of black energy tie a creature to its weapon. Choose a creature you can see that is holding a weapon within range to make a Wisdom saving throw. On a failed save, the creature is cursed for the duration. A cursed target can’t willingly drop or stow its weapon. Additionally, whenever it takes the Attack action on its turn, it makes one additional attack using its weapon targeting itself, against its own AC, dealing damage as normal on a hit. A remove curse spell ends this curse early.

Glitterdust

3rd-level conjuration

Casting Time:
1 action
Range:
Self (15-foot cone)
Components:
V, S, M (a handful of powdered mica)
Duration:
Concentration, up to 1 minute

You spray golden particles in a 15-foot cone, covering all creatures and objects in that area. Each creature in the area must succeed a Constitution saving throw or be blinded for the duration. A creature blinded by this spell can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each creature within the area, whether or not it succeeds on its saving throw, can’t benefit from being invisible for the duration.

Phantasmal Beauty

3rd-level illusion

Casting Time:
1 action
Range:
120 feet
Components:
V, S
Duration:
Concentration, up to 1 minute

You tap into the dreams of a creature you can see within range and create an illusory manifestation of its deepest desires, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes incapacitated and unable to move for the duration. In addition, it has disadvantage on all Wisdom (Perception) checks it makes. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target

Ruby-Eye Curse

3rd-level necromancy

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 10 minutes

A red haze clouds the eyes of a creature that meets your gaze. Choose one creature you can see within range to make a Constitution saving throw. On a failed save, the creature is cursed for the duration. A cursed target can see normally out to 5 feet, but is blind beyond this radius.

A remove curse spell ends this curse early.

Rusting Grasp

3rd-level transmutation

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Instantaneous

You conjure a potent acid at your fingertips, which can corrode metal and burn flesh. Make a melee spell attack against a creature or object within your reach. On a hit, a creature takes 6d4 acid damage and, if it is wearing nonmagical metal armor or wielding a nonmagical metal shield, you can corrode either its armor or shield. Corroded armor takes a permanent and cumulative -3 penalty to the AC it offers. Armor reduced to an AC of 10 is destroyed. A corroded shield is destroyed.

If you target a nonmagical metal object with this spell that isn’t being worn or carried, you corrode and destroy parts of the object you choose that can fit within a 1-foot cube.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. Additionally, you can destroy one additional cubic foot of a nonmagical object for each slot level above 3rd.

 

 

Séance

3rd-level necromancy

Casting Time:
10 minutes
Range:
Self
Components:
V, S, M (a crystal ball, deck of tarot cards, or ouija board)
Duration:
1 minute

You and at least three willing creatures lock hands in a moment of meditation to conjure a spirit from the afterlife to answer your questions. Describe or name a creature that is familiar to you. If the creature’s soul is free and willing, it manifests as a ghostly specter. This spell fails if the spirit was the target of this spell within the last 10 days.

Until the spell ends, you can ask up to three questions of the specter. The specter knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the specter is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. There is a 5% chance that this spell contacts the wrong spirit, one which will answer questions untruthfully or ambiguously

4th-level spells

Dire Charm

4th-level enchantment

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a nymph’s eyelash, worth at least 100 gp)
Duration:
10 days

You attempt to charm a Humanoid you can see within range. It must make a Wisdom saving throw, and has disadvantage unless you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends. If you or your companions do anything harmful to it, it can reattempt the saving throw. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the duration becomes permanent (until dispelled).

False Vision

4th-level illusion

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a pinch of dust from a precious gem)
Duration:
8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature, a place, or an object no larger than 10 feet in any dimension. If the target is targeted by any divination magic or perceived through a scrying spell’s sensors, you are able to present the diviner with false information of your choice, as long as you are conscious at the time of the divination attempt. The target could appear to be in different circumstances, in one or more false locations, or completely undetectable

Gahoul’s Scapegoat

4th-level abjuration

Casting Time:
1 minute
Range:
Self
Components:
V, S, M (black chalk, paint, or oil)
Duration:
8 hours

You trace a complex arcane symbol into the flesh of a willing creature within 5 feet of you, marking them for sacrifice. During the spell’s duration, when you are hit with an attack and the marked creature is within 60 feet of you, you can use your reaction to teleport, swapping places with the creature and causing it to be hit by the attack instead of you. The spell then ends.

Invisibility Purge

4th-level abjuration

Casting Time:
1 action
Range:
Self (120-foot radius)
Components:
V, S, M (powdered silver worth at least 100 gp)
Duration:
Instantaneous

You purge magical invisibility effects within 120 feet of you. Any creature, object, location, or effect within 120 feet of you that is hidden by magical invisibility is revealed and the invisibility is dispelled.

This spell applies to innate abilities that are magical in nature, such as an imp’s Invisibility, but it doesn’t affect creatures on other planes of existence, such as the Ethereal Plane. It also doesn’t reveal creatures that are naturally invisible. Items that grant magical invisibility (such as a ring of invisibility) have their effects suppressed for 1 minute.

 

 

Mandy’s Enchanted Carriage

4th-level transmutation

Casting Time:
1 minute
Range:
30 feet
Components:
V, S, M (a vegetable)
Duration:
Special

You transform a vegetable into a Large magical carriage, complete with reins and two quasi-real horses. The carriage is luxurious and carries up to six passengers—four within and two atop it at the coach’s seat. Creatures within the carriage have total cover from external effects, but can see outside through a pair of windows composed of magical force. While sitting in the coach’s seat, a creature can control the carriage, which has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace.

This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the carriage’s occupants are ejected into adjacent unoccupied spaces, the carriage shrinks back into a vegetable, and the quasi-real horses fade.

The carriage and horses count as a single object with 12 AC and 100 HP. The spell ends early if the carriage and horses are reduced to 0 hit points.

Mandy’s Feral Follower

4th-level transmutation

Casting Time:
1 minute
Range:
30 feet
Components:
V, S, M (a small servant’s bell)
Duration:
Special

After spending the casting time singing a song, you touch a Small or smaller Beast. The target must have an Intelligence of 3 or less. The Beast then transforms into a Humanoid with the statistics of a commoner and an appearance of your choosing. The commoner is friendly to you and your allies, has a basic understanding of all simple unskilled tasks, and can understand the languages you speak, but doesn’t speak. The commoner is clothed in common clothes, but has no other equipment.

In combat, the commoner rolls their own initiative and acts on their own turn. They behave as though they are dutifully employed by you. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. When it reverts to its true form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its true form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can transform one additional animal for each spell slot above 4th.

 

 

Mandy’s Marvelous Dress

4th-level conjuration

Casting Time:
1 action
Range:
Touch
Components:
V, S, M (a glass slipper worth at least 100 gp)
Duration:
Concentration, special

A willing creature you touch is instantly clothed in a fabulous ball gown, perfectly tailored and complete with a set of glittering jewelry. You can choose for the dress to sit atop the creature’s clothing or armor, or for it to magically replace its outfit. The creature can’t remove the dress until the spell ends; similarly, the jewelry vanishes if it is removed from the dress. Until the spell ends, when the wearer makes a Charisma check, it can replace the number it rolls with a 10. Additionally, if the wearer of the dress is attacked by a creature that can see it, the attacker must succeed on a Wisdom saving throw or miss the attack. On a success, the attacker is immune to this effect until this spell ends.

This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the dress vanishes in a puff of sparkles, and the creature becomes clothed in its original outfit.

Soul Bond

4th-level necromancy (ritual)

Casting Time:
1 minute
Range:
Touch
Components:
V, S, M (two nails from a coffin)
Duration:
24 hours

This spell forges a mortal connection between yourself and a humanoid creature that you touch. A target creature must be present for the entire time of casting. If the creature is unwilling, it must make a Constitution saving throw to resist the spell’s effects. For the duration, if you are reduced to 0 hit points, the target is also reduced to 0 hit points, and vice versa. This spell ends if you cast it again, or if you choose to dismiss it as an action.

5th-level spells

Frolicking Fountain

5th-level enchantment

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a conductor’s baton)
Duration:
Concentration, up to 1 minute

You conjure a 5-foot cube of water that animates in a hypnotic motion in an unoccupied space within range. The water swirls for the duration, not leaving its space except to send small jets up to five feet into the air. Each creature within 60 feet other than you which sees the fountain must make a Wisdom saving throw or become charmed by you for the duration. While charmed by this spell, a creature must use its movement on each of its turns to get as close to the water as possible. A charmed creature can’t willingly move away from the fountain. At the end of its turn, a charmed creature can attempt the saving throw again, ending the effect on a success. Once a creature has succeeded on a save against this spell, it can’t be affected by the same instance of it again.

If a creature is within 5 feet of the fountain, you can use a bonus action to command the water to lash out at that creature. Make a melee spell attack against the target. On a hit, the water deals 4d6 bludgeoning damage to the target. If the target is charmed by this spell, it can attempt the saving throw again after taking damage from it.

Pharaoh’s Curse

5th-level necromancy

Casting Time:
1 action
Range:
10 feet
Components:
V, S
Duration:
Until dispelled

Opening your palm, you release a puff of dust, the pestilence of mummy rot. Choose one creature within range to make a Constitution saving throw. On a failed save, the target is cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust.

The curse lasts until removed by the remove curse spell or any other spell or magical effect that cures mummy rot.

 

 

6th-level spells

Corruption Curse

6th-level necromancy

Casting Time:
1 action
Range:
60 feet
Components:
V, S
Duration:
Concentration, up to 1 hour

With a piercing glare and sinister gesture, you send a ribbon of dark magic into a target’s body. A creature you can see within range is cursed for the duration and suffers from one of the following effects of your choice while cursed:

  • Dull Reflexes. The target has disadvantage on Dexterity checks and saving throws.
  • Feeble Fortitude. The target has disadvantage on Constitution saving throws and can’t regain hit points.
  • Weak Will. The target has disadvantage on Wisdom saving throws as well as spell attack rolls.

A remove curse spell ends this curse early.

Demand

6th-level enchantment

Casting Time:
1 action
Range:
Unlimited
Components:
V, S, M (a snake’s tongue and a piece of

copper wire)

Duration:
Concentration, up to 8 hours

You send a short message of twenty-five words or fewer to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.


You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

You can use this message to suggest a reasonable- sounding course of activity to the target, in which case the target must make a Wisdom saving throw or be compelled to follow your instructions for the duration, as per the suggestion spell.

Elemental Curse

6th-level evocation

Casting Time:
1 action
Range:
Touch
Components:
V, S,
Duration:
Concentration, up to 1 minute

A spark leaps from your finger to a creature you touch, spreading in bright cracks across its skin. The target must make a Constitution saving throw or be cursed for the duration. While cursed, the target has vulnerability to your choice of acid, cold, fire, lightning, or thunder damage. If creature has resistance to the chosen damage type, it instead only loses that resistance. If the target has immunity to the chosen damage type, it is treated as having only resistance to that damage.

A remove curse spell also ends this curse early.

Frenzy

6th-level enchantment

Casting Time:
1 action
Range:
120 feet
Components:
V, S, M (a drop of fresh blood)
Duration:
Concentration, up to 1 minute

With a gesture, you reduce a crowd to base instinct and violence. Choose a point you can see within range. Each creature within 20 feet of that point must make a Wisdom saving throw. On a failed save, a creature is frenzied for the duration.

When a creature is frenzied, it draws a melee weapon, if it has one. If it does not have a melee weapon, the creature must use an improvised weapon or unarmed strikes for attacks.

A frenzied creature must use its action at the beginning of its turn to attack a creature within its reach. It uses a melee weapon, if it has one, or an improvised weapon or unarmed strike, if it does not. If multiple targets are within the creature’s reach, it chooses its target randomly. If there is no target within the creature’s reach, it attacks itself, and automatically succeeds such an attack roll.

At the end of its turn, a frenzied creature can repeat its saving throw, ending the effect on it early on a success.

 

 

7th-level spells

Abduct

7th-level conjuration

Casting Time:
1 minute
Range:
1 mile
Components:
V, S, M (a silver saucer)
Duration:
1 hour

This spell teleports a creature to your location. Choose a creature within range that is known to you as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell’s duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted.

Curse of Binding

7th-level enchantment (ritual)

Casting Time:
1 action
Range:
60 feet
Components:
V, S, M (a body part from the intended target, such as a fingernail, a lock of hair, or a drop of blood)
Duration:
Until dispelled

You bind one creature or object to a location, cursing it so that it may never leave. Choose a target and a location within range, both of which you must be able to see. If the target is a creature, it must make a Charisma saving throw (a willing creature may choose to fail this save), or be cursed to be permanently bound to the chosen location. While cursed, the target can act and move around freely, as long as it remains within 20 feet of the point it is bound to. If the target begins its turn outside of this area, it must make a Strength saving throw against your spell save DC or be dragged 60 feet toward the point it was bound to.

Additionally, if the creature tries to use extraplanar travel, it must make another Charisma saving throw. On a failure, the travel attempt fails and any resources used are wasted. On a success, the curse is suppressed until the creature returns to the plane on which it was bound, at which point the dragging effect resumes.

A remove curse spell cast using a spell slot of 7th level or higher ends this curse early.

9th-level spells

Identity Curse

9th-level enchantment

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Until dispelled

You extend a finger to a creature’s temple, who then forgets its own name. Choose one creature you can touch to make a Wisdom saving throw. On a failed save, the target falls unconscious for 1 hour and is cursed to forget its identity. When the target awakes, it loses all its personal memories, though the target retains all of its general knowledge, proficiencies, and other statistics. The target will not realize it has any class features or special abilities, and so does not willingly make use of them. If left to its own devices, the target will quickly adopt a new name and begin to build a new identity.

A remove curse spell ends this curse. When this curse ends, the target regains all its past memories.

 

 

Class

Wizard

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Blood Arcana

The mage strode forth, wrapped in a scarlet cloak, with blood glistening on her jagged dagger. She wove the wetted blade as if she was conducting an orchestra, and the fresh blood obediently rose up to dance around her form in a tempest of crimson fury. Her laughter was a shrill and eerie sound as she drew in the swirling strands of blood, causing them to crackle as they burned—and instantly, its converted power erupted from her palms in a rolling inferno.

When the smoke cleared, nothing was left before her but scorched earth, a scattering of ashes, and the acrid scent of iron. All was silent, except for the steady dripping of blood as it fell from her arm.

Crimson Exchange

At 2nd level, you have learned to boost your spells with the power of blood.

When you cast a wizard spell with a spell slot, you can choose to take damage equal to double the level of spell slot you’re using to cast the spell, and empower the spell with one of the three following effects (your choice):

  • If the spell has a more powerful effect when you cast it at a higher level, you instead cast the spell as if you had used a spell slot of one level higher (to a maximum of 9th level).
  • If the spell deals damage, it ignores damage resistances.
  • If the spell slot used is 4th level or higher, you restore a 1st level spell slot.

The damage you take as part of this feature ignores resistance and immunity, and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Thicker Than Water

Starting at 2nd level, you have become accustomed to recovering from damage. You regain an additional 1d4 hit points for every hit die you spend after finishing a short rest.

Additionally, you can use a dagger as a spellcasting focus for your wizard spells.

Sanguine Kiss

Starting at 6th level, you have learned to use the blood of others to bolster your spells.

As a bonus action, you can make a melee weapon attack with a dagger against a creature. On a hit, the target suffers the attack’s normal effects + half your wizard level. If the creature was not an undead or construct, you can subtract the damage dealt from the damage you take as part of Crimson Exchange, if you use it by the end of the turn. You may use this feature once, and regain the ability to use it after finishing a short rest.

Ruby Withering

Beginning at 10th level, when you affect one or more creatures with a spell empowered by your Crimson Exchange feature, you may choose to prevent all affected creatures from regaining hit points until the end of their next turn.

Scarlet Tides

At 14th level, you learn to unleash overwhelming spell attacks through the reckless sacrifice of your own health.

When you use Crimson Exchange, you can choose to take additional damage equal to the level of the spell slot you’re using and become unable to regain hit points until the end of your next turn. If you do so, you may choose two of the available Crimson Exchange options instead of one, and you have advantage on any attack rolls made as part of the spell.

All other rules of Crimson Exchange still apply.

 

 

Additonal

Player Options


 

 

Feats

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Crusher

  • Increase your Strength, Dexterity or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Piercer

  • Increase your Strength, Dexterity or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Slasher

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Markman

  • Increase your Dexterity score by 1, to a maximum of 20.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • You ignore the loading and ammunition property of crossbows with which you are proficient.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Hear No Bell

  • Add 1 to your Constitution score, to a max of 20.
  • You are considered proficient in death saving throws.
  • Lastly, if you roll a natural 19 or 20, you are conscious at 1 HP.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Constitution Score by 1, upto a maximum of 20.
  • When you use a healer’s kit to stabilize a dying creature, that creature also regains a number of hit points equal to your level.
  • As an action, you can spend one use of a healer’s kit restore 1d8 + modifier of the ability score increased by this feat in hit points to a creature within 30ft of you, plus additional hit points equal to half your level

Psionic Adept

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: force or psychic.

  • Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
  • You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Unarmed Master

Your training has turned your fists into calloused implements of pain. You gain the following benefits:

  • Before you make an unarmed strike or natural melee weapon attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

  • When you roll a 1 or 2 on a damage die for an unarmed strike or natural melee weapon attack, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Expert Sniper

You have spend hours sniping using your weapon and as such, have learned how to properly use it on long distances in a laying position:

  • Increase your Dexterity by 1, to a maximum of 20.

  • Once per turn you can add one more dice of your weapons damage, if you attack from at least a distance of 100ft from your target

  • You have learned how to hide yourself in harsh environments. You can spend 10 minutes preparing a camouflage to hide yourself and while you remain motionless you have adv on your stealth check.

 

 

Upcaster

Prerequisite: Spellcasting feature


You can expend two spell slots of the same level to create a spell slot that is one level higher and immediately use this spell slot to cast a spell that you know or have prepared.

Master Thrower

Prerequisite: Dexterity 13


You are an expert in using thrown weapons. You gain the following benefits:

  • When you take the Attack action on your turn, you can use a bonus action to make a ranged attack with a thrown weapon. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
  • When you make a ranged weapon attack, you can draw the weapon as part of the attack. You can draw any number of weapons in this fashion each round.
  • The short and long ranges of your thrown weapons double.

Iron Hero

You have resolved yourself to save the day when all hope seems lost. You gain the following benefits:

  • When you are attacked by a creature that has a CR higher than your level, you gain a +2 bonus to your Armor Class only once per turn.
  • You have advantage on attack rolls against any creature that has reduced one of your allies to 0 hit points in the last round.
  • If a hostile creature you can see takes a legendary action, you can use your reaction to intercede, preventing the legendary action from happening. Once you use this ability, you can’t use it again until you finish a short or long rest.

Showman (Playtest)

Presentation is at least as important as being effective, if not more so. After all, there is little reason to do something unless it looks impressive. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • If there is a non-combative audience watching you, you can gain a bonus to an ability check or attack roll equal to the number of people in the audience, up to a maximum of your Charisma modifier. You can use this ability three times, regaining all expended uses when you finish a long rest.

Precognitive

Prerequisite: Wisdom 13 or higher

  • You sometimes feel impressions of events an instant before they happen. When you begin your turn, you can choose to roll a d20 and record the number rolled. The next attack roll, ability check, or saving throw you make before the end of your turn is replaced with this roll. You can use this ability three times and regain all expended uses when you finish a long rest.

Field Commander

Under your leadership, your allies fight as a cohesive unit, outmaneuvering and outflanking any enemy. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • As an action, you can issue an order to an ally within 60 feet that can hear you. It can then use its reaction to take one of the following actions: Attack (one attack only), Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object.
  • While you are within 5 feet of two or more allies who aren’t incapacitated, hostile creatures can’t have advantage on attack rolls against you.

Gambler

Always keen for probabilities and risk, you often trust your safety and fortune to the hands of fate. You gain the following benefits: ‐ You gain proficiency in all gaming sets and have advantage on ability checks you make for games of chance.

  • Once on each of your turns, before you roll damage, you can place stakes on the roll. Choose less than the average, or higher than or equal to the average. Roll damage as normal. If you choose correctly, you can add one extra die of damage to the roll. If you choose incorrectly, you must remove the damage die with the highest number.

Exotic Mastery

Prerequisite: Proficiency with martial weapons ‐ You have trained in the use of unorthodox types of weapons and armor of irregular design. As such, you gain proficiency with exotic armor and four exotic weapons of your choice.

 

 

Dilettante

With a few minutes of preparation, a bit of improvisation, and some talent, you can appear proficient in just about anything. When you finish a long rest, you can spend 10 minutes practicing with a simple or martial weapon, skill, or tool, or in the use of a cantrip from the wizard spell list. You gain proficiency with that weapon, skill, or tool, or you learn that cantrip until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip (choose when you select the cantrip).

Downcaster (Playtesting)

Prerequisites: Spellcasting feature or Pact Magic feature


Thanks to study or deep introspection, you have achieved a firm grasp on spellcasting fundamentals, granting you the following benefits:

  • If you learn spells, you learn 4 spells of your choice of 3rd level or lower from your class’s spell list, which don’t count against your number of spells known. If you are a wizard, they are added to your spellbook instantly at no cost. These spells must be of a level for which you have spell slots.
  • You can use your action to divide a spell slot of 5th level or lower into two or more lower-level spell slots whose combined level is equal to or less than the original slot’s level. Any spell slot you create with this feat vanishes when you recover spell slots after a short or long rest.

Chronomancy Initiate

Prerequisites: Spellcasting feature or Pact Magic feature


Having unraveled the secrets of time magic, chronomancy, you have learned to pull seconds apart, reorder them, and reap minutes as a reward. You gain the following benefits:

  • All spells with the chronomancy tag are added to your class’s spell list, if they are a level for which your class gets spell slots. Use your spellcasting ability for these spells.
  • You learn four spells of your choice that you cast with the chronomancy tag. If you prepare spells, these spells are always prepared for you and don’t count against the number of spells you can prepare each day. If you are a wizard, they are added to your spellbook instantly at no cost. If you learn spells, these spells don’t count against your number of spells known. When you gain a level in your spellcasting class, you can replace one of these spells with another spell with the chronomancy tag for which you have spell slots.

Bounty Hunter

When there’s a price on someone’s head, you aim to collect. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20. You perfectly remember the name and face of every person you’ve ever met.
  • You can use your action to mark a creature you can see within 120 feet of you for 1 hour. You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find the marked creature. Additionally, as long as the creature is marked, you can discern whether or not the creature has passed through a location. You can have only one creature marked at a time. Whenever you reduce a creature to 0 hit points with any attack you make or spell that you cast, you can choose to knock the creature out instead of killing it.

Brutal Grip

You’ve learned to use the weight of your weapons effectively, and have adapted to using large weapons in one hand.

  • Increase your Strength score by 1, to a maximum of 20.
  • When wielding a versatile weapon in one hand, you may use the two-handed damage die.
  • You can wield a two-handed melee weapon in one hand, treating it as a one-handed weapon. You have disadvantage on attack rolls made when wielding a two-handed weapon this way.

Expert Sniper

You have spend hours sniping using your weapon and as such, have learned how to properly use it on long distances in a laying position:

  • Increase your Dexterity by 1, to a maximum of 20.
  • Once per turn you can add one more dice of your weapons damage, if you attack from at least a distance of 100ft from your target
  • You have learned how to hide yourself in harsh environments. You can spend 10 minutes preparing a camouflage to hide yourself and while you remain motionless you have adv on your stealth check.

 

 

Deflect Magic (Playtest)

Prerequisite: Ability to cast a spell with a ranged spell attack that deals damage


The knowledge of the arcane has trained yourself in the skills to deflect it.

  • Increase your Intelligence, Wisdom or Charisma score by 1, upto a maximum of 20.

  • When you are hit with a ranged spell attack that deals damage, you can use your reaction to reduce the damage by 1d10 + your spellcasting ability modifier + half your character level. To do so, the spell must be known and/or prepared by you, and the level of the spell is no higher than your proficiency bonus.

  • If you reduce the damage to 0, you can store the energy into your next attack that hits before the end of your next turn. The amount of damage and the damage type are equivalent to the damage you reduced.

Battle Buddy (Playtest)

Prerequisite: Two characters who know each other must take this feat at the same time.


You’ve had so much experience fighting side by side with your companion, it’s like you can guess what they are going to do. As a result you gain the following:

  • Your two characters can fight from the same space and gain a +1 bonus to attack rolls while doing so.
  • When you are within 15 feet of your partner, you both gain a +1 bonus to AC and Saving Throws, this bonus does not stack.
  • When both of you would be forced to make a saving throw against the same effect, if you succeed and your partner fails you may use your reaction to grant them a bonus to their save, potentially turning it into a success. This bonus is equal to your Proficiency Bonus.

Shadow Adept

Prerequisite: Shadow-Touched Feat

You’ve willingly exposed yourself to more of the Shadowfell’s energy, establishing a connection so you can channel all of it for your black magic.

  • Spells you cast ignore resistance to necrotic damage.
  • You learn the Chill Touch cantrip. (Using your proficiency and the ability modifier you chose upon taking the Shadow-Touched Feat as the spell attack bonus…also you have to manually add the mod.)
  • You no longer need to use a bonus action or an action to issue any mental commands to undead creatures that are under your control, if you don’t already do so as a no action.

Twin-weapon Master

  • Before you make an melee weapon attack with a melee weapon while you are wielding a separate melee weapon in the other hand, you can choose to make the attack roll without adding your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack’s damage.
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the attacks made during the bonus action, provided you dont add them already.
  • When you make an attack as a bonus action as part of Two Weapon fighting, you may make two attacks rather than one.

 

 

Items

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Greatbow

Martial Ranged Weapon

Cost
50gp
Damage
1d8 Piercing
Weight
3lbs
Properties
Ammunition (Range 150/600), Might, heavy, special, two-handed

Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Heavy: Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively.

Might: this weapon requires a great deal of strength to operate effectively. Use your Strength, rather than your Dexterity, for attack and damage rolls.

Range: A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.

Special: The draw of the weapon requires a base strength to use effectively, a minimum of 15

Two-Handed: This weapon requires two hands when you attack with it.

Mana Potions

(Consumable, Varied Rarity)

These potions, first produced as magic conducting ink for scrolls, has become a less than common consumable for mages. It has a light blue color, with a taste similar to seawater.

It can be drank using an action, and the user restores one spell slot. The level of the spell slot depends on the potions rarity. A caster can only be affected by a mana potion once per long rest.

Rarity
Rarity SP Level Price (in GP)
Common 1 200
Uncommon 2 500
Rare 3 3,000
Very Rare 4 5,000

Gloves of Agility

Wondrous Item, Rare (Requires attunement)

Your Dexterity score is 19 while you wear these gloves. They have no effect on you if your Dexterity is 19 or higher without them.

Crown of Ages

Wondrous Item, Uncommon (Requires attunement)

Your Wisdom score is 19 while you wear this crown. They have no effect on you if your Wisdom is 19 or higher without it.

Earring of Pride

Wondrous Item, Uncommon (Requires attunement)

Your Charisma score is 19 while you wear these earrings. They have no effect on you if your Charisma is 19 or higher without them.

 

 

Ring of Talent

Ring, uncommon

When you are wearing the ring, you can add your proficiency bonus to one skill check of your choice.

Whenever you finish a short or long rest, you can change the skill check to a different skill of your choice.

You cannot benefit from more than one ring of talent at a time.

Mizzium Blasting Staff

Staff, weapon, very rare (requires attunement by a spellcaster)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it the violent crackling of energy around the staff gives you advantage on intimidation checks.

The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes with its last bit of energy doing 2d10 thunder damage to you and each creature within 5 feet of you. On a 20, the staff regain 1d20 charges.

Spells.
While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Chromatic Orb (1 Charge), Scorching Ray (2 Charges), Shatter (2 Charges), Lightning Bolt (3 Charges), Storm Sphere (4 Charges), Bigby’s Hand (5 Charges), Destructive Wave (5 Charges).
Variable Output.
each time you cast a spell other than Destructive Wave using the Mizzium Blasting Staff’s charges you roll 1d6-1, based on the result you upcast the spell by that many levels and spend that many additional charges to a maximum of 9th level. If variable Output causes the staff to go below 0 charges you roll 1d20 minus the number of charges below 0. On a result of 5 or less the staff explodes doing 2d10 (+2d10 for each negative charge the staff held) thunder damage to you and each creature within 20 feet of you.

Shoes of Rhythm

Rare, Wondrous Item

These stylish shoes have been imbued with magic which enhance one’s dancing capabilities. While worn, any Charisma (Performance) checks and Charisma checks made for dancing have their rolls of 9 or lower treated as a 10.

Ring of Prodigy

Ring, rare

When you are wearing the ring, you gain advantage on checks made for one skill check of your choice.

Whenever you finish a short or long rest, you can change the skill check to a different skill of your choice.

You cannot benefit from more than one ring of prodigy at a time.

Spiresblade

Any sword, varies (Requires Attunement)

The weapon glows with magical energy from its attunement to the Awakened.

Uncommon.
Once per turn when you hit an enemy, you can do 1d6 magical bludgeoning damage to all enemies within 5 ft of it, excluding the target.
Rare.
You gain a +1 bonus to attack and damage rolls made with this magic weapon and attacks made with the Spiresblade deal an additional 1d6 magical slashing damage. Once per turn when you hit an enemy, you can do 1d6 magical bludgeoning damage to all enemies within 5 ft of it, excluding the target.
Very Rare.
You gain a +2 bonus to attack and damage rolls made with this magic weapon and attacks made with the Spiresblade deal an additional 2d6 magical slashing damage. Once per turn when you hit an enemy, you can do 2d6 magical bludgeoning damage to all enemies within 5 ft of it, excluding the target.
Legendary.
You gain a +3 bonus to attack and damage rolls made with this magic weapon and attacks made with the Spiresblade deal an additional 3d6 magical slashing damage. Once per turn when you hit an enemy, you can do 3d6 magical bludgeoning damage to all enemies within 5 ft of it, excluding the target.

Goggles of Dark Night

Wondrous Item, uncommon

As a Bonus action while wearing these Goggles, you are granted the ability to see through Friendly Created Magical Darkness Only for 1 minute and upto Half of their darkvision range. Once this item is activated, it cannot be used again until the next Dawn.

This item will not work for characters that lack Darkvision.

 

 

Wrathful Scimitar

Weapon (scimitar), Legendary (Requires Attunement)


This scimitar is channeled by your will, as it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.


You can use your spellcasting ability modifier in place of Strength and Dexterity for the attack and damage rolls of this weapon and gains a bonus of +2 to attack rolls with it. On a hit, the target takes 5d6 force damage plus your spellcasting ability modifier. It has the reach and light properties.


Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Hand Wraps of the Gathering Storm

Miscellaneous, Rare (Requires Attunement by a Monk)

Whilst wearing theses gloves you have a +1 bonus on all attack and damage rolls made with your unarmed strikes.

In addition, these wraps have 10 charges. You can expend 5 charges whenever you make an unarmed strike to deal an extra 2d4+2 lightning damage. You gain one charge on any succesful unarmed stike attack you make without using this any charges, you gain two charges if that attack was a critical hit. The charges deplete to 0 if you have not hit a hostile within 10 minutes.

Spelldagger of Wizardry

Weapon (dagger), rare (requires attunement by a Wizard)

While attuned to and wielding this dagger you gain the following benefits:

  • This dagger uses your Intelligence Modifier for the attack and damage rolls of this weapon.

  • You have a +1 bonus to attack and damage rolls made with this magic weapon.

  • You have a +1 bonus to AC

  • You have a +1 bonus to spell attack bonus


Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Chain of Returning

Common Wondrous Item

Price:
200g

The Chain of Returning is a chain crafted by Tiberius and given to Grog that can be attached to his weapon. As a bonus action, Grog, or the user, makes an Athletics check (DC 12) to try and retrieve the attached weapon when it is thrown. The Chain of Returning has a range of thirty feet. Requires no attunement.

Candle of the fallen soul

Wondrous item, varies (uncommon/rare/very rare), Attunement (by a witch)

This candle is being kept lit by the fallen powerful soul it possesses. You can use it as a spellcasting focus for your Witch spells, and gain a bonus to spell attack rolls and to the saving throw DCs for your witch’s spells. The bonus is determined by the candle’s rarity (+1, +2, +3).


In addition, when a creature targeted by your hex features makes a saving throw against them, they gain a 1d4 penalty to said saving throw

Arsenal Sheath

Wonderous Item, Rare

This sheath has an extra dimensional space within study enough to not risk rupture from sharp objects like weapons. 30 melee weapons of any type can be placed within the sheath and each can be drawn/sowed with the standard draw/stow item interaction. Two handed weapons take up 2 of the sheath’s weapon capacity, weapons with the reach property take 3 of the sheaths weapon capacity. You may draw or stow one weapon from this sheath per turn without using an item interaction. The Arsenal Sheath weighs 5lb in spite of it’s contents.

 

 

Spells

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Shadow Familiar

1st-level conjuration

Casting Time:
1 hour
Range:
10 feet
Components:
S, V, M (30 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration:
Instantaneous

You gain the service of a Shadow familiar, a spirit that takes the form of your very own shadow. The Shadow Familiar will replace your normal shadow, and will act as your natural shadow you would normally have until you command it to preform an action. The Shadow Familiar can change between the appearance of your natural shadow or it can take on the form of a smoky, opaque duplicate of the caster that walks upright next to you, The Shadow Familiar will prefer to mimic the casters shadow and hide its identity as a familiar unless commanded to take the opaque duplicate form.The Shadow Familiar can change between these two forms and act without recasting the spell.

The Shadow familiar has the statistics of a Pseudodragon Familiar including the Pseudodragon’s Magic Resistance Trait.

Your Shadow Familiar will acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. If your Shadow familiar is killed the caster will cast no shadow until the spell is cast again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of a Pseudodragon Familiar. During this time, you are deaf and blind with regard to your own senses. The Shadow Familiar will have advantage in stealth checks in low light.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons, during this time you cast no shadow. Alternatively, you can dismiss it forever. If you dismiss your Shadow Familiar forever you regain your natural shadow. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one Shadow Familiar at a time. If you cast this spell while you already have a Shadow Familiar, you instead cause it to adopt a new form. Choose one of the forms from the Players Handbook. Your familiar transforms into the chosen creature. The new chosen form will appear as a silhouette of that creature, featureless and seemly made of swirling smoke. If the caster choose to change their Shadow Familiar’s form into a different chosen creature’s form they will lose their own shadow until the spell is cast again.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Shadow Burn

2nd-level Necromancy

Casting Time:
1 action
Range:
30 feet
Components:
V, S
Duration:
Instantaneous

You choose a creature within range that you can see, it’s shadow leaps up and smothers the creature in dark flames, causing it searing pain, the creature needs to make a con save or take 2d12 necrotic damage + 1d8 fire damage, the target has disadvantage on the save if it is in darkness and it is immune to the spell if it does not have a shadow.

When you cast this spell at 3rd level or higher, the damage increases by 1d8 fire for every slot level above 2nd

Bael’s Shield

1st-level enchantment

Casting Time:
1 reaction, which you take when your ally is hit by an attack or targeted by the magic missile spell
Range:
30 ft
Components:
V, S, M (a small piece of iron worth 10gp)
Duration:
1 round

An invisible barrier of magical force appears and protects your ally. Until the start of your next turn, they have a +5 bonus to AC, including against the triggering attack, and they take no damage from magic missile. Due to their nature, Bael’s Shield cannot stack with the Shield Spell.

 

 

Blade of Wrath

2nd-level conjuration. (Artificer, Bard, Cleric, Druid, Paladin, Ranger)

Casting Time:
1 bonus action
Range:
Self
Components:
S
Duration:
Concentration, up to 10 minutes

You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade it disappears, but you can call it forth again as a bonus action. The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet if the wielder wishes it to.

It counts as a simple melee weapon with which you are proficient. You can use your spellcasting ability modifier in place of Strength for the attack and damage rolls of this weapon. On a hit, the target takes 2d8 force damage and has the light and reach properties.

In addition, an aberration, elemental fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw against your Spell Save DC or be frightened of you until the start of your next turn.

When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Bee Sting

Cantrip evocation. (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)

Casting Time:
1 action
Range:
Long Range of material component being used
Components:
S, M (a ranged weapon)
Duration:
1 round

You brandish the weapon used in the spell’s casting and make a ranged attack with it against one creature within the weapon’s range. On a hit, the target suffers the weapon attack’s normal effects and gets covered in acid. If the target makes more than 1 attack or takes both an action and a bonus action on its turn, it takes additional 1d8 acid damage, and the spell ends.

This spell’s damage increases when you reach certain levels. At 5th level, the ranged attack deals an extra 1d8 acid damage to the target on a hit, and the damage the target takes for taking additional attacks or actions increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Life-Share

2nd Level Necromancy (Druid, Cleric, Paladin, Celestial Warlock, Witch)

Casting Time:
Action
Range:
30 ft range
Components:
V,S,M (bundle of sweet grass)
Duration:
Instantaneous

You can share the life you have with your allies. Spend one hit die. You and up to 3 allies in range regain hit points equal to that roll plus your spellcasting modifier. Has no effect on undead. Cannot heal ally constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of hit die you spend increases for each slot above 2nd. For every even spell slot used (4, 6, 8) you can target one more person with this spell.

 

 

Option

Fighting Styles

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Mariner

Classes: Fighters, Rangers, Paladins

As long as you are not wearing heavy armor or using a shield, you have a swimming speed equal to your normal speed, and you gain a +1 bonus to armor class.

Featherweight Fighting

Classes: Fighter, Ranger

While you are wielding only light weapons, and nothing else, your speed increases by 10 feet. You also gain a +1 bonus to damage rolls with light weapons and AC so long as you are not wearing medium or heavy armor, or wielding a shield.

Classical Swordplay

Classes: Fighter, Paladin

While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield

 

 

Nerfs and Buffs

Conjure animal,

  • Player choose the animal.
  • CR 0-1/4 only summon 6 animal.

Druid

  • Can ignore the metal or non metal armor
  • Resurrection and raise dead to druid spell list.

Broom of flying

  • Need at least 1 hand to steer, that will give them 25ft flying speed and 2 hand 50ft flying speed.

  • Need to use hand as long as using the broom.

  • And ofc it follow mounted combat rules, they can be knocked down.

Drakewarden

  • Level 3 -The Drake is Medium, No longer Small.
  • Level 7 - The Drake is Large, not Medium.
  • Everything else, including the restrictions to the bonds remains the same.

Arcane Archer

Arcane Shot.
You have a number of uses equal to your Intelligence Modifer of this ability, and you regain all expended uses of it when you finish a short or long rest.

Kensei Monk

3rd level Feature.
Kensei Monks can replace their unarmed strikes for flurry or similar features with their Kensei weapon attacks.
6th level Feature.
Monk weapons cannot be disarmed from Kensei Monk.

Nether Scroll of Azumar

  • Is soulbound to the one that got it.
  • Limited to 1 Stone Golem at a time.

Other Buffs/Nerfs

  • Mizzium Apparatus is available to all spellcasters
  • Portent dice could be used after rolls due to the text format of the server
  • Moon touched weapons now allow variants of all melee weapons.
  • Tomes that increase stats now lose their magic after use and cannot be used again.
  • Arcane Firearm feature can be used to turn a wand, staff, rod, any weapon into an arcane firearm.
  • Ring of Three Wishes is temporary to a single mission, and has the 33% chance of never being able to cast Wish again.
  • Wish Spell cannot be used by summons i.e., Simulacrum.
  • Dragons’ Wrath Weapons now include Handwraps for unarmed attacks.
  • Familiar and summons cannot Attune to items
  • True Strike is now a BA
  • Moon touched Weapon now allow variants of all melee weapons.
  • Improved Pact Weapon now can include firearms that have been approved for server use from level 5 onwards
  • Mind Cystal can only have three on your character reguardless of rarity.
  • Bards can now use Countercharm as an Action, Reaction or Bonus action as they see fit.

 

 

New Gate

DND 5e Text-Based synchronous Westmarch Server, we use Solo Leveling Lore with a lot of tweak

Text based games using avrae and Owlbear for maps.

We are looking for DM, Player and Mods.


What you will see in the server:

  • RP with no XP limit
  • Solo type missions.
  • Daily sparring
  • Missions and dungeon dive through Gates.
  • Daily magic shop refreshed.
  • Daily GP Roll.
  • Guilds
  • Start at level 3, free feat, free common magic item.

Brief of lore

2nd January Year 2033 AD. 10 years ago on the continent of Forsena, Azure Planet, “the Gate” appeared and connected the real world with the realm of magic and monsters. To combat these vile beasts and monsters humans try to use guns and modern arsenals only to fail.

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