A5E Community Class Conversion Project

 

 

Credits

Dragonshard

Arcanist, Cavalier, Bloodrager, Magus and Oracle

Anthony Vallozzi

Blue Traveller

InfKore/Izzy (Throwing Axe Press)

Disciple

XPertRanger

Guardian

NotTheSmooze

Keeper

/u/SargeBriar

Battlerager Rework

[ IrishBandit and SpiketailDrake]

Way of the Four Elements Remaster

/u/Enraric

The Undying, Revised

/u/CrazyBastard

Knowledge and Nature Domain revisions

Aanx

Way of the Drunken Fist revision

Unknown

Way of the Sun Soul revision

u/agenderarcee

Way of the Kensei revision

 

 

Table Of Contents

Credits

Part 1 Introduction

1 - Suggested Houserules

Part 2: Character options

2 - Classes

Arcanist

  Class Features
  Branches of Study
      Arcane Savant
      Divine Scholar
      Elementalist
      Occultist
      Spell Specialist
      Twilight Sage

Bloodrager

  Class Features
  Bloodlines
      Abyssal
      Arcane
      Celestial
      Draconic
      Elemental
      Fey
      Undead

Blue Traveller

  Class Features
  Traveller’s Paths
      Path of Enlightenment
      Path of the Gun Mage
      Path of Martial Prowess

Cavalier

  Class Features
  Cavalier Orders
      Order of the Dragon
      Order of the Flame
      Order of the Hammer
      Order of the Lion
      Order of the Rose
      Order of the Shield
      Order of the Sword

Disciple

  Class Features
  Sublime Journey
      Journey of the Blade Dancer
      Journey of the Collector
      Journey of the War God
  Sublime Disciplines

Guardian

Class Features
  Defensive Archetypes
      Mystic Herald
      Oathsworn
      Renegade
      Warden

Keeper

  Class Features
  Spirit Covenants
      Covenant of Chains
      Covenant of Strife
      Covenant of Unity

Magus

  Class Features
  Magus Studies
      Study of the Eldritch Archer
      Study of the Hexcrafter
      Study of the Magister
      Study of the Primagus
      Study of the Stygian
      Study of the Warmage
      Study of the Vanquisher

Oracle

  Class Features
  Oracle Curses
  Oracle Mysteries
      Ancestor Mystery
      Bone Mystery
      Dragon Mystery
      Life Mystery
      Lunar Mystery
      Solar Mystery
      Winter Mystery

3 - Archetype Revisions

Berserker (formerly Barbarian)

  Path of the Battlerager

Cleric

  Knowledge Domain
  Nature Domain

Adept (formerly Monk)

  Way of the Drunken Fist
  Way of the Four Elements
  Way of the Kensei
  Way of the Sun Soul

Warlock

  The Undying

 

 

 

 

Suggested Houserules

Character Generation boost

Standard 27-point point buy. Additionally, free ASI and feat at level 1, with the proviso that none of your stats can go above 18 at chargen

Ability Score Increases

ASIs are on a character basis and not a class basis. Classes that give ASIs at nonstandard level, such as Cavalier at level 10, are exempt for those nonstandard features.

Multiclass extra attack

You can attack twice when the sum of your two classes which have access to extra attack is equal to or greater than 5. If you have a class that has extra attack and a class with an archetype that gets extra attack at level 6, you get extra attack at level 6.

Fighter/Marshal: you can attack 3 times when the sum of your fighter and marshal levels are 11 or greater

Luck Dice

Luck dice rules used, as per https://www.questgivers.com/product.php?p=20

Initiative

Natural 20 rolls get to pick where they are on the initiative order after everyone else has rolled.

Potions

Drinking a potion yourself is a bonus action. Drinking a potion yourself as an action maximises any dice rolled as part of the potion. Administering a potion to someone else is an action.

Inspiration

Inspiration can now be used to reroll a failed d20 roll or give advantage before the roll.

Wounds

Bruised 75%, Bloodied 50%, Badly Wounded 25%.

Being downed

Being downed and then brought back to 0hp gives a level of fatigue which applies after the fight concludes

Death Saves

Death saves are rolled in secret

Spellcasting with no slots

If a magic user is out of spell slots but REALLY needs to cast a spell, they can push themselves past their limits and continue to cast spells, take a level of strife each time they do. The maximum spell level they can do this for is the half-highest spell level the character can cast (rounded down)

Attunement

You can attune a number of items equal to your proficiency bonus. Some magic items may now cost more than one attunement slot to attune to at the Narrator’s discretion

Counterspelling

If you counterspell a counterspell, both/all creatures involved roll on the wild magic surge table.

Holding Action (spells)

You may hold a spell normally as a readied action (which requires concentration), but you may continue to hold it without expending additional spell slots by spending your action each turn to do so. During this action, you may change what triggers you to release the spell.

Longer Bonus Actions

Longer Bonus Actions: If a spell, feature, or other activity can normally be done as a bonus action, you may choose to do it as an action instead. You can’t do this to use the same type of activity twice in the same turn

Readily Available Items

It takes an action to find and retrieve a desired item from within your backpack, bag of holding, sack, or other closed container.

Some containers make their contents readily available, so that withdrawing a desired item can be done as a simple item interaction. These include:

  • Scabbards, sheathes, holsters, and similar unsecured item containers.
  • Potion bandoleers, belts, and pouches.
  • Heward’s handy haversack

Spell component pouches are a special case. Any number of components for spells can be freely withdrawn or stowed during the casting of those spells.

 

 

Fleeing Combat

At initiative count 0, one side of a combat may choose to flee. If the other side wants to prevent them, then a chase scene begins. The idea is this means fleeing becomes a practical option.

Using Spell Scrolls

Any caster can attempt to use a spell scroll of a level they can cast even if it’s not on their list provided they pass an arcana, nature or religion check of DC 10+spell level. Which check the spell is depends on the traditions to which the spell is available and is up to Narrator discretion.

Casting spells as a reaction on your own turn

Unless specifically stated that you can use a reaction to cast a spell, as per a class feature or for example the sub-effect of the spell Counterspell, you may not cast a spell with a casting time of 1 reaction on your own turn.

Legendary actions: “Break Bars”

In this variant, a Narrator telegraphs what a legendary action they’re going to use is on the legendary monster’s turn. Failed saves or contested skill checks between now and when the legendary action would be taken have the ability to interrupt the legendary action (and only the legendary action). This provides players the ability to use features that ordinarily a boss might be immune to or just ignore in order to disrupt its action economy.

For example, someone might use a stun effect to disrupt the legendary action of a boss that would ordinarily be immune to stun for balance reasons.

This rule is apparently very good at incentivising smart maneuver use, like well-placed shoves, and has the side effect of consuming enough of the party’s own action economy trying to disrupt the boss’ that big boss fights might nevertheless have a little more staying power as it’s no longer just a race to 0HP.

 

 

Classes

Arcanist

As a swarm of fiery elementals approaches an elven woman, she raises her hand summoning a blazing ball of fire above her. The woman closes her eyes and focuses as the ball of fire shifts into a confluence of ice and water. With just seconds to spare, she swiftly shapes the ball of ice into a cone-shaped blast aimed at the elementals which evaporate in a hail of icy shards and freezing air.

A dwarven adventurer looks in horror as his companion falls unconscious off a cliff, having been struck by a mortal blow. Rushing to the edge, in one fluid cast, the dwarf causes his ally to slow in his fall and be wrapped in a shield of protective energy for good measure.

A human scholar pores over his notes about thunderclap and lightning bolt. Suddenly realizing something he hadn’t before, the scholar jumps to his feet, summons his magical power, and successfully invokes a sphere of exploding bolts around him. Now all he needed was a name for his newly invented spell.

All these spellcasters are arcanists, mages with an inherent connection to and intuition for magic, supplemented by intense study of their powers. These heroes are exceptionally skilled at tuning their magic to the situation at hand, tweaking spells and blending new magical combinations to tackle any challenge.

Arcane Intuition

Arcanists are born with an innate connection to magic, much like a sorcerer, granting them the inherent ability to produce magical spells. However, like wizards, arcanists take a structured, academic approach to the understanding of their magical power. Through their studies and experiences, arcanists develop a powerful intuition regarding the mechanics of magic. This comprehension of the underpinnings of magic grants arcanists greater control over their spells, allowing them to twist one spell to be more like another or even combine two spells together.

Versatile Magic

Combining their strengths, an arcanist’s inherent connection to the arcane and their academic understanding of magic allow them to utilize their magical powers in surprising and novel ways. Expert arcanists are unmatched in their spontaneous magical versatility and their ability to produce new, unique spells. An arcanist is rarely caught off guard, able to use each one of their spells to overcome a myriad of challenges.

Arcanists frequently set out on adventure to seek out greater knowledge and understanding of their magical power. In an adventuring party, arcanists serve as a powerful source of adaptable magic, able to tailor their spells to each challenge the group faces.

Creating an Arcanist

When you create your arcanist, consider two questions in parallel. First, where did you get your magical powers from? Were you blessed by some powerful being, or maybe magical power flows through your bloodline? Second, what did you do to study and master your arcane power? Did you join a college of wizards, learning to see your magic in an academic light? Or perhaps you immersed yourself in a study of gods and other powerful beings to try and discern the source of your power? In any case, consider the relationship between your magical abilities and your efforts to study and understand them.

Arcanists are known for their ability to tune spells to their liking and often have preferences for certain types of spells/magics. Look ahead at the branches of study you will choose from at 2nd level. Are you particularly dedicated to one school of magic or a few select spells? Maybe you have a vested interest in the magic surrounding the soul and the boundary between life and death? Or are you dedicated to a divine being or fiend who plays some role in your powers?

Lastly, consider your purpose in setting off on adventure. Are you seeking experience to grow your arcane power and gain greater expertise in spellcasting? Or, maybe you are curious about the origins of your magic and are seeking answers that cannot be found in a library. Perhaps some tragedy befell you or a loved one and you are trying to understand the cause?

Quick Build

You can make an arcanist quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third, choose the firebolt, gust, light, and thunderclap cantrips along with the 1st-level spells mage armor and burning hands.

Multiclassing

Prerequisites: To qualify for multiclassing with the Arcanist class, you must meet these prerequisites: 13 Intelligence.
Proficiencies: When you multiclass into the Arcanist class, you gain no proficiencies.
Spell Slots: You add all your arcanist levels for the purposes of determining multiclass spell slots.

 

 

The Arcanist
Level Proficiency Bonus Features Studies Known Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Tweak Spell - 4 2 2
2nd +2 Branch of Study - 4 3 3
3rd +2 Spell Blending, Scholarly Excellence - 4 4 4 2
4th +2 Ability Score Improvement 1 5 5 4 3
5th +3 Spell Blending (Damage Type) 1 5 6 4 3 2
6th +3 Branch Feature, Arcane Consolidation (1st level) 1 5 7 4 3 3
7th +3 Spell Study 1 5 8 4 3 3 1
8th +3 Ability Score Improvement 2 5 9 4 3 3 2
9th +4 Spell Blending (Range), Spell Writer (Max 3rd) 2 5 10 4 3 3 3 1
10th +4 Branch Feature, Arcane Consolidation (2nd level) 2 6 11 4 3 3 3 2
11th +4 Arcane Appropriation 2 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 6 12 4 3 3 3 2 1
13th +5 Spell Blending (Targets/Area), Spell Writer (Max 5th) 3 6 13 4 3 3 3 2 1 1
14th +5 Branch Feature, Arcane Consolidation (3rd level) 3 6 13 4 3 3 3 2 1 1
15th +5 Arcane Defenses 3 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 6 14 4 3 3 3 2 1 1 1
17th +6 Spell Blending (Hit/Save), Spell Writer (Max 7th) 4 6 15 4 3 3 3 2 1 1 1 1
18th +6 Branch Feature, Arcane Consolidation (4th level) 4 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 6 15 4 3 3 3 3 2 1 1 1
20th +6 Arcane Supremacy 5 6 15 4 3 3 3 3 2 2 1 1

Class Features

As an Arcanist, you gain the following class features:

Hit Points

Hit Dice: 1d6 per arcanist level
Hit Points at 1st level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your

Constitution modifier per arcanist level after 1st.

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Constitution
Skills: Choose two skills from Arcana, Culture, Engineering, History, Insight, Investigation, Medicine and Religion

Equipment

You begin the game with 100 gold which youcan spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background

  • Arcane Investigator’s Set (Cost 81 gold): Dagger, backpack, 4 candles, chalk, clothes (common), component pouch, spellbook, 2 vials
  • Mage Scholar’s Set (Cost 89 gold): Quarterstaff, abacus, clothes (fine), ink (1-ounce bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack, spellbook
  • Travelling Mage’s Set (Cost 86 gold): Quarterstaff, backpack, bedroll, clothes (traveler’s), component pouch, flask of oil, lantern (hooded), mess tin, spellbook

Spellcasting

Beginning at 1st level, your intuitive understanding of magic allows you to produce spells through your connection to the arcane.

Cantrips

At 1st level, you know four cantrips of your choice from the arcanist spell list. You learn additional arcanist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist table.

 

 

Spell Slots

The Arcanist table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these arcanist 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.

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the arcanist spell list. The Spells Known column of the Arcanist table shows when you learn more arcanist spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the arcanist table.

Additionally, when you gain a level in this class, you can choose one of the arcanist spells you know from this feature and replace it with another spell from the arcanist spell list. The new spell must also be of a level for which you have spell slots on the Arcanist table.

Spellcasting Ability

Intelligence is your spellcasting ability for your arcanist spells. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a intelligence spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your arcanist spells.

Tweak Spell

At 1st level, you begin learning how to subtly alter your spells to be like others in your repertoire. When you cast a spell or cantrip you may choose to apply one of the following options:

  • You change one of the damage types of your spell to a damage type from another arcanist spell/cantrip you know.
  • You change the range of your spell to match the range of another arcanist spell/cantrip you know.
  • You change the area of your spell to match the area of another arcanist spell/cantrip you know. The spell you are tweaking must already have an area to use this option.
  • You can change the type of saving throw involved in your spell to a saving throw from another arcanist spell/cantrip you know (e.g. you change the dexterity saving throw from fireball to the charisma saving throw from banishment).

You may do this a number of times equal to your intelligence modifier before completing a long or short rest. You may apply multiple options to a single spell, but each selected option requires expending one use of this feature.

Branch of Study

At 2nd level, you specialize your magical exploration into a particular branch of study, representing the approach you take towards understanding your arcane power. The branch you choose grants you features at levels 2, 6, 10, 14, and 18.

In addition, you gain spells according to your chosen branch at the appropriate arcanist levels. Each of these spells counts as an arcanist spell for you and does not count against the number of arcanist spells you know.

Spell Blending

Beginning at 3rd level, extensive study of your arcane power has granted you the knowledge needed to blend your spells in unique combinations. On your turn, you may use your action to cast two spells as if they were one. Both spells must have a casting time of one action, bonus action, or reaction, and only one of the spells can be a cantrip. The two spells used in the blended spell are referred to as “component spells” in the following paragraphs.

A blended spell counts has a level equal to the combined level of both component spells. If one of the component spells is a cantrip, the blended spell level equals the level of the other spell plus one. Casting a blended spell requires expending a spell slot of a level equal to or greater than the spell’s level, in place of spell slots for each component spell.

A blended spell counts as casting one spell with the effects of both component spells. You choose the targets or areas of each component spell separately based on the normal ranges and targets of each component spell, and each retains its normal duration. In addition, you choose which component spell’s effects occur first, if the order matters. Both component spells may require concentration, in which case both effects end if you lose concentration. Lastly, when you use the “tweak spell” feature to modify a blended spell, you may modify one or both of the component spell’s effects.

As you gain arcanist levels, you gain further ways to blend the effects of your spells:

  • Damage Type: At 5th level, when you blend two spells that deal damage, you may choose to change the damage type(s) of one of the component spells to match a damage type of the other.
  • Range: At 9th level, you may change the range of one of your component spells to match the range of the other.

 

 

  • Targets/Area: At 13th level, you may change the targets/area of one of your component spells to match the targets/area of the other. If this causes a spell that normally affects one target to affect multiple targets or gain an area of effect, the level of the blended spell increases by one.
  • Hit/Save: At 17th level, you may replace the attack roll or saving throw required by one of your component spells with an attack roll or saving throw involved with the other component spell.

If you replace a saving throw with an attack roll, the level of the blended spell increases by one, with one exception: If the original spell dealt half damage on a successful saving throw, the effect now deals full damage on a hit and no damage on a miss, and the blended spell’s level does not increase by one.

Scholarly Excellence

At 3rd level, you have a particular set of skills that sets you a cut above a novice mage. Choose one of the following:

Academic

You’ve got a whole lot of book smarts. You gain 4 specialties from Arcana, Culture, Engineering, History, Nature, and Religion. Unlike normal, academic specialties may be taken twice (increasing the specialty’s expertise die to 1d6).

In addition, when you use either Deception or Persuasion to make a point related to an academic specialty, you gain your expertise die from the specialty and use Intelligence for your ability check.

Ritual Efficiency

When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes)

Rote Memorization

Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest , and can switch the cantrip associated with this feature each time you gain a wizard level

Hybrid Studies

Your study of magic has uncovered unique ways to explore the world. At 4th level you gain one hybrid study of your choice. Hybrid studies are detailed at the end of the class description. The Studies Known column of the Arcanist table shows when you learn more hybrid studies. Unless otherwise noted, you can gain each study only once.

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.

You can forgo taking this feature to take a feat of your choice instead.

Arcane Consolidation

At 6th level, you learn to consolidate bits of your magical energy to produce more powerful spells. As a bonus action, you can sacrifice multiple low level spell slots to create one spell slot of a higher level. The level of the new spell slot equals the combined levels of each sacrificed slot.

The level of the spell slots you can sacrifice and create depend on your arcanist level

  • 6th Level: Sacrifice 1st level slots. Create up to 3rd level.
  • 10th Level: Sacrifice up to 2nd level. Create up to 5th level.
  • 14th Level: Sacrifice up to 3rd level. Create up to 6th level.
  • 18th Level: Sacrifice up to 4th level. Create up to 7th level.

Spell Study

At 7th level, you learn to hone your magic and spells to new power levels thanks to your dedicated studies. Choose one Spell Study that reflects what you have dedicated your arcane studies to.

Arcane Objects

When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an action without spending a spell slot, even if you don’t have the spell prepared.

In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed , and the Narrator will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).

Detective Spell Study

You are adept at sensing magic and its effects. If there are active magical effects near you, such as a spell effect on an object or a spell effect in an area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you.

 

 

In addition, you have honed your detection spells. Add detect magic and detect thoughts to your spellbook if they weren’t already there. Whenever you cast detect magic , the range that you can sense magic is increased to 60 feet. Whenever you cast detect thoughts , the range of creatures that you can read thoughts from is increased to 60 feet.

Fauna and Flora

Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora. When a plant or beast makes a saving throw against a spell that you cast, it makes the saving throw with disadvantage.

Spell Writer

At 9th level, you work out the kinks and inefficiencies in one of your favorite blended spells, writing a whole new spell that you give a name.

Choose a blended spell that you can cast using the spell blending feature, including any blended damage types, ranges, targets/areas, and hits/saves. That specific blended spell’s level is one lower than the original blended spell’s level for you. The spell must be 3rd level or lower after the level reduction.

This new spell counts as an arcanist spell and is added to your spell list. It does not count against your number of arcanist spells known. Lastly, you choose the new spell’s school of magic from one of the component spells’ schools.

  • At level 13, you create another spell up to 5th level.

  • At level 17, you create another spell up to 7th level.

Spell Writer and New Blending Options

When you gain a new option for blending spells (“targets/area” at 13th level and “hit/save” at 17th level), you may retroactively apply the new option to your previously invented spells. However, you must choose to do so as soon as you gain the new option and you cannot undo your choice once made.

In addition, the spell must still follow its maximum level restriction after any change (e.g. if your first written spell was already 3rd level, you can not increase its level to 4 when you change its targets/area or hit/save)

Arcane Appropriation

When you use a magic item, you ignore any requirements related to class, culture, heritage, or level.

Arcane Defenses

At 15th level, your training has granted you certain protections against magic. Choose one of the following:

Mental Discipline

Your mind is sheltered from intrusion. When you fail an Intelligence, Wisdom, or Charisma saving throw , you can choose to succeed instead. You can’t do so again until you finish a short or long rest.

Mystic Mantle

Magic layers upon you into a defensive ward that you can extend to even protect your allies. You and creatures within 10 feet of you have resistance to the damage of spells.

Superior Countermagic

When you make an ability check as part of casting counterspell or dispel magic , you add your proficiency bonus to the roll.

In addition, when you cast one of these spells, treat the spell slot level of the spell as one level higher than the actual slot you spent. The slot you use to cast the spell must still be at least 3rd-level.

Arcane Supremacy

Beginning at 20th level, you are exceptionally skilled at the spells you have written. You may cast each of your written spells (from the spell writer feature) once without expending a spell slot. After casting a spell in this manner, you can not do so again until you finish a long rest

Hybrid Studies

Air Lift

You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.

Detect Magic Savant

Prerequisite: Able to cast detect magic

Whenever you cast detect magic, you can choose one of the following benefits to amplify the spell.

Lengthened Detect Magic: The duration of detect magic is increased by 10 minutes.

Extended Detect Magic: The detection radius of detect magic is increased by 30 feet.

Penetrating Detect Magic: The spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt.

Eidetic Memory

Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.

 

 

Illusion Detective

Prerequisite: At least one illusion spell in your spellbook.

You have advantage on Investigation checks and Intelligence saving throws made against illusion. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute.

Lingering Touch

When you encounter a shed piece of a creature (such as a lock of hair, bloody bandage, a scale, or a tooth), you can touch that object and instantly attune to it as if it were a magic item. If you are carrying the shed piece and attuned to it when you see the creature from which it originated, you immediately know that it belongs to that creature, at which point the attunement ends. At the Narrator’s discretion, you may learn additional cryptic information from being attuned to such things.

Loremaster of Creatures

You are well-studied on naturally occurring creatures of the world. When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know any history, legends, or myths related to it.

Mage Hunter (Arcanist)

When tracking a creature that can cast at least 1 spell, you can attempt to do so by focusing on the mystic energy it leaves in its wake, allowing you to use your Intelligence for any ability checks made to track it.

Magnetic Step

You can move along vertical surfaces at half your Speed without needing to make an ability check. If you end your turn on such a surface, you immediately fall unless you have some other way to support yourself.

Ominous Insight

When you know, you know, you know? When you fail an Arcana, History, Nature, or Religion check, you can attempt to draw on your magics to find an answer and reroll the check. On a failure, your attempt clouds your mind and you have disadvantage on Intelligence checks until you finish a short rest . While suffering this disadvantage, you can’t use Ominous Insight again.

Persistent Mending

Prerequisite: The ability to cast mending

When you finish a long rest , choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 12 hours.

Coat: Choose either hot or cold weather. The creature gains an expertise die on Constitution saving throws made to resist the effect of that kind of weather.

Goggles: The creature’s vision can never be reduced to less than 20 feet due to inclement weather.

Shoes: The creature gains an expertise die on Constitution saving throws made to undertake a forced march.

Presto Prestidigitation

Prerequisite: The ability to cast prestidigitation

If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean.

The following effects are added to the list of options you can choose from when you cast prestidigitation.

  • You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.
  • Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends.
  • A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 30 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses.
  • On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends.

Retrace

By spending 1 minute in meditation, you can reflect on the magical aura you leave behind as you travel. After doing so, you can perfectly retrace the steps you’ve taken in the past 4 hours.

Wode Sense

While traveling, any time you enter an illusory terrain or magic is used to cause you to become lost, you always notice within 1 minute of being affected.

 

 

Branches of Study

While all arcanists seek to understand the mechanics behind their magical ability, they often choose to do so in different ways. These unique approaches are represented by the following branches of study. Within each branch, arcanists develop different specialties in terms of magical abilities they develop and particular spells they master.

Branches of Study
Branch Description
Arcane Savant Specialist in a school
Divine Scholar Specialist of Divine spellcasting
Elementalist Specialist of the Elements
Occultist Specialist in Occult/Warlock spellcasting
Spell Specialist Specialist in specific spells
Twilight Sage Specialist in Life and Death

Arcane Savant

Some arcanists are born with a natural connection to a particular school of magic. These arcanists, known as arcane savants, often focus their studies and practice on that school to develop mastery over that subset of magic.

Arcane savants are frequently leading magical experts on their specialized school, acting as authorities on the knowledge surrounding applications for and the properties of that school’s spells.

Arcane Savant Spells

At 2nd level, when you select this branch of study, choose one of the following schools of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The chosen school becomes your “specialty school”, which affects the features granted by the arcane savant branch of study.

You learn extra spells from your specialty school, as shown in the following chart. These spells can come from any spell list.

Arcanist Level Spells
2nd Two 1st Level Spells from your Specialty School
3rd Two 2st Level Spells from your Specialty School
5th Two 3rd Level Spells from your Specialty School
7th Two 4th Level Spells from your Specialty School
9th Two 5th Level Spells from your Specialty School

Preferred Magic

Beginning at 2nd level, you have a strong inclination towards spells from your specialty school, making it easier to copy their attributes into your other spells.

When you use the tweak spell feature to copy a property from a spell that is part of your specialty school, you do not expend a use of tweak spell.

School Recognition

Beginning at 6th level, your familiarity with your specialty school becomes sufficiently strong that you effortlessly recognize related spells and effects.

When you observe or are affected by a spell or effect from your specialty school, you immediately know the name and level of the spell and its effects.

Intuitive Blending

Beginning at 10th level, blending spells from your specialty school becomes second nature to you, making it less taxing to perform.

When you use the spell blending feature and one or both of the component spells come from your specialty school, you regain an expended spell slot up to half the level of the blended spell (rounded down).

Know your Weaknesses

Beginning at 14th level, your awareness of the weaknesses and limitations of spells in your specialty school allows you to more easily avoid and resist their effects. You gain the following benefits:

  • You have advantage on saving throws to resist the effects of spells from your specialty school.
  • Creatures have disadvantage on attack rolls to hit you with spells from your specialty school.

Second Passion

By 18th level, you have expanded your expertise and picked up another focus for your arcane power. Choose a second specialty school. You gain the benefits of the “preferred magic”, “school recognition”, “intuitive blending”, and “know your weaknesses” features for the new school.

Divine Scholar

While most arcanists take a purely academic approach to mastering their magic, divine scholars combine a studious investigation of the divine with their secular understanding.

A divine scholar may have received their magical power from the gods or simply choose to call upon greater powers to be blessed with their knowledge. In any case, due to their expertise in both the divine powers and arcane academia, divine scholars are often found serving as magic experts for religious groups or as theologians for wizard schools.

 

 

Divine Scholar Spells

Arcanist Level Spells
2nd Bless, Healing Word
3rd Borrowed Knowledge, Lesser Restoration
5th Beacon of Hope, Revivify
7th Divination, Guardian of Faith
9th Commune, Greater Restoration

Holy Magic

Beginning at 2nd level, you can beseech the divine to channel their powers in your magic. When your spellcasting feature lets you learn an arcanist spell, you can choose the new spell from the cleric spell list or the arcanist spell list. These are arcanist spells for you.

In addition, when you cast a spell that targets one or more creatures, you may choose to restore a number of hitpoints to those creatures equal to the spell slot expended to cast the spell. However, if a creature is at 0 hit points, this grants them one automatic success on a death saving throw instead of restoring hit points.

Divine Guidance

Beginning at 6th level, you can call upon guidance from the heavens to support you and your allies. Once per short rest, when a creature you can see within 30 feet (including yourself) fails an ability check, you can use your reaction to add 2d4 to their total, possibly changing the outcome.

Miraculous Healing

At 10th level, you have developed a connection with the divine and have been blessed with a supernatural ability to heal others. Once per long rest, as a bonus action, you can touch a creature and bless them with rapid healing. For the next minute, at the beginning of each of that creature’s turns, they regain Xd4 hit points, where X is half your arcanist level (rounded down).

In addition, at the end of the one minute duration, the creature is no longer blinded, deafened, paralyzed, or poisoned, and is cured of disease.

Divine Knowledge

Beginning at 14th level, you are an expert at petitioning chosen deities for knowledge. You gain the following benefits:

  • When you cast the borrowed knowledge spell, you gain proficiency in a second chosen skill for the duration of the spell.
  • When you cast the divination spell, you may ask a second question after receiving your answer to the first as part of the same spell.
  • When you cast the commune spell, you may ask questions that cannot be answered with a yes or no. Like the divination spell, answers are generally given as short phrases, cryptic rhymes, or omens.

Word of the Gods

Beginning at 18th level, your spells are imbued with ultimate divine knowledge originating from the creation of life.

Whenever a creature fails a saving throw to resist one of your spells, you may choose to additionally afflict them with the effects of the divine word spell. When cast this way, the divine word spell does not force celestials, elementals, fey, or fiends back to their plane of origin.

Elementalist

An elementalist seeks to understand the chaotic nature of the elemental planes. As their comprehension grows, elementalists learn to attune to each of the elemental planes and gain abilities associated with that element. The strongest elementalists can attune to all four planes at once, calling upon the powers of all the elements at will.

Elemental Attunement

At 2nd level, you learn to attune yourself to the elemental planes, gaining the strengths of different elements as each situation requires. Once per short rest, as a bonus action, you can switch your elemental attunement to either air, earth, fire, or water. Each of these elements grants you different benefits as you gain arcanist levels.

You may change the damage of a spell to the associated damage type of the element you are currently attuned to, without expending a use of tweak spell. The damage types associated with each element are as follows

  • Lightning - Air Attunement
  • Acid - Earth Attunement
  • Fire - Fire Attunement
  • Cold - Water Attunement

Elementalist Spells

Depending on your current elemental attunement, you gain access to some of the following spells. When you switch attunements, you lose any spells gained from the previous element you were attuned to.

 

 

Arcanist Level Spells
2nd Feather Fall (Air),
Grease (Earth),
Burning Hands (Fire),
Create or Destroy Water (Water)
3rd Gust of Wind (Air),
Maximillian’s Earthen Grasp,
Scorching Ray (Fire),
Rime’s Binding Ice (Water)
5th Fly (Air),
Erupting Earth (Earth),
Fireball (Fire),
Tidal Wave (Water)
7th Storm Sphere (Air),
Stoneshape (Earth),
Wall of Fire (Fire),
Control Water (Water)
9th Control Winds (Air),
Transmute Stone (Earth),
Flame Strike (Fire),
Cone of Cold (Water)

Chaotic Protection

Beginning at 6th level, you are more resilient against the elements you attune to. While attuned to an element, you have resistance to the associated damage type.

Elemental Intensity

Beginning at 10th level, you draw upon the elemental planes to intensity your magic. When you cast a spell that deals the damage type associated with your currently attuned element, you may reroll a number of the damage dice up to your intelligence modifier (minimum of one). You must use the new rolls.

Energetic Form

At 14th level, your attuned element bestows magical changes to your form. You gain the following change to your movement according to the following chart:

Element Movement
Air You gain a flying speed equal to your current speed that you can use for up to 10 minutes (recharges on short/long rest)
Earth You gain a burrow speed equal to half your current speed
Fire Your base speed increases by 10ft
Water You gain a swim speed equal to your current speed and can breathe underwater

In addition, once per long rest, as a bonus action, you can gain the benefits of one of the following investiture spells for 10 minutes depending on which element you are currently attuned to: Investiture of Wind (Air), Stone (Earth), Flame (Fire), or Ice (Water).

Elemental Apotheosis

At 18th level, you no longer need to choose which element you are attuned to. You are considered to be attuned to air, earth, fire, and water all at once, and gain the benefits associated with each element from the “elementalist spells”, “chaotic protection”, “elemental intensity”, and “energetic form” features.

When you use the “energetic form” feature to gain the benefits of an investiture spell, you choose which spell to benefit from.

Occultist

Whenever one delves too deep into a study of magic, they inevitably begin to hear a tantalizing promise of greater knowledge and power from some otherworldly being. Those arcanists that embrace this call and promise their loyalty or services to those beings are known as occultists.

Occultists learn to summon the servants and creatures of dangerous planes and bend them to their will. But an occultist must remain wary, lest they find that their will is no longer truly their own.

Occultist Spells

Arcanist Level Spells
2nd Dissonant Whispers, Unseen Servant
3rd Borrowed Knowledge, Crown of Madness
5th Spirit Shroud, Summon Lesser Demons
7th Banishment, Summon Greater Demon
9th Contact Other Plane, Planar Binding

Dark Magic

Beginning at 2nd level, your magic is bolstered by the knowledge of ancient beings you study. When your spellcasting feature lets you learn an arcanist spell, you can choose the new spell from the warlock spell list or the arcanist spell list. These are arcanist spells for you.

In addition, you gain the Eldritch Ray feature from the Warlock class and at levels 5, 11, and 17 you gain the benefits of Extra Blast. You also learn to speak your choice of either Abyssal or Infernal

Lesser Invocation

At 6th level, you gain your first gift of power from a dark otherwordly being. From the list of eldritch invocations in the warlock class, choose one invocation that you meet the prerequisites for. You gain the benefits of the chosen invocation.

For this and the “greater invocation” features, when an invocation references your charisma, you may use your intelligence instead. Similarly, arcanist spell slots can be used in place of spell points for spells granted by invocations.

 

 

Fiendish Servant

Beginning at 10th level, you learn to summon a powerful servant of the being you covenanted with. You learn the summon fiend spell, which counts as an arcanist spell for you and does not require material components to cast.

Once per long rest, you can cast this spell at without expending a spell slot. The spell’s level equals the level of the highest spell slot(s) you have at your current level (e.g. 5th level at arcanist level 10 or 9th level at arcanist level 17).

If cast at 5th level (as Summon Fiend is a 6th level spell), treat as if casting at 6th level, but the creature has 15 less hitpoints than indicated in its stat block, as well as a further -1 to AC (so its AC is 16) and a -2 to hit.

Greater Invocation

At 14th level, you are bestowed with even greater power as your connection to your dark patron grows. Choose two additional invocations that you meet the prerequisites for from the list of warlock eldritch invocations. You gain the benefits of the chosen invocations.

Hellish Master

Beginning at 18th level, you are an unwavering conduit of the will of your patron, allowing you to directly control the actions of fiends you summon. You gain the following benefits:

  • Creatures you summon with the summon lesser demons and summon greater demon spells are always loyal to you and hostile only to creatures you choose.
  • You can direct the actions of creatures you summon telepathically, requiring no action on your part.
  • When you cast the summon lesser demons spell, you choose the result of the d6 roll as well as what specific type of demons you summon.
  • When you cast the summon lesser demons, summon greater demon, or summon fiend spells, they are treated as if you cast them at one level higher.

Spell Specialist

Some arcanists believe that deep, tightly-focused specialization is the optimal approach to magic. To do so, these casters heavily emphasize a relatively small number of spells and develop an unrivaled mastery over them. Known as spell specialists, these arcanists often seek to become an unparalleled virtuoso of their chosen spells, learning to use them better than any other caster can.

Specialty Spells

At 2nd level when you select this branch of study, choose one of the arcanist spells you know of 1st level. That spell becomes one of your “specialty spells”. You gain various options to strengthen that spell as you level up.

At 6th level, you choose a second arcanist spell up to 3rd level to become a specialty spell.

At 10th level, you choose a third arcanist spell up to 5th level to become a specialty spell.

Note that you cannot choose any of the spells you create with the “spell writer” feature to be your specialty spells. However, your specialty spells can still be a component of spells you write.

Improved Spells

At 2nd level, you learn to empower your specialty spell with an enhanced property. Choose one of the following options for your specialized spell:

  • Expansive: You may increase the area affected by your specialized spell by doubling its dimensions. For example, circular radii are doubled, cones have double their normal length, lines become twice as wide and long, etc. The spell must already have an area to select this option.
  • Reaching: The range of your specialized spell is doubled. If the spell originally had a range of touch, its range becomes 15 feet. The spell must not have a range of self to select this option.
  • Enduring: The duration of your specialized spell doubles. The spell must have a duration other than instantaneous to select this option.
  • Subtle: You ignore any verbal or somatic components for the specialized spell.
  • Careful: You may choose number of creatures up to your intelligence modifier in the area of your specialized spell. Those creatures automatically succeed on any saving throws to resist the effects of the spell.
  • Versatile: When you cast your specialized spell, you may choose to change its damage type to a type that appears in another one of your spells/cantrips.

When you gain a new specialized spell at 6th and 10th levels, choose one of the options to affect the new spell. The option you select can be the same as or different than the one selected for your first specialized spell.

Versatile Expert

Beginning at 6th level, you become more versatile at twisting your specialty spells in new ways. Once per short rest, when you cast one of your specialty spells, you may choose one of the other options from the “improved spells” feature to augment your spell.

This choice temporarily replaces the original option you selected for that spell for the current cast only. This cannot be done at the same time as the “tweak spell” feature.

 

 

Improved/Expert Spells and Blending

Whenever you cast your specialized spell, including when it is cast as part of a blended spell, you may choose to apply selected options from the “improved spells” and “expert spells” features to the spell.

Similarly, if your specialized spell is part of a new spell you create with the “spell writer” feature, your specialty spell retains any options you have selected from these features

Expert Spells

At 10th level, your specialty spells become even more powerful. Choose one of the following options for each of your specialized spells:

  • Potent: Creatures make saving throws with disadvantage to resist the effects of your specialized spell.

  • Accurate: You have advantage on attack rolls to hit with your specialized spell.

  • Deadly: When you roll damage or healing for your specialized spell, you may reroll any number of the dice once, but you must use the new rolls.

  • Sweeping: You may target one additional creature with your specialized spell. The spell must target creatures and must not create multiple projectiles (e.g. magic missile) to select this option.
      If your spell would have targeted only one creature without this option, you must complete a short rest before you may use this option again for that spell.

  • Prolific: Your specialized spell creates a number of additional projectiles equal to one half of the original amount of projectiles (rounded down). The spell must create multiple projectiles (e.g. magic missile or scorching ray) to select this option.

  • Swift: You may cast your specialized spell as a bonus action a number of times equal to your intelligence modifier between long rests. The spell must have a casting time of one action to select this option.

Specialty Blend

Beginning at 14th level, it is almost effortless to blend your specialty spells. When you use the spell blending feature and both of the component spells are your specialty spells, the required spell slot for your blended spell is one level lower than normal.

Mastered Spell

At 18th level, you become the unmatched master of your favorite spell. Choose one of your specialty spells. You may select an additional option from the “improved spell” and “expert spell” features to apply to that spell.

Twilight Sage

Many mages throughout history have studied how magic interacts with the soul and death. Twilight sages know that magic permeates the essence of life itself, and they study how that magic persists following the death or “the twilight of life”. If life and soul can be controlled and understood, the underlying twilight magic can be harnessed.

Twilight Sage Spells

Arcanist Level Spells
2nd False Life, Hex
3rd Gentle Repose, Wither and Bloom
5th Revivify, Vampiric Touch
7th Blight, Death Ward
9th Enervation, Raise Dead

Twilight Magic

Beginning at level 2, your soul itself becomes partially infused with the weave of magic, empowering it when you cast spells. Whenever you cast a spell, you gain temporary hit points equal to the level of the spell slot expended.

If you gain temporary hit points from a spell you cast, they are added to those you gain from this feature and treated as one pool of temporary hit points.

Soul Speaker

At 6th level, you learn to reach into the residual soul essence of recently deceased creatures to read their memories. Once per long rest, you may cast the spell speak with dead on the corpse of a creature that has died within 10 days, without expending a spell slot.

The spell acts differently when cast this way. Instead of allowing the corpse to speak, you hear the answers to your questions in your mind as you probe the lingering soul memories. The memories you find are generally brief and cryptic, but are also always true.

Siphon Death

Beginning at 10th level, you can absorb the magical energies a creature releases on death to restore your own spellcasting power. When a medium or larger creature dies within 60 feet, you can use your reaction to recover spell slots with a combined level equal to or less than half your arcanist level (rounded down). Each spell slot recovered this way must be 5th-level or less. Once you use this feature, you cannot do so again until you complete a short or long rest.

Persistent Soul

Beginning at 14th level, the twilight magic flowing through your soul makes you unnaturally hard to kill and improves your ability to reunite souls and bodies. This grants you the following benefits:

 

 

  • Whenever you make a death saving throw, you do so with advantage.
  • The duration a creature can be dead and still be affected by spells like revivify or raise dead is doubled if you are casting the spell.
  • You can be dead for up to ten times as long as normal and still be affected by spells like revivify or raise dead.

Spirit and Body

Beginning at 18th level, you have mastered control over your own spirit and soul, granting you the following benefits.

Project Spirit

Once per long rest, as a bonus action, you can separate your spirit from your body and become incorporeal for up to one minute, while temporarily transferring your corporeal body to a pocket of the ethereal plane. While in this form, you can pass through solid objects and have immunity to nonmagical bludgeoning, slashing, and piercing damage. In addition, while in your incorporeal form, when you hit a creature with a spell or a creature fails a saving throw to resist one of your spells, that creature takes 2d8 necrotic damage.

You can return to your physical form early as a bonus action. When your incorporeal form ends, you resummon your body to your current space and your spirit and body are rejoined.

If you occupy the same spot as a solid object or creature when your spirit form ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Inhabit Corpse

If you die, you may have your spirit attempt to inhabit the corpse of a small or medium humanoid creature within 60 feet. The body must be sufficiently intact to sustain life. If you do so, you gain three levels of exhaustion. In addition, you have 0 current hit points and must make death saving throws to stabilize as normal.

If you stabilize, you successfully inhabit the new body. Your strength, dexterity, and constitution scores become equal to those the creature had in life (maximum of 20); these changes can affect your AC, hit points, etc. Your other statistics remain the same.

If you fail to stabilize, you die again and can only be restored to life by means of a true resurrection or wish spell.

 

 

Bloodrager

A powerful goliath wielding a man-sized axe leads his charging warband against their invaders. As the parties are about to clash, the goliath unleashes an ear-shattering shout as his arms and weapon erupt into bright flame. Despite the heat, the warrior is uninjured as he directs the flame into an whirlwind of embers encompassing his foes.

A dwarvish gladiator finds himself facing an impossible monstrosity in the arena he has come to know so well. The beast charges and leaps towards their prey, but as it closes in, a bright array of cobalt scales appears on the exposed skin of the fighter and two great wings erupt from their back. With a roar, the dwarf takes to the sky, and the beast crashes to the ground finding no target.

A firbolg wanders her forest home, seeking the aberrations that have been defiling it. Finding their corrosive forms destroying a holy grove, the wanderer focuses the power of nature in her blood. Great tendrils of woody growth extend from her restraining the horrid creatures as she dashes forward swinging her quarterstaff with abandon.

Some heroes learn magic through intense study, some are loaned the power by diety or nature, but a rare few gain their power through their ancestral blood. Bloodragers are warriors who tap into the energies contained within their arcane blood to enter a rage-like state where the full potential of their inherited power is unleashed into their attacks and spells.

Ancestral Power

While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers’ veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power.

Through their inherited power, bloodragers can cast some arcane spells instinctively. The bloodrager’s magic is as fast, violent, and seemingly unstoppable as their physical prowess.

Arcane Blood

Like barbarians, bloodragers use their physical might and inherent power to charge into danger to keep their people and their allies safe. A bloodrager may leave their home for a number of reasons, and, due to their abilities, they will find themselves naturally suited to a life of adventure. From their barbaric roots, bloodragers are accustomed to a life of constant challenge and peril, and are often loathe to settle down and let their inner power lie dormant.

In an adventuring party, bloodragers take the frontline, using their mighty attacks and savage magic to overwhelm foes and draw attention away from their allies. The presence of a bloodrager is hard to ignore, especially when their arcane power is unleashed in a bloodrage.

Creating a Bloodrager

The most important question to consider when creating your bloodrager is the origin of your power. When you make your character, you choose the nature of your bloodrager’s arcane blood, such as a draconic ancestry or raw elemental power. However, you also choose the details of your power’s origin. For instance, is it a blessing, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

Consider what drove you to leave your old life behind in favor of adventure. Were you cast out due to fear of your power? Or perhaps as a rite of passage to become a true warrior? Do you feel a longing for your old life and a deep connection to your people? Or are you running from your past and plan on cutting all ties?

Consider as well your motivations for adventure. Are you seeking the origin of your power in order to reconnect with your ancestry? Or do you intend to end the blood curse that has plagued your family for generations? Are you simply accustomed to the life of a wanderer? Or would you like to settle but find it difficult to be trusted in civilized society?

Quick Build

You can make a bloodrager quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the outlander background.

Multiclassing

Prerequisites: To qualify for multiclassing with the Bloodrager class, you must meet these prerequisites: 13 Strength and 13 Charisma.
Proficiencies: When you multiclass into the Bloodrager class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor, shields.
Spell Slots: You add half your Bloodrager levels (rounded down) to determine multiclass spell slots.

 

 

The Bloodrager
Level Proficiency Bonus Features Bloodrages Bloodrage Die Talents Known Maneuvers Known Maneuver Degree Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Bloodline, Bloodrage, Spellcasting 2 1d4 2
2nd +2 Savage Magic, Combat Maneuvers 2 1d4 2 1st 2 2 2
3rd +2 Blood Sanctuary, Intimidating Power, Warrior Born 3 1d4 2 1st 2 3 3
4th +2 Ability Score Improvement 3 1d4 1 3 1st 2 3 3
5th +3 Extra Attack 3 1d4 1 3 1st 3 4 4 2
6th +3 Bloodline Feature, Martial Presence 4 1d4 1 3 1st 3 4 4 2
7th +3 Fierce Caster 4 1d4 1 4 2nd 3 5 4 3
8th +3 Ability Score Improvement 4 1d4 2 4 2nd 3 5 4 3
9th +4 Battle Moxie 4 1d6 2 4 2nd 4 6 4 3 2
10th +4 Bloodline Feature 4 1d6 2 5 2nd 4 6 4 3 2
11th +4 Sorcerous Rage 4 1d6 2 5 2nd 4 7 4 3 3
12th +4 Ability Score Improvement 5 1d6 3 5 2nd 4 7 4 3 3
13th +5 Latent Power 5 1d6 3 6 3rd 4 8 4 3 3 1
14th +5 Bloodline Feature 5 1d6 3 6 3rd 4 8 4 3 3 1
15th +5 Unyielding Blood 5 1d6 3 6 3rd 4 9 4 3 3 2
16th +5 Ability Score Improvement 5 1d8 4 7 3rd 4 9 4 3 3 2
17th +6 6 1d8 4 7 3rd 4 10 4 3 3 3 1
18th +6 Bloodline Feature 6 1d8 4 7 3rd 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 6 1d8 4 8 4th 4 11 4 3 3 3 2
20th +6 Eldritch Rage 6 1d8 5 8 4th 4 11 4 3 3 3 2

Class Features

As a Bloodrager, you gain the following class features:

Hit points

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

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 skills from Animal Handling, Arcana, Athletics, Intimidation, Insight, and Survival

 

 

Equipment

You begin the game with 145 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Rugged Arcane Explorer’s Set (Cost 135 gold): Greatsword, 4 javelins, hide, climbing gear, explorer’s pack, Arcane Focus
  • Magical Tracker’s Set (Cost 141 gold): Greataxe, shortbow and 20 arrows, chain shirt, explorer’s pack, Component Pouch

Bloodline

At 1st level, you choose a bloodline that has bestowed your arcane power. The bloodline you choose grants you features at levels 1, 6, 10, 14, and 18.

The Draconic, Elemental, Fey, Abyssal, Celestial, Undead, and Arcane bloodlines are shown below.

Bloodrage

Starting at 1st level, you fight with the primal energy of your bloodline. On your turn, you can enter a bloodrage as a bonus action.

While bloodraging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, or cast a bloodrager spell that deals damage, you gain a bonus to the damage roll equal to your bloodrage die. This die increases as you gain levels as a bloodrager, as shown in the Bloodrage Die column of the Bloodrager table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

Your bloodrage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you have not attacked a hostile creature, cast a spell, or taken damage since your last turn. You can also end your bloodrage on your turn as a bonus action.

Once you have bloodraged the number of times shown for your bloodrager level in the Bloodrages column of the Bloodrager table, you must finish a long rest before you can bloodrage again.

While bloodraging, you are not able to cast or concentrate on spells except for bloodrager spells.

Spellcasting

You have learned to draw on the arcane power of your blood through life-and-death struggle.

Cantrips

At 1st level, you know two cantrips of your choice from the Bloodrager spell list. You learn additional Bloodrager cantrips of your choice at higher levels, as seen in the Cantrips Known column of the Bloodrager table.

Casting Spells

The Blodrager table shows how many spell slots of each level you have to cast your spells. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all spent spell slots upon finishing a long rest.

You know a number of Bloodrager spells shown in the Bloodrager table under ‘spells known’. Each time you gain a Bloodrager Level, you may learn one bloodrager spell and replace one of the bloodrager spells you know with another spell of your choice from the bloodrager spell list. Each of these spells must be of a level for which you have spell slots, as shown on the Bloodrager table.

Spellcasting ability

Charisma is your spellcasting ability for your bloodrager spells. 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 bloodrager 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

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your bloodrager spells.

Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Cutting Omen, Adamant Mountain, Tempered Iron, Tooth and Claw You learn two maneuvers of your choice from traditions you are proficient with.

You use your maneuvers by spending exertion points, but you do not gain an exertion pool. Instead, at the start of each of your turns you can expend spell slots of 1st-level or higher to gain exertion points that go into a temporary exertion pool which lasts until you start your next long rest . You gain 2 exertion points for a 1st-level spell slot, and 2 more for each spell slot level above 1st. Only spell slots gained from the Bloodrager class can be expended in this way.

 

 

The Maneuvers Known column of the Bloodrager table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Savage Magic

At 2nd level, you can empower your spells with the raw energy of your bloodline at the cost of your own health. When you cast a bloodrager spell, you may choose to cast savagely. Doing so gives you an expertise die on the spell attack roll if one is required and gives enemies disadvantage on the first save they make to resist the spell. However, you additionally take damage equal to three times the level of the spell cast.

Blood Sanctuary

At 3rd level, the arcane power in your veins protects you from harmful magic. While bloodraging, you have an expertise die on saving throws against magical spells and effects.

Intimidating Power

At 3rd level, your natural power strikes fear into your enemies. You have advantage on intimidation checks towards creatures who have witnessed your bloodrage within the last hour.

Warrior Born

Also at 3rd level, the ways of combat that have come naturally to you bring new and unexpected lessons. Choose one of the following:

Agitate

Many battles have taught you how to spot aggressive body language like a pursed eyebrow, tensed temple, or protruding vein, and you’ve mastered using these cues to unsettle others outside of combat. Make an Intimidation check opposed by the Insight check of a creature you can see and hear within 20 feet. On a success, you subtly press the creature to act out. What exactly the creature does—back away quickly, blurt out something compromising, draw a weapon, look towards a concealed or disguised companion, protectively touch something it is carrying—is at the Narrator’s discretion.

Once you have used this feature, you cannot do so again until you finish a short or long rest .

Fearsome Reputation

Word spreads of your prodigious strength or how terrifying you can be in battle. Whenever you are in a settlement, at least one commoner approaches you with a modest gift or bribe and beseeches you to help settle a feud, move a large obstacle, or otherwise make use of your impressive might. In addition to their offering, they are eager to tell you about their home and neighbors.

Imposing Prowess

When an ally you can see and hear makes a Deception or Persuasion check, you can use your reaction to support them with an intimidating display of strength or unsettling glower. Your ally rerolls the check, gaining an expertise die on the roll.

Once you have used this feature, you cannot do so again until you finish a long rest .

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.

You can forgo taking this feature to take a feat of your choice instead.

Developed Innovations

Whether in the ruins of an ancient civilization, the barren terrain of the hinterlands, or the back alleys of a prosperous city, bloodragers are adept at surviving and interacting with their environments.

At 1st level you gain a developed talent of your choice. Your developed talents are detailed at the end of the class description. The Talents Known column of the Bloodrager table shows when you learn more developed talents.

Extra Attack

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

Martial Presence

At 6th level your methodology to battle seeps further into the way you interact with others—and how they interact with you. Choose one of the following:

Forceful

People respond favorably to your vigor. You can always choose to use Constitution when making Persuasion checks.

In addition, in every settlement you visit you inspire a number of followers equal to your proficiency bonus. Your followers perform minor tasks to help you while you are there, feed you and your allies, carry your belongings to nearby destinations, share their mount animals, reveal some of their secrets to try and gain your favor, and ask you for help before turning to the authorities with a problem

 

 

Mighty

You turn your toughness into a tool when imposing upon others. You can always choose to use Constitution when making Intimidation checks.

In addition, when you enter a tavern or other social gathering, you can make a DC 15 Intimidation check while loudly declaring that you are looking for something or someone. On a success, most of the people there look at and otherwise point out whoever they believe is the person you are looking for or the person most likely to know about what you are seeking.

Scary

It’s commonly thought that it’s best not to ask you for too much clarification or detail. You can always choose to use Constitution when making Deception checks.

In addition, when you fail a Deception check against a creature, it makes a Wisdom saving throw against a DC equal to your passive Deception score. On a failure, it thinks twice about your dishonesty and your Deception check becomes a success.

Fierce Caster

At 7th level, your spells and weapon attacks become inseparable parts of your fierce offense. When you use your action to cast a bloodrager spell, you may make a single melee weapon attack as a bonus action.

Battle Moxie

At 9th level, your experiences in combat teach you more about how to live in the world. Choose one of the following.

Provoking Attitude

You know how to piss people off. You can expend one use of Bloodrage and choose a creature within 60 feet that can hear or see you. The creature makes a Charisma saving throw against your Spellcasting DC. On a failure, it makes or accepts a challenge. The nature of this challenge is at the Narrator’s discretion but is usually a duel or opposed check: archery with Dexterity, arm-wrestling with Strength, competing with a gaming set, distance running with Constitution, wrestling with Athletics, and so on.

Roaring Pause

When initiative is rolled you can expend one use of Bloodrage to make an Intimidation check (DC 8 + number of creatures that rolled initiative) to briefly unveil the boundless fury within in a furious roar. On a success each creature stops what it is doing and can only make statements and a Deception, Intimidation, or Persuasion check on its turn. On a success by 5 or more initiative is rerolled, and you choose a number of creatures equal to your Constitution modifier to gain advantage on their initiative roll.

Takes One to Know One

You know another warrior when you see one. When you see a creature, you know if it is proficient with more than simple weapons or has access to combat maneuvers

Sorcerous Rage

At 11th level, your bloodrages are joined by a surge of magic. When you use your bonus action to bloodrage, you may additionally cast a spell that targets only yourself as part of that same bonus action by expending a spell slot of the spell’s level or higher.

If the spell has a duration of one minute or longer, it instead lasts until your bloodrage ends. Additionally, the spell must normally have a casting time of one action or bonus action.

Latent Power

By 13th level, your sorcerous lineage starts to manifest as something people can subconsciously sense, even if they know nothing beyond the mundane, and it affects how they see you. Choose one of the following.

All Eyes

You gain an expertise die on Performance and Persuasion checks. In addition, you can use your magic to make your presence known. As a bonus action, you can spend 1 sorcery point to put out a subtle pulse that causes all creatures within 60 feet to take notice of you, allowing you to speak and be heard even in the midst of chaos. During combat, this notice lasts only a split second—not long enough to distract, but allowing you to make a Charisma check as part of the bonus action used to activate this feature.

Daunting Energy

You gain an expertise die on Intimidation checks. If you fail an ability check or saving throw against a creature trying to intimidate you, or against an effect that would cause you to become frightened , you can spend 1 sorcery point to immediately reroll the check or save.

Unsuspecting

You gain an expertise die on Deception checks. When you fail on a Deception check against a humanoid, you can use a combination of fast-talk and your magic to make them forget your misstep, spending 1 sorcery point to reroll the check. On a success, their memory skips a beat and fills in the gap with your new story. On a failure, not only do they not believe you, but anyone who can cast spells and observed the exchange (including your target, if applicable) knows that arcane subterfuge was attempted.

 

 

Unyielding Blood

At 15th level, your bond with the mystic power in your blood becomes unshakeable. Once per long rest, when you fail a constitution saving throw to maintain concentration on a bloodrager spell, you may choose to succeed instead.

Eldritch Rage

At level 20, your raw arcane power is unleashed whenever you bloodrage. When you use the sorcerous rage feature upon entering a bloodrage, you may cast up to two spells that target only yourself, instead of just one.

Each spell requires expending a spell slot of the spell’s level or higher, and follows the same requirements and durations outlined in the sorcerous rage feature.

Developed Innovations

Agile Sprinter

You are adept at traversing obstacles while running, able to efficiently and rapidly climb and leap between trees, vines, rooftops, and ropes. You gain an expertise die on Athletics and Acrobatics checks made to climb, run, and swing.

Lead the Pack

 Prerequisite: 5th level
Your unfaltering actions inspire your teammates to greater efforts. You gain an expertise die on Athletics or Acrobatics checks made to climb, jump, run, and swim. When your party makes a group Athletics or Acrobatics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.

Lingering Touch

When you encounter a shed piece of a creature (such as a lock of hair, bloody bandage, a scale, or a tooth), you can touch that object and instantly attune to it as if it were a magic item. If you are carrying the shed piece and attuned to it when you see the creature from which it originated, you immediately know that it belongs to that creature, at which point the attunement ends. At the Narrator’s discretion, you may learn additional cryptic information from being attuned to such things.

Mage Hunter

When tracking a creature that can cast at least 1 spell, you can attempt to do so by focusing on the mystic energy it leaves in its wake, allowing you to use your Charisma for any ability checks made to track it.

Magnetic Step

You can move along vertical surfaces at half your Speed without needing to make an ability check. If you end your turn on such a surface, you immediately fall unless you have some other way to support yourself.

Mark of the Wilderness

You have traveled far and seen much, and those around you can tell. You gain an expertise die on Intimidation checks. In addition, you may always choose to use Strength when rolling an Intimidation or Persuasion check.

Natural Tracker

After making a connection with another creature, however tenuous, you make a connection that gives you an edge when pursuing it. After you spend at least 1 minute observing a creature, you gain an expertise die on checks made to track that specific creature.

Path of Blustery Autumns

Instead of fighting the sharp winds you have learned from them. You gain a +10 foot increase to your speed when calculating your Travel Pace. Additionally, you can choose to ignore difficult terrain outside of combat.

Path of Drowning Springs

 Prerequisite: 5th level
The rains have taught you the ways of the overflowing rivers. You gain a swim speed equal to your Speed and can hold your breath for a number of minutes equal to 1 + twice your Constitution modifier.

In addition, while swimming you can use a bonus action and spend one use of Rage to move your swim speed in a straight line.

Path of Lean Winters

The lessons of the snows have put you beyond mere cold and hunger. You gain advantage on saving throws made to resist the effects of cold weather as though you were wearing cold weather gear, but without the disadvantages in hot weather. Additionally, you can go without Supply for a number of days equal to 3 + your Constitution modifier (minimum 1) before suffering a level of fatigue .

Path of Scorching Summers

By emulating the beasts of the desert you are above the concerns of heat and thirst. You gain advantage on saving throws made to resist the effects of hot weather as though you were wearing hot weather gear, but without the disadvantages in cold weather. You also gain advantage on saving throws made to resist the effects of thirst.

Retrace

By spending 1 minute in meditation, you can reflect on the magical aura you leave behind as you travel. After doing so, you can perfectly retrace the steps you’ve taken in the past 4 hours.

 

 

Strange Traces

While traveling, you can spend 1 exertion to obscure your trail. For the next hour, any tracks your group leaves become random, zigzagging, and incomprehensible. Creatures have disadvantage on Survival checks to track you and become lost on a failed check.

Ominous Insight

When you know, you know, you know? When you fail an Arcana, History, Nature, or Religion check, you can attempt to draw on your magics to find an answer and reroll the check. On a failure, your attempt clouds your mind and you have disadvantage on Intelligence checks until you finish a short rest . While suffering this disadvantage, you can’t use Ominous Insight again.

Wode Sense

While traveling, any time you enter an illusory terrain or magic is used to cause you to become lost, you always notice within 1 minute of being affected.

 

 

Bloodrager Bloodlines

Bloodrager powers come from a variety of different sources, called “bloodlines”. These different bloodlines describe the origin of your magical ability and provide various capabilities bestowed by your arcane blood.

Bloodrager Bloodlines
Bloodline Description
Abyssal Demonic abilities
Arcane Arcane speciality
Celestial Angelic abilities
Draconic Draconic abilities
Elemental Elemental Abilities
Fey Primal and Trickery-based Abilities
Undead Necrotic abilities

Abyssal Bloodline

The dark powers of the abyss permeate your being due to the demonic blood flowing through your veins. Due to a bloodline curse or fiendish ancestor, abyssal bloodragers can transform into a dark form that becomes increasingly demonic as their power grows.

Chaotic Blood

At 1st level, your blood imbues you with dark powers from the abyss. Choose fire, cold, or lightning. The chosen damage type becomes your demonic element. When you deal extra damage with your bloodrage die, you may choose to change its damage type to your demonic element.

Horrific Claws

At 1st level, when you bloodrage, you may choose to transform your arms and hands into a set of inhuman claws as part of that same bonus action. These claws are treated as melee weapons using strength and deal 1d8 + your Strength modifier slashing damage.

When you take the attack action on your turn and only attack with your claws, you may use your bonus action to make one additional claw attack, adding your strength modifier to the damage as normal.

Abyssal Resistance

At 6th level, your demonic blood offers enhanced durability to your mortal frame. You gain resistance to poison and to your demonic element.

Demonic Aura

At 10th level, you carry an unnerving presence about you, subtly breaking the will of your foes. Hostile creatures within 10 ft. of you suffer a penalty to saving throws equal to your charisma modifier.

Fiend Wings

At 14th level, when you begin a bloodrage, you may choose to sprout a pair of demon wings from your back, gaining a flying speed equal to your current speed plus 10 ft. They last for one minute, until you become unconscious, or until you dismiss them as a bonus action on your turn.

Abyssal Form

At 18th level, you take on the true, horrible form inherited from your demonic ancestry. Once per long rest, when you begin a bloodrage, you may choose to take on your demon form. You remain in this form until you become unconscious or your bloodrage ends.

In your demon form, your size becomes large, your creature type is fiend, and you are immune to your demonic element. Additionally, the damage of your claw attacks increases to 1d12 + your strength modifier.

In this form, your demonic aura extends to 30ft. When a creature begins its turn within your demonic aura, they must make a wisdom saving throw against your spell save DC or become frightened and take damage equal to 1d12 + your charisma modifier of your demonic element. They can repeat the saving throw at the beginning of each of their turns. On a success, they are immune to being frightened by your aura for 24 hours.

Arcane Bloodline

Unlike other bloodragers, your bloodline is not derived from a particular type of creature or being; instead, your blood is inherently coupled with the weave of magic permeating all existence. This gives you increased command over magic, including both your own spells and those cast around you.

Forceful Power

At 1st level, your melee strikes are infused with raw magical power. When you deal extra damage with your bloodrage die, you may choose to change its damage type to force.

Arcane Sanctuary

At 1st level, your blood connection to the weave allows you to protect yourself from harmful magic. Once per short rest, when you fail a saving throw against a magical spell or effect you may choose to succeed instead.

Spell Flexibility

At 6th level, the essence of magic permeating your being gives you more flexibility over your casting. You can learn one spell from any class list. Spells gained from this feature count as bloodrager spells for you and must be of a level for which you have spell slots. You learn one more such spell at levels 10 and 14.

 

 

Unchained Power

At 10th level, your blood commands the weave, imbuing your spells with heightened power. While bloodraging, when you expend a spell slot to cast a spell, you may choose to cast the chosen spell at one level higher than the spell slot used.

The spell slot used must still be equal to or greater than the base level of the spell. For example, you cannot cast Hold Monster with a 4th level spell slot using this feature.

Arcane Travel

At 14th level, your physical form becomes more closely tied to magical energy. As a bonus action, you may expend any level spell slot to cast misty step.

In addition, when you use a bonus action to begin a bloodrage you may choose to teleport up to 30 ft. as part of that same bonus action, without expending a spell slot.

Caster Bane

At 18th level, your bloodrages can disrupt the weave of magic around you. Once per long rest, when you bloodrage you may choose to create a 10 ft. radius antimagic field centered on yourself. This field lasts until your bloodrage ends and requires your concentration to maintain.

This field has the same properties as a field created with the spell Antimagic Field. The one exception is that your own bloodrager spells still function as normal within the field.

Celestial Bloodline

You have a divine ancestry, blessed by the gods, granting you the ability to cull evil wherever it is found. At the height of their power, celestial bloodragers gain angelic abilities to protect themselves and their allies from dark forces.

Sanguine Radiance

At 1st level, the divine nature of your blood imbues you with brilliant energy. When you deal extra damage with your bloodrage die, you may choose to change its damage type to radiant.

Holy Resilience

At 1st level, inherent holy energy protects you from harm. When you begin a bloodrage, you gain temporary hit points equal to your bloodrager level plus your charisma modifier.

Guide from Evil

At 6th level, your holy blood holds a natural inclination towards good and disdain for evil. You may cast the spell Detect Evil and Good a number of times per long rest equal to your charisma modifier (minimum of 1). In addition, you gain resistance to radiant damage.

Sacred Aura

At 10th level, your divine heritage grants you immense protection against creatures of unholy origin. Whenever you are bloodraging, you are under the effect of the spell Protection from Evil and Good.

Angelic Wings

At 14th level, when you begin a bloodrage, you may choose to sprout a pair of angelic wings from your back, gaining a flying speed equal to your current speed plus 10 ft. They last for one minute, until you become unconscious, or until you dismiss them as a bonus action on your turn.

Divine Being

At 18th level, your divine heritage allows you to temporarily take on an angelic form. Once per long rest, when you begin a bloodrage, you may choose to take on your angelic form. You remain in this form until you become unconscious or your bloodrage ends.

In your angelic form, your creature type is celestial, you are immune to radiant and resistant to necrotic damage, and your attacks and damaging spells deal an additional 2d8 radiant damage.

In addition, while in your angelic form you are always under the effect of the spell Detect Evil and Good, and all allies within 30 ft. are under the effect of Protection from Evil and Good.

Draconic Bloodline

Draconic blood flows through your veins, whether caused by a draconic ancestor or a dragon’s blessing. Draconic bloodragers can harness their magestic power to fuel their magic and strike with fury as a dragon would.

Dragon Ancestor

At 1st level, you choose the color of dragon that bestowed magic on your bloodline. You gain a draconic element that is the damage type corresponding to your color choice on the following chart.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Acid
Red Fire
Silver Cold
White Cold

 

 

When you deal extra damage with your bloodrage die, you may choose to change its damage to your draconic element.

Draconic Resistance

At 1st level, your draconic bloodline grants you increased resilience. You have a sheen of dragon scales covering portions of your body that grant you a +1 bonus to AC. This bonus increases to +2 at bloodrager level 14.

Elemental Purity

At 6th level, you have a deepened bond with your draconic element. You gain resistance to that damage type. In addition, when you deal damage that is your draconic element, you may choose to treat a creature’s immunity to that damage type as resistance instead.

Breath Weapon

At 10th level, you learn to breathe the elements like a dragon. Once during each bloodrage, you may replace one of your attacks with a breath weapon attack.

When you do so, you breathe a 20 ft. cone of your draconic element. All creatures in the area of your breath weapon must make a dexterity saving throw against your spell save DC. A creature takes 8d6 damage on a failed save, and half as much on a success.

Dragon Wings

At 14th level, when you begin a bloodrage, you may choose to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed plus 10 ft. They last for one minute, until you become unconscious, or until you dismiss them as a bonus action on your turn.

Dragon’s Mastery

At 18th level, you can bring the full might of a dragon to bear against your enemies. Once per long rest, when you begin a bloodrage, you may choose to take the form of a dragon of your draconic color. You remain in this form until you become unconscious or your bloodrage ends.

In your dragon form, your creature type is dragon, your size becomes large, you become immune to your draconic element, your draconic resistance AC bonus increases to +3, and you gain the benefits of your dragon wings until you leave the form.

In addition, you gain two claw attacks and one bite attack, which count as melee weapon attacks using strength that you are proficient in. You may perform all three as your attack action on your turn. Your claw attacks deal slashing damage equal 1d8 + your Strength modifier and your bite attack deals piercing damage equal to 1d12 + your Strength modifier.

Elemental Bloodline

Your bloodline is intertwined with primordial elemental forces. Elemental blodoragers can call upon the elemental planes to empower their attacks, destroy their enemies, and become one with elemental chaos.

Elemental Plane Damage Type
Air Lightning
Earth Acid
Fire Fire
Water Cold

When you deal extra damage with your bloodrage die, you may choose to change its damage to your intrinsic element.

Elemental Strikes

At 1st level, once per long rest when you bloodrage, you may choose to empower your attacks with elemental energy. When you do so, for the next minute, you may add extra damage equal to your charisma modifier to melee attacks you perform. The damage type is your intrinsic element. You may perform this feature twice per long rest starting at bloodrager level 14.

Elemental Purity

At 6th level, you have a deepened bond with your intrinsic element. You gain resistance to that damage type. In addition, when you deal damage that is your intrinsic element, you may choose to treat a creature’s immunity to that damage type as resistance instead.

Powerful Surge

At 10th level, you can focus your rage into a torrent of elemental energy. While bloodraging, you may replace one of your attacks with a surge of elemental energy in a 10ft. radius centered on yourself. All other creatures in the area must make a dexterity saving throw against your spell save DC. Creatures take 12d6 damage of your intrinsic element on a failure or half as much on a success.

Once you have used this feature, you may not do so again until you have completed a long or short rest.

Energetic Form

At 14th level, the elemental plane to which your blood is bound bestows magical changes to your form. You gain the following change to your movement according to the following chart.

 

 

Elemental Movement
Air You gain a flying speed equal to your current speed for up to 10 minutes, usable once per short rest
Earth You gain a burrow speed equal to half your current speed
Fire Your base speed increases by 10ft
Water You gain a swim speed equal to your current speed and can breathe underwater

Primordial Body

At 18th level, you can become a manifestation of your chosen element. Once per long rest, when you begin a bloodrage, you may choose to take on the form of an elemental of your chosen elemental plane. You remain in this form until you become unconscious or your bloodrage ends.

In your elemental form, your size becomes large, your creature type is elemental, you are immune to your intrinsic element, and you can move through a space as narrow as 1 inch wide without squeezing. In addition, you gain an ability corresponding to your chosen elemental plane according to the following chart. Note that the whirlwind, slam, and whelm abilities may apply your bloodrage die to one target when used.

Fey Bloodline

At some point, your bloodline merged with the essence of the feywild, perhaps through a blessing or curse from a powerful fey creature. Fey bloodragers can use feywild energies to confuse and enchant those around them, and command natural powers to do their bidding.

Fey Bloodline Spell List

The Fey Bloodrager gains access to the following spells, and may learn them after they have reached the appropriate Bloodrager level. They are bloodrager spells for you.

Bloodrager Level Spells
2nd charm person, disguise self
5th spike growth, suggestion
9th fear, plant growth
13th charm monster, confusion
17th dominate person, tree stride

Sylvan Blood

At 1st level, when you deal extra damage with your bloodrage die, you may choose to change its damage type to psychic.

Fey Trickery

At 1st level, your attacks afflict your enemies both physically and mentally. Once per round, when you hit a creature with a melee weapon attack, you may inflict the charmed or frightened condition on that creature until the beginning of your next turn.

After a creature has been affected by this feature, it is immune to the ability for 24 hours.

Land’s Stride

At 6th level, you instinctively pass through the harshest terrain without issue. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Raging Overgrowth

At 10th level, the forces of nature respond to the power of your blood. Once per long rest, when you begin a bloodrage, you may target a number of creatures you can see equal to your charisma modifier as part of that same bonus action.

Targeted creatures must succeed a strength saving throw against your spell save DC, or become restrained in magical roots and plants. Restrained creatures may use their action to make a strength check against your spell save DC to escape.

This feature has no effect against creatures that are currently flying or are otherwise at least 5 ft. away from the ground.

One with Nature

At 14th level, your bloodline earns you the friendship of plants and animals. Unless magically compelled, beast and plant creatures will not attack you or target you with harmful abilities or magical effects unless you first attack or otherwise harm them.

Additionally, a number of times per long rest equal to your charisma modifier, you may transport yourself between two trees of the same type within 500 ft. as part of your movement, as if using the tree stride spell.

Sylvan Trance

At 18th level, you can summon the powers of the feywild into your being, becoming at once beguiling and yet horrifying. Once per long rest, when you begin a bloodrage, you may choose to take on your fey form. You remain in this form until you become unconscious or your bloodrage ends.

In your fey form, your creature type is fey, and you are immune to the charmed and frightened conditions.

Additionally, when you use your fey trickery feature to inflict the charmed or frightened condition, the targeted creature is also entranced. An entranced creature may not perform reactions. In addition, at the beginning of each of its turns, an entranced creature must make a wisdom saving throw against your spell save DC.

 

 

On a failure, the creature does nothing and its turn ends. On a success, the creature is no longer entranced.

Creatures that are immune to the charmed condition are immune to being entranced.

Undead Bloodline

The foul corruption of undeath is an innate part of you. Somewhere in the past, the essence of death itself became infused with your lineage bestowing frightening power when your bloodrage.

Touch of Death

At 1st level, negative energy directly harms your target’s life essence. When you deal extra damage with your bloodrage die, you may choose to change its damage type to necrotic.

Lifedrain

At 1st level, your attacks steal the life force of your enemies. Once per round, when you deal damage with your bloodrage die, you heal a number of hit points equal to the damage dealt.

In addition, enemies damaged by your bloodrage die can not regain hit points until the beginning of your next turn.

Undying Vitality

At 6th level, your life force is bolstered by unnatural vitality. You have resistance to necrotic damage and your hit point maximum can not be reduced.

Omens of the Dead

At 10th level, you can unleash an aura of necrotic energy causing hostile creatures to have disturbing visions. Once per short rest, you can use your action to make all creatures of your choice, within a 20ft. radius of yourself, make a wisdom saving throw. On a failure, that creature has visions of their own or a loved one’s death causing them to be stunned until the beginning of your next turn.

Incorporeal Form

At 14th level, your connection to undeath allows you to temporarily shed the shackles of your physical form. When you use this feature, you and your held equipment become incorporeal until the beginning of your next turn. During this time, you can pass through solid objects as if they were difficult terrain, and are resistant to all nonmagical damage.

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

If you occupy the same spot as a solid object or creature when your incorporeal form ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

Harbinger of Undeath

At 18th level, you are as much alive as you are undead allowing you to enter a state of partial-life and infusing those around you with the energy of undeath.

Once per long rest, when you begin a bloodrage, you may choose to take on your undead form. You remain in this form until you become unconscious or your bloodrage ends.

In your undead form, you are under the effect of your incorporeal form feature, you have immunity to nonmagical bludgeoning, slashing, and piercing damage, and you deal an extra 2d8 necrotic damage with every attack and damaging spell.

In addition, while in your undead form, allies within 30 ft. have advantage on death saving throws, and any small or medium creature (not including undead or constructs) that dies within 30 ft. of you becomes a specter (your DM has the statistics) that raises at the beginning of your next turn, acts on your initiative, and attacks the nearest hostile creature.

Your raised specters cease to exist when your bloodrage ends.

 

 

Blue Traveller

Standing outside the gaping maw of a cavern entrance you hear a booming echo of an older man sound from within the cave’s depths, “Hey! You! Yeah you sleeping worm! Wake up! It’s time for dinner!”

The cave then shakes with a deafening roar while emanating a soft orange glow from deep within. The sound stops, and the light fades once more to darkness. Suddenly you see emerge before you sprinting out of the cave’s mouth, with blue cape still aflame and flapping in the wind, is the man you had heard taunting mere moments ago. He is a short human, seeming to be well over the age of fifty, with a face that is a pure mixture of equal parts amusement and mis- chief. The man notices you and manages to choke out mid sprint, “Best be on your way!.” He coughs twice, a puff of black smoke escaping each time.

He stops before your feet and dusts himself off along with squelching the flames behind him, before he continues on to say, “Dragons are not to be fooled around with,… ” Another cough, another black wisp.

He chuckles and looks up at you with a childish grin, full of satisfaction, “nothing worse in this world than their hot, stinky breath.”

With those final words, the man wanders off, as if nothing extraordinary had just transpired, and you are left there alone to choose the path that you will follow.

He Who Took the First Steps

There are many tales regarding the first blue traveler, some of which paint him as a hero whom wandered the world fighting monsters with their own power. Other tales say he was a sailor of sorts who was known by every barwench in every brothel across the seas. Many speak of his courage, his willingness to walk alone into the darkest dungeons, and his uncanny knack for making it out alive. It is believed by most that this man went by the name of Fharlanghn, the God of Roads, horizons and travelling.

Whether it be for their own desires, or a pilgrimage of sorts for those who wish to pay homage to Fharlanghn, blue travelers take to the road in honor of these tales of adventure and exploration. It is for these reasons that they are treated like clerics in a way when visiting a shrine to Fharlanghn, which can be found at most crossroads and oases.

Wayward Rover

Blue travelers take the term “adaptive learner” to an entirely new level. They are mages who have mastered the art of using magic to “mimic” the spells and special actions that have struck them. Be it the humble cure wounds spell or even the fiery breath of a dragon, these travelers have learned how to copy them all. As long as they’re willing to stand in the face of peril, the blue travelers repertoire will continue to grow. In pursuit of this growth the traveler must seek dangerous foes, thus creating a cycle by which a life full of memorable experiences is fabricated.

Many during their traveles tend to train in basic melee combat, which caters to their up-close and personal style. While others on the contrary prefer a life dedicated to knowledge, these travelers forgo their martial training in exchange for greater spellcasting abilities. There are even quiet rumors of gun-bearing, blue-coat wearing, seafarers who sail under flags marked with the holy symbol of Fharlanghn.

A Love for Adventure

Usually blue travelers are lone wanderers, they prefer it that way so as to not jeopardize others for their own desires. However, every once in a blue moon a traveler may happen across a bard whom they will travel alongside of due to common interests and appreciation for eachothers crafts.

Besides this most of the time a blue traveler finds themself with a group of fellow adventurers through happenstance like being thrust into battle alongside them, or being hired for a job requiring multiple adventurers.

No matter how it happens, any group who shares the love for adventure that a blue traveler has will likely welcome a blue traveler on account of the carefree, joyous atmosphere they tend to emanate, and their abundance of knowledge about the world and it’s dangers that they bring to the table.

Creating a Blue Traveller

If you are starting at a level greater than 1, you should ask your DM to assign you some starting spells or special actions so you are not a blank slate.

Quick Build

You can make a blue traveler quickly by following these suggestions. First, Intelligence should be your highest ability score. Make Constitution your next-highest ability score and make either Dexterity or Strength your third highest depending on your weapon of choice. Second, choose one of the following backgrounds; Guild Artisan, Outlander, Sage, Sailor, or make one of your own by following the rules set on page 125 of the PHB under Customizing a Background.

 

 

The Blue Traveller
Level Proficiency Bonus Features Studies Known Spell Memory Spell Points Max spell
level
1st +2 Learning From Experience, Mimic Spellcasting 2 2 1st
2nd +2 Traveler’s Path, Miles to Go Before We Sleep 3 4 1st
3rd +2 Ease of Mind, Traveler’s Path feature, Natural Demeanor 4 6 2nd
4th +2 Ability Score Improvement 1 5 8 2nd
5th +3 Traveler’s Path Feature 1 6 12 3rd
6th +3 Analyze, Veteran Student 1 7 14 3rd
7th +3 Intercept, Traveller’s Lore 1 8 16 4th
8th +3 Ability Score Improvement 2 9 18 4th
9th +4 Traveler’s Path Feature 2 10 20 5th
10th +4 Fearless Fare, For the Sake of Learning 2 10 22 5th
11th +4 Traveler’s Path Feature 2 10 24 5th
12th +4 Ability Score Improvement 3 10 26 5th
13th +5 Vigorous, Spell Study 3 10 28 5th
14th +5 Traveler’s Path Feature 3 10 30 5th
15th +5 Save the Queen 3 10 32 5th
16th +5 Ability Score Improvement 4 10 34 5th
17th +6 Far and Wide 4 10 36 5th
18th +6 Traveler’s Path Feature 4 10 38 5th
19th +6 Ability Score Improvement 4 10 40 5th
20th +6 Endless Journey 5 10 42 5th

Class Features

As a blue traveler, you gain the following features.

Hit Monster

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

Proficiencies

Armor: Light armor, shields
Weapons: Simple weapons, martial weapons, excluding all ranged weapons
Tools: Cartographer’s tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Religion, or Survival

Equipment

You begin the game with 100 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Traveling Mage’s Set (Cost 96 gold): Quarterstaff, Leather Armor, backpack, bedroll, clothes (traveler’s), component pouch, flask of oil, lantern (hooded), mess tin, spellbook
  • Arcane Investigator’s Set (Cost 91 gold): Dagger, Leather Armor, backpack, 4 candles, chalk, clothes (common), component pouch, spellbook, 2 vials
  • Mage Scholar’s Set (Cost 89 gold): Quarterstaff, abacus, clothes (fine), ink (1-ounce bottle), ink pen, orb arcane focus, 10 sheets of parchment, sack, spellbook

Learning from Experience

At 1st level, you gain the ability to magically learn and recreate special actions and spells that successfully hit you. But in order for this to work, you must willingly take the hit and deny any attempt whatsoever to negate its effects. When you are targeted or in the area effect of a foe’s spell or learnable special action you can choose to fail any saving throw involved and reduce your AC to 0 for the attack. Instead you make an Intelligence saving throw against the casters/users save DC (If the spell or special action has no DC, it is up to the DM to create a fitting one). If you fail you can not attempt to learn the same spell or special action until you have taken a long rest. If you succeed you still take the full effect of the spell or learnable special action, but you can add it to your list of known spells or special actions.

Learned special actions can only be actions, bonus actions, reactions, or legendary actions. They cannot be listed as a Melee or Ranged Weapon Attack. And they must directly target, or include the blue traveler in its area of effect.

 

 

Foe abilities that cast a spell are treated as spells for the purpose of learning. Blue travelers can learn spells of a higher level than they can cast, but they won’t be useable until they can cast spells of that level, however they cannot learn spells that require a ritual as they cannot cast rituals.

Learned legendary actions are used by spending a normal action, no matter what the cost of using it was to the original creature. If a special action you are attempting to learn has a multiple choice of effects (such as a beholders Eye Ray), you can only learn the effect you were hit by.

Following with the same example, even though a creature such as the beholder can make three attacks with an Eye Ray using a single action, you may only make one. (In very niche situations where an special action would seem weak without making multiple attacks, your DM may rule otherwise.)

The process of learning from experience happens between the time when damage is dealt and before any conditions are applied, so if a spell or special action were to attempt to inflict a condition (such as unconscious, petrified, charmed, etc.), and you are able to recover from said condition, you will do so having learned the spell or special action if you succeeded on your learning attempt.

Special Action is a keyword used only in the blue traveler class. Special action refers to any action, reaction, bonus action, or legendary action that the blue traveler is capable of learning. Using this keyword in-game can alleviate the interuption in game flow that comes from not knowing which actions are special actions. For instance, when a creature attempts to use a learnable action, the DM can simply announce, “The dragon uses its special: action, reaction, legendary action, etc, to use fire breath.” So without needing to ask, the blue traveler will know if he can learn the action or not.

Mimic Spellcasting

You can use any spell you have memorized without preparation, but you must use all components required to cast spells unless otherwise stated. Any metamagic, feat enhancements, or other effects made in the spell when it was learned will not be replicated when you cast them.

Spell Memory

You have spell memory that expands de- pending on your level. The Blue Traveler table shows how much memory you have with which you can fill by learning spells. You can unlearn any spell you have learned before to free up space but must learn the spell by getting hit by it all over again if you do. Consigning a spell to oblivion is a severely stressfull task that requires 1 hour per forgotten spell, during this hour you are under severe mental strain and are unable to rest.

Spell Slots

The Blue Traveler table shows how many spell slots you have. 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 mimicked spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your blue traveler, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a blue traveler spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your blue traveler spells.

Preparing and Casting Special Actions

Using your mimicry magic you are able to mirror the effects of other creatures special actions much like casting any other spell. As a blue traveler you have an unlimited memory for special actions. It is your job as a player to keep track of said special actions.

All special actions require a Verbal component to cast. Whenever a special action you cast asks you to make an attack or set a DC, refer to your spellcasting ability.

After casting a special action you lose your capacity to do so again until you successfully recharge it. At the start of each of your following turns, roll a d6, a result of 5-6 recharges your special action casting class feature. This replaces any innate recharge function attached to a special action when you learn it. You can cast a number of special actions equal to your Intelligence modifier, this amount resets after a short or long rest.

You prepare the list of special actions that are available for you to cast. To do so, choose a number of special actions from your memory equal to your Intelligence modifier + your proficiency bonus. Casting the special action doesn’t remove it from your list of prepared special actions. You can change your list of prepared special actions when you finish a long rest.

 

 

Traveller’s Path

At 2nd level, you come to a fork in the road where you must make the life long decision of which path you will travel. Three paths present themselves; the Path of Enlightenment, the Path of Martial Prowess, and the Path of the Gun Mage. All of which are detailed at the end of the class description. Your choice grants you features at 2nd level, then again at 3rd, 5th, 9th, 14th, and 18th level.

Miles to Go Before We Sleep

Beginning at 2nd level, when traveling, you motivate yourself and your companions to move at a faster pace than usual. When calculating travel speed, add 100 feet per minute, 1 mile per hour, or 6 miles per day to the normal speeds given in the PHB on page 182 under the Travel Pace table. When moving towards dangerous situations (DM’s discretion advised) you double this effect.

Ease of Mind

At level 3 you become more adept at learning thus you may double your proficiency bonus on Intelligence saving throws made when trying to learn.

Natural Demeanor

At 3rd level your connection to the natural world comes forth and becomes omnipresent. Choose one of the following:

A Way with Animals

Beasts understand anything you verbally communicate in Druidic, and you can comprehend them in return. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum beasts can give you information about nearby locations and monsters, including whatever they have perceived within the past day. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you. In addition, you gain an expertise die on Animal Handling checks.

First-hand Naturalist

You’ve learned the intricacies of nature through firsthand experience rather than academic study.

You gain an expertise die on Nature checks. In addition, you may always choose to use Wisdom when making Nature checks.

Leyline Awareness

Druidic rituals attune you to the leylines that course through the Material Plane. While you are on the Material Plane, you always know the following information:

Which way is north.

The direction of the nearest forest.

The direction of the nearest natural body of water.

The direction of the nearest city or other humanoid community.

The general health of the local ecosystem, and if anything unnatural or magical is upsetting the natural order.

Scholar of Old Ways

Your circle taught the old magic at the root of all things, granting you eldritch insights beyond mundane arcane studies.

You gain proficiency with Arcana, or if you already have proficiency you instead gain a specialization. In addition, you may always choose to use Wisdom when making Arcana checks.

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.

You can forgo taking this feature to take a feat of your choice instead.

Analyze

At level 6, you may use your action to make a relevant Intelligence check (Arcana, History, Nature, Religion, Investigation)(DC = 12 + target’s challenge rating (to a maximum of 30) to learn some helpful information about a creature’s race (weaknesses, resistances, and special actions). To do so you must have a clear line of sight to the creature. If you fail you can not attempt to Analyze the same target for the next 24 hours.

Traveller’s Lore

At 7th level, your knowledge of the natural world grows. Choose one of the following:

Druidic Secrets

You’re adept at covertly performing magic without attracting attention. You can speak Druidic if you couldn’t already. When you cast a spell you may choose to do so utilizing silent and subtle Druidic motions and signs in place of both the spell’s seen and vocalized components, gestures that creatures which can speak Druidic are aware of. Once you cast a spell in this way, you cannot do so again until you finish a short or long rest .

Toxin Intuition

You are a veteran of nature’s chemical warfare. You automatically know if any flora or fauna is poisonous or venomous. In addition, you gain advantage on checks made to determine if a foodstuff is poisonous and saving throws against poison.

 

 

Truthspeaker

You’ve learned to tap into the fundamental truth that connects all things, at least briefly.

You may cast the spell legend lore without expending a spell slot and without material components. Once you cast the spell in this way, you cannot do so again for the next 24 hours.

Waste Not

With 10 minutes work you can scavenge valuable cuts from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. If sold to a collector, naturalist, or other druid, this notable component is worth an amount of gold equal to 5 × the creature’s CR.

Veteran Student

Weathered blue travelers who reach 6th level tend to develop techniques that help them survive when trying to “learn” a new spell or special action. Once per short rest you can choose to be treated as though you have resistance to damage from a spell or special action that you are attempting to learn.

Furthermore, when you are afflicted with a condition after attempting to learn a new spell or special action, you gain advantage on any subsequent saving throw made to end or stave off an effect.

Intercept

Starting at 7th level, as a reaction you can opt to jump in the way of an incoming effect which threatens an ally, becoming the new target of the effect. You can do this only when a creature attempts to make a weapon or spell attack or declares that an ally must make a Dexterity saving throw.

There must be at least a 5 ft. square of space between the enemy and the target (either the ally for an attack or the targeted point for an AOE) for you to move into and the distance traveled by you can not be greater than 10 feet. You must decide whether to use this feature before the attacker determines whether or not the attack has succeeded.

After interposing yourself between the two, you either become the new target of the effect (and the ally is safe) or the effect becomes centered on you (and your ally gains 3/4 cover against the effect). Note that, if applicable, you may now attempt to learn this effect through normal means.

Fearless Fare

Your line of work requires that you put yourself in harms way to further your own progress. To be a blue traveler is to never hesitate in times of desperation, to carry on without worry or fright. At level 10 you become immune to all fear effects.

For the Sake of Learning

The most skilled blue travelers have gained the ability of resisting death in order to satisfy their curiosity for the most dangerous special actions. Beginning at level 10, once per long rest, if you are brought to 0 hp by a spell or special action which you are attempting to learn, you can instead, if you succeed on the learning attempt, drop to 1 hp and learn the spell or special action.

Vigorous

Blue travelers become naturally more resilient as they expose themselves to more situations. At level 13, your hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. (This bonus stacks with the bonus granted by the Tough feat.) Additionally whenever you roll your hit dice to regain hp you may add 2 to the result.

Spell Study

At 7th level, you learn to hone your magic and spells to new power levels thanks to your dedicated studies. Choose one Spell Study that reflects what you have dedicated your arcane studies to.

Arcane Objects

When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an action without spending a spell slot, even if you don’t have the spell prepared.

In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed , and the Narrator will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).

Detective Spell Study

You are adept at sensing magic and its effects. If there are active magical effects near you, such as a spell effect on an object or a spell effect in an area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you.

In addition, you have honed your detection spells. Add detect magic and detect thoughts to your spellbook if they weren’t already there. Whenever you cast detect magic , the range that you can sense magic is increased to 60 feet. Whenever you cast detect thoughts , the range of creatures that you can read thoughts from is increased to 60 feet.

Fauna and Flora

Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora.

 

 

When a plant or beast makes a saving throw against a spell that you cast, it makes the saving throw with disadvantage .

Save the Queen

Beginning at level 15, twice per short rest, after successfully using intercept, you may immediately use the spell or special action you just blocked against the opponent who cast it. To do this you must make a concentration check, the DC is created by the attack you intercepted. In this very unique case you do not need to have learned the spell or special action to use it.

When you send the attack back at the caster, the attack roll, or save DC is set by your spellcasting ability.

You can not use save the queen if the attack you intercepted causes you to have a condition which restricts you from taking actions.

Far and Wide

At level 17, you’ve picked up a few things having experienced so much of the world in your travels. Choose two of the following background features that you do not already have, the details of which can be found on pages 125-139 of the PHB:

Acolyte, Shelter of the Faithful. For the traveler who has taken to the following of Fharlanghn, the God of Roads, horizons and travelling.

Folk Hero, Rustic Hospitality. For the traveler who has taken to the roads so that they may fight to defend troubled towns, and make their name known.

Guild Artisan, Guild Membership. For the traveler who frequents the travelers guild, and takes their job of mapping never before seen lands seriously.

Hermit, Discovery. For the traveler who has stumbled accross a great finding, or those looking to help the DM with a plot hook.

Outlander, Wanderer. For the traveler who is good at what they do.

Sage, Researcher. For the traveler seeking to learn a great magic.

Sailor, Ship’s Passage. For the traveler who has earned their sea legs.

Endless Journey

Upon reaching level 20, once per short rest, through sheer force of will to continue your journey, you gain the ability to open a doorway to another plane of your choice.

You conjure the doorway linking an unoccupied space you can see within 60 ft. to a location on a different plane of existence, the location can be as broad or precise as you determine it to be. The doorway can only be seen and used by creatures you have designated, it’s size is undefined making any size creature capable of passing through. The doorway lasts 12 hours.

Deities and other planar rulers can prevent this doorway from being created in their presence.

This doorway can also be used by you to make passage to Journey’s End once a year, details on Journey’s End can be found under Extras after the class archetype descriptions.

Field Studies

Calls of the Wild

Using verbal and nonverbal cues to communicate with beasts, you can gain basic information from them or make a simple request (like delivering a short message or small object).

Eidetic Memory

Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.

Expert Foraging

Once between long rests , you can take 1 minute to collect a number of edible, non-poisonous plants and grubs equal to your proficiency bonus. A creature can use its action to eat up to 5 plants or grubs, each of which restores 1 hit point and constitutes 1 Supply. The grubs die and spoil 1 hour after being collected.

Loremaster of Creatures

You are well-studied on naturally occurring creatures of the world. When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know any history, legends, or myths related to it.

Loremaster of Travel

You are well-travelled and well-studied. You have advantage on History checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace. The Narrator will give you a useful fact about that subject. You can take an expertise die on ability checks related to that subject in this settlement.

Mage Hunter

When tracking a creature that can cast at least 1 spell, you can attempt to do so by focusing on the mystic energy it leaves in its wake, allowing you to use your Charisma for any ability checks made to track it.

 

 

Monster Mimic

By imitating how a beast or studied adversary sounds, looks, and moves, you gain advantage on Deception and Intimidation checks made to convince a creature that it is seeing or hearing that beast or studied adversary.

Mountain Climber

You gain a climbing speed equal to your Speed. You gain an expertise die on any Athletics checks made while climbing and you are also acclimated to high altitudes, including elevations above 20,000 feet. In addition, you ignore the effects of roughing it imposed by resting in rocky or uneven terrain.

Read the Room

By spending 10 minutes observing facial expressions, body language, and vocal intonation, you can detect minute details which give you insight into the creatures within 30 feet of you. For the next minute, you can direct your focus on any one creature that you can see within 30 feet. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can shift your attention to another creature’s thoughts.

See the Unseen

Prerequisite: 5th level

Once between long rests you can focus your attention on peripheral sights, sounds, and other signs of unseen passage. For the next hour, you can detect invisible creatures and objects, their location, movement, and actions, and even sense creatures and objects in the Ethereal Plane.

Survivalist

When traveling you may undertake two journey activities instead of one. Both activities must be from the following list: Befriend Animal, Harvest, Hunt and Gather, Scout.

 

 

Traveller’s Paths

To survive the deadly situations that they are prone to, a blue traveler must further develop their combat techniques. They do so by specializing in a field that resonates with them. The most common pursuit is the study of spellcasting, closely followed by melee combat training, and lastly, and much more scarceley, instruction in the use of firearms.

Traveller’s Paths
Path Description
Path of Enlightenment Specialize in Magic
Path of the Gun Mage Specialize in ranged combat
Path of Martial Prowess Specialize in melee combat

Path of Enlightenment

Your journey leads you down a path of otherwise unobtainable knowledge aswell as broadened mental capabilities. Blue travelers who follow this path tend to be the most scholarly amongst their peers, they find joy in the wonders of magic and the inner-workings of the mind. In addition to improving your intellect and magical prowess, you learn skills useful for delving into the minds of others, reading their thoughts, and feeling what they feel (physically aswell as emotionally).

Acute Mind

Upon choosing this archetype at level 2, whenever you spot a creature casting a spell, you may use your reaction to make an Arcana (arcane magic) or Religion (divine magic) check in an attempt to know the exact spell they are casting. The DC is set by the casters spell save DC. If you succeed your reaction is refunded.

Profound Thinker

When you choose this archetype at level 2, you gain the ability to learn 4 cantrips. Furthermore, you gain proficiency in all Intelligence checks, if you already have proficiency in a check, your proficiency is instead doubled for that check.

Arcane Recovery

At 3rd level, whenever you finish a short rest, you regain up to twice the spellpoint cost of the maximum spell level you can cast.

Sympathy

Starting at level 5, an amount of times equal to your Intelligence modifier (minimum 1) per long rest, you can bind yourself to a willing creature you wish to learn through for 1 + Intelligence modifier turns as a bonus action.

While bound anything which effects the creature, effects you as well, damage and healing is split with you evenly (before any damage reduction), allowing you to learn whatever it was that was used on your bonded creature.

Furthermore, when bound to a creature this way, your emotional state changes to that of the bound creature.

Split Mind

At 9th level, once per short rest, you can concentrate on two spells at once. If while concentrating on two spells you must make a concentration check, you make a seperate check for both spells. If you attempt to cast a third concentration spell, both of your current concentration spells end, and the effect of split mind is lost.

Expanded Mind

At 11th level, your ability to mirror spellcasting begins to magnify allowing you to cast a very limited amount of higher level spells. At this level you can cast one 6th-level spell without expending a spell slot. You must finish a long rest before you can do so again. You gain one 7th-level spell use at 14th level, one 8th-level spell use at 16th level, and one 9th- level spell use at 18th level. You regain all uses when you finish a long rest.

Additionally, your spell memory begins to develop further, starting at this level you can remember 1 extra spell (Maximum 11), this development happens again at level 13, level 15, level 17, and level 19 (Maximum 15).

Comprehension

At 14th level you may use any spell scroll without having the spell memorized and may now learn a spell simply by reading it from a wizards spell book or a corresponding spell scroll. Additionally, you gain proficiency in Wisdom saving throws.

Manipulation

At 18th level, once per short or long rest, you can reach out with your mind to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw (DC is set by your Spell save DC). If the creature succeeds on the saving throw, you can’t use this feature on it again for 24 hours. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature by expending a spell slot. The target automatically fails its saving throw against the spell.

 

 

Path of the Gun Mage

Your journey takes you down the path of the clever gunslinger. Blue travelers who take this path often possess a tactical mind, they tend to operate from safer distances than most other blue travelers. While navigating this path you will develop techniques that help you deal with nearly any situation, each of which involving gunplay in some manner.

Smoking Gun

Upon choosing this archetype at level 2, you gain proficiency in the use of renaissance firearms, also you ignore the loading property for firearms.

In addition, you become proficient in Cutting Omen and your choice of Biting Zephyr and Mirror’s Glint. In addition, you gain a maneuver pool of twice your proficiency bonus, and maneuver progression as follows

Maneuver Advancement
Level Maneuvers Known Maneuver Degree
1 1 1st
2 2 1st
3 2 1st
4 3 1st
5 3 1st
6 3 2nd
7 4 2nd
8 4 2nd
9 4 2nd
10 5 2nd
11 5 2nd
12 5 2nd
13 6 3rd
14 6 3rd
15 6 3rd
16 7 3rd
17 7 3rd
18 7 3rd
19 8 4th
20 8 4th

Fighting Style

You adopt a particular style of fighting 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.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.

Gunnery

You gain a +2 bonus to attack rolls you make with firearms. (This bonus does not stack with that of the archery fighting style.)

Run and Gun

When you use the attack action to make only ranged attacks you can use your bonus action to take the dash action. When dashing in this manner your speed only increases by one half of your normal speed.

At level 3 you can channel a magical effect through a bullet. With a bonus action you can sacrifice a number of spell points that would be equivalent to a spell slot for the day to imbue your next attack with a firearm with elemental damage. This attack is considered magical.

You can tailor the effects by making a single choice from both of the following tables. You can also choose to roll randomly on one or both of the tables, doing so increases the DC of the saving throw by 1 for each randomizer dice (maximum 2) due to the unpredictable nature of your attack. Creatures who are within the area of effect of this attack must make a Dexterity Saving throw to take half damage, the target of the attack does so with disadvantage if he was hit by the original firearm attack. You use your spell save DC to set the DC for this attack.

These effects happen whether or not the original firearm attack successful hits its target.

d6 Damage Type
1 Acid
2 Cold
3 Fire
4 Lightning
5 Thunder
6 Force
d4 Area of Effect
1 Cone
2 Line
3 Single Target
4 Sphere
Area of Effect

Cone. A 30 ft. cone of the chosen element erupts from your gun tip centered in the direction of the target dealing 1d6 per spell level elemental damage to anyone within the area of effect provided they fail the saving throw.
Line. You deal 1d6 per spell level elemental damage to anyone in a direct line between you and the target of your attack, including the target provided they fail the saving throw.
Single Target. You deal 1d8 per spell level elemental damage to the target of your attack provided they fail the saving throw.

 

 

Sphere You deal 1d6 per spell level elemental damage in a 20 ft. sphere centered on your target provided they fail the saving throw.

Extra Attack

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

Ardent Shooter

At level 9, once per short rest, you can use your bonus action to harmonize with a firearm of your choice, that firearm gains a +1 magical bonus to its attack and damage rolls, furthermore attacks made from it are considered magical. You can remain harmonious for as long as you maintain concentration.

Additional Fighting Style

At 11th level, you can choose a second option from the Fighting Style archetype feature of this archetype.

Double Tap

At 14th level, when you take the attack action and attack with a firearm, you can expend your bonus action to make a single attack with the same weapon.

Augmented Blue Bullet

At 18th level, if your firearm attack is a critical hit, you can double the damage dealt by blue bullet as well. Additionally, once per short rest, you can double the range of the area of effect of your blue bullet.

For the Single Target AoE, the bullet splits hitting the closest hostile creature to the original target, the second target must also be within your line of fire, if there is no second target available this has no effect.

For the Line AoE, the line extends past the intended target doubling the orginal distance traveled.

Path of Martial Prowess

Your journey leads you down a path wrought with direct confrontational combat. Blue travelers who take this path are often rambunctious, daring, and combatitive, they seek a thrill in the dangers of close-quarters fighting. While following this path you continually improve your effectiveness in melee combat situations.

Close Quarters Combatant

Upon choosing this archetype at level 2, you gain proficiency in medium armor and Strength (Atheltics) checks.

In addition, you become proficient in Cutting Omen and your choice of Mirror’s Glint and Razor’s Edge. In addition, you gain a maneuver pool of twice your proficiency bonus, and maneuver progression as follows

Maneuver Advancement
Level Maneuvers Known Maneuver Degree
1 1 1st
2 2 1st
3 2 1st
4 3 1st
5 3 1st
6 3 2nd
7 4 2nd
8 4 2nd
9 4 2nd
10 5 2nd
11 5 2nd
12 5 2nd
13 6 3rd
14 6 3rd
15 6 3rd
16 7 3rd
17 7 3rd
18 7 3rd
19 8 4th
20 8 4th

Fighting Style

You adopt a particular style of fighting 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.

Defense

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

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.

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.

 

 

Arcane Strike

Starting at level 3, once per round, you can sacrifice an amount of spell points equivalent to a spell slot for the day to receive a bonus on your next melee attack. You gain a +1 attack bonus per spell level and +2d4 weapon damage per spell level. This attack is considered magical.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 18th level in this class.

Aptitude

At level 9, your special action casting class feature recharges on a roll of 4-6.

Additional Fighting Style

At 11th level, you can choose a second option from the Fighting Style feature of this archetype.

Blue Combo

Blue travelers excel at fighting in tandem with their comrades. At 14th level, whenever a creature within 5 feet of you is hit by an attack made by an ally, you can use your reaction to make a melee attack against that creature.

 

 

Cavalier

An elf directs her mount, a sleek black panther, towards her target, a rampaging ogre. As they approach, she lowers her great spear just before it slams devastatingly into the ogre’s thigh, sending it sprawling to the ground. His allies routing, an armored knight atop a winged wyvern, swoops down to the battlefield. He raises his banner to the sky, shouting a heartening battlecry. The nearby warriors, bolstered by the sight of the standard, turn back to face their enemy once more. Seeing the oncoming, rampaging orcs, a dwarvish warrior plants his pike into the ground, bright heraldric ribbons flowing from its shaft. He draws his axe as his comrades assemble around him, empowered by his valiant bravery and inspiring heraldry. When one speaks of great heroes of legend, atop a beautiful steed, weapon in hand, they are speaking of cavaliers. Known for their encouraging presence and unique, rousing heraldry, these great warriors enter the battlefield atop a loyal mount, whether it be a stallion, a wyvern, or anything in between. The heart of cavaliers, though, is their ability to bolster their allies, inspiring them to unleash their full potential.

Heroic Chivalry

Cavaliers are trained warriors, proficient in the use of a variety of weapons and armor. They pride themselves in their martial prowess, but even more so in their honor and heroism. Cavaliers are known for their bravery, taking the battlefield quickly and decisively on top of their loyal mount. Most importantly, cavaliers are natural leaders, who inspire their allies with their charisma, allowing them to fight with greater heroism and bravery. A cavalier’s true might is not only found in their own strength, but the strength they rouse in their comrades.

Honorable Campaign

Cavaliers set off on adventure to seek glory and honor. On their adventures, cavaliers will often try to be heroes, attempting to prove their honor, bravery, mercy, or some other heroic attribute in whatever challenges they encounter. Because of this, cavaliers bravely lead the charge against whatever terrible monsters or villains that stand in their way or threaten their allies.

In an adventuring party, cavaliers engage enemies in melee to take the focus off of their allies. However, cavaliers are rarely stationary, preferring to use their superior mobility granted by their mount to control the battlefield and hit the enemy where it will hurt the most. Cavaliers also make the most of heraldry and banners to inspire allies and dismay foes, using their great heroism and charisma to win the battle of morale.

Creating a Cavalier

One important question to consider for your cavalier is how you gained their martial skills in combat. Were you a noble who received formal mounted combat training? Are you a self-taught warrior? Maybe a retired cavalier passed knowledge onto you and trained you? Also, consider the nature of your mount. Determine the type of creature you would like as your mount, then look at the options in the “Mount Archetypes” section following the main class features. Next, determine how you earned the loyalty of your mount. Was it given to you as part of your training? Did you happen upon an injured creature and nursed it back to health? Or did you simply purchase it from a breeder/trainer? Lastly, consider the nature of your heraldric banner which you gain the benefits of at 2nd level. Determine what type of object your banner is. It could be an actual standard, a decorative pennant attached to your weapon, emblazoned armor, or any displayable object that can uniquely designate you. Also, determine how you obtained your banner. Did you inherit it by birthright, passed down through your noble lineage? Is it a simple warbanner roughly made to rally your allies in combat? Or is it some trinket or article of clothing that has inadvertently begun to symbolize you?

Quick Build

You can make a cavalier quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Charisma and Constitution. Second, choose the noble background. Third, choose the equine nature for your mount.

Multiclassing

Prerequisites: To qualify for multiclassing with the Cavalier class, you must meet these prerequisites: 13 Strength or Dexterity and 13 Charisma
Proficiencies: When you multiclass into the Cavalier class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, and martial weapons.

 

 

The Cavalier
Level Proficiency Bonus Features Valor Die Fleet Mount Knacks Known Maneuvers Known Maneuver Degree
1st +2 Cavalier’s Mount, Fighting Style 1d4 1
2nd +2 Heraldic Banner, Charge, Combat Maneuvers, Steely Mien 1d4 1 2 1st
3rd +2 Cavalier Order, Fleet Mount 1d4 +10ft 1 3 1st
4th +2 Ability Score Improvement, Reserves(1) 1d4 +10ft 1 3 1st
5th +3 Extra Attack 1d4 +10ft 2 4 2nd
6th +3 Steadfast Companion, Martial Lore 1d6 +15ft 2 4 2nd
7th +3 Order Feature, Mount Feature 1d6 +15ft 2 5 2nd
8th +3 Ability Score Improvement, Reserves(2) 1d6 +15ft 2 5 2nd
9th +4 Heroic Banner 1d6 +15ft 3 6 3rd
10th +4 Unstoppable Charge, Reputation 1d6 +20ft 3 6 3rd
11th +4 Order Feature 1d8 +20ft 3 7 3rd
12th +4 Ability Score Improvement, Reserves(3) 1d8 +20ft 3 7 4th
13th +5 Renowned Banner 1d8 +20ft 4 8 4th
14th +5 Valiant, War’s Toll 1d8 +25ft 4 8 4th
15th +5 Order Feature, Mount Feature 1d8 +25ft 4 9 4th
16th +5 Ability Score Improvement, Reserves(4) 1d8 +25ft 4 9 4th
17th +6 Legendary Banner 1d10 +25ft 5 10 5th
18th +6 Order Feature 1d10 +30ft 5 10 5th
19th +6 Ability Score Improvement 1d10 +30ft 5 11 5th
20th +6 Heroic Charge 1d10 +30ft 5 11 5th

Class Features

As a Cavalier, you gain the following class features:

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Performance, Persuasion

Equipment

You begin the game with 120 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Brigand’s Set (Cost 114 gold): 2 dueling daggers, garrotte, rapier, 5 throwing daggers, leather brigandine, burglar’s pack, vial of basic poison
  • Guard’s Set (Cost 107 gold): Longbow and 20 arrows, pike, shortsword, medium shield, padded leather, backpack, bell, lantern (standard), manacles, signal whistle
  • Scout’s Set (Cost 117 gold): Greatsword, 4 javelins, hide, medium shield, climbing gear, explorer’s pack
  • Squire’s Set (Cost 78 gold): Shortbow and 20 arrows, shortsword, leather brigandine, sewing kit, smith’s tools

Cavalier’s Mount

Beginning at 1st level, you are trained in the use of mounts in and out of combat, and have gained your own loyal mount. You gain the following benefits:

  • You have advantage on checks and saving throws to remain mounted.
  • You only spend 5 feet of movement to mount or dismount.
  • You may use your charisma modifier in place of wisdom for animal handling checks involving your mount.

Mount Archetype

In addition, at 1st level, choose one option from the list of Mount Archetypes. This represents the kind of creature your mount is and grants your mount features at levels 1, 7, and 15

 

 

Combat Mount

You have an trained bond with your mount, allowing you to closely control its actions. Your mount’s initiative matches yours, it cannot use reactions, and it has only three action options, Dash, Disengage, and Dodge, unless you use your bonus action to direct it to take another action while you are riding it. You can take your and your mount’s actions and movements in any order.

Cavalier’s Mount

Large Beast (depends on archetype)


Armor Class
12 + Dex + PB (Natural Armor)
Hit Points
3 + 7 times your Cavalier Level (your

mount has a number of hit dice [d8s] equal to your cavalier level)

Speed
40ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 4 (-3) 10 (+0) 8 (-1)

Saving Throws
Con +2 +PB, STR +1 +PB
Skills
Athletics +2 +PB
Senses
Passive Perception 10
Languages
Instinctively Understands its Cavalier
Proficiency Bonus (PB)
Equals your bonus

Features

Archetype. At 1st level you choose an archetype for your mount. This archetype grants your mount features at levels 1, 7, and 15.

Find Cavalier. Your mount has a deep connection with you spanning any distance. As long as your mount is on the same plane as you, it knows your location and can make its way back to you if nothing prevents it from doing so

Actions

Attack. Requiring your bonus action while mounted, you direct your mount to make one attack with natural weapons, such as hooves or claws. Str/Dex + PB to hit, reach 5 ft., one target. Hit: Bludgeoning, piercing, or slashing damage (your choice when you select your mount’s archetype) equal to your valor die + its Str/Dex modifier.

Your mount makes death saving throws like a player character. If your mount dies or is otherwise lost, you may find and bond with a new mount over the next 24 hours while adventuring (at your DM’s discretion). The new mount must be the same archetype as the original.

See your mount’s statistics in the preceding stat block, which uses your proficiency bonus (PB) in several places.

Fighting Style

At 1st level, you adopt a particular style of fighting 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.

Defense

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

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a weapon to use this reaction.

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 to protect any creature other than your mount.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in Spirited Steed and one combat tradition from the following list: Adamant Mountain, Sanguine Knot, Tempered Iron, Tooth and Claw. You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Cava;oer table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

 

 

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Charge

At 2nd level, you valorously charge towards enemies, using your speed to deal devastating blows. When you move at least 15 feet directly towards a creature, your next melee attack that targets that creature on your turn deals an extra 1d4 damage on a hit. This damage also applies for the Charge, Trample and Wheeling Charge maneuvers from the Spirited Steed tradition.

The extra damage changes as you gain cavalier levels, as shown in the Valor Die column of the Cavalier table. You do not need to be mounted to benefit from this feature.

Heraldric Banner

At 2nd level, you create or otherwise earn heraldry unique to you, emblazoned on a banner. This banner may be a standard attached to you or your mount, a pennant flowing from your weapon, or possibly an emblazoned cloak, tabard, or helm. You can have the banner attached to you or your mount. Also, while you have the banner, you can plant it in the ground as a bonus action.

If you lose your banner, you can usually requisition a replacement or get the materials to make one for 20 gold pieces in most settlements, at your DM’s discretion. Choose one of the following options for your banner. While you are within 60 feet of your banner, you may use your bonus action to grant the effects to a creature of your choice you can see within 60 feet of the banner. You can spend one exertion to grant one of the following effects.

  • Despairing Banner. Your banner demoralizes your foes. The target creature has disadvantage on the next saving throw it makes within the next minute.
  • Inspiring Banner. Your banner inspires courage in your allies. The target creature gains an expertise die on attack rolls until the end of your next turn.
  • Intimidating Banner. Your banner strikes fear and unease in your enemies. The target creature has disadvantage on the next attack roll it makes, until the end of your next turn.
  • Rallying Banner. Your banner boosts the morale of your allies. The target creature gains an expertise die on the next saving throw it makes within the next minute

Steely Mien

At 2nd level your combat experience becomes obvious on some subtle level, influencing how people perceive you, or perhaps how you see them. Choose one of the following options:

Closed Helm

You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking. Creatures have disadvantage on Insight checks made against you. In addition, you gain an expertise die on saving throws against being charmed or frightened .

Heroic Flair

Your victories have emboldened you and you radiate with heroic confidence. You have advantage on Persuasion checks made to influence friendly creatures with a CR lower than your fighter level.

Watchful Eye

You are eternally alert and wary, ready for trouble. You have advantage on Insight checks made to determine hostile intent or predict violence, and your passive Perception increases by 5.

Fleet Mount

At 3rd level, the trust between you and your mount deepens, giving it the confidence to charge bravely in combat. While you are riding your mount, its speed increases by 10 feet. This speed bonus improves as you gain cavalier levels, as shown in the Fleet Mount column of the Cavalier Table

Cavalier Order

At 3rd level, you pledge yourself to the edicts of a particular cavalier order. Choose one of the cavalier orders listed after the main class features. Your chosen order has particular edicts you must follow, and grants you features at levels 3, 7, 11, 15, and 18.

At your DM’s discretion, choosing not to follow your order’s edicts can result in the loss of order features for 24 hours

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.

You can forgo taking this feature to take a feat of your choice instead.

Reserves

At 4th level your stamina increases, allowing you to engage foes longer without tiring. Your exertion pool increases by 1. At 8th, 12th, and 16th level your exertion pool increases by an additional point.

 

 

Extra Attack

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

While riding your mount, you can choose to only attack once to allow your mount to also make one melee attack as part of your attack action

Martial Lore

At 6th level, your knowledge of martial lore deepens. Choose one of the following options:

Military Traditions

You’ve familiarized yourself with wars long past and military protocols of the present. You gain an expertise die on Intelligence checks made to recall lore or gather information regarding warfare or military action. In addition, you gain an expertise die on Charisma checks made to influence soldiers, guards, or other organized martial forces.

Siza Up

Your combat experience against a wide variety of foes has given you a good eye for evaluating threats. You can use a bonus action to determine the CR of a creature you can see within 200 feet, and that creature’s maneuver DC.

Weapon Lore

You gain an expertise die on Intelligence checks made to recall lore or gather information about weapons, armor, and other martial equipment. In addition, you can use an action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).

Heroic Banner

At 9th level, your banner has become a resolute symbol of heroism to your allies. When you use your bonus action to target a creature with your banner, that creature gains temporary hit points equal to one roll of your valor die plus your charisma modifier. Only one creature may benefit from these temporary hit points at a time.

Reputation

At 10th level, your reputation has begun to precede you. Choose one of the following options:

Inspiring

You’re a reputed leader, a person to be trusted whose words are to be heeded. You gain an expertise die on Persuasion checks. In addition, you may spend 1 exertion point as a bonus action to inspire a creature that can hear you. The creature makes an Insight check opposed by your Persuasion check, becoming inspired by you on a failure. Indifferent creatures you inspire in this way become friendly towards you and your allies, and friendly creatures you inspire in this way will consider you an ally and may provide you with local information that would otherwise remain secret. Creatures will remain inspired by you indefinitely unless you do something that would make them hostile or lose confidence in you, such as lying, stealing, or causing them or their allies harm, or being proven cowardly or untrustworthy in any way.

Intimidating

You’re reputed to be a terror to your foes and a fearsome ally. You gain an expertise die on Intimidation checks. In addition, you can use a bonus action and spend 1 exertion point to intimidate one creature you can see. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or becomes frightened of you for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.

Legendary

Your deeds have become epic stories, growing bigger and more outlandish with each retelling. You gain an expertise die on Deception checks. In addition, you can spend 1 exertion point to weave your real legendary deeds into a Persuasion check as boasting, or include fabricated legendary deeds into a Deception check. When you do so, you have advantage on the check.

Unstoppable Charge

Beginning at 10th level, you are adept at following through with your charging strikes. When you deal extra damage to a creature with the charge feature, that creature cannot make opportunity attacks against you or your mount (if you are mounted) until the beginning of your next turn.

Renowned Banner

Beginning at 13th level, your banner is well-known throughout the land. Choose one of the following options for your banner. The chosen option grants a passive effect that does not need to be activated.

  • Valiant Banner. Your banner inspires valiant bravery and fortitude in your allies, even in the face of danger. Once per turn, when an allied creature within 30 feet of the banner takes damage, the damage is reduced by an amount equal to your charisma modifier.

 

 

  • Mighty Banner. Your banner rouses your allies to make mighty attacks. Once per turn, when an allied creature within 30 feet of the banner hits with an attack, the attack deals extra damage equal to your charisma modifier.
  • Steadfast Banner. Your banner stirs unshakeable resoluteness in your allies to resist mental assault. Allied creatures within 30 feet of the banner are immune to the frightened and charmed conditions.

Valiant

Beginning at 14th level, your personal sense of honor and heroism pushes you to fight through injury and fatigue. Once per short or long rest, you can use your bonus action to regain hit points equal to two rolls of your valor die plus your cavalier level and your charisma modifier.

War’s Toll

At 14th level, your experiences have left their impressions on you. All the lives ended—both friends and foes—inevitably weighs down on a person, and each must find their own way to cope and pay the toll of war. Choose one of the following.

Battle Scarred

You’ve embraced every victory and loss, and you wear each battle scar like a badge of honor. Whenever you are reduced to 0 hit points you gain a new permanent scar or mark, and you gain inspiration. Once you gain inspiration in this way you cannot do so again until you finish a long rest .

Carouser

You cope through drink and revelry, and have mastered both. You can gain the benefits of a long rest by spending 4 hours drinking, carousing, and taking the occasional blackout nap. You can carouse in this way so long as you consume at least 4 pint’s worth of ale (or equivalent drink), and you are alert and aware of your surroundings while doing so. If you carouse with another creature in this way, you can attempt to learn secrets from it by drinking it under the table. Each hour you spend carousing with a willing creature, make an opposed Constitution check. On a success, that creature answers a question truthfully (even questions it would not normally answer).

In addition, you can enjoy alcohol as normal but can’t gain the poisoned condition from it.

This feature has no effect on creatures that are immune to the poisoned condition.

One Eye Open

Your life has been so regularly in danger that you’ve learned to literally sleep with one eye open. You are alert and aware of your surroundings while sleeping during long rests . You can also never be surprised and you gain an expertise die on initiative checks.

Legendary Banner

Beginning at 17th level, your banner is known by nearly every soul, striking fear or courage into people’s hearts with its mere presence. Choose a second effect from either the heraldric banner or renowned banner features. Your banner gains this additional effect.

Heroic Charge

At 20th level, your charges are a terrifying and disorienting ordeal for your foes. When you make an attack that qualifies for charge damage, the attack counts as a critical hit on a roll of 19 or 20.

In addition, when you deal extra damage with the charge feature, the target creature must make a constitution saving throw (DC = 8 + your proficiency bonus + your charisma modifier). On a failed save, the creature is knocked prone and is stunned until the end of your next turn

Knightly Knacks

Amphibious Combatant

You gain a swimming speed equal to your Speed, and may spend 1 exertion to reroll a failed Strength, Dexterity, or Constitution check related to aquatic activity (such as Athletics checks to swim, Acrobatics checks to keep balance on a ship’s deck, or Constitution checks to hold your breath). You may choose whether to use the new roll or the original. In addition, you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend 1 exertion to hold your breath for an additional minutes equal to your proficiency bonus.

Burst Of Strength

You have moments of incredible strength. You may spend 1 exertion to add your proficiency bonus to a Strength check, even if you already add your proficiency bonus to the check.

Campaigner

You have the ability to go for the long haul, carrying heavy equipment across long distances. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. You may also add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.

Clearsight Sentinel

You gain 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. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation).

 

 

Exemplary

You gain an expertise die on Acrobatics and Athletics checks made to climb, jump, run, and swim. When your party makes a group Acrobatics or Athletics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.

Extreme Leap

When you take the Dash action and make a long jump after moving no less than 20 feet, your jump distance is doubled for the turn. You may spend 1 exertion to triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your Speed.

Knightly Order

Whenever you would pay for a meal, room, or minor supplies (such as mundane ammunition) roll 1d6. On a result of 4 or higher the merchant recognizes you as a knight of an order they either fear or respect and charge you nothing. If you insist on paying, they may offer you information about individuals or places that might be of interest to your order.

Mountaineer

You gain a climbing speed equal to your Speed, and may spend 1 exertion to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement.

Naturalist

Choose one type of terrain; arctic, coast, desert, forest, grassland, mountain, subterranean, or swamp. You gain an expertise die on Nature and Survival checks made in this terrain. In addition, once each week when you have run out of Supply, you can spend 8 hours in the wilderness to find 1d4+2 Supply.

Nightwatch

You are used to sleeping light and making the most of your rest. When taking a long rest , add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.

Stable Footing

A steady stance and careful footwork is instinctive to you. You have advantage on any check or saving throw to avoid falling prone or handle difficult ground (such as against a grease spell or slippery ice). You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus × 10.

Weather Beaten

Exposed to all kinds of weather over your life, you are inured to all but the most deadly effects. You gain advantage on saving throws against cold and hot weather, as well as any adverse effects from wind or precipitation.

 

 

Mount Archetypes

The following archetypes represent the type of creature your mount is. These grant your mount various benefits at levels 1, 7, and 15. If your mount dies, any replacement mount must be the same archetype as the original.

Multiple archetypes might fit a creature you plan to have as mount. In this event, choose the most appropriate archetype that matches your desired mount.

Amphibian

Masters of land and water, amphibious mounts grant a large degree of travel flexibility for their cavaliers in semi-aquatic environments. Your mount’s creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount’s scales or shell grants it a +1 to AC. In addition, your mount gains a swim speed equal to half its walking speed and can breathe underwater for up to 10 minutes before beginning to drown.
  • Beginning at 7th level, your mount’s swim speed increases to its full walking speed. If you cannot breathe underwater, you learn to hold your breath for a number of minutes equal to 5 + your constitution modifier, before beginning to drown.
  • Beginning at 15th level, your mount has incredible regenerative abilities. Once per long rest, while it has less than half its hit points remaining, your mount can use a bonus action to restore hit points equal to half its maximum (rounded down).

Aquatic

Aquatic creatures are masters of the sea, able to survive in diverse, unfriendly environments underneath the waves. Your mount’s creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount’s walking speed is replaced by a swim speed, and your mount can breathe underwater indefinitely.
  • Beginning at 7th level, your mount’s scales or tough hide give it a +1 bonus to AC. In addition, if you cannot breathe underwater, you learn to hold your breath for a number of minutes equal to 5 + your constitution modifier, before beginning to drown.
  • Beginning at 15th level, your mount gains resistance to cold damage and has advantage on check and saving throws to avoid having its speed reduced by difficult terrain, spells, etc. This includes effects that would cause your mount to be paralyzed or restrained.

Behemoth

An unconventional choice, behemoth mounts provide a massive source of strength and sheer bulk in combat, but are somewhat slower and can be difficult to utilize in smaller spaces. Examples of behemoth mounts include elephants, dire bears, etc. Your mount’s creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount’s size is huge and its strength score increases to 18, improving its attack rolls, damage, and its athletics checks by two. In addition, its constitution score increases to 16, granting it additional hit points equal to your cavalier level. However, your mount only gains half the speed benefit of the fleet mount feature rounded down to the nearest 5 feet (e.g. if fleet mount normally grants an additional 15 feet movement, your mount gains only 5).
  • Beginning at 7th level, when you deal extra damage with the charge feature while riding your mount, the target creature must make a strength saving throw (DC = 8 + your proficiency bonus + mount’s strength modifier). On a failed save, the creature is knocked prone and takes bludgeoning damage equal to two rolls of your valor die.
  • Beginning at 15th level, creatures that are smaller than your mount have disadvantage on melee attacks against your mount and you (while you are riding your mount).

Compact

The mount of choice for smaller individuals, compact mounts are much easier to manage in tight places and tend to be much more dexterous than their larger counterparts. Compact mounts include mastiffs, boars, wolves, etc. Your mount’s creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount’s size is medium. You must be small or smaller to ride your mount. It’s dexterity score increases to 16, granting it a +2 bonus to AC.
  • Beginning at 7th level, your mount’s nimbleness allows it to attack while carrying you. When you use your action to attack a creature within 5 feet, your mount can use its action to attack the same creature.
  • Beginning at 15th level, your mount can dash as a bonus action.

Draconic

You have gained the companionship of a young dragon or wyvern. Dragons are awe-inspiring creatures who dominate the skies and land with their wings and elemental breath. Your mount’s creature type is dragon.

  • Beginning at 1st level, your mount’s intelligence and charisma scores are 10 and 16, respectively, and it knows how to speak draconic. In addition, while not carrying passengers, your mount has a flying speed equal to its walking speed.

 

 

  • Beginning at 7th level, once per short or long rest, your mount can make a breath attack as an action, when directed. At 7th level, choose acid, cold, fire, lightning, or poison, and a 30-ft line or 15-ft cone. Your mount’s breath attack affects the chosen area and deals damage (of the chosen type) equal to four rolls of your valor die. Affected creatures make a dexterity saving throw (DC = 8 + your proficiency bonus + mount’s charisma modifier), taking half damage on a success.
  • Beginning at 15th level, your mount retains its flying speed while carrying you.

Equine

Your mount is a tried and true stallion or similar creature. These beasts are known for their speed and stamina, making them an obvious choice for many cavaliers. Your mount’s creature type is beast.

  • Beginning at 1st level, your mount’s constitution score increases to 16, granting it additional hit points equal to your cavalier level. In addition, your mount’s speed increases by 10 feet.
  • Beginning at 7th level, your mount’s dexterity increases to 14, granting it a +1 bonus to AC.
  • Beginning at 15th level, your mount can dash as a bonus action.

Reptilian

Reptilian mounts are known for their quick dexterity and ability to scale walls and trees. These mounts include giant lizards, crocodiles, etc. Your mount’s creature type is beast or monstrosity (your choice).

  • At 1st level, your mount gains proficiency in stealth, adding your proficiency bonus to its stealth checks.
  • Beginning at 7th level, your mount gains a climb speed equal to its walking speed.
  • Beginning at 15th level, your mount’s dexterity increases to 16, granting it a +2 bonus to AC.

Subterranean

All manner of strange creatures make underground regions their home. These creatures are adept at seeing in the dark and navigating uneven terrain. Your mount’s creature type is beast, monstrosity, or aberration (your choice).

  • Beginning at 1st level, your mount has dark vision to a range of 120 feet and ignores the effects of difficult terrain.
  • Beginning at 7th level, your mount gains a climb speed equal to its walking speed.
  • Beginning at 15th level, your mount gains tremorsense to a range of 30 feet.

Winged

Winged mounts include both large avians as well as monstrous, partially-avian creatures such as griffons or hippogriffs. These creatures are known for their expert flying and powerful eyesight. Your mount’s creature type is beast or monstrosity (your choice).

  • Beginning at 1st level, your mount’s wisdom score increases to 16, increasing its (passive) perception by 3. In addition, while not carrying passengers, your mount has a flying speed equal to its walking speed.
  • Beginning at 7th level, while you are riding your mount, it can safely glide down from any height, negating damage from falling. In addition, your mount gains advantage on perception checks relying on sight and gains a +5 bonus to its passive perception.
  • Beginning at 15th level, your mount retains its flying speed while carrying you.

 

 

Cavalier Orders

As a cavalier gains some experience, they are drawn to dedicate themselves to a particular cavalier order. Each order epitomizes a particular ideal of cavalier chivalry, such as peace, loyalty, or strength.

Members of an order follow particular edicts stressing the importance of their chosen ideal. A cavalier’s dedication to these edicts grants them improved capabilities, which can be lost should the cavalier choose to ignore their principles. You gain features from your choice of order at levels 3, 7, 11, 15, and 18.

Cavalier Orders
Orders Description
Order of the Dragon Specialize in Defensive Teamwork
Order of the Flame Specialize in Offensive Teamwork
Order of the Hammer Specialize in Offense
Order of the Lion Specialize in Buffs
Order of the Rose Specialize in “Diplomacy”
Order of the Shield Specialize in Protection
Order of the Sword Specialize in Balance

Order of the Dragon

The Order of the Dragon emphasizes loyalty to one’s allies and comrades over all else. They believe that strength comes through giving up your own desires in favor of the group. When each individual acts for the good of the whole, everyone benefits.

Despite generally being solitary creatures, dragons have been adopted as the symbol of choice for this order. Members of the order often revere Bahamut, the platinum dragon, as the epitome of loyalty in his partnership with the god of law, Torm.

Dragon Edicts

  • Value the lives of your allies, as you value your own.
  • Never allow someone to face danger alone.
  • Serve and protect each of your companions for the good of the group.

Beginning at 3rd level, your banner inspires selfless teamwork and cohesion amongst your allies, granting it the following effect:

Banner of the Dragon. When an allied creature is within 30 feet of your banner, they can use their reaction to assist another allied creature within 5 feet that is making a saving throw or attack roll. When they do so, they roll a 1d4 and add the result to the saving throw or attack roll they are assisting. This must be done before the saving throw or attack roll is made.

Swift Assistance

Beginning at 3rd level, you are anxious and ready to help your allies in tense situations. You can use your bonus action to perform the help action. You may do this a number of times equal to your charisma modifier before completing a long rest.

One for All

Beginning at 7th level, you have a habit of supporting and guiding each member of the crew while resting. Requiring 10 minutes of downtime during a long rest, you and any allies that choose to participate gain one charge of unity. A creature can expend their charge of unity to reroll any failed attack roll, saving throw, or ability check they make. A creature may only have one unity charge at any time

Back to Back

Beginning at 11th level, you and your allies cover each other’s backs. While you are within 5 feet of an allied creature (other than your mount) and you are not incapacitated, attacks against you or that creature cannot have advantage.

All for One

Beginning at 15th level, you and your allies are expert in supporting one another in dangerous situations. When an allied creature fails an attack roll, saving throw, or ability check, another creature within 30 feet may use their reaction and expend a unity charge (gained through your One for All feature) to allow the original creature to reroll.

Synergistic Leader

Beginning at 18th level, you are unmatched in your ability to support your comrades in battle, granting you the following benefits:

  • Other creatures of your choice within 10 feet have advantage on their attack rolls.
  • When you are within 5 feet of an allied creature, attack rolls targeting that creature have disadvantage.

Order of the Flame

Glory and prestige. These are the ultimate goals of each member of the Order of the Flame. The order emphasizes performing glorious acts and making them known throughout the land as a way to grant hope to the innocent or to dismay the unjust.

Just as a fire burns bright, destroying what it must, a cavalier should seek radiant glory through the destruction of villains and monstrous creatures. A powerful blaze can bring warmth and comfort, or it can scorch and incinerate. It all depends on where you stand.

 

 

Flame Edicts

  • Seek opportunities for prestige and fame.
  • Celebrate your accomplishments, that others may know of your renown.
  • The greater the foe, the greater the glory.

Beginning at 3rd level, glorious flames wreath the design of your banner, granting it the following effect:

Banner of the Flame. Your banner inspires your allies to make magnificent killing blows. When you or an allied creature within 60 feet of the banner makes a critical hit, they roll the attack’s damage die an additional time (typically a total of three rolls), to determine damage.

Heroic Composure

Beginning at 3rd level, you internalize your sense of heroism, giving yourself unshakeable self-confidence. You gain an expertise die on charisma saving throws.

Triumphant Blow

Beginning at 7th level, you relish the opportunity to best a foe in combat. Once per round, when you hit a creature with a melee attack, you gain temporary hit points equal to your charisma modifier.

Witness Greatness

Beginning at 11th level, you have advantage on charisma skill checks towards creatures that have seen you in combat within the last hour.

In addition, choose a skill you are proficient in from amongst persuasion, intimidation, or deception. You gain either an expertise die or a specialization in one of those skills

On to Glory!

Beginning at 15th level, you inspire your allies to press the advantage in battle and achieve a glorious victory. When you or an allied creature within 30 feet reduce a small or larger hostile creature to 0 hit points, the triggering creature has advantage on attack rolls for the next minute

Radiant Presence

Beginning at 18th level, your offense is like a blaze, purging the land of your foes in an awe-inspiring display. You gain the following benefits:

  • When you hit a creature with a melee attack, all other hostile creatures within 10 feet must make a wisdom saving throw (DC = 8 + your proficiency bonus + your charisma modifier). On a failed save, the creature is charmed by you until the end of your next turn. If you deal damage to a creature charmed this way, they are no longer charmed. On a successful save or once the effect ends, a creature is immune to this effect for 24 hours.
  • Your attacks against charmed creatures automatically hit. You may still make attack rolls to determine if you critically hit.

Order of the Hammer

‘Might makes right’ is a central tenet of the Order of the Hammer. When you are strong, you can ensure your will prevails over your foes’. Cavaliers of this order have an intense focus on martial prowess and skill in combat, seeking to become unbeatable warriors.

Hammers are tools to build and to destroy. Members of this order use their might to tear down those who would get in their way. Once those obstacles are removed, they become free to forge the land the way they see fit.

Hammer Edicts

-Might makes right. Use your might to ensure you prevail. -Never allow yourself to appear weak; weakness invites challenge. -Do not hold back, but instead, let your enemies feel your full strength.

Beginning at 3rd level, your banner prompts your allies to put their whole might behind each attack, granting it the following effect:

Banner of the Hammer. Once per turn, when an allied creature within 30 feet of your banner rolls weapon damage, they may reroll the damage die once, but must take the new result.

Physical Prowess

Beginning at 3rd level, you hone your martial skills and physical prowess at every opportunity. You gain proficiency in athletics or acrobatics (or your choice of a specialty in either acrobatics or athletics, or pick another cavalier class skill if already proficient in both).

Brutal Strikes

Beginning at 7th level, when you make your first attack on your turn, you may choose to perform brutal strikes. When you do so, you deal additional damage equal to your charisma modifier with each attack that turn, but attacks targeting you have an expertise die until the beginning of your next turn.

 

 

Improved Critical

Beginning at 11th level, you show no mercy with your attacks. Your weapon attacks score a critical hit on a roll of 19 or 20.

Refuse to Fall

Beginning at 15th level, you do not tolerate defeat. Once per long rest, when you are redued to less than half of your maximum hit points, you gain the following benefits:

  • You have advantage on melee attacks.
  • You have resistance to all damage. These benefits last for one minute or until you fall unconscious, whichever occurs first.

Pinnacle of Skill

At 18th level, you have attained martial mastery and unmatched skill in combat. You gain the following benefits:

  • Choose either strength or dexterity. The chosen score increases by 2, and your maximum for that score is now 22.
  • Choose either athletics or acrobatics (you must be proficient in the chosen skill). You gain an expertise die to checks that use that skill.

Order of the Lion

Members of the Order of the Lion are known for their boldness and aggressive tactics. These cavaliers are prepared for a fight, ready to charge at a moment’s notice. Their fearless tactics frighten even the most experienced foes causing them to freeze or rout.

The Lion is an obvious symbol for this order due to its strength, predatory aggression, and natural intimidation. Some cavaliers in the order seem to emulate these terrible beasts in their battle cries and charges

Lion Edicts

  • Hesitation is death; be swift and resolute in your choices.
  • The best defense is a bold response.
  • Do not allow fear to sway your actions

Beginning at 3rd level, your banner galvanizes nearby allies to make bold, demoralizing attacks, granting it the following effect:

Banner of the Lion. When you or an allied creature within 30 feet of your banner hits with a melee attack, they gain a +1 bonus to AC until the beginning of their next turn (maximum bonus of +2)

Unnerving Boldness

Beginning at 3rd level, your brave demeanor and strategies unnerve your foes. You gain proficiency in intimidation (or choose between a specialty in intimidation or pick another cavalier class skill if already proficient).

Lion’s Roar

Beginning at 7th level, your battlecry envigorates your allies. Once per short rest, when you deal charge damage, you may use your bonus action to call allied creatures within 60 feet to join you. Until the beginning of your next turn, these creatures gain the following benefits:

  • Their movement speed increases by 10 feet.
  • Once per turn, they can deal extra damage equal to your valor die when they hit with an attack.

No Hesitation

Beginning at 11th level, you never hesitate in the face of danger. You gain an expertise die to initiative rolls.

Marshal the Pride

Beginning at 15th level, like a lion’s pride, you and your allies attack together with devastating effect. Once per long rest, when you use the lion’s roar feature, you can choose to have the effects last for one minute.

Ferocious Assault

Beginning at 18th level, your attacks evoke a deep, primal fear in your foes, granting you the following benefits:

  • When you hit a creature with a melee attack, all hostile creatures within 10 feet must make a wisdom saving throw (DC = 8 + your proficiency bonus + your charisma modifier). On a failed save, the creature is frightened of you for one minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature is immune to this effect for 24 hours.
  • When you kill a creature on your turn, you can take an additional action on top of your regular action that turn. You can do this a number of times equal to your charisma modifier before completing a long rest.

Order of the Rose

he Order of the Rose is dedicated to preserving peace and life throughout the land. They seek to resolve conflicts peacefully wherever possible, but don’t hesitate to draw their blade to defend innocent life when necessary.

 

 

The emblem of choice for this order is the rose. Beautiful and pure, roses remind their beholders of the beauty of life. But just as a rose has thorns, these cavaliers will strike back at those who threaten to pluck that life.

Rose Edicts

  • Wherever possible, find peaceful resolutions for a conflict.
  • Honor the life of all beings; taking life can never be done lightly.
  • Stop those who threaten the lives of the innocent.

Beginning at 3rd level, your banner gives the hope of life and peace to your allies, granting it the following effect:

  • Banner of the Rose. When an allied creature within 30 feet of the banner is reduced to 0 hit points, they automatically succeed on one death saving throw.

Peacemaker

Beginning at 3rd level, you are skilled at resolving conflict peacefully and finding the middle ground between opposing groups. You gain proficiency in persuasion (or choose between either a specialization in persuasion or proficiency in another cavalier skill if already proficient)

Inner Peace

Beginning at 7th level, you have mastered internal peace allowing you to remain patient while enduring pain and difficulty. Once per short or long rest, when you take damage, you may choose to reduce the damage taken by an amount equal to your cavalier level plus double your charisma modifier.

Harmonious Resolution

Beginning at 11th level, you are adept at ending combats with minimal harm by convincing a foe to stand down. This may take the form of disarming/restraining a foe or proving your martial superiority causing them to submit.

When you reduce a creature to 0 hit point with non-lethal damage, you may choose to render them incapacitated and unable to move for 10 minutes, but still conscious. When you do so, you are invigorated in the nonviolent resolution and gain temporary hit points equal to your cavalier level. If the creature regains any number of hit points, they are no longer incapacitated or unable to move.

Rose’s Thorns

Beginning at 15th level, you recognize and efficiently vanquish dangerous individuals in order to protect the innocent. As a bonus action, you can choose a target creature that has dealt damage since your last turn. Your attacks deal an extra valor die of damage to that creature for the next minute.

You can only have one creature selected with this feature at a time. You can use this feature a number of times equal to your charisma modifier before completing a long rest

Peerless Mediator

Beginning at 18th level, your encouraging presence and powerful speech diminish your enemies’ conviction and aggression. Your proficiency bonus is doubled for persuasion checks. In addition, once per long rest, as a bonus action, choose any number of creatures that you can see. For the next minute, those creatures suffer the following drawbacks:

  • When a chosen creature makes a critical hit, it instead counts as a normal hit.
  • Damage dealt by chosen creatures is reduced by an amount equal to your charisma modifier.
  • Chosen creatures must make a charisma saving throw (DC = 8 + your proficiency bonus + your charisma modifier) when they target an incapacitated creature with an attack. On a successful save, they target the creature as normal. On a failed save, they do not attack and the action, bonus action, or reaction they used is wasted.

Order of the Shield

Masters of defense and protective fighting styles, members of the Order of the Shield dedicate themselves to protecting the weak and defenseless. Experienced warriors know any force led by a shield cavalier should not be fought head on.

Cavaliers in this order see themselves as shields to be used in the protection of others. A shield’s job is to take the hit, and many of these cavaliers would rather suffer a severe blow than let another creature suffer harm.

Shield Edicts

  • Above all else, protect the vulnerable.
  • Fight on the frontline to cover your allies and divert your foes.
  • A sound defense is the backbone of any plan.

Beginning at 3rd level, your banner reminds your allies to keep their defenses up, granting it the following effect:

Banner of the Shield. When an allied creature within 30 feet of your banner is the target of an attack roll, they can use their reaction to increase their AC by 1d4 against that attack only

 

 

Protective Style

Beginning at 3rd level, you adopt a protective style in combat. You gain the protection fighting style from the fighting style feature (or another cavalier fighting style if you already have the protection style).

Precautionary Defense

At 7th level, you learn to preemptively defend allies that are in dangerous positions. As a bonus action, choose a creature within 5 feet. Until the beginning of your next turn, as long as that creature remains within 5 feet, the next attack targeting that creature has disadvantage.

Intercept

Beginning at 11th level, you are vigilant and swift to guard the vulnerable. When a hostile creature makes a melee attack on its turn against another creature, you can use your reaction to move up to half your speed (or your mount’s speed if mounted) towards the targeted creature. As part of the same reaction, you use the protection fighting style to impose disadvantage on the triggering attack.

Cover Ally

Beginning at 15th level, you fully interpose yourself between your allies and danger. When you use the precautionary defense feature to impose disadvantage on an attack, that attack targets you instead. That attack is made with disadvantage as normal.

Guardian of the Innocent

At 18th level, you are renowned for your protective intuition and unbreakable defensive tactics, granting you the following benefits:

  • When you use your bonus action to perform the precautionary defense feature, you no longer need to target a specific creature. Instead, you become the target of the next attack that targets any allied creature within 5 feet and that attack is made with disadvantage.
  • When you use the intercept feature, if the triggering attacks misses, the attacking creature’s turn immediately ends.

Order of the Sword

The Order of the Sword dedicates itself to a balanced practice of chivalry, giving equal consideration to all virtues, such as courage, honor, and justice. Cavaliers who favor a tempered approach to their morals fit in well with this order.

The sword is the symbol of choice for the order as it represents balance. Just as a sword must be properly balanced, so too must cavaliers balance their virtues and apply wisdom to each unique situation.

Sword Edicts

  • Avoid extremism and instead seek a principled middle ground.
  • Use wisdom and a tempered attitude in your choices and deeds.
  • Do not allow one virtue to overshadow others.

Beginning at 3rd level, your banner brings stability and calm to those in its presence, granting it the following effect:

Banner of the Sword. Once per round, when a creature within 60 feet of the banner makes a roll with advantage or disadvantage, you may cause the roll to have neither advantage, nor disadvantage. You may also negate expertise dice with this feature This effect does not require an action.

Unbiased Perception

Beginning at 3rd level, you do not allow preconceptions or biases to cloud your perception. You gain proficiency in insight or perception (or another cavalier class skill if already proficient in both)

Balanced Charge

Beginning at 7th level, even in an offensive charge, you do not let your defenses drop. When you use the charge feature to deal extra damage to a creature, you gain a bonus to your AC against that creature’s attacks equal to your charisma modifier until the beginning of your next turn

Impartial Effort

Beginning at 11th level, you learn to apply yourself in a steady, sustainable way towards your goals and efforts. If you are proficient in a skill, you may choose to treat checks using that skill as if you had rolled a 12 on the d20, instead of making a roll.

You must choose to use this feature before you make the roll. You may do this a number of times equal to your charisma modifier before completing a long rest

Stable Mind

At 15th level, you master your mind and emotions. You make intelligence, wisdom, and charisma saving throws with advantage.

Exemplar of Balance

Beginning at 18th level, you exemplify perfect balance in combat, never overextending, yet never hesitating. You gain the following benefits:

  • While you are not incapacitated, critical hits targeting you are considered normal hits.
  • When you make an attack roll, you can treat a roll of 9 or lower as a 10.

 

 

Disciple

An elven woman strides calmly through a forest glade, smirking as she subtly grips her sheathed blade. She closes her eyes as brigands leap from the surrounding brush. Before they can even shout their demands, the woman’s blade makes a wide arc at the group. Each brigand manages to barely dodge her preemptive strike, but their movements suddenly stop as they start to draw their blades. A large wound appears across each of their torsos where her blade had grazed them, and then they slump to the ground.

Atop a grassy plateau, a lone human figure stands in total focus amidst a swarm of hovering spectral blades. Like a masterful conductor, the figure directs the blades to fluidly strike the targets painted on the stones around. With a quiet whisper of pride, the figure recalls the blades before willing them to fall to dust and blow away with the wind.

A battle rages upon a blood-soaked field overlooked by a regal keep. In its center, stands a lone battle-worn tiefling fighting for his life. A pair of hulking spectral arms sprout from his back, allowing the tiefling to wield four axes at once. He charges into a group of soldiers, wreathing himself in flames as the lone figure carves into the enemy line. Each step taken could be his last, yet the tiefling fights with the widest of grins.

Although these warriors fight using a diverse range of extraordinary methods, they are all disciples. Disciples are defined by their mystical fighting styles and the introspective focus that gives purpose to their training. For a disciple, combat is a conduit of self-improvement, and battlefields exist to test the strength of ideals.

Masters of Tempo

The key to a disciple’s magic prowess is awareness and focus. Every movement a creature makes causes a small, nearly imperceptible ripple across elements of the weave of magic. Using their ideals as an anchor for their focus, disciples enter a state of utter clarity where they can perceive and read these ripples, ultimately utilizing the power within these ripples—called tempo—to fuel their mystical techniques. As a disciple grows and solidifies their grasp on their ideals, their ability to maintain this focus increases drastically, improving their martial abilities.

Forged Ideals

A disciple’s ideals are represented in their fighting style by the sublime disciplines they follow. While some disciples discover these paths themselves, others learn them from masters of the art. Each sublime discipline holds one ideal above all others, and it serves as the anchor for the tempo techniques of that discipline. As a result, combat using these disciplines is a form of self expression and an opportunity to refine one’s philosophy. The danger and rigor of the battlefield provides the perfect situation to test the disciple’s focus, their understanding of themselves, and their values.

Born Wanderers

Because of this predisposition towards experience and conflict, it is rare you’ll find a disciple that stays in one place for too long, or subsisting under the yoke of military regulation. They are natural wanderers, and tend to flock towards interesting people that may lead them to greater challenges and adventures. Such people often prove to be worthy rivals and life-long friends for the wandering disciple: the perfect sparks to ignite the flames of inspiration.

Eternal Students

To a disciple, survival is often secondary to growth. To that end, you may yet find disciples working as sellswords or mercenaries in an attempt to find new conflicts to test themselves. Each and every fight is an opportunity to push past one’s limits, and test not only ability, but also their willpower and determination. The path of the disciple is one filled with decision. Each must decide which disciplines to pursue and which to discard, as the path to perfection is littered with broken philosophies and weak hearts.

Creating a Disciple

When you are creating your disciple, the most important thing to consider is why they fight. For a disciple, fighting is a means of self-discovery and affirmation. What kind of lessons have their fights taught them up until this point? What kind of person or warrior do they strive to be, and how close to that idealized version of themselves are they? Do they have a specific person or creature they are trying to defeat? Or perhaps they are seeking out a new mentor to fill a gap they feel in their skill or personhood? Consider how your character would feel when faced with what looks to be an insurmountable threat, and how they would feel after losing or defeating it.

Equally important is when your character first began to notice the flow of tempo around them. Was it something they always saw, but never realized its significance? Maybe it was inherited? Or maybe the power was unlocked in a dire moment of emotional or physical danger? Or did you eventually come to see the tendrils of tempo through deliberate training, either alone or under a master or school? Which discipline did you manifest first, and why? Lastly, how does your character feel about their power now? How your character first came upon this magic should influence how they feel about both it and themselves in relation to it.

 

 

Quick Build

You can make a disciple quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on weapons that use strength or finesse weapons. Your next- highest ability score should be Wisdom and then you make Constitution your third-highest score. Second, choose the folk hero background.

Awakening

Tempo is a transient energy, and it takes a very keen sense to be able to tap into it. However, how one learns to tap into this energy can vary greatly, and the manner in which you unlock your power should reflect how you think about your abilities and their purpose.

Awakenings
d6 Awakenings
1 You spent a great deal of your life training under a master of a discipline to gain your sense.
2 One of your loved ones was murdered in cold blood in front of your very eyes. In that moment, you tapped into that wellspring of anguish, and your senses flared.
3 Ever since you could remember, you could feel the coursing ripples of tempo around you.
4 You were an malcontent soldier who awakened when you entered a fated duel with a disciple.
5 Since you were a child, your family groomed you to be the most adept disciple in the land.
6 You went on a quest to find purpose, and in your lonesome introspection, you found the calling of the disciple.

Unforgettable Sight

Disciples are natural wanderers, always in search of a new challenge they can use to hone themselves. Almost every disciple’s wanderlust eventually leads them to some place that leaves an incredible impression on them. Whether negative or positive, this impression will help inform some of the disciple’s goals and world views

Unforgettable Sights
d6 Sights
1 Amidst an ancient ruin, you came upon an ornate fountain. When you looked into its waters, it showed you a pivotal moment from your future.
2 You decided to climb the highest mountain you knew of and witnessed the world sprawled below you at its peak. In that moment of awe, you made yourself a vow.
3 You accidentally ventured through a portal to one of the Inner Planes, and you witnessed its denizens defending themselves against a nightmarish threat.
4 On a day of clear sky, you bore witness to a swarm of dragons that stretched as far as the eye could see.
5 You stood at the historic site of great tragedy, whether it be the remains of a massacre, the felling of a kingdom, or something else entirely.
6 You slew or bore witness to the slaying of the last remaining member of a type of magical creature.

Personal Flourish

Self expression on the battlefield is the lifeblood of disciples, and as such many disciples develop their own personal touches to combat or personal philosophies of battle.

Personal Flourishes
d6 Flourish
1 You call out the names of your signature arts and tempo techniques as you perform them.
2 You can spin your weapons absurdly fast, and do so in combat or in anticipation of combat.
3 You have a personal symbol that you place on the bodies of those who you defeat in combat.
4 You analyze and copy the martial stances of your opponents without thinking.
5 You try to position yourself in front of your allies whenever possible in order to always be in the action.
6 You spare enemies you deem fit, in hopes they will grow and challenge you again.

Class Features

As a disciple, you gain the following class features

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tool: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Performance, Religion, and Sleight of Hand

Equipment

You begin the game with 140 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Marksman’s Set (cost 106 gold): Battleaxe, longbow and 20 arrows, scimitar, padded leather, explorer’s pack
  • Deep Delver’s Set (cost 133 gold)Longbow and 20 arrows, scimitar, scale mail, dungeoneer’s pack
  • Brigand’s Set (Cost 114 gold): 2 dueling daggers, garrotte, rapier, 5 throwing daggers, leather brigandine, burglar’s pack, vial of basic poison

 

 

The Disciple
Level Proficiency Bonus Features Tempo Points Disciplines Known Techniques Known Maneuvers Known Maneuver Degree
1st +2 Sublime Discipline, Martial Intuition 1 1
2nd +2 Fighting Style, Tempo 2 2 1 2 1st
3rd +2 Sublime journey, Battlefield Etiquette 3 2 1 3 1st
4th +2 Ability Score Improvement, Reserves(1) 3 2 1 3 1st
5th +3 Extra Attack 4 3 2 4 2nd
6th +3 Practiced Defences 4 3 2 4 2nd
7th +3 Sublime Journey Feature 5 3 3 5 2nd
8th +3 Ability Score Improvement, Reserves(2) 5 3 3 5 2nd
9th +4 Practiced Defences 6 4 4 6 3rd
10th +4 Patient Defence 6 4 4 6 3rd
11th +4 Sublime Journey Feature 7 4 5 7 3rd
12th +4 Ability Score Improvement, Reserves(3) 7 4 5 7 4th
13th +5 Practiced Defences, Acquired Knowledge 8 4 5 8 4th
14th +5 Sublime Journey Feature 8 4 6 8 4th
15th +5 Elusive, Great Reputation 9 4 6 9 4th
16th +5 Ability Score Improvement, Reserves(4) 9 4 6 9 4th
17th +6 Tempo Mastery 10 4 6 10 5th
18th +6 Sublime Journey Feature 10 4 6 10 5th
19th +6 Ability Score Improvement 10 4 7 11 5th
20th +6 Great Master 10 4 7 11 5th

Multiclassing

The prerequisites for multiclassing into a disciple are either a Strength or Dexterity score of 13 and a Wisdom score of 13. When you multiclass into disciple, you gain proficiency in light armor, medium armor, shields, simple weapons, and martial weapons

Sublime Discipline

A disciple’s path begins with learning sublime disciplines. A sublime discipline is a kind of mystical martial art. Each discipline is centered on an ideal for the disciple to understand and internalize.

At 1st level, choose one sublime discipline, detailed at the end of the class description. When you gain certain disciple levels, you gain knowledge of new disciplines, as shown on the Disciplines Known column of the Disciple table.

Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline.

Signature Art

Each sublime discipline has an associated Signature Art, the foundational ability of the discipline. You can use this feature to invoke the effects of the Signature Art of a discipline you know. If you use a Signature Art that has a duration while already under the effects of a Signature Art, the first Signature Art immediateley ends.

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

Tempo Techniques

Each discipline has a list of techniques─its discipline techniques─that you gain at the disciple levels noted in the discipline’s description. These techniques require you to spend tempo points to use which you gain at 2nd level.

Some techniques modify a specific attack. You can only use one such technique per attack.

Tempo Ability

Your ability to utilize tempo is tied your intuition and ability to perceive the ripples of magic around you; as such, Wisdom is the key ability for disciples. Some of your discipline features require for your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

 

 

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

Spell attack modifer = your proficiency bonus + your Wisdom modifier

Martial Intuition

Your opponents’ blows radiate a certain rhythm that your body has learned to read. If a creature attacks you or forces you to make a saving throw, your DM tells you one one of the following things about its capabilities (your choice):

  • If one of its ability scores of your choice is higher than, lower than, or equal to your same ability score.
  • If any of its speeds is higher than, lower than, or equal to a single speed of yours (your choice).
  • If their statistics are being altered by a spell or magical effect.
  • If they are proficient in at least one martial weapon.

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.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can’t take the same Fighting Style option more than once, even if you get to choose again.

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.

Defense

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

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Mirror’s Glint, Razor’s Edge, Tempered Iron, and Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Disciple table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Tempo

Starting at 2nd level, you gain the ability to perceive and utilize the power in ambient ripples of magic, called tempo. Your access to this mystical energy is represented by a number of tempo points. Your disciple level determines the number of points you have, as shown in the Tempo Points column of the Disciple table.

You can spend these points to fuel various tempo techniques granted by your disciplines. When you spend a tempo point, it becomes unavailable. When you take the Dodge action, you can use your bonus action to focus and regain any expended tempo points

Battlefield Etiquette

3rd level, you learn the unwritten rules of the battlefield. After you have fought beside (or against) a martial artist for one encounter, you have advantage on Charisma checks against it. Any creature that has a martial arts die, proficiency with a combat tradition, or an exertion pool is considered to be a martial artist.

Sublime Journey

At 3rd level, you have embarked on a personal journey that shapes your skills and draws you towards certain innate magical talents. Choose to follow the Journey of the Blade Dancer, the Journey of the Conjurer, or the Journey of the War God. Your choice of Sublime Journey grants you features at 3rd level, and again at 7th, 11th, 14th, and 18th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Reserves

At 4th level your stamina increases, allowing you to engage foes longer without tiring. Your exertion pool increases by 1. At 8th, 12th, and 16th level your exertion pool increases by an additional point.

 

 

Extra Attack

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

Practiced Defences

At 6th, 9th and 13th level, you gain one of the choices from this list

Blindsense

You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures.

You are aware of the location of any hidden or invisible creature within 10 feet of you

Empty Mind

You can empty your mind and easily disguise your emotions. As an action, you can spend 1 exertion to enter a meditative empty mind state. This lasts for 1 hour. While in this state, Insight checks against you have disadvantage .

In addition, you gain advantage on saving throws made against enchantment spells and resistance to psychic damage.

Imprinted Growth

You further attune your body to the ripples of Tempo. You gain proficiency in either Dexterity or Constitution saving throws (your choice). You can select this option twice, each time picking a different saving throw

Preternatural Awareness

Your body’s familiarity with tempo allows it to react to conflict even when your mind lags behind. you can add your Wisdom modifier to initiative rolls and you can’t be surprised while you are conscious

Acquired Knowledge

Starting at 13th level, your study of different martial arts traditions and foreign cultures pays off in unexpected ways. Choose a language and a tool you are not proficient with. You become proficient with both.

Elusive

At 15th level, you know how to avoid vulnerable positions. As long as you are not incapacitated, no attack roll has advantage against you.

Great Reputation

Starting at 15th level, your reputation spreads and you become famous (or infamous) among the disciple community. When you interact with martial artists, their initial attitude towards you is friendly.

Tempo Mastery

At 17th level, you regain all expended uses of your Signature Arts when you finish a short or long rest.

Great Master

At 20th level, your growth culminates with you becoming the master of a discipline. Choose any one discipline you follow. Whenever you use a tempo technique from that discipline, you spend 1 less tempo point than you otherwise would (minimum of 1).

Tempo Techniques

Disciple’s Speed

Requirement: 5th level

Your Speed increases by 10 feet. You can choose this technique up to twice. Its effects stack.

Focus Speech

Requirement: 15th level

A combination of your knowledge of body language and your spiritual awareness allows you to understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Gale Walk

Requirement: Disciple’s Speed, proficiency with Athletics

You have advantage on Athletics checks made to jump. On your turn, you can spend 1 exertion to triple your jump distances until the start of your next turn.

Hurricane Walk

Requirement: Gale Walk

Your step is so light you seem to float in the air. You can use a bonus action and spend 1 exertion to cast fly on yourself. You also have advantage on Stealth checks related to noise. The effect lasts until the start of your next turn.

Instant Step

Requirement: Disciple’s Speed, 11th level

You can move so fast you seem to teleport. You can use an action to spend 4 exertion and choose an unoccupied space you can see within 500 feet. You teleport and arrive at exactly the spot desired. You can bring along your gear, carried items smaller than your arm, and a single creature of your size category or smaller. In addition, you become invisible until the beginning of your next turn.

Marathon Runner

You are used to running long distances. When you move at a fast pace, you don’t suffer a penalty to your passive Perception. In addition, you gain an expertise die when making a Constitution saving throw for a forced march.

Nimble Athlete

You can always choose to use your Dexterity modifier for Athletics checks.

 

 

Power Tumble

You can always choose to use your Strength modifier for Acrobatics checks.

Religious Training

You are proficient with the Religion skill. When you are in contact with a holy relic, religious artifact, or any kind of similar object or structure, you can spend 2 exertion to learn something about it.

You receive a correct answer from the Narrator for a question about the object that can be answered with a yes or no.

Shadow Walk

Requirement: 11th level, proficiency with Stealth

You can step into a shadow and come out of 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 have advantage on Stealth checks until the beginning of your next turn.

Sixth Sense

Requirement: 11th level

You have advantage on initiative checks. In addition, you can always choose to use your Wisdom for Arcana, History, Investigation, Nature, and Religion checks.

Slow Fall

You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your adept level.

Wall Walk

Requirement: Disciple’s Speed, proficiency with Acrobatics

You gain the ability to move along vertical surfaces on your turn without falling during the move. You can use a bonus action and spend 1 exertion to cast spider climb on yourself. The effect lasts until the start of your next turn.

Warrior’s Awareness

Requirement: Proficiency with Survival

Your honed battlefield awareness is unmatched even in the wilderness. When you make a Survival check to avoid being lost, you ignore penalties for moving at a fast pace and gain an expertise die to the check.

Water Walk

Requirement: Disciple’s Speed

You gain the ability to move across liquids on your turn without falling during the move. You can use a bonus action and spend 1 exertion to cast water walk on yourself. The effect lasts until the start of your next turn.

Wilderness Training

You are proficient with the Survival skill. For the purposes of Disciple class features, you consider beasts to be martial artists.

 

 

Sublime Journey

Those who continually practice the use of tempo inevitably find a force pulling on the core of their being. As one uses the transient power of tempo, it gradually changes the wielder’s mind, body, and soul, eventually culminating in the emergence of a mystical ability that defines their journey as a disciple.

As each disciple’s path differs, the time which this force manifests varies greatly from disciple to disciple. Some train under masters in an attempt to bring out this ability earlier, whereas for others, their ability only emerges when they are faced with truly insurmountable odds.

Whether you choose your sublime journey, or it chooses you, perfecting all it entails will be one of your greatest challenges as a disciple

Sublime Journeys
Journey Description
Journey of the Blade Dancer Specialize Blade Dancing
Journey of the Collector Specialize using different Weapons
Journey of the War God Specialize in Spectral Arms

Journey of the Blade Dancer

A single swing of the blade is oft more than it appears, and this is especially true for a disciple that follows the Journey of the Blade Dancer. Blade Dancers are disciples whose bodies have all but merged with the ripples around them. Their newfound magical senses drive them to seek out flexibility in the execution of their steps and techniques. Their precise, sweeping motions cut into the fabric of magic itself, infusing them with supernatural acrobatic ability and elegance in battle.

Blade Dance

When you choose this journey at 3rd level, your strikes are followed by magical ripples that echo your intent. Whenever you make a melee weapon attack against a creature and miss, you can cause the creature to take force damage equal to your Wisdom modifier.

Additionally, during your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn

Elegance

Also at 3rd level, you gain proficiency in the Performance skill if you don’t already have it, and can add your Wisdom modifier to ability checks that use that proficiency.

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.

Accelerando

At 11th level, you add your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks. Additionally, you can take the Dash action as a bonus action

Rushing Agility

At 14th level, your mastery of the weight of your body allows you to defy natural limitation. You can use your remaining movement to determine the maximum distance you can jump (long or high), instead of the normal calculation. You can jump your full distance with or without a running start.

Additionally, you can move along vertical surfaces and across liquids on your turn without falling during the move.

Free Stride

At 18th level, your movements become impossible to stop. Your movement is unaffected by difficult terrain, and spells and magical effects can’t reduce your speed or cause you to be paralyzed or restrained. You can spend 5 feet of movement to automatically escape from nonmagical restraints. Additionally, being underwater imposes no penalties on your movement or attacks.

Journey of the Collector

Most often the Journey of the Conjurer begins with a recurrent dream of an infinite field littered with weaponry from across the ages. Within this space you are free to use and manipulate, form and reform the weaponry and landscape as you see fit, perpetually in pursuit of the perfect arsenal. This dream repeats, becoming more and more lucid until you awaken amidst a cloud of flying armaments that flow along to your whims, and from that day each weapon you touch, and each alteration you make in your dreams, will reflect in your control over your magical arsenal.

Bound Arsenal

Starting when you choose this journey at 3rd level, you learn to call upon an arsenal of weapons you store within your mind. You must bind weapons to yourself in order to call upon them.

 

 

If you hold a weapon and meditate for 1 hour over the course of a short or long rest, you can bind the weapon to your arsenal, causing it to disappear. When you summon your arsenal, this weapon is summoned within it while it is bound.

You can have a number of weapons bound this way equal to your Wisdom modifier plus your disciple level. A weapon becomes unbound 24 hours after you die or unbind it with an action, causing it to appear within 5 feet of you. Sentient weapons must agree to be bound, and can choose to unbind themselves at any point.

Conjure Weapons

Starting at 3rd level, you can conjure or dismiss your arsenal of bound weapons, which hover in your space, as a bonus action. The weapons that are part of this arsenal deal force damage instead of their normal damage type, and gain the thrown property range (20/60). Any thrown arsenal weapon immediately returns to your space after the attack.

Whenever you can make a weapon attack and are not wielding any weapons or shields, you can instead mentally direct any single weapon in this arsenal to attack as if you are wielding it (as if using your choice of one or two hands).

You can engage in two-weapon fighting using the arsenal, provided the weapons you use meet its conditions. Additionally, when you conjure these weapons, and as a bonus action on subsequent turns, you can put the weapons in one of the following formations:

Assault. Your arsenal poises to attack. Ranged attacks made with your arsenal do not suffer disadvantage due to attacking at long range or being within 5 feet of a hostile creature and ignore half cover and three-quarters cover.

Storm. Your arsenal enters a frenzy. The area within 5 feet of you is difficult terrain for creatures of your choice.

Ward. Your weapons form a protective barrier. The first time you take damage after the start of each of your turns, it is reduced by an amount equal to your Wisdom modifier (minimum of 1).

Blade Affinity

At 7th level, you can read into a weapon’s history through mere touch. Over the course of 1 minute, you can analyze a weapon you are touching. At the end of the minute, you glean one of the following things (DM’s choice):

  • A clear picture of the weapon’s last wielder as it drew the weapon for combat.
  • A glimpse of a magical ability the last wielder used while wielding the weapon.
  • Whether the last wielder used the weapon with malicious, honorable, protective, or some other form of intent.
  • A glimpse of the last creature felled by this weapon.

Once you have used this feature, you can’t do so again until you finish a short rest or long rest. This process drains the magical imprint left on the weapon, so once you have used this feature on a given weapon, you can’t use it on that weapon again until it has seen use in combat.

Ultimate Arsenal

At 11th level, both your control and the quality of your arsenal have heightened, causing your formations to improve:

Assault. Any attack made with weapons from your arsenal deal an additional 1d8 damage.

Storm. The weapons expand into the area within 15 feet of you instead of 5 feet.

Ward. The damage is reduced by twice your Wisdom modifier instead (minimum of 2).

Conjured Body

At 14th level, you have learned how to merge your body with your armory, embedding within you its fluid movement. While you have your arsenal conjured, you gain a flying speed equal to your walking speed, which manifests visually as wing-like blades, riding a flying sword, or a similar effect.

Dream Gate

At 18th level, you can bring out the full force of your arsenal in an instant. As an action, you create a visage of your field behind you and conjure 100 weapons all around you. Choose any number of creatures within 120 feet of you, and divide 100 projectiles among them (a creature can be targeted by up to 10 projectiles). Each creature must make a Dexterity saving throw, taking 1d8 force damage for each projectile launched at it, or half as much on a successful save. These weapons disappear at the end of your turn.

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

Journey of the War God

A disciple who follows the Journey of the War God is unmistakable on the battlefield by the manifestation of their soul fighting alongside them, often taking the form of spectral arms or a looming figure at their back.

The influence of tempo can reach further than most would think; after all everything moves, even your own spirit. Disciples that define themselves by intense emotions, or a need to prove their own self worth, can develop a sensitivity to the movements of their soul. After enough time, the disciple gains the ability to summon and wield this element of their soul in combat. Legends speak of disciples that attain definite control, and ultimately learn harness the divine spark that resides within them.

 

 

Spirit of the War God

When you choose this journey at 3rd level, your passion can call forth the part of your soul that revels in the glory of battle. As a bonus action or when you roll initiative, you can manifest or dismiss two spectral arms that are connected to your upper body.

When summoned, and on each of your turns thereafter, each arm can perform an object interaction, such as drawing a weapon. You can control these arms easily, and they act just like your other arms.

As an action, you can make a single attack with each melee weapon you and your spectral arms are wielding (up to 4 attacks). You don’t add your ability modifier to the damage of these rolls, unless that modifier is negative. When wielding a two-handed weapon, your spirit arms must hold the weapon with both hands at all times.

At 5th level, you add your ability modifier to the damage rolls of weapons you are wielding with your hands (up to 2 attacks). At 11th level, you also add your ability modifier to the damage rolls of weapons your spirit arms are wielding.

Cosmic Presence

At 7th level, your connection to your inner self has granted you greater presence. When you make an Intimidation or Persuasion check, you can add your Wisdom modifier to the roll instead of your Charisma modifier.

Additionally, as an action, you can amplify your presence a hundred fold. Creatures of your choice within 60 feet of you must succeed on a Charisma saving throw against your tempo save DC or become aware of your presence. For the next 10 minutes, you have advantage on all Wisdom and Charisma checks made against those creatures.

Once you use this action, you must finish a short or long rest before you can use it again.

Encroaching Omniscience

At 11th level, your soul becomes your vigil, as the shapes of faces can be traced around your head. Whenever you make an attack as a part of a reaction, you can make an additional attack with one of your spectral arms.

Additionally, once on each of your turns when you miss with a weapon attack, you can make an additional weapon attack with a weapon being wielded by your spectral arms as part of the same action

Lens of Truth

At 14th level, your sight ascend towards the sight of gods. You can see clearly in normal and magical darkness out to 120 feet, as well as into the Ethereal Plane. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within this range and within line of sight.

Shard of Divinity

At 18th level, you have fully reconnected with your soul, unlocking the divine power within it. You have resistance to damage from weapon attacks, and any damage you deal with a weapon attack or tempo technique ignores resistance and bypasses immunities.

You can no longer die from old age, and your soul cannot be stolen, trapped or destroyed, nor can you be unwillingly raised as an undead, except by divine intervention.

 

 

Sublime Disciplines

Ardent Lion

No true warrior fights in isolation; their friends, family, and all their allies follow them into every fight. Ardent Lion disciples fight using rallying cries and by utilizing the strength of their bonds to perform superhuman feats in combat.
Ideal: Camaraderie. Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self.
Signature Art: Rally. As an action, you let out a riveting war cry that sends jolts through the bodies of your allies. Any allied creature within 30 feet can use their reaction to move up to their speed without provoking opportunity attacks.

This ability’s range increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), at 17th level (120 feet).

Techniques

Warding Strike (2nd Level). When you hit a creature with a melee weapon attack, you can use your bonus action and spend 1 tempo point to instill hesitation within them. The next attack it makes before the start of your next turn has disadvantage if it is against someone other than you.
Bolstering Bond (5th Level). As an action, you can spend up to 5 tempo points to bolster yourself and an ally. You and an ally of your choice within 30 feet of you gain 1d8 temporary hit points for each tempo point you spent. These temporary hit points last 1 minute, until you use this technique again, or until you focus to regain your tempo.
Unified Assault (11th Level). Whenever you hit a creature with a melee weapon attack, you can use your bonus action and spend 3 tempo points to call in an assault. A single allied creature of your choice within 30 feet of you can use their reaction to make a weapon attack against that same creature.
Fury of the Fallen (17th Level). Whenever you see a creature reduce an allied creature to 0 hit points, you can use your reaction and spend 4 tempo points to move up to your speed and make an attack against the attacking creature. On a hit, the attack deals damage as normal and the allied creature regains hit points equal to your level.

Coursing Ember

To live life on the sidelines, bored and discontent, is to not really live life at all. Disciples of the Coursing Ember discipline are fiery individuals who follow their whims and passions to the ends of the earth. Coursing Ember techniques involve spreading radiant flames and gliding through the battlefield.

Ideal: Passion. Your heart must burn like the desert sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your eyes to guide you into the future.
Signature Art: Salamander Charge. As an action, you move up to your speed without provoking opportunity attacks, leaving behind a wall of fire that is 10 feet high and 1 foot thick along your path, lasting for 1 minute or until you lose your concentration (as if you were concentrating on a spell). You can move through creature’s spaces for this movement, but you can’t end your turn there. The wall lightly obscures vision. Any creature in the wall when it first appears, and whenever a creature enters the wall for the first time on a turn or ends its turn there, it must succeed on a Dexterity saving throw or take 1d8 fire damage.

This damage increases to by 1d8 at 5th level (2d8), and again at 11th, (3d8) and 17th levels (4d8).

Techniques

Searing Lashes (2nd Level). You coat your weapons in searing flames. When you take the Attack action, you can spend 1 tempo to increase your reach by 10 feet until the end of your turn. Your attacks deal fire damage instead of their normal damage type for the duration, and deal an additional 1d4 damage.
Leaping Flame (5th Level). Whenever you are damaged by a hostile creature within 60 feet of you that you can see, you can use your reaction and spend 2 tempo to briefly turn into a wisp of flame and fly to an unoccupied space within 5 feet of them without provoking opportunity attacks.
Flame’s Blessing Stance (11th Level). At the start of your turn, you can spend 2 tempo points to engulf yourself in beautiful flames. Until the start of your next turn, you are immune to fire damage, and creatures take 1d8 fire damage any time they make a melee attack against you.
Bursting Sunspot (17th Level). When you hit a creature with a melee weapon attack, you can use your bonus action and spend 3 to 5 tempo points to cause the target of your attack to explode in a blaze of glory. Every creature in a 10- foot radius, increased by 10 feet for every tempo point spent above 3, must succeed on a Dexterity saving throw or take 6d6 fire damage. You are immune to this damage

Diamond Mind

Students of the Diamond Mind discipline are renowned for their ability to remain calm in even the most dire of situations. Combat is an equation to be solved, and it is the practice of the Diamond Mind to understand all of its elements. This view lends itself to a prescient combat style, where the practioner appears able to act in impossibly short spans of time.
Ideal: Order. Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all.

 

 

The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become.
Signature Art: Quick Draw. If you are not surprised, immediately after initiative is rolled, but before anyone acts, you can move up half your your speed and make a single weapon attack. This attack deals double damage to objects and structures.

If you are surprised, you can instead use this signature art to no longer be surprised.

Techniques

Prescient Counter (2nd Level). When you are hit by an attack, you can use your reaction and spend 2 tempo points to gain an AC bonus equal to your Wisdom modifier against that attack, potentially causing it to miss.
Flicker Step (5th Level). As an action, you can spend 3 tempo points and pick a hostile creature within 20 feet of you. You can teleport to an unoccupied space within 5 feet of that creature, and make a melee weapon attack against any creature in a 5-foot wide line from your original location to your new location.

If a creature damaged by this technique has an amount of hit points less than or equal to your disciple level at the end of your turn, it drops to 0 hit points.
Ruby Storm Stance (11th Level). When you take the Dodge action, you can immediately use your bonus action and spend 1 tempo point to enter a time-slowing stance. Until the start of your next turn, you can’t be knocked prone or moved, and whenever a creature within 5 feet of you makes an attack, you can instantly make a melee attack against it.
Trace (17th Level). As an action, you can spend 4 tempo points to teleport up to 60 feet to an unoccupied space within reach of a target and make a single melee weapon attack against it. On a hit, this attack deals an additional 2d8 force damage. You can do this up to 5 additional times as a part of the same action, so long as each target you attack is different

Hero’s Charge

The world is full of monsters and those that would exploit the weak. Hero’s Charge disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see. The techniques of this discipline focus on refining an indomitable will and bringing the mighty down.
Ideal: Heroism. People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved.
Signature Art: Symbol of Hope. While you can see at least one ally, and you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Each time you use this feature beyond the first after a long rest, you gain a level of fatigue. When you finish a long rest, all exhaustion levels gained this way go away.

Techniques

Topple (2nd level). You can forgo a weapon attack on your turn and spend at least 1 tempo point to attempt to topple a creature within reach. The target must make a Strength saving throw. On a failure, the target falls prone and takes 1d8 bludgeoning damage for each tempo point spent. If the target is Large or larger, it has disadvantage on this saving throw and instead takes 1d10 bludgeoning damage for each tempo point spent.
Blinding Courage (5th Level). Whenever a creature attempts to frighten you or a non-hostile creature within 10 feet of you, you can use your reaction and spend 3 tempo points to make it so every non-hostile creature within 10 feet of you can’t be frightened until the start of your next turn.
Revolution (11th Level). As an action, you can spend 3 tempo points and make a melee attack against every creature within 5 feet of you. If any of these creatures is Large or larger, it takes additional damage equal to your weapon’s damage die.
Tyrant’s Downfall (17th Level). As an action, you can spend 5 tempo points to cause a giant glowing weapon to appear. This weapon crashes down in a 60 foot-tall, 10 foot radius cylinder centered on a point you can see within 60 feet of you. Any creature in the area must make a Charisma saving throw or take 5d12 radiant damage, or half of that damage on a success. If a creature is Large or larger, it takes an additional 2d12 damage. You must concentrate on this effect.

Howling Gaze

It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed. Disciples of the Howling Gale put above all else the ability to decide for themselves their next path. Techniques of this discipline focus on being hard to reach and pushing back oppressive advances.
Ideal: Freedom. Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free.
Signature Art: Gale Surge. As a bonus action, you whip a wild gust around your body and briefly become as the wind. This effect lasts 1 minute, or until you lose concentration (as if concentrating on a spell). For the duration, you have advantage on Dexterity saving throws, and whenever a creature misses you with an attack, you can move 5 feet without provoking opportunity attacks.

 

 

Techniques

Driving Wind (2nd Level). You can use your action and spend up to 5 tempo points to unleash a cone of rushing air from your weapon. The size of the cone is an amount of feet equal to 10 times the amount of tempo points you spent. Creatures of your choice in the cone must make a Strength saving throw or be pushed backwards until they reach an unoccupied space at the end of the cone. A creature can choose to fail this saving throw.
Wind Scar (5th Level). You can use your action and spend any amount of tempo points to swing your weapon and unleash a blade of air forward. Pick up to 3 creatures you can see within 60 feet of you. If you target more than one creature, each target must be within 5 feet of at least one other target, and none of them can have cover from you. Each of these targets must succeed on a Dexterity saving throw. On a failure, a creature takes 1d8 magical slashing damage for each point of tempo you spend, or half as much on a success.
The Wind That Walks (11th Level). As a bonus action, you can spend 3 tempo points to become invisible and able to move through the space of any creature, as well as through spaces as small as 1 inch gaps without expending additional movement until the start of your next turn, or until you attack a creature or force it to make a saving throw.
Tranquil Windstorm (17th Level). As a bonus action, you can spend 3 tempo points to create a 10 foot radius sphere of whirling air that follows you, which lasts until the end of your next turn. While within the sphere, creatures of your choice can ignore difficult terrain, and you can impose disadvantage on any ranged attack that targets a creature inside of the sphere. Additionally, if a creature starts its turn inside the sphere, you can increase its speed by 10 feet until the end of its turn

Mercurial Wolf

How can one truly claim to be living when they adhere to the constraining lines of conventional thought? Disciples of the Mercurial Wolf discipline value spontaneity and change, and as such their techniques involve creating complicated and chaotic situations on the battlefield through illusions and trickery.
Ideal: Chaos. Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness.
Signature Art: Quicksilver Pack. As an action, you create an illusory duplicate of yourself. This effect lasts 1 minute and requires you maintain concentration as if concentrating on a spell. The illusion appears in an unoccupied space within 10 feet of you that you can see. A duplicate has the same AC as you and disappears whenever it takes any damage from an attack, spell or magical effect. As a bonus action on your turn, you can move any one duplicate created by this art up to 30 feet to a space you can see. A duplicate can only fly this way if you also have a fly speed. Alternatively, you can use your bonus action to destroy a duplicate and teleport to its space, provided you can see the duplicate.

The amount of duplicates you can make with this ability increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level.

Technique

Mirror Step (2nd Level). You twirl the world about a creature, disorienting its perception of your position. When a creature moves within 5 feet of you, you can use your reaction and spend 1 tempo point to force that creature to make an Intelligence saving throw. On a failure, you can teleport to any space within 5 feet of the creature, and the next attack it makes against you before the end of the turn is made at disadvantage.
Inversion (5th Level). As an action, you can spend 3 tempo points to force a creature you can see within 30 feet of you to make a Charisma saving throw. On a failure, you teleport into a space that creature occupies and cause that creature to teleport into your space. If there is no room for the you or the creature where the other stands, this technique fails.
Altered Perspective (11th Level). When a hostile creature misses you with a melee attack, you can use your reaction and spend 3 tempo points to force that creature to repeat the same attack against a creature of your choice within range of the attack (other than itself).
Shifting Sides (17th level). As a bonus action, you can spend 4 tempo points and attempt to alter a creature’s perception of the battlefield. A creature of your choice within 30 feet of your must make an Intelligence saving throw to see through the illusion you foist on it. On a failed saving throw, the creature can’t make reactions until the start of its next turn, and immediately makes a melee weapon attack against a creature of your choice within its reach

Raven’s Gaze

An eye for an eye leaves the world blind, but no wrong ever truly escapes the raven’s gaze. Disciples of the Raven’s Gaze discipline allow no slight against them or their compatriots to go unpunished. Techniques of the Raven’s Gaze revolve around instilling fear in your assailants before bringing them down.
Ideal: Revenge. You have been wronged. If you haven’t been, you will be. It is your charge to turn your ire upon those who sought to bring you down, and take from them that which you are owed. They tried to bring you to your knees, but now you are hoisted up by the black wings of vengeance.
Signature Art: Will of the Conspiracy. As a bonus action, you can force a creature you can see to make a Wisdom saving throw. On a failure, the target’s vision and hearing is overtaken by a swarm of ravens. Until the end of your next turn, it is deafened and perceives the area beyond a 10 foot radius around it to be magical darkness.

 

 

If you start your turn outside of this radius, you can use your bonus action to teleport into an unoccupied space inside of it. If a target succeeds on its saving throw, the target has no hint that you tried to use this art on it.

Techniques

Gaze of the Flock (2nd Level). When a creature you can see within 30 feet of you damages you or forces you to make a saving throw, you can use your reaction and spend 2 tempo points to force it to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn. At the end of each of your turns while a creature is frightened of you in this way, you can spend 1 tempo point to force the creature to make another Wisdom saving throw. On a failure, the creature remains frightened of you until the end of your next turn.
Unkindness In Turn (5th Level). You can spend your bonus action and 2 tempo points to teleport to a creature within 30 feet of you that is frightened of you. That creature must make a Wisdom saving throw. On a failure, it becomes paralyzed with fear until the start of their turn.
Futility (11th Level). Once on each of your turns when you hit a creature with a melee weapon attack, you can spend 1 tempo point and have it make a Wisdom saving throw. On a failure, its speed is halved, and it has disadvantage on saves against becoming frightened until the end of their next turn.
Vengeance of the Swarm (17th Level). A black mist of ethereal ravens surges from you to enact your revenge. When a creature damages you, you can use your reaction and spend 4 tempo points to cause that creature to lose hit points equal to the amount of damage you took (maximum of 40 damage

Stone Dragon

Like the plates that shift about the world’s surface, you leave a lasting impact on every person you encounter. Followers of the Stone Dragon discipline put great thought that each spoken word and each action belonging to them is not glib. Techniques of the Stone Dragon disciple focus on using the earth to keep you centered, and landing decisive blows.
Ideal: Stoicism. Expression is a powerful thing that is best not used frivolously. Speak and act when your words and actions further your path, and make sure each word strikes with the impact of a falling boulder.
Signature Art: Dragon Sentinel. As a bonus action, you cause a Medium dragon statue to emerge in an unoccupied space within 30 feet of you, lasting for 1 minute or until you lose concentration (as if you were concentrating on a spell). The dragon statue is a magical object that occupies its space. It has an AC of 13 + your Wisdom modifier, and a number of hit points equal to twices your disciple level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). The area within 10 feet of the dragon is considered difficult terrain. As a bonus action on subsequent turns, you can make the dragon move up to 15 feet.

If you summon the dragon within 5 feet of a creature, and as a reaction whenever a creature moves within 5 feet of it, you can cause the dragon to make a melee spell attack against that creature. On a hit, it deals an amount magical piercing damage equal to 1d8 + your Wisdom modifier, and their speed is halved until the end of the turn.

Techniques

Roots of the Earth (2nd Level). When an effect would knock you prone or move you against your will, you can spend 1 tempo point to hook into the earth. Until the end of your next turn, you can’t be be knocked prone or moved against your will, including against the original effect.
Mountain Hammer (5th Level). When you hit a creature with a melee weapon attack, you can spend 2 tempo points to embed it into a fissure below it. The target must make a Strength saving throw. On a failure, the target is knocked prone. If the target is already prone, it is instead restrained until the end of its next turn.
Earthbound (11th Level). As an action, you can spend 3 tempo points to petrify yourself until the start of your next turn. While petrified in this way, any damage you take is halved, and your form can’t be changed. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15 feet of you must make a Dexterity saving throw. On a failure, that creature is restrained until the end of your next turn.
Breath of Ages (17th Level). As an action, you can spend 5 tempo points to exhale an eroding mist that originates from either you or your Dragon Sentinel. All creatures in a 60-foot cone, which spreads around corners, must make a Constitution saving throw. On a failure, the creature’s body becomes heavy and sluggish until the end of your next turn. For the duration, the creature’s speed is halved, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

Once per turn, when you hit a sluggish creature with a melee weapon attack, you can force it to make a Constitution saving throw. On a failure, the target becomes petrified until the end of your next turn.

Titan Fury

The path of the warrior is full of rivals and obstacles. Followers of the Titan Fury discipline make it their goal to shatter the competition and make it clear that their power is absolute. Techniques of the Titan Fury discipline focus on demolishing the weak and cowardly and ripping through attempts at stopping your advance.

 

 

Ideal: Power. It is not enough to merely defeat your enemies; you must overcome them and demonstrate the gap in your abilities. You must prove to yourself and to the world that your might is unrivaled.
Signature Art: Blood of the Ancients. As a bonus action, you can bolster your form. You gain temporary hit points equal to your Wisdom modifier + half your disciple level, which last for 1 minute (rounded up, minimum 1). For as long as you have these temporary hit points, whenever you make a Strength check or saving throw and you roll a number below half your Wisdom score on a d20, you can treat the roll as half your Wisdom score. Starting at 5th level, for as long as you have these temporary hit points, your size increases to Large if you are not already Large or bigger. This means that your size doubles in all dimensions, and your weight is multiplied by eight. Your equipment grows to match your new size. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available.

Technique

Power Overwhelming (2nd Level). When you hit a target with a melee weapon attack, you can use your bonus action and spend up to 5 tempo points. The target is pushed backwards 5 feet for every point of tempo you spent. If this movement would force the target to impact a creature, object, or structure, then it and whatever it collided with take 1d6 bludgeoning damage for every 5 feet of forced movement remaining (minimum of no damage).
Cull the Meek (5th level). Those who seek to mar you without facing you deserve a swift punishment. When a creature you cannot see hits you or a creature hits you with a ranged attack, you can use your reaction and spend 3 tempo points to reduce that damage by 1d10 + your Wisdom modifier, and then force that creature to succeed on a Wisdom saving throw or take psychic damage equal to the amount you reduced.
Titan’s Will (11th Level). At the start of your turn, you can spend 4 tempo points to remove one of the following conditions from yourself: blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, or stunned.
Arduous Wrath (17th Level). As an action, you can spend 4 tempo points and slam your weapon into the earth. Every creature in a 15-foot cone in front of you must make a Constitution saving throw or be stunned until the end of your next turn

 

 

Guardian

A stoic dwarf in full plate stands tall amongst a flaming inferno as he stares down a red dragon many times his size, he takes a steadying breath and raises his shield, preparing himself for yet another onslaught of whirling claws and gnashing teeth.

From the back of a rowdy tavern a smug looking human in worn down chain mail hurls insults back an forth with a group of grizzled miners, eventually finding himself battered, bruised, and banned from yet another local tavern.

Swarmed by a writhing hoard of undead, an Elf in gleaming white armor coats her blade with the ichor of one approaching monstrosity after another, all while keeping the frightened young tiefling wrapped around her ankle safe and secure.

When the situation is at its most dire, there is no one better to have at your side than a guardian. These stalwart warriors use their inciting taunts and impregnable defenses to become a living wall between their allies and certain doom. Whether a guardian is a valiant knight, silver-tounged sellsword, or stubborn general they all excel at guiding their comrades through the most hopeless of circumstances and emerging on the other side victorious.

Defensive Combatants

At their core, guardians don’t differ much from other physical combatants in the world of Dungeons and Dragons. Using their martial prowess to overcome a foe is nothing new to a guardian. However, unlike their martial cousins who prefer to swing at an enemy until it falls or they do, guardians take a more defensive approach to dealing with threats. Blocks or parries take precedent over swings or thrusts and a sturdy guard is a key tool in any guardians toolkit.

While all guardians share a defense that rivals greatest knights of the realms, they all differ in their methods of defending. Some guardians simply defend themselves with a shield, some augment their defenses with magic, and some use cunning words to defend themselves on the social battlefield. However they choose to defend themselves, you can be sure that cracking the defense of a guardian is no easy feat.

Force of Personality

Though they serve their purpose, a shield or weapon aren’t the only tools that a guardian carries into battle. Alongside the equipment that can be seen upon their backs each guardian carries themselves with a powerful demeanor that both allies and enemies alike can feel with just a glance.

In combat, guardians use this palpable social aura along with taunting words or threatening actions to draw the anger and hostility out of their enemies. Though they might not enjoy taking the beating that follows, a guardian will wear the battle scars proudly, knowing that each one could have instead been worn by a valued comrade.

Creating a Guardian

As you create your guardian character, think about why, or if, your character chooses to protect others? What led you to hone your defenses to the point that they became your weapon? Is there a certain group that trained you to protect others, or perhaps a group that you were trained to protect? A wise and caring mentor, the unique skills and weapons of your homeland, or a former ward or occupation could all have been factors.

You might have failed to protect a loved one and vowed to never let it happen again. Perhaps you were saved by a legendary guardian and aspire to become like them. You could’ve been trained by the city watch to defend the public from those that would endanger them. Maybe you simply excelled at defending to the point that it became your style of fighting. Whatever your reason for becoming a guardian, your wit and your armor now stand as a towering shield defending yourself and your allies.

Quick Build

You can make a guardian quickly by following these suggestions. First, make Strength your highest ability score, this will allow you to utilize your heavy armor effectively. Your next-highest score should be Constitution or Charisma depending on whether you would rather take hits well or serve as a solid distraction. Second, choose the knight background.

Multiclassing

Prerequisites: To qualify for multiclassing with the Cavalier class, you must meet these prerequisites: 13 Strength or Dexterity and 13 Charisma
Proficiencies: When you multiclass into the Guardian class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, and martial weapons.

 

 

The Guardian
Level Proficiency Bonus Features Inner Fire Die Knacks Known Maneuvers Known Maneuver Degree
1st +2 Inner Fire 1d4 1
2nd +2 Combat Maneuvers, Daring Taunt, Stand Behind Me, Steely Mien 1d4 1 2 1st
3rd +2 Defensive Archetype 1d4 1 3 1st
4th +2 Ability Score Improvement, Reserves(1) 1d4 1 3 1st
5th +3 Extra Reaction, Guardian’s Presence 1d6 2 4 2nd
6th +3 Defensive Archetype Feature, Juggernaut, Martial Lore 1d6 2 4 2nd
7th +3 Potent Taunt 1d6 2 5 2nd
8th +3 Ability Score Improvement, Reserves(2) 1d6 2 5 2nd
9th +4 Unbreakable 1d8 3 6 3rd
10th +4 Ability Score Improvement, Reputation 1d8 3 6 3rd
11th +4 Extra Reaction (2) 1d8 3 7 3rd
12th +4 Ability Score Improvement, Reserves(3) 1d8 3 7 4th
13th +5 Defensive Archetype Feature 1d10 4 8 4th
14th +5 Tireless, War’s Toll 1d10 4 8 4th
15th +5 Unstoppable 1d10 4 9 4th
16th +5 Ability Score Improvement, Reserves(4) 1d10 4 9 4th
17th +6 Pervasive Taunt 1d12 5 10 5th
18th +6 Defensive Archetype Feature 1d12 5 10 5th
19th +6 Ability Score Improvement 1d12 5 11 5th
20th +6 Extra Reaction (3), Unyielding Bastion 1d12 5 11 5th

Class Features

Hit Points

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

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Athletics, Deception, Insight, Intimidation, Medicine, Performance, and Persuasion.

Equipment

You begin the game with 140 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Guard’s Set (Cost 107 gold): Longbow and 20 arrows, pike, shortsword, medium shield, padded leather, backpack, bell, lantern (standard), manacles, signal whistle
  • Scout’s Set (Cost 117 gold): Greatsword, 4 javelins, hide, medium shield, climbing gear, explorer’s pack

Inner Fire

You have a fire within you that allows you to press on through blows that would bring others to their knees. When you take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage by an amount equal to your Inner Fire die + your Strength or Dexterity modifier (your choice). Your Inner Fire die is a special die that changes as you level up as shown on the guardian table.

If any items in your possession grant you a magical bonus to your AC, you may choose one such item and add it’s magical AC bonus to the damage reduction of this feature.

Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Adamant Mountain, Sanguine Knot and Tempered Iron. You learn two maneuvers of your choice from traditions you are proficient with.

You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool.

 

 

The Maneuvers Known column of the Guardian table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Daring Taunt

Starting at 2nd level, you use taunting words or simple battlefield presence to draw the attention of your foes away from your allies. As a bonus action, choose a creature you can see within 60 of you that can see or hear you. The target must make a Wisdom saving throw against your Daring Taunt save DC as shown below. If you’ve damaged the target since the end of your last turn or you are currently within 15 feet of the target, it has disadvantage on this saving throw. On a failure, it suffers the following effects until the end of its next turn:

  • It has disadvantage on attack rolls against creatures other than you
  • When it uses a damaging spell or effect that doesn’t require it to make an attack roll, it must make a Wisdom saving throw against your Daring Taunt save DC before deciding on targets. On a failure, the effect must include you as a target or include you in its area of effect

    Daring Taunt save DC = 8 + your proficiency bonus + your Charisma modifier

Stand Behind Me

Also at 2nd level, you are able to act as living shield for your allies. As an action, choose a creature within 5 feet of you to shield from harm. Until the start of your next turn, it has resistance to all damage types except psychic damage and each time it takes non-psychic damage, you take the same amount of damage. If the target of your protection is ever more than 5 feet away from you, this effect ends immediately.

Steely Mien

At 2nd level your combat experience becomes obvious on some subtle level, influencing how people perceive you, or perhaps how you see them. Choose one of the following options:

Closed Helm

You have great control over your emotions; your face is an unmoving mask, revealing nothing of what you’re thinking. Creatures have disadvantage on Insight checks made against you. In addition, you gain an expertise die on saving throws against being charmed or frightened.

Heroic Flair

Your victories have emboldened you and you radiate with heroic confidence. You have advantage on Persuasion checks made to influence friendly creatures with a CR lower than your fighter level.

Watchful Eye

You are eternally alert and wary, ready for trouble. You have advantage on Insight checks made to determine hostile intent or predict violence, and your passive Perception increases by 5.

Defensive Archetype

At 3rd level, you choose an archetype which determines the kind of shield you will be for your allies from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 6th, 13th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

You can forgo taking this feature to take a feat of your choice instead.

Reserves

At 4th level your stamina increases, allowing you to engage foes longer without tiring. Your exertion pool increases by 1. At 8th, 12th, and 16th level your exertion pool increases by an additional point.

Extra Reaction

Starting at 5th level, when you end your turn without using your action to cast a spell or use a magic item, you can take an additional reaction before the start of your next turn. You can only use one reaction per triggering effect. When you cast a non-cantrip spell as a reaction, you can’t do so again until the start of your next turn.

The number of additional reactions granted by this feature increases to two when you reach 11th level in this class and to three when you reach 20th level in this class.

Guardian’s Presence

Also at 5th level, your battlefield influence helps to keep your enemies from ignoring you. When a creature within 10 feet of you attempts to move away from you, you can use your reaction to draw their attention. The creature must make a Wisdom Saving throw against your Daring Taunt save DC. On a success, it takes psychic damage equal to your Inner Fire die and it cannot willingly move away from you until the end of its turn. If damage from this feature would reduce a creature to 0 hit points, they fall to 1 hit point instead.

 

 

You can use this feature a number of times equal to your Charisma modifier. You regain any expended uses when you finish a short or long rest.

Xpert Advice: Damage reduction

Damage reduction is applied to total damage before resistances are calculated

Juggernaut

Starting at 6th level, you press through movement impairing effects with ease. While you are conscious, your move speed cannot be reduced without setting it to 0. Additionally, you are immune to non-magical difficult terrain and difficult terrain from spells cast at a level less than half of your guardian level.

Martial Lore

At 6th level, your knowledge of martial lore deepens. Choose one of the following options:

Military Traditions

You’ve familiarized yourself with wars long past and military protocols of the present. You gain an expertise die on Intelligence checks made to recall lore or gather information regarding warfare or military action. In addition, you gain an expertise die on Charisma checks made to influence soldiers, guards, or other organized martial forces.

Size Up

Your combat experience against a wide variety of foes has given you a good eye for evaluating threats. You can use a bonus action to determine the CR of a creature you can see within 200 feet, and that creature’s maneuver DC.

Weapon Lore

You gain an expertise die on Intelligence checks made to recall lore or gather information about weapons, armor, and other martial equipment. In addition, you can use an action to investigate the magical properties of such an item by handling it, such as swinging a sword or hefting a shield. You learn its properties, how to use them, whether it requires attunement, and how many charges it has. You also learn if the item has any sentience or bears a curse, though you only learn if it is sentient or cursed (not the nature of that sentience or curse).

Potent Taunt

Starting at level 7, your taunts draw the attention of your target so thoroughly that they momentarily forget about your allies. When a creature fails its saving throw against your Daring Taunt feature it suffers the following effect in addition to the normal effects of your Daring Taunt feature:

  • The next attack roll against it made by a creature other than you has advantage

Additionally, when a creature succeeds on its saving throw to resist your Daring Taunt feature by 5 or less, you can choose to have it suffer one effect of your Daring Taunt feature of your choice.

When you reach level 17 in this class, the success margin of this feature increases from 5 to 10.

Unbreakable

By 9th level, openings in your defense are few and far between. When you suffer a critical hit, you can turn that hit into a normal hit (no action required). Any effects triggered by a critical hit are canceled.

Once you use this feature, you can’t do so again until the start of your next turn.

Reputation

At 10th level, your reputation has begun to precede you. Choose one of the following options:

Inspiring

You’re a reputed leader, a person to be trusted whose words are to be heeded. You gain an expertise die on Persuasion checks. In addition, you may spend 1 exertion point as a bonus action to inspire a creature that can hear you. The creature makes an Insight check opposed by your Persuasion check, becoming inspired by you on a failure. Indifferent creatures you inspire in this way become friendly towards you and your allies, and friendly creatures you inspire in this way will consider you an ally and may provide you with local information that would otherwise remain secret. Creatures will remain inspired by you indefinitely unless you do something that would make them hostile or lose confidence in you, such as lying, stealing, or causing them or their allies harm, or being proven cowardly or untrustworthy in any way.

Intimidating

You’re reputed to be a terror to your foes and a fearsome ally. You gain an expertise die on Intimidation checks. In addition, you can use a bonus action and spend 1 exertion point to intimidate one creature you can see. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or becomes frightened of you for 1 minute. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on itself on a success.

Legendary

Your deeds have become epic stories, growing bigger and more outlandish with each retelling. You gain an expertise die on Deception checks. In addition, you can spend 1 exertion point to weave your real legendary deeds into a Persuasion check as boasting, or include

 

 

fabricated legendary deeds into a Deception check. When you do so, you have advantage on the check.

Tireless

Starting at 14th level, you are immune to all effects of fatigue except death. Additionally, you lose 1 level of fatigue when you complete a short rest and all levels of fatigue when you complete a long rest.

War’s Toll

At 14th level, your experiences have left their impressions on you. All the lives ended—both friends and foes—inevitably weighs down on a person, and each must find their own way to cope and pay the toll of war. Choose one of the following.

Battle Scarred

You’ve embraced every victory and loss, and you wear each battle scar like a badge of honor. Whenever you are reduced to 0 hit points you gain a new permanent scar or mark, and you gain inspiration. Once you gain inspiration in this way you cannot do so again until you finish a long rest .

Carouser

You cope through drink and revelry, and have mastered both. You can gain the benefits of a long rest by spending 4 hours drinking, carousing, and taking the occasional blackout nap. You can carouse in this way so long as you consume at least 4 pint’s worth of ale (or equivalent drink), and you are alert and aware of your surroundings while doing so. If you carouse with another creature in this way, you can attempt to learn secrets from it by drinking it under the table. Each hour you spend carousing with a willing creature, make an opposed Constitution check. On a success, that creature answers a question truthfully (even questions it would not normally answer).

In addition, you can enjoy alcohol as normal but can’t gain the poisoned condition from it.

This feature has no effect on creatures that are immune to the poisoned condition.

One Eye Open

Your life has been so regularly in danger that you’ve learned to literally sleep with one eye open. You are alert and aware of your surroundings while sleeping during long rests . You can also never be surprised and you gain an expertise die on initiative checks.

Unstoppable

Beginning at 15th level, your approach has become a near inevitability for most foes. When you make an ability check or saving throw to prevent or end the frightened, grappled, prone, restrained, paralyzed, or stunned condition, you can add your Inner Fire die to the result

Pervasive Taunt

At 17th level, your taunts are so infectious that they often anger more than one of your opponents. When you use your Daring Taunt feature you can choose up to two valid targets, instead of one.

Unyielding Bastion

At 20th level, when you roll initiative you may choose to roll your Inner Fire die three times and gain that many temporary hit points. Then, if you have no uses of Guardian’s Presence remaining, you regain 1 use.

Guarding Knacks

Amphibious Combatant

You gain a swimming speed equal to your Speed, and may spend 1 exertion to reroll a failed Strength, Dexterity, or Constitution check related to aquatic activity (such as Athletics checks to swim, Acrobatics checks to keep balance on a ship’s deck, or Constitution checks to hold your breath). You may choose whether to use the new roll or the original. In addition, you add your proficiency bonus to the number of minutes you can hold your breath before suffocating, and can spend 1 exertion to hold your breath for an additional minutes equal to your proficiency bonus.

Burst of Strength

You have moments of incredible strength. You may spend 1 exertion to add your proficiency bonus to a Strength check, even if you already add your proficiency bonus to the check.

Campaigner

You have the ability to go for the long haul, carrying heavy equipment across long distances. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. You may also add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.

Clearsight Sentinel

You gain 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. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation).

Extreme Leap

When you take the Dash action and make a long jump after moving no less than 20 feet, your jump distance is doubled for the turn. You may spend 1 exertion to triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your Speed.

 

 

Mountaineer

You gain a climbing speed equal to your Speed, and may spend 1 exertion to reroll a failed Athletics check to climb, choosing whether to use the new roll or the original. In addition, moving through nonmagical difficult terrain costs you no extra movement.

Nightwatch

You are used to sleeping light and making the most of your rest. When taking a long rest, add your proficiency bonus to the number of hours you can spend in light activity. In addition, one hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.

Stable Footing

A steady stance and careful footwork is instinctive to you. You have advantage on any check or saving throw to avoid falling prone or handle difficult ground (such as against a grease spell or slippery ice). You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus × 10.

Weather Beaten

Exposed to all kinds of weather over your life, you are inured to all but the most deadly effects. You gain advantage on saving throws against cold and hot weather, as well as any adverse effects from wind or precipitation.

 

 

Defensive Archetypes

When it comes to defending themselves and their allies, all guardians are experts. However, each individual guardian may differ in who, how, and why they offer this protection. Your archetype represents the skills and techniques you use to keep those under your protection safe.

Defensive Archetypes
Archetype Description
Mystic Herald Specialize in Bardic techniques
Oathsworn Specialize in Defending one person
Renegade Specialize in Taunting and Fighting
Warden Specialize in Defense

Mystic Herald

Mystic Heralds augment their defenses with magics borrowed from the teachings of bards, using arcane magic channeled through rousing words or music to defend themselves and their allies.

Spellcasting

When you reach 3rd level, you augment your defenses with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.

Cantrips. You learn three cantrips: guidance and two of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.

Spell Slots. The Mystic Herald Spellcasting table shows how many spell slots you have to cast your bard 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 shield and have a 1st-level and a 2nd- level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level bard spells of your choice from the abjuration and enchantment spells on the bard spell list, one of these spells can come from any class’s spell list instead. The Spells Known column of the Mystic Herald Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any class’s spell list. Whenever you gain a level in this class, you can replace one of the bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or enchantment spell. When replacing the spell you gained at 3rd, 8th, 14th, or 20th level it can come from any class’s spell list instead.

Spellcasting Ability. Charisma is your spellcasting ability for your bard spells, since your magic comes from the heart and soul you pour into protecting your allies. 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 bard 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

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

Vocalization

At 3rd level, the range of your guidance cantrip, your ranged spells, and your Daring Taunt feature increase by 30 feet.

Emboldening Magic

Starting at 6th level, the spectacle of your magic emboldens your allies. When you cast a non-cantrip spell, you can choose a creature other than yourself within 30 feet of you to gain temporary hit points equal to your Inner Fire die.

Aggravating Tune

By 13th level, your taunts distract the mind of your target so thoroughly that they lose focus on avoiding your spells. Creatures under at least one effect of your Daring Taunt feature have disadvantage on saving throws against any spells you cast.

 

 

Deflective Ward

At 18th level, you are able to channel your arcane magic into a defensive wall that protects you and your allies from harm. As an action or bonus action, you raise your arcane defenses and a translucent wall of arcane magic springs into existence in front of you. Choose and place a 25 foot long, 10 foot tall panel such that the center of the panel intersects an edge of your space.

At the start of each of your turns you can reposition the wall into any position that follows the original placement rules. You can dismiss the wall at any time (no action required).

The wall functions as a physical wall with a maximum number of hit points equal to double your guardian level. The wall has an AC equal to your Daring Taunt save DC and automatically fails saving throws to resist spells and other damaging effects. The wall is considered total cover against spells and weapons attacks. The wall is immune to psychic damage. As an action, you can roll your Inner Fire die twice and have the wall regain that many hit points. When it is reduced to zero hit points you take any remaining damage and the wall remains, but it is intangible until it regains hit points.

Oathsworn

Guardians that live by the oathsworn defensive archetype have or make a sworn oath to protect a specific person with their life. An oathsworn guardian might swear an oath out of love, loyalty, debt or some other reason of grand importance. Whatever their reason, oathsworn guardians all share the common goal of protecting their chosen companion, no matter the consequences.

Oathsworn Bond

At 3rd level, you dedicate yourself to protecting a member of your party with stoic intensity. When you select this subclass, you swear an oath to protect a willing friendly creature who then becomes your Bonded Companion. You remain bonded this way until your Bonded Companion dies or frees you from your oath. If your bond should end, you must wait at least 24 hours before swearing another oath. When you complete a long rest after that time period, you may swear a new oath.

You are quick to answer the call when your companion needs help. When your Bonded Companion is targeted by an attack, spell, or other effect that you can see, you can use your reaction to move up to half of your movement towards them. If you are adjacent to them after this movement, you may swap places with them and become the new target of the triggering effect. You suffer a -5 penalty to your AC and disadvantage on Dexterity saving throws against the triggering effect as you open yourself up to incoming threats.

Helpful Hand

Also at 3rd level, when you take the Help action to assist your Bonded Companion with a skill check that they are proficient in or vice versa, the target of the Help action may add your Charisma modifier to the result.

Bolstering Resolve

Starting at 6th level, your strong will to protect your companion inspires them to press on. If your Bonded Companion is within 30 feet of you when you use your Inner Fire feature, they can use their reaction to gain temporary hit points equal to the amount of damage reduced.

Comforting Bond

At 13th level, being near each other sets both you and your companion’s minds at ease. While you are within 30 feet of each other and both of you are conscious, you and your bonded companion can add your Inner Fire die to Intelligence, Wisdom, and Charisma saving throws.

Unspoken Word

By 13th level, you are so close with your companion that you both can understand what each other are thinking without the need of words. While you can see each other, you and your Bonded Companion can communicate simple ideas through facial expressions and behaviors that are imperceptible to others. You must be bonded with your current companion for at least 7 days to use this feature.

No Matter the Cost

At 18th level, you will defend your companion until the very end. When your bonded companion takes damage of any type except psychic, you can choose to take the damage for them if they are within 5 feet of you (no action required). This damage can’t be reduced in any way.

If using this feature reduces you to 0 hit points, your companion is inspired by your sacrifice. They can choose to gain temporary hit points equal to your guardian level and may add your Inner Fire die to attack rolls, damage rolls, and saving throws until the end of their next turn.

Once you use this feature to inspire your companion, you cannot do so again until you complete a short or long rest.

Renegade

Renegades are oddities among guardians. These foul- mouthed mercenaries who rarely concern themselves with the well-being of their party hardly fit the definition of guardian.

 

 

However, through a mix of ludicrous taunts and martial competence, they tend to draw the attention of their foes regardless.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC. Dueling Interrogation Tactics

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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 to use this reaction.

Shielding

When a creature within 5 feet of you makes a Dexterity saving throw against an effect that you can see, such as a trap or spell, you can use your reaction to give them advantage on the roll. You must be wielding a shield to use this reaction.

Reactive Fighting

Your opportunity attacks gain a +1 to attack and damage rolls.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Interrogation Tactics

Also at 3rd level, you gain proficiency in the Charisma (Intimidation) skill if you don’t already have it. Additionally, you can use blackmail, provoking statements, and insults to draw information out of a target. As a bonus action, you ask a creature that can hear you a yes or no question and make a Charisma (Intimidation) check contested by a Wisdom saving throw from the target. If you succeed, the target must truthfully answer yes, no, or I don’t know. Once you use this feature on a creature, they are immune to it for the next 24 hours.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Is That All Ya Got?

Starting at 13th level, when you take damage from a creature within 60 feet of you, you can use your reaction to insult the creature. The creature must make Wisdom saving throw against your Daring Taunt save DC or become blindly enraged by your insult. On a failure, the creature must immediately use its reaction to recklessly charge 15 feet directly towards you and you have advantage on your next attack roll against it before the end of your next turn.

Outrageous Affront

At 18th level, you’ve mastered the art of pissing off your enemies. When you use your Daring Taunt feature, you can choose to make it an Outrageous Affront. Creatures always have disadvantage on their saving throw to resist your Outrageous Affront. On a failure, it suffers the following effects in addition to the normal effects of your Daring Taunt:

  • Any attacks it makes must target you
  • Any time it uses a damaging spell or effect that doesn’t require an attack roll, it must include you as a target or include you in its area of effect
  • It must spend 2 feet of movement for every 1 foot it moves when moving away from you

You can use this feature a number of times equal to your Charisma modifier and you regain all expended when you finish a Long Rest

Warden

Guardians that embody the Warden defensive archetype have honed their defenses to a ridiculous degree. These guardians train day in and day out to ensure that nothing stands a chance of bypassing their guard.

 

 

Improved Guard

When you choose this subclass at 3rd level, your defense has become so potent that even the arcane arts struggle to find a weak point. Fire, Cold, Lightning, Thunder, and Acid are added to the list of damage types that you can use your Inner Fire reaction against.

Additionally, the first time between each of your turns that you use your Inner Fire reaction you can add your guardian level to the damage reduction.

Ever Vigilant

At 6th level, you are always on the lookout for threats against the lives of yourself and your companions. You gain the following benefits:

  • You cannot be surprised while you are conscious
  • You can add your Charisma modifier to initiative rolls

Superior Guard

Starting at 13th level, your mental and physical defenses are legendary. You can use your Inner Fire reaction whenever you take damage, regardless of the type.

Impenetrable Guard

Also at 13th level, your defenses remain strong even when you aren’t actively guarding yourself. When you take damage and don’t use your Inner Fire reaction, you can reduce the damage by an amount equal to your Strength or Dexterity modifier (your choice).

Relentless Defender

At 18th level, you are relentless in your pursuit of defending your allies. If you are able to see or hear at least one living ally when you are reduced to 0 hit points but not killed outright, roll 1d20. On a result of 6 or greater, you can choose to drop to 1 hit point instead.

 

 

Keeper

Standing not quite alone among the remains of an ancient battlefield, a human bargains with the shade of an old soldier, offering to share some of the privileges of mortal life in return for spiritual power and protection. A bargain is made, and the soldier vanishes, joining the human’s collection of spirits.

Hand grasped tight to the leash locked to the neck of their hellhound, a tiefling brandishes a knife in their other hand as their companion spits sparks and cinders from the gaps in its jagged teeth. The tiefling barks an order, and the leash drops; the hound howls, loud and angry, and it bolts forward after its master’s enemy with hate in its eyes and fire in its belly.

Islands of calm in an ocean of chaos, a genasi fights side- by-side with their companion, a crackling stormcloud trapped in humanoid shape by burnt rags and bandages. As one, both keeper and companion fall into other, merging into a singular being, veins pulsing with blue light, and the battle continues.

Keepers and their companions form a gate between mortal life and the spirit world, defined by their bond with each other and the covenant they form. Through esoteric magic, keepers command tiny, unseen spirits, as well as bonds that permeate the multiverse. Drawing on that power, keepers bind the wills of others, discover secrets, summon otherworldly beings, and make their voices heard.

Modest Magic

Seven gods live in every grain of rice. A thousand more live in every meal, and a thousand, thousand more than that in every home. This is the keeper’s wisdom. Where other spellcasters call magic from a higher power or from within, keepers learn the names of lesser spirits in their surroundings, form bonds with them, and draw on them for strength.

In this way, keepers captivate the world’s attention in their travels, but must be careful to avoid its wrath. Spirits respond well to bold declarations of power and intent, but turn quickly on liars and oathbreakers. Keepers must be careful to keep to their word—at least while the universe is listening.

Open the Gate

All things must come to dust, and spirits are no exception. If they aren’t killed, consumed, or even simply starved of energy, a spirit can still fade if it’s forgotten. Some of these spirits can even slip from the world entirely, falling through the cracks in creation if they lose their connections to the people, places or objects that anchor them to the mortal world.

To stave off their ending, a spirit might form a covenant with a mortal, tying the two together and granting the spirit a reprieve from having to nourish its dwindling flame. Through this bond, the mortal is immersed in the occult and unearthly, and taught the secrets of spirits, while the spirit is immersed in mortal life so that it might enjoy freedoms and pleasures it otherwise couldn’t claim, and flee the jaws of oblivion.

Like any relationship, a keeper and companion must work to maintain the health of their bond throughout their years. If either comes to resent the other, their bond can become toxic and harmful to both parties. Traditionally, the keeper decides the rules, and tightens their companion’s bonds if they refuse — but not all relationships are traditional, and the greatest of keepers and companions rely on mutual trust and respect.

Creating a Keeper

As you create your keeper, you should ask yourself two questions above all others; who is your companion, and what are they to you? Did you find and protect a newborn spirit, or come to look after a strange being that hatched from a stone? Were you in danger, and saved by striking a deal with a spirit, or did you hunt and capture one, forcing it to serve you?

Your companion’s nature has a great effect on your bond. Are they a celestial who came to you in a moment of need, in return for you spreading their influence? Did you trick a fiend into your service, wielding its true name like a leash? Did you earn the attention of a fey, trading its service for some strange sacrifice you would later regret? Perhaps you even made your companion, raising them from a dead living being or granting them a home within a body of your own construction.

Consider also your spellcasting. Your power comes from your bond with your companion and other spirits, but what of your magical knowledge? Did you companion tutor you in the workings of your newfound power, or were you taught by your family in accordance with age old tradition? You may not even understand the rules, simply figuring them out as you plunge deeper and deeper into the realm of the occult.

Strange Company

However ordinary a keeper’s companion may seem, they are fundamentally a different type of being.

Many have quirks and habits alien to mortals, and fail to grasp what might seem like simple concepts, such as the passage of time. Have your companion’s quirks ever gotten you in a bind? Are they harmless, even funny, or more sinister than that? Do they try to adapt to common convention, or have you adapted to them? At your option, you can roll on the Strangeness table to inform your companion’s habits.

 

 

Strangeness
D6 Strangeness
1 Your companion has known your family for ages, and can’t tell you apart from your ancestors
2 “How often do mortals need to eat again? Once a month? It can’t be once a week, can it?”
3 Your companion wears in a new outfit each time it’s summoned. You don’t know where they come from—or where they go afterwards.
4 Your companion can’t lie. At all. Ever.
5 No matter what you try, your companion can’t tell the difference between people and animals.
6 Your companion repeats the same conversations over and over like they haven’t happened before.

Relationship

Each keeper has a different relationship with their bound companion. Some are like an owner and a pet, and some are more equal, but all are unique. Equally, a keeper’s bond with their companion can change as time advances. A companion that was once rebellious might become more peaceful, while a cruel, domineering keeper might learn to treat their partner with more trust and kindness than before.

Do you resent the relationship you and your companion have, or cherish it? Do you take it for granted? Was it always this way, or has it shifted? At your option, you can roll on the Relationship table to inform the relationship you have.

Relationship
D6 Relationship
1 You and your companion love and trust each other more than anyone else in the world.
2 Your companion is a tool. Not good, not bad, just a tool. It’d be silly to treat it as more than that.
3 For so long as you and your companion obey the terms you agreed on, you’re both content.
4 Your companion is a monster. You’ve transformed it into a weapon against its kind.
5 Secretly, you’re afraid of your companion. It obeys your commands, but for how long?
6 Your companion holds the power, not you, and it forces you to follow certain demands.
New Spells

The Keeper introduces several new spell options. Spells marked with KS can be found at the end of the document.

Your Companion

A keeper’s companion is an intelligent creature, potentially able to speak and give its opinion. Some players might find the addition of another creature distracting. As you create your companion, discuss several things with your DM and fellow players:

  • Will your companion speak in social scenes? If so, who will play them?
  • How independent is your companion?
  • Will possible conversation or conflict with your companion detract from anyone’s enjoyment?

You might decide that your companion can’t speak and always follows your commands, or even the exact opposite. More important than anything is that everyone playing is enjoying themselves, so be sure to be clear and open.

Quick Build

You can make a keeper quickly following these suggestions. First, make Charisma your highest ability score, followed by Constitution unless you plan to seal the Covenant of Strife— in which case, make Strength or Dexterity your next-highest ability score. Second, choose the hermit or sage background. Third, choose the elemental blessing, guidance, and frostbite cantrips, along with the 1st-level spells cure wounds, detect evil and good, and Tasha’s hideous laughter.

Multiclassing

Multiclassing as a keeper uses the following rules.

Prerequisites. The prerequisite for multiclassing as a keeper is a Charisma score of 13 or higher.

Proficiencies. When you multiclass into keeper, you gain proficiency in light armour and with simple weapons. When determining your total spell slots, you add half your keeper level to your total using the Multiclass Spellcaster table.

 

 

The Keeper
Level Proficiency Bonus Features Lessons Known Maneuvers Known Maneuver Degree Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Bound Companion, Spellcasting 3 3 2
2nd +2 Combat Maneuvers, Well of Power 2 1st 3 4 2
3rd +2 Spirit Covenant 2 1st 3 5 3
4th +2 Ability Score Improvement 1 3 1st 4 6 3
5th +3 Living Bond 1 3 1st 4 7 4 2
6th +3 Spirit Covenant Feature 1 3 1st 4 8 4 2
7th +3 Spirit Gate 1 4 2nd 4 9 4 3
8th +3 Ability Score Improvement 2 4 2nd 4 10 4 3
9th +4 Companion’s Bond 2 4 2nd 4 11 4 3 2
10th +4 Spirit Covenant Feature 2 5 2nd 5 11 4 3 2
11th +4 Battlesworn 2 5 2nd 5 12 4 3 3
12th +4 Ability Score Improvement 3 5 2nd 5 12 4 3 3
13th +5 Loyalty’s Reward 3 6 3rd 5 13 4 3 3 1
14th +5 Witch Gate (5th level) 3 6 3rd 5 14 4 3 3 1
15th +5 Spirit Covenant Feature 3 6 3rd 5 15 4 3 3 2
16th +5 Ability Score Improvement 4 7 3rd 5 15 4 3 3 2
17th +6 Witch Gate (6th level) 4 7 3rd 5 17 4 3 3 3 1
18th +6 Lifebound 4 7 3rd 5 17 4 3 3 3 1
19th +6 Ability Score Improvement 4 8 4th 5 18 4 3 3 3 2
20th +6 Witch Gate (7th level), World Gate 5 8 4th 5 19 4 3 3 3 2

Class Features

As a keeper, you gain the following class features.

Hit Points

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

Proficiencies

Armour: Light armour
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Animal Handling, Arcana, History, Insight, Intimidation, Medicine, Perception, Performance, Persuasion, and Religion

Equipment

You begin the game with 115 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Hermit’s Set (Cost 107 gold): Quarterstaff, hide, light shield, herbalism kit, priest’s pack, focus tattoo (nature focus), tent (one person), healer’s satchel
  • Forager’s Set (Cost 98 gold): Blowgun with 50 needles, sickle, padded leather, explorer’s pack, healer’s satchel, herbalism kit, ironwood acorn, poisoner’s kit, staff (nature focus)
  • Survivor’s Set (Cost 114 gold): 4 javelins, spear, bone breastplate, medium shield, explorer’s pack, hunting trap, totem (nature focus)

 

 

Bound Companion

You have performed an occult ritual with a spirit, binding the pair of you together. Using your action, you can summon your bound companion in an unoccupied space you can see within 30 feet of you, or cause it to vanish again. It is friendly to you and your companions, obeys your commands, and it uses the Bound Companion stat block, modified in the following ways:

  • It uses your proficiency bonus (PB) in several places.
  • You choose your companion’s creature type, which can be any type except humanoid.
  • You choose if your companion is Small, Medium, or Large.
  • You choose your companion’s damage type, which can be any type. This choice determines the damage of its Strike, and affects other Keeper features you gain.

You also determine your companion’s appearance and its personality, and whether or not your companion can speak; your choice has no effect on its game statistics. In addition, choose an aspect from the list of Companion Aspects.

In combat, your companion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you use 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. If you are incapacitated, it can take any action of its choice.

When your companion dies, it vanishes, and you can’t summon it until you finish a short or long rest, at which point it reappears at your side with all its hit points. By spending 1 minute performing a healing ritual and expending a spell slot of 1st level or higher, you can touch your companion, causing it to regain all lost hit points. Your companion also regains all lost hit points during a short rest.

Companion Aspects

Your companion’s aspect determines its general shape, traits, and strengths. Each aspect represents many different forms— for example, the Hurling aspect could represent an archer, an acid-spitting ooze, or even a stone-hurling golem.

Hunting

This aspect can represent anything fast and powerful, such as a dire wolf, elk, minotaur, sabre-toothed tiger, or hell hound.

Charge. If your companion moves at least 20 feet straight toward a creature and then hits it with its Strike on the same turn, the creature must make a Strength saving throw against your keeper spell save DC. If it fails, the target falls prone and takes extra damage equal to your proficiency bonus.

Quick. Your companion’s base walking speed is 50 feet.

Bound Companion

Small, Medium or Large creature, any alignment


Armor Class
13 + PB
Hit Points
2 + Your Charisma modifier + Five times your Keeper level (your companion has a number of hit die [d8s] equal to your Keeper Level)
Speed
30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2)

Saving Throws
Con +2 plus PB, Cha +2 plus PB
Skills
Two skills of your choice +2 plus PB
Senses
passive Perception 12
Languages
Understands the languages you speak
Challenge
Equals your level
PB
Equals your bonus

Actions

Strike. Melee weapon attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB damage of your companion’s type.

The damage of this attack increases by 1d6 when you reach 5th level, 11th level, and 17th level.

Hurling

This aspect can represent anything magically charged or well armed, such as an elemental, manticore, or barbed devil.

Hardy. If your companion’s damage type isn’t bludgeoning, piercing, or slashing, it has immunity to that damage type. If it is, your companion has advantage on saving throws against being knocked prone and against forced movement.

Ranged. Your companion can make ranged attacks. These attacks are ranged weapon attacks (range 90 ft.) that use the same attack and damage rolls as its Strike attack.

Skulking

This aspect can represent anything dark and opportunistic, such as a shade, phantom, will o’ the wisp, or cat-s ì th

Escape. Your companion doesn’t provoke oppoortunity attacks when it moves out of an enemy’s reach.

Umbral. Your companion can move through spaces as narrow as 1-inch wide without squeezing, and has darkvision out to a range of 60 feet. Your companion can’t discern colour in darkness, only shades of grey.

 

 

Soaring

This aspect can represent anything airborne and watchful, such as a griffon, drake, gargoyle, demon or devil, or valkyrie.

Keen Eyed. Your companion has advantage on Wisdom (Perception) checks that rely on sight.

Winged. Your companion gains a flying speed of 40 feet. It can’t fly while it’s mounted or while grappling a creature until you reach 5th level in this class.

Stinging

This aspect can represent anything toxic and clinging, such as a snake, venomous lizard, spider, or spore monster.

Toxic Strike. Once per turn, when your companion hits a creature with its Strike, it can force the target to succeed on a Constitution saving throw against your keeper spell save DC or take poison damage equal to your proficiency bonus.

Wallcrawler. Your companion can climb difficult surfaces, including across ceilings, without making an ability check. It also gains a climbing speed equal to its walking speed.

Swimming

This aspect can represent anything aquatic and ensnaring, such as an octopus, toad, kelpie, or grindylow.

Amphibious. Your companion can breathe air and water, and has a swimming speed of 40 feet. Grasping. Once per turn, when your companion hits a creature with its Strike, it can force the target to succeed on a Strength saving throw. If it fails, your companion grapples it (escape DC for the grapple equals your keeper spell save DC). While it lasts, your companion has advantage on attack rolls against the target, and can’t attack other targets.

Warding

This aspect can represent anything sturdy or tenacious, such as a tortoise, bear, or zombie, or a suit of animated armour.

Defend. When a creature within 5 feet of your companion is hit by an attack and your companion can see the attacker, it can defend the target using its reaction. The target takes half the attack’s damage, and your companion takes the rest.

Tough. Your companion’s hit point maximum is 2 higher, increasing by 2 again whenever you gain a level in this class.

Spellcasting

You’ve earned the attention of the world around you, and established yourself as a force of change. See Chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this document for the Keeper spell list.

Spell Slots

The Keeper table shows how many spell slots you have to cast your keeper 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 of your expended keeper spell slots when you finish a long rest.

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

Spells Known

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

The Spells Known column of the Keeper table shows when you learn more keeper spells of your choice. Each of these spells must be of a level for which you have keeper spell slots. For instance, when you reach 5th 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 keeper spells you know and replace it with another spell from the keeper spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your keeper spells, since their power comes from commanding the world around you. 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 keeper spell you cast and when making an attack roll with one.

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

Spell attack modifier = 8 + your proficiency bonus + your Charisma modifier

Mix and Match

The aspects above represent many forms that your companion could take, but not all of them. If you’re having trouble creating your ideal companion using the options available, your DM might let you create a new aspect by choosing two traits from different aspects and assigning them to your companion.

For example, you could combine the Stinging aspect’s Toxic Strike with the Swimming aspect’s Amphibious to represent a deadly jellyfish.

A new aspect should be no more powerful than the aspects described above. The DM has final say on which traits you can combine (if any). Exercise caution—combining some traits, such as Ranged and Winged or a pair of two traits that affect your companion’s attacks can unbalance the game.

 

 

Ritual Casting

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

Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in your choice of two traditions from: Beast Unity, Cutting Omen, Sanguine Knot or Mirror’s Glint. You learn two maneuvers of your choice from traditions you are proficient with.

You use your maneuvers by spending exertion points, but you do not gain an exertion pool. Instead, at the start of each of your turns you can expend spell slots of 1st-level or higher to gain exertion points that go into a temporary exertion pool which lasts until you start your next long rest . You gain 2 exertion points for a 1st-level spell slot, and 2 more for each spell slot level above 1st. Only spell slots gained from the herald class can be expended in this way.

The Maneuvers Known column of the Keeper table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Well of Power

Starting at 2nd level, you can spend 1 minute drawing power from your companion to recover expended spell slots, which must have a combined level that is equal to or less than than half your keeper level (rounded up). None of the slots can be 6th level or higher. To use this feature, your companion must be summoned, and you must be able to touch it.

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

Spirit Covenant

At 3rd level, you establish the bond between you and your companion, and the gate you form between the mortal world and the spiritual world. Choose the Covenant of Chains, the Covenant of Strife, or the Covenant of Unity.

Your choice grants you features at 3rd level, and again 6th, 10th, and 15th level. Those features include covenant spells.

Covenant Spells

Each covenant has a list of spells—its covenant spells—you gain at the keeper levels noted in the covenant description. These spells count as keeper spells for you, but don’t count against your number of keeper 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.

Or you can forgo taking this feature and instead pick a feat.

Living Bond

Starting at 5th level, the damage of your companion’s Strike increases, as shown in the Bound Companion stat block. The damage increases again at 11th level and at 17th level.

Additionally, your companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spirit Gate

Starting at 7th level, you can use a bonus action while your companion is within 120 feet of you to teleport it to the nearest unoccupied space within 5 feet of you, or to teleport to the nearest unoccupied space within 5 feet of it. Alternatively, you both teleport, swapping places. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Companion’s Bond

At 9th level, your companion gains one of the following features:

Camouflage. The beast can take the Hide action as a bonus action.

Celerity. The beast can take the Dash action as a bonus action.

Evasion. The beast can take the Dodge action as a bonus action.

Battlesworn

Beginning at 11th level, when your companion’s Strike misses, you can reroll the attack if you can see the target. You can use this feature only once on each of your turns.

Loyalty’s Reward

At 13th level, if damage reduces your companion to 0 hit points, it makes a Constitution saving throw against a DC equal to 10 + the attack modifier of the damaging attack. On a success, your companion drops to 1 hit point instead.

Your companion can use this feature once between long rests .

 

 

Witch Gate

By 14th level, your companion is a gate to a world of magic, and you are the key. You gain one 5th-level keeper spell slot, in addition to the spell slots on the Keeper table.

At higher levels, you gain additional keeper spell slots: one 6th level spell slot at 17th level, and one 7th level spell slot at 20th level. You regain all of your expended keeper spell slots when you finish a long rest.

Lifebound

Beginning at 18th level, you and your companion are forever linked, and you can draw on that bond to heal either yourself or your companion, staving off even fatal injuries.

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

Companion. When your companion is reduced to 0 hit points, you can cause it to regain a number of hit points equal to half its hit point maximum if you can see it. Alternatively, if your companion is dead, you can use your action to return it to life with half its hit points. If you do, you can summon it in an unoccupied space you can see within 30 feet of you.

Keeper. When you’re reduced to 0 hit points while your companion can see you, you can instead regain a number of hit points equal to half your hit point maximum. Alternatively, if you have 0 hit points, your companion can use its action to touch you, causing you to regain a number of hit points equal to half your hit point maximum. When it does, you can stand up if you were prone

World Gate

At 20th level, you are a key to the world of the living, and your companion is the gate. If your companion finishes a long rest and you’re dead, you reform at its side with all your hit points, and your original body fades away, leaving your equipment on the ground. You can reform as a younger version of yourself, if you wish.

Cooperative Lessons

Beast Speech

You are under the constant effects of the speak with animals spell. This effect does not emit a magical aura.

Companion Token

Your companion gifts you with a companion token . You are unable to sell your companion token, and if you somehow lose it the next time you finish a long rest you discover it on your person. Once your token is consumed, your Companion replaces it and you find it on your person the next time you finish a long rest. For all intents and purposes, a companion token functions as a Patron Token

Lingering Touch

When you encounter a shed piece of a creature (such as a lock of hair, bloody bandage, a scale, or a tooth), you can touch that object and instantly attune to it as if it were a magic item. If you are carrying the shed piece and attuned to it when you see the creature from which it originated, you immediately know that it belongs to that creature, at which point the attunement ends. At the Narrator’s discretion, you may learn additional cryptic information from being attuned to such things.

Ominous Insight

When you know, you know, you know? When you fail an Arcana, History, Nature, or Religion check, you can attempt to draw on your companion’s magics to find an answer and reroll the check. On a failure, your attempt clouds your mind and you have disadvantage on Intelligence checks until you finish a short rest . While suffering this disadvantage, you can’t use Ominous Insight again.

Quick Scan

You gain an expertise die on Investigation checks. You can use a bonus action to take the Search action.

Visions of Distant Realms

Prerequisite: 7th level

You can cast arcane eye once without spending spell slots. You cannot do so again until you finish a long rest, and you can only do it while your Companion is not summoned.

At 15th level, you can instead cast arcane eye at will.

Voice of the Twin

So long as you are on the same plane of existence, you can communicate telepathically with your companion, perceive through your familiar’s senses, and also speak through your companion in your own voice (even if your companion is normally incapable of speech).

Conversely, you can also allow your companion to speak through you in its own voice, if it is capable of speech.

Whiff of the Beyond

You automatically know when an aberration, celestial, elemental, fey, fiend, or undead creature has been in a space within 30 feet of you within the past 24 hours, though not which type of creature triggered this invocation.

Additionally, you gain an expertise die on Perception checks, and you have advantage on checks made to track these creatures.

 

 

Spirit Covenants

Each covenant defines the relationship between keeper and companion. Two of the covenants below are among the most ancient covenants sealed by keepers since time immemorial, while the third—the covenant of Unity—is a newer creation, a part of an attempt to foster better understanding with spirits.

Keepers are rarely united by sharing the same covenant with another keeper. Though sealing such a deep bond with their companion can make a keeper more empathetic, it can just as easily make them suspicious of those they lack such a tie with. When keepers of different covenants meet, however, mutual curiosity and bargaining can delay any competition.

Spirit Covenants
Covenant Description
Covenant of Chains Specialize in Summoning
Covenant of Strife Specialize in Combat
Covenant of Unity Specialize in Fusion

Covenant of Chains

The Covenant of Chains marks the keeper as master, and a companion one of many servants or partners. Keepers of the chain are bound to more than one spirit, and can call on each one of them to suit their changing needs.

Though the symbol of the chain implies subservience, a keeper who swears this covenant isn’t necessarily controlling or cruel. A chain keeper’s companions and summoned beings could be anything from a group of employees to your family.

Covenant of Chains Spells

You gain the covenant spells at the Keeper level listed

Keeper Level Spell
3rd command, find familiar
5th hold person, summon beast
9th spirit guardians, tiny servant
13th dominate beast, summon elemental
14th dominate person, planar binding

Circle of Spirits

When you seal this covenant at 3rd level, you bind yourself to a second spirit using your Bound Companion feature. You choose its statistics and its aspect the same way as your first companion, as well as the spirit’s personality, its appearance, and whether or not the spirit can speak.

You can only have one companion at a time. You can change which of your spirits serves as your companion when you finish a long rest. You can also change which spirit serves as your companion by spending 1 minute performing a ritual —you can’t do so again until you finish a long rest, unless you expend a spell slot for each ritual after the first.

When you change the spirit serving as your companion, you summon the new companion in an unoccupied space you can see within 30 feet of you with all its hit points. Thereafter, that spirit appears whenever you summon your companion.

You bind yourself to another spirit when you reach 6th level in this class, and again at 10th level and 15th level. When you do, the choices you make should reflect the spirits you’ve met and places you’ve visited on your adventures.

Spirit Infusion

Starting at 6th level, when you cast a spell that targets your companion using your action, you can infuse it with spiritual power. The next time that your companion hits with its Strike before the end of the turn, it deals extra damage to the target. The damage is 1d4 for a cantrip, plus 1d4 per spell level for a spell of 1st level or higher.

Ever Faithful

Starting when you reach 10th level, you can use your action to change which spirit is serving as your companion.

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

Hands of the Witch

Beginning at 15th level, you can have two companions at the same time, and you can command both with the same bonus action. When you change which of your spirits are serving as your companions, you can change either or both.

If a keeper feature you use targets your companion, you choose which it affects. For example, you can use your Spirit Gate to teleport to either of your companions.

Covenant of Strife

The Strife Covenant is a bond of conflict, and forever marks a companion as either fierce ally or living weapon. No keeper is more at home in war than a strife keeper, and keepers and companions bound this way fight with incredible tenacity and matchless harmony. Few die old, and fewer die peacefully.

Keepers of strife rarely seal this covenant without a good reason, often holding a mission or grudge close to their heart. If the keeper (or companion) reaches their goal, however, they may find themselves lost—if your covenant is a weapon, what do you do with it when the fighting’s done?

 

 

Covenant of Strife Spells

You gain covenant spells at the keeper levels listed.

Keeper Level Spell
3rd cause fear, shield
5th blade step, enhance ability
9th enemies abound, haste
13th confusion, shadow of moil
14th antilife shell, steel wind strike

Lessons in Strife

When you seal this covenant at 3rd level, you gain proficiency with martial weapons, medium armour, and shields.

Additionally, you’re always ready for conflict. You and your companion can’t sleep or be forced to sleep and don’t need to. You can still be knocked unconscious. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as pacing and keeping watch.

Flow of Battle

Also at 3rd level, you learn special exploits you can use with your companion. You learn three of the following exploits of your choice. Once you use one of your exploits, you can’t use an exploit again until the start of your next turn.

When you gain a level in this class, you can replace one exploit you know with another. You also learn one additional exploit of your choice at 6th, 10th, and 15th level.

Corner. When you attack a creature your companion attacked this turn, you can corner it. Until your next turn, the creature has disadvantage on any attack roll that isn’t against you or your companion while within either of your reach.

Distract. When your companion hits a creature with its Strike, you can move up to half your speed without provoking opportunity attacks from the target using your reaction.

Focus. When you hit a creature with an attack, you can knock it off balance. The next attack roll that your companion makes against the target this turn has advantage.

Guard. When a creature targets you with an attack while you’re mounted on your companion, you can force that attack to target your companion instead (no action required).

Push. When your companion hits a creature using its Strike, it can push the target up to 10 feet away from it if you attacked that creature this turn.

Rush. After you make an attack against a creature, hit or miss, you can call for blood. Your companion can move up to its speed towards the target as a reaction if it can see it.

Trip. When your companion hits a creature with its Strike, it can force the target to make a Strength saving throw if you hit the target with an attack this turn (DC equals your keeper spell save DC). On a failed save, the target falls prone.

Stagger. When you hit a creature with an attack, you can stagger it. Until your next turn, the target can’t take reactions.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Spirit Frenzy

Starting at 10th level, if your turn ends in combat and you or your companion attacked a hostile creature that turn, both of you gain temporary hit points equal to 1d6 + half your keeper level. These temporary hit points last until your next turn.

Strife’s Shadow

Beginning at 15th level, you can make any spell you cast that targets only you also target your companion.

Covenant of Unity

Each keeper shares a powerful bond with their companion, but the Covenant of Unity marks both as one half of a whole. This intimate relationship blurs the line between keeper and companion, giving both special insight into the other’s world.

So great is the bond between keepers of unity and their companions that the two can become a single, merged being. These merged beings embody the relationship between each partner, their mind and body shaped by that connection, and are just as resilient as the kinship between their halves.

Covenant Spells

You gain covenant spells at the keeper levels listed.

Keeper Level Spell
3rd absorb elements, cure wounds
5th calm emotions, prayer of healing
9th life transference, vampiric touch
13th aura of life, charm monster
14th circle of power, enervation

Unity

Starting when you choose this covenant at 3rd level, you can use your action to touch your companion and unify with it, merging into a single creature. Your companion vanishes, and you can’t summon it again while unified this way. While unified, you gain the following benefits:

  • You add your companion’s hit point maximum and current hit points to your own.

 

 

  • Your AC equals 13 + your proficiency bonus if the armour you wear would leave you with a lower AC.
  • You can use your companion’s Strike as an attack option with the Attack action. You can make one attack with it as a bonus action, even if you don’t use your action to attack.
  • You gain the benefit of any of your companion’s traits, and you can use them as if you were your companion. You can use your companion’s senses, speeds, and proficiencies in addition to your own. If it has a flying speed, you can’t use it until you reach 5th level in this class.

You can stay in this form for a number of hours equal to half your keeper level. You and your companion then revert to seperate forms unless you expend another use of this feature. You can revert early using your action. You also revert early if you fall unconscious, you drop to 0 hit points, or you die.

When you revert, your companion appears in the nearest unoccupied space within 5 feet of you, and you divide any of your remaining hit points as evenly as possible between you and your companion. If you revert with 0 hit points, you and your companion both fall unconscious and begin dying.

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

Stronger Together

Beginning at 6th level, when you or your companion take damage while you’re unified or within 10 feet of each other, you can use your reaction and draw on the strength of your bond to create one of the following effects:

  • You halve the damage dealt to you or your companion.
  • If the damage was dealt by an attacker that you can see, you can deal 2d6 damage of your companion’s type to it. If you’re unified, you can add your Charisma modifier to the damage dealt.

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

Kindred Spirit

Starting at 10th level, when you roll for initiative, you and your companion can move up to your speed directly towards each other if you aren’t surprised and you can see each other (no action required). If you end the move within 5 feet of your companion, you can immediately use your Unity feature.

When you unify with your companion, or as an action while unified, you can expend one spell slot to regain 2d8 hit points per level of the spell slot expended.

Synthesis

Beginning when you reach 15th level in this class, you and your companion can stay unified indefinitely, only reverting if you fall unconscious, if you drop to 0 hit points, or if you die.

Additionally, while unified, you can make two attacks with your companion’s Strike as a bonus action, even if you don’t use your action to attack, and you have advantage on saving throws against spells and other magical effects.

 

 

Magus

A half-elf, wielding her signature curved blade, strides towards the orc raiding party. As the nearest orc prepares to deflect the anticipated strike, the elf waves her hand causing the blade to ignite with flame. She deftly brings her blade down as the fire engulfs her target.

A human scholar spends days poring over countless tomes of ancient secrets and combat styles from unknown lands. Finally, he grins as he is hit with an epiphany. Grabbing his hand axe and whirling it in a defensive posture, lightning crackles from the spinning metal. His research complete, he seeks out a worthy opponent.

A tiefling in dark leathers peers from a rooftop under the cover of darkness. He whispers an incantation under his breath, as shadows engulf his quarry’s eyes below. The blinded target is unable to avoid the plunging blade.

All of these heroes are magi. Though individual magi are as diverse as weapons and spells, all magi combine the martial prowess of fighters with the arcane power of wizards. Devoting their lives to the study of both schools, magi combine blade and arcana with devastating effect. Many are naturally drawn to adventure often seeking the chance to perfect their craft or use their skills to benefit themselves or others.

Might and Magic

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As magi grow in power, they unlock powerful forms of arcana that allow them to merge their talents further, and at the pinnacle of their art, magi become a blur of steel and magic, a force that few foes would dare to stand against.

Versatile Students

Magi spend much of their time traveling the world, learning whatever secrets they can find. They might spend months learning a new sword-fighting style from a master warrior, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of knowledge, picking up anything that might aid them in their search for martial and magical perfection.

Creating a Magus

To create a magus, consider what drives your character to develop their martial and magical prowess. Did something happen to a loved one, instilling in you a need to protect others? Do you have a rival, whom you must prove inferior? Do you come from a family or tradition that expects absolute perfection in the art of combat?

As a magus gains power, they refine their focus into a particular magi study. Although the class features related to your study don’t appear until you reach 3rd level, plan ahead for that choice by reading the study descriptions at the end of the class. Are you a heavily-armored warrior, using magic to supplement your powerful strikes? Are you a student of witchcraft, using your arcane energies to curse and control others? Or are you a devoted servant of a diety, trained to purge evil from the land?

Finally, consider your motivations for pursuing adventure. Are you adventuring to improve your mastery of martial combat or arcane knowledge? To use your abilities for good? Or maybe to prove yourself to your mentor or a parent figure?

Quick Build

You can make a magus quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the sage background. Third, choose the fire bolt and shocking grasp cantrips.

Multiclassing

Prerequisites. To qualify for multiclassing with the Magus class, you must meet these prerequisites: 13 Intelligence and 13 Strength or Dexterity.
Proficiencies. When you multiclass into the Magus class, you gain the following proficiencies: Simple weapons, martial weapons, light armor, medium armor.
Spell Slots. You add half your Magus levels (rounded down) to determine multiclass spell slots.

 

 

The Magus
Level Proficiency Bonus Features Bonus Exertion Studies Known Maneuvers Known Maneuver Degree Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th
1st +2 Spellcasting(Cantrips), Spellstrike 2
2nd +2 Combat Maneuvers, Spellcasting(Spell Slots), Magus Arcana(2) 2 1st 2 2 2
3rd +2 Magus Study, Spell Recognition 2 1st 2 3 3
4th +2 Ability Score Improvement 1 1 3 1st 2 3 3
5th +3 Extra Attack 1 1 3 1st 3 4 4 2
6th +3 Magus’ Shield 2 1 3 1st 3 4 4 2
7th +3 Magus’ Study Feature 3 1 4 2nd 3 5 4 3
8th +3 Ability Score Improvement 3 2 4 2nd 3 5 4 3
9th +4 Spell Study 4 2 4 2nd 4 6 4 3 2
10th +4 Magus Arcana (2) 4 2 5 2nd 4 6 4 3 2
11th +4 Magus Study Feature, Improved Spellstrike 5 2 5 2nd 4 7 4 3 3
12th +4 Ability Score Improvement 5 3 5 2nd 4 7 4 3 3
13th +5 6 3 6 3rd 4 8 4 3 3 1
14th +5 Spell Absorption, Arcane Knowledge (1) 7 3 6 3rd 4 8 4 3 3 1
15th +5 Magus Study Feature 7 3 6 3rd 4 9 4 3 3 2
16th +5 Ability Score Improvement 8 4 7 3rd 4 9 4 3 3 2
17th +6 8 4 7 3rd 4 10 4 3 3 3 1
18th +6 Magus Arcana (2), Arcane Knowledge(1) 9 4 7 3rd 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 9 4 8 4th 4 11 4 3 3 3 2
20th +6 True Magus 10 5 8 4th 4 11 4 3 3 3 2

Class Features

As a Magus, you gain the following class features:

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two skills from Acrobatics, Athletics, Arcana, History, Investigation, Religion

Equipment

You begin the game with 140 gold which you can spend on your character’s starting weapons, armor, and adventuring gear.

  • Mageguard’s Set (Cost 97 gold): Longbow and 20 arrows, pike, shortsword, padded leather, backpack, bell, lantern (standard), manacles, signal whistle, Arcane Focus (Amulet)
  • Manascout’s Set (Cost 107 gold): Greatsword, 4 javelins, hide, climbing gear, explorer’s pack, Arcane Focus (Amulet)

 

 

Spellcasting

As a student of arcane magic and martial technique, you commit spells to memory for use even while engaged in combat. See the magus spell list for the spells you can learn.

Cantrips

At 1st level, you know two cantrips of your choice from the magus spell list. You learn additional magus cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magus table.

Spell Slots

The Magus table shows how many spell slots you have to cast your magus 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.

Spells Known of 1st Level and Higher

At 2nd level, you learn two 1st-level spells of your choice from the magus spell list. Each time you gain a Magus Level, you may learn one magus spell and replace one of the magus spells you know with another spell of your choice from the magus spell list. Each of these spells must be of a level for which you have spell slots, as shown on the Magus table.

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your magus spells.

Spellstrike

At 1st level, you learn to deliver magical spells through melee attacks. Once per round, when you perform a melee attack and before you roll to hit, you may additionally cast a magus spell as part of the attack action by expending a spell slot of the spell’s level or higher.

After choosing a spell, roll to hit as if attacking normally with your weapon. On a hit, the target suffers the weapon damage as well as the spell’s effects. If the spell requires a saving throw, the target makes its initial save at disadvantage. On a miss, no weapon damage is dealt and the spell has no effect. On a critical hit, both the weapon damage die and any spell damage die are rolled twice and added together.

You may spellstrike a number of times per short rest equal to your proficiency bonus, and when you spellstrike using spell slots, you may only use spell slots granted to you by the Magus class.

Spellstrike Rules

  • Spell Action: Spells used in spellstrike must have a casting time of 1 action or bonus action and must not normally require making a weapon attack.
  • Cantrips: Cantrips can be cast as part of spellstrike and do not require a spellslot to be expended. However, cantrips cast this way deal damage as if cast by a character of levels 1-4.
  • Area of Effect/Multiple Targets: Spells that affect an area or multiple targets instead only affect the creature targeted with spellstrike.
  • Somatic Component: Spells with a somatic component may be cast with spellstrike while wielding a two-handed or versatile weapon in both hands, or a single weapon in each hand.

Magus Arcana

At 2nd level, you learn to weave martial prowess with arcane mastery, with hybrid abilities called “Magus Arcana.” You know two such abilities. When you reach levels 10 and 18, you learn two more Arcana.

You may gain multiple features called Magus Acana that allow you to spend exertion when you successfully hit a creature. Only one such feature may be used on each hit.

Fueling Magus Arcana

Magus Arcana cost exertion to use

Magus Arcana List

  • Arcane Accuracy. As a bonus action, you may spend 1 exertion to give yourself an expertise die on weapon attack rolls until the end of your turn.
  • Critical Arcana. When you critically hit with a weapon attack, you may use your reaction and spend 2 exertion to stun the target until the end of your next turn.
  • Hastened Arcana. When you cast a spell with a casting time of one action, you may spend 3 exertion to cast it as a bonus action instead. Any additional spells cast on your turn must be cantrips with a casting time of one action.
  • Arcane Rebuke. As a reaction, when you take damage from an attacker that you can see, you may spend 2 exertion to cast a cantrip against that attacker.
  • Arcane Dodge. You can spend 1 exertion to take the dodge action as a bonus action.

 

 

  • Elementalist Arcana. As a bonus action, you can spend 1 exertion to add your Intelligence Modifier to your weapon damage (as cold, fire, or lightning) until the end of your turn.
  • Arcane Vigor. As a bonus action, spend 2 exertion to gain temporary HP equal to double your Intelligence modifier.
  • Arcane Guise. As a bonus action, you can spend 1 exertion to add your Intelligence modifier to Stealth and Deception checks you make for 1 minute.
  • Arcane Zeal. You can spend 1 exertion to add your Intelligence modifier to the result of an initiative roll you make.
  • Arcane Flow. When casting a spell that requires you to make an attack roll, you may use your bonus action and spend exertion equal to 1 + the level of the spell cast (1 AP for cantrips) to target an additional creature either within 5 feet of you or the initial target.

Combat Maneuvers

At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in Cutting Omen and one additional combat tradition from Arcane Knight, Tempered Iron or Razor’s Edge. You learn two maneuvers of your choice from traditions you are proficient with.

You use your maneuvers by spending exertion points, and you gain an exertion pool of 2 times your Proficiency Bonus when you gain access to this feature, if you did not have one already.

The Maneuvers Known column of the Magus table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

Magus Study

At 3rd level, you focus your research and practice to a refined Magus Study. The study you choose grants you features at levels 3, 7, 11, and 15.

The studies of the Warmage, Magister, Hexcrafter, Eldritch Archer, Devoted Slayer, Stygian, and Primagus are shown below.

Extra Attack

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

You can replace one of those attacks with a cantrip (cast as if you were levels 1-4).

Magus’ Shield

Beginning at 6th level, you can protect yourself with magical energies. You gain proficiency in constitution saving throws made to maintain concentration on spells when you take damage.

Also, whenever you have a free hand, you gain a +2 bonus to AC, as if you were wielding a shield. You lose this benefit until the beginning of your next turn if you use that hand to wield a weapon or otherwise manipulate an object

Spell Study

At 7th level, you learn to hone your magic and spells to new power levels thanks to your dedicated studies. Choose one Spell Study that reflects what you have dedicated your arcane studies to.

Arcane Objects

When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an action without spending a spell slot, even if you don’t have the spell prepared.

In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed , and the Narrator will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).

Detective Spell Study

You are adept at sensing magic and its effects. If there are active magical effects near you, such as a spell effect on an object or a spell effect in an area, you automatically sense its presence. You don’t know what spell effects there are or where they are, but you can automatically sense the effect of magic in a 20-foot radius around you.

In addition, you have honed your detection spells. Add detect magic and detect thoughts to your spellbook if they weren’t already there. Whenever you cast detect magic , the range that you can sense magic is increased to 60 feet. Whenever you cast detect thoughts , the range of creatures that you can read thoughts from is increased to 60 feet.

Fauna And Flora

Your research into plants, wildlife, and the natural workings of magic grants you superior insights into the magic of living creatures and flora. When a plant or beast makes a saving throw against a spell that you cast, it makes the saving throw with disadvantage .

Arcane Knowledge

At 10th level, you have expanded your arcane knowledge to other disciplines. You may learn two spells from any class list.

 

 

The chosen spells must be of a level for which you have spell slots and count as magus spells for you. You learn one more such spell at levels 14 and 18.

Improved Spellstrike

At 11th level, you improve your ability to deliver damaging cantrips with your weapon. Beginning at this level, your damaging cantrips are treated as if you are levels 5-10 when cast with the spellstrike or extra attack features.

Spell Absorption

At 14th level, you learn to absorb harmful magical energies into your weapon. When you take damage from a magical spell or effect, you may spend 2 exertion and use your reaction to reduce the incoming damage by 1d10 + your Intelligence modifier + your magus level.

The magical damage you absorbed is stored in your weapon and unleashed on your next hit. Before the end of your next turn, when you first hit a creature with your weapon, you deal additional damage equal to the amount avoided. The damage type is the same as the original triggering spell or effect.

Once you have absorbed magic into your weapon, you cannot use this feature again until the magic has been released through a successful attack or until it dissipates at the end of your next turn.

True Magus

At 20th level, you become a master of spells and combat. You may use the spellstrike feature twice per round if at least one of the spells used is a cantrip.

Arcanomartial Studies

Air Lift

You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself without spending spell points or material components.

Burst of Strength

You have moments of incredible strength. You may spend 1 exertion to add your proficiency bonus to a Strength check, even if you already add your proficiency bonus to the check.

Detect Magic Savant

Prerequisite: Able to cast detect magic

Whenever you cast detect magic, you can choose one of the following benefits to amplify the spell.

Lengthened Detect Magic. The duration of detect magic is increased by 10 minutes.

Extended Detect Magic. The detection radius of detect magic is increased by 30 feet.

Penetrating Detect Magic. The spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt.

Eldritch Sight

You can cast detect magic without spending spell slots.

Illusion Detective

Prerequisite: At least one illusion spell in your spellbook.

You have advantage on Investigation checks and Intelligence saving throws made against illusion. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute.

Otherworldy Leap

You are under the constant effects of the jump spell. This effect does not emit a magical aura.

Persistent Mending

Prerequisite: The ability to cast mending

When you finish a long rest , choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 12 hours.

Coat. Choose either hot or cold weather. The creature gains an expertise die on Constitution saving throws made to resist the effect of that kind of weather.

Goggles. The creature’s vision can never be reduced to less than 20 feet due to inclement weather.

Shoes. The creature gains an expertise die on Constitution saving throws made to undertake a forced march.

 

 

Presto Prestidigitation

Prerequisite: The ability to cast prestidigitation

If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean.

The following effects are added to the list of options you can choose from when you cast prestidigitation.

  • You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.
  • Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends.
  • A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 30 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses.
  • On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends.

Stable Footing

A steady stance and careful footwork is instinctive to you. You have advantage on any check or saving throw to avoid falling prone or handle difficult ground (such as against a grease spell or slippery ice). You are never prone after taking fall damage, and when calculating fall damage you treat the fall distance as if it were shorter by a number of feet equal to your proficiency bonus × 10.

 

 

Magus Studies

Magi have varied focuses and preferences regarding their magical and martial pursuits. These are grouped into “studies” representing the different approaches taken by magi.

Magus Studies
Study Description
Study of the Eldritch Archer Specialize in Ranged Attacks
Study of the Hexcrafter Specialize in Blades like a Warlock
Study of the Magister Specialize in Arcane Spellcasting
Study of the Primagus Specialize in Primal Abilities and Magic
Study of the Stygian Specialize in Shadow Magic
Study of the Warmage Specialize in Melee Prowess
Study of the Vanquisher Specialize in Divine Magic

Study of The Eldritch Archer

An eldritch archer forgoes the typical focus on melee combat to instead deliver spells through ranged weapons such as bows or crossbows. They become masters of spellstriking, able to cast all manner of dangerous spells through their attacks.

Ranged Spellstrike

At 3rd level, you learn to perform spellstrike attacks through ranged weapons. Your spellstrike feature is modified to additionally allow spellcasting with ranged weapon attacks.

Mystical Barrage

Beginning at 3rd level, you can use arcane energies to launch multiple projectiles in one attack. When you use your action to make an attack with a ranged weapon, you may expend 1 exertion to make one additional attack against the target creature as part of your action.

After using focused barrage, all your subsequent attacks must target that same creature until the end of your turn. This feature cannot be performed if you previously made an attack roll against a different creature on your current turn.

Arcane Projectiles

Beginning at 7th level, you can imbue your ammunition with elemental energies. Doing so requires 1 minute of time per piece of ammunition enchanted. Projectiles enchanted in this manner do an extra 1d6 fire, cold, lightning, acid, or poison damage (your choice at the time of enchantment) when used by the magus and lose their enchantment after being used for an attack.

Stunning Shot

At 11th level, you become adept at targeting opponents weak points with magical energies. Once per round, when you hit a creature with a ranged weapon attack you may expend 2 exertion to attempt a stunning shot. The target must succeed on a Constitution saving throw against your spell save DC or be stunned until the end of your next turn

Perfected Spellstrike

At 15th level, you expand the repertoire of spells you can deliver with your ranged attacks. When you perform spellstrike with a ranged weapon, you can choose to allow the spell to affect its normal area instead of a single target.

The target of your projectile may be a creature or a specific point in the environment. If your target is a creature, they are considered within the area of the spell on a hit and have disadvantage on the spell’s initial saving throw, if applicable. If your target is a point in the environment, your attack automatically hits.

Spells with an area of effect have their point of origin where your projectile strikes. For cone, cube, and line shaped spells, the areas extend in the direction opposite of you.

The ranges of other spells (without a defined area of effect) are similarly determined from where your projectile strikes.

If your attack misses a creature, the DM determines a reasonable location the projectile lands and thus the location of the spell’s point of origin.

If you make a critical hit on a spellstrike using a spell with an area of effect, only the targeted creature takes critical damage from the spell and weapon attack. All other creatures in the spell’s area take normal damage from the spell.

Study of the Hexcrafter

A hexcrafter magus has uncovered the secret of using their arcane pool to recreate witch hexes. These magi can hex foes, curse those they strike, and expand their spell selection to include many curses and harmful spells.

Expanded Hexcrafter Spell List

You gain access to the following spells, and may learn them after you have reached the appropriate Magus level. They are magus spells for you.

Magus Level Spells
3rd hex, bane
5th enthrall, crown of madness
9th remove curse, bestow curse
13th blight, compulsion
17th geas, circle of power

 

 

Cursed Blade

At 3rd level, you learn to curse your weapon to debilitate and harm your opponents. You learn a ritual that turns a weapon of your choice into a cursed item. The ritual is performed over 1 hour which can be done during a short or long rest.

You can handle the cursed weapon without incurring any negative effect, but any other creature who wields the weapon must make a wisdom saving throw against your spell save DC. On a failure, they must make a roll on the short-term madness table (located in the dungeon master’s guide). Anytime the creature attempts a weapon attack with the cursed weapon, they repeat the save and roll on the madness table on a failure. The madness effects take place before the attack roll is made.

Another creature wielding the weapon must use their action to make a wisdom saving throw against your spell save DC to willingly release the weapon. After release, any madness remains for its duration or until ended by a lesser restoration or remove curse spell.

Hexcrafter’s Curse

Beginning at 3rd level, your cursed weapon can apply minor hexes on contact. As a bonus action, when you hit a creature with a weapon attack from the cursed weapon you may spend 2 exertion to additionally cast hex at 1st level on them without expending a spell slot. When cast this way, if the target drops to 0 hit points, hex cannot be transferred to a new target.

At higher levels you gain the ability to cast new spells with this feature. Spells cast with this feature do not require concentration.

Improved Hex

At 7th level, you have attained mastery of common curses. Instead of 1d6, you now deal an extra 1d8 necrotic damage to targets under the effect of your hex spell. This damage increases to 1d10 at 11th level and 1d12 at 15th level.

Advanced Curse

At 11th level, the curses applied by your weapon intensify, blinding the senses of its target. You may now spend 3 exertion to cast blindness/deafness at 2nd level in place of hex for the hexcrafter’s curse feature.

Dreadful Curse

At 15th level, your weapon can deliver devastating curses. You may now spend 4 AP to cast bestow curse at 3rd level instead for the hexcrafter’s curse feature.

Study of the Magister

In direct contrast to the warmage study, a magister develops their spellcasting beyond that of the other magi studies. Magisters see the pursuit of arcane power as the ultimate means to perfection.

Arcana Flux

At 3rd level, you learn to bend your magical reserves to suit your purposes. You can use your exertion to gain additional spell slots.

Creating Spell Slots. You can transform unexpended arcane points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Spell slots created in this way cease to exist after a short rest

Exertion Cost Spell SlotLevel
2 1st
3 2nd
5 3rd
6 4th
7 5th

Converting a Spell Slot to Exertion. As a bonus action on your turn, you can expend one spell slot and gain a number of exertion equal to the slot’s level.

Font of Mana

Beginning at 3rd level, through practice you have developed your magical reserves further than most. You gain additional spell slots at the following levels. These replenish with your other spell slots.

  • At 3rd level, you gain an additional level 1 Spell Slot.
  • At 7th level, you gain an additional level 2 Spell Slot.
  • At 11th level, you gain an additional level 3 Spell Slot.

Deep Arcane Knowledge

At 7th level, you learn two spells from any class list. The spells must be of a level for which you have spell slots and count as magus spells for you.

When you gain a magus level, you may replace one of the spells obtained with this feature for another.

Empowered Magic

Beginning at 11th level, you can empower your spells with arcane energy. You may spend 1 exertion to add your Intelligence modifier to the damage of a magus spell you cast.

Arcane Restoration

Beginning at 15th level, once per short rest, you may replenish an amount of Exertion up to your Intelligence Modifier as a bonus action. At any time, your current exertion cannot exceed your maximum exertion pool.

 

 

Study of the Primagus

While many magi learn magic through formal study, there are those who draw power from natural sources. These magi are often wise people or shamans for tribal groups who use their knowledge of nature and tribal tradition to produce magic and fight alongside their fellow warriors.

Natural Magic

At 3rd level, you begin using your knowledge of nature and its creatures to power your magic. You gain proficiency in nature (or another magus class skill if already proficient).

In addition, when your Spellcasting feature lets you learn a magus spell, you can choose the new spell from the ranger spell list or the magus spell list. These are magus spells for you.

Boon of the Hunt

Beginning at 3rd level, your arcane blows inspire ancestor warrior spirits to empower your war party. When you hit a creature with a weapon attack, you may spend 1 AP to grant an ally within 10ft of yourself advantage on attack rolls until the beginning of your next turn.

Feral Skill

At 7th level, you infuse your martial capabilities with passed- down techniques learned anciently from the wild. Choose one of the following options.

Fortitude of the Bear

Once per short rest, when a creature hits you and deals damage, you may use your reaction to take only half as much damage.

Agility of the Elk

Once per short rest, when you fail a dexterity saving throw, you may use your reaction to succeed instead.

Ferocity of the Wolf

Once per short rest, when you hit a creature, you may choose to roll your weapon damage die twice and add them together for that attack.

Shrewdness of the Owl

Once per short rest, when you miss a melee attack roll, you may choose to reroll the attack.

Nerve of the Hawk

Once per short rest, if you fail a check to maintain concentration on a spell, you may choose to succeed instead.

Empowering Ritual

At 11th level, you have created a ritual to bolster your allies before a fight. Once per long rest, you and up to 10 allies may participate in the ritual which takes 10 minutes. This can be done as part of a long or short rest. Each creature that participates gains temporary hit points equal to half your magus level (rounded down) plus your intelligence modifier.

Wild Arcana

At 15th level, you begin applying arcane power to your nature- inspired martial techniques. Your may now use your chosen feral skill technique more than once per short rest, however, every subsequent use after the first requires spending exertion. Additional uses of Ferocity of the Wolf require 1 exertion, all other techniques require 2 exertion.

Study of the Stygian

Some magi, known as stygians, learn to blend shadowfell magic with their martial training, letting them stay unnoticed as they take down foes.

Shadow Weaver

At 3rd level, you learn to guide shadows to magically conceal yourself. You gain proficiency in stealth (or another magus class skill if already proficient). Whenever you make a stealth check, you may add your Intelligence modifier to the roll.

Additionally, whenever you cast a spell, you may spend 1 exertion to cast it silently, without verbal components.

Arcane Cloak

Beginning at 3rd level, you use arcane energy to render yourself briefly invisible. When you move on your turn, you may spend 1 exertion to become invisible until the beginning of your next turn. This invisibility ends early when you attack or cast a spell.

Creatures who know you are present may make a perception check on their turn against your spell save DC to know your location (no action required). On a success, that creature may attack you at disadvantage. Creatures whom you attacked on your last turn have advantage on the perception check.

You may use arcane cloak out of combat when turns are not closely tracked. In these situations, arcane cloak lasts 6 seconds (unless it ends early). You may spend additional exertion to extend the invisibility by an additional 6 seconds per AP spent.

Void Sight

Beginning at 7th level, your expertise with shadow allows you to see clearly through darkness and partially see through invisibility. You gain darkvision for 60 feet, and can see through magical darkness. If you already have darkvision, the range increases by 30 feet.

 

 

Additionally, you can see the vague outline of invisible creatures and objects within 30 feet of you, allowing you to know their location. Your attacks against invisible creatures are still made with disadvantage.

Lingering Shadow

Beginning at 11th level, shadows cling to your form even when you are no longer invisible. Whenever the invisibility from your arcane cloak ends early, attacks against you have disadvantage until the beginning of your next turn.

Nightblade’s Strike

Beginning at 15th level, your mastery of stealth and arcana allow you to deliver devastating strikes suffused with harmful shadowfell magic. Once per round, when you have advantage on an attack roll, you may spend 3 AP to automatically hit before you make the attack roll. You may still roll to attack after choosing to perform this feature to determine if you make a critical hit.

An attack performed this way deals an additional 2d6 necrotic damage a number of times equal to your intelligence modifier (for example, if you have +3 as your intelligence modifier, you deal an additional 6d6 necrotic damage).

Study of the Warmage

The warmage is a skilled specialist, using magic to supplement and augment their martial mastery. They are somewhat less inclined towards magical development than other magi, and instead seek supremacy with blade and armor.

Armor Bond

At 3rd level, when you choose this study, you gain proficiency in heavy armor.

In addition, you learn a ritual that creates a magical bond between yourself and one set of armor. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond. You can only bond with one set of armor at a time; to bond with new armor you must break your bond with the original armor as part of the ritual.

Once you have bonded armor to yourself, you no longer need to don and doff the armor as normal. Instead, as long as your bonded armor is on the same plane of existence, you can summon your armor as a bonus action on your turn, causing it to appear instantly on your body. Similarly, as a bonus action, you can dismiss the armor to a familiar location of your choice.

Warmage’s Strike

Beginning at 3rd level, you can augment the damage of your weapon attacks with raw arcana. When you hit a creature with a weapon attack, you may spend exertion to deal force damage equal to 1d6 per exertion spent plus your intelligence modifier. You may spend a number of exertion up to half your magus level (rounded down) to use this feature.

Fighting Style

At 7th level, you adopt a particular style of fighting 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.

Defense

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

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.

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 or have increased AC from the magus’ shield feature.

Arcane Sunder

Beginning at 11th level, your weapon strikes can undercut a creature’s resistance to spells. When you hit a creature with a weapon attack, you may spend 2 exertion to give that creature disadvantage on the next saving throw it makes to resist a spell before the end of your next turn.

Mind and Body

At 15th level, you learn to use your extensive martial knowledge to give yourself an edge in physical activities. When you make a Strength, Dexterity, or Constitution ability check or saving throw, you may use your reaction to add your Intelligence modifier to the result. This can be done a number of times per long rest equal to your Intelligence modifier (minimum of once).

Study of the Vanquisher

Unlike other magus studies, vanquishers study the will of the divine to fuel magical attacks. Much like paladins and clerics, vanquishers are often sworn to the service of a diety and spend their lives in pursuit of heavenly knowledge.

 

 

Divine Magic

At 3rd level, you begin calling upon divine powers to fuel your magic. You gain proficiency in religion or another magus class skill if already proficient.

In addition, when you learn a magus spell, you can choose the new spell from the paladin spell list or the magus spell list. These are magus spells for you.

Restorative Strike

Beginning at 3rd level, you can unleash bursts of divine healing with your strikes. When you hit a creature with a melee weapon attack, you may spend exertion to regain hit points equal to 1d6 per AP spent plus your intelligence modifier. You may spend a number of exertion up to half your magus level (rounded down) to use this feature.

Student of the Heavens

At 7th level, you have learned much about the creatures that inhabit the many planes through your studies. You have advantage on intelligence ability checks to recall information about aberrations, celestials, elementals, fey, fiends, and undead.

Possible information known about these creatures includes their abilities, strongest/weakest ability scores, etc. in addition to general facts about a creature’s behavior and history.

Spiritual Devotion

Beginning at 11th level, your dedication to heavenly principles empowers you with holy protection. When you take damage, you may use your reaction and spend 2 exertion to give yourself resistance to the triggering damage.

Blessed Slayer

At 15h level, you have expanded your knowledge of the planes and the creatures within them and are prepared to end those who defy the holy standards of your worship.

You have advantage on melee attack rolls against creatures of the following types: aberrations, celestials, elementals, fey, fiends, and undead.

In addition, those creatures have disadvantage on intelligence, wisdom, and charisma saving throws to resist your spells and features.

 

 

Oracle

A young woman, clutching her walking stick for support, wanders a lonely road. She hears snarling some distance behind her and turns to see a wolf pack beginning to circle. Unhurried, she extends her hand as a barrage of ghostly figures assaults the pack. Turning back around, she continues on her way.

A dwarvish man with clouded eyes stands amongst his adventuring companions as they wait to see his magic. He looks to the sun, his eyes now glowing brightly as the vision begins. A moment passes, his eyes fade and he nods to his crew pointing further down the path in the direction of their quarry.

As a furious mob rounds the corner, a fleeing elf with impossibly pale almost transparent skin weaves a spell. In an instant, she disappears from sight amongst the darkness.

Oracles are granted great power from divine sources, but this power is given against their will. In return for their divine abilities, oracles pay the price as their mortal forms are cursed by this same divine power. Desiring to understand their newfound magic and curse, oracles are driven to seek out hidden knowledge of divine mysteries and are granted increased power as they do so.

Divine Curse

Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. This power comes at a cost, however, and their body and spirit are irreparably cursed. Unlike a cleric, who draws magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.

Mystery Seekers

Oracles are a rare sight in civilized society as their curse and strange powers make it difficult to live an ordinary life. At best, oracles are revered as blessed individuals, looked up to for their divine abilities. At worst, they are feared and cast out by those who don’t trust their cursed state.

Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. They typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles, tending to the poor and sick, or uncovering lost lore. In an adventuring party, oracles provide a powerful connection to a variety of divine sources to support their allies and afflict their foes.

Creating an Oracle

To create an oracle, look at your choices in the Oracle Curses section and consider the relationship between your curse and your magical abilities. Does same power that fuels your spells also overwhelm and debilitate your physical body? Or instead, perhaps you are under obligation to a divine being or pantheon of beings and they maintain the curse to exert some control?

Determine your mystery and why you are pursuing that particular knowledge. Does it relate to your curse or do you have some other personal stake in acquiring that knowledge? Or maybe you have always been infatuated with your chosen mystery independent of becoming an oracle?

Lastly, determine why you have chosen the life of an adventurer? Will it get you closer to your goal of obtaining knowledge about your mystery? Were you ostracized by your homeland and forced to follow a transient life? Or did you find it difficult to keep your magic dormant and needed an outlet for your divine power?

Quick Build

You can make an oracle quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the acolyte background and the clouded curse. Third, choose the guidance, light, and toll the dead cantrips, along with the 1st-level spells bless and detect magic

Multiclassing

Prerequisites. To qualify for multiclassing with the Oracle class, you must meet these prerequisites: 13 Charisma.
Proficiencies. When you multiclass into the Oracle class, you gain the following proficiencies: Simple weapons, light armor.
Spell Slots. You add all your Oracle levels for the purposes of determining multiclass spell slots

 

 

The Oracle
Level Proficiency Bonus Features Signs Known Cantrips Known Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Oracle’s Curse - 3 2 2
2nd +2 Mystery, Epiphany (Augury) - 3 3 3
3rd +2 Curse Feature - 3 4 4 2
4th +2 Ability Score Improvement 1 4 5 4 3
5th +3 Sacred Office 1 4 6 4 3 2
6th +3 Mystery Feature 1 4 7 4 3 3
7th +3 Epiphany (Divination) 1 4 8 4 3 3 1
8th +3 Ability Score Improvement 2 4 9 4 3 3 2
9th +4 Sacred Presence 2 4 10 4 3 3 3 1
10th +4 Mystery Feature, Curse Feature 2 5 11 4 3 3 3 2
11th +4 Providence 2 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 5 12 4 3 3 3 2 1
13th +5 Epiphany (Commune) 3 5 13 4 3 3 3 2 1 1
14th +5 Mystery Feature 3 5 13 4 3 3 3 2 1 1
15th +5 3 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 5 14 4 3 3 3 2 1 1 1
17th +6 Curse Feature 4 5 15 4 3 3 3 2 1 1 1 1
18th +6 Mystery Feature 4 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 5 15 4 3 3 3 3 2 1 1 1
20th +6 Revelation 5 5 15 4 3 3 3 3 2 2 1 1

Class Features

As an Oracle, you gain the following class features:

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: A gaming set or musical instrument of your choice, likely connected to or used in your oracular divination
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Arcana, Culture, History, Insight, Intimidation, Nature, Perception, Persuasion and Religion

Equipment

You begin the game with 125 gold which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.

  • Spiritual Protector’s Set (Cost 90 gold): Quarterstaff, 2 flasks of holy water, padded leather, healer’s satchel, amulet divine focus (holy symbol), priest’s pack
  • Spiritual Protector’s Set (Cost 115 gold): Quarterstaff, 2 daggers, a light crossbow and 20 bolts, 2 flasks of holy water, padded leather, healer’s satchel, the gaming set or musical instrument you chose proficiency in, amulet divine focus (holy symbol), priest’s pack

Spellcasting

Beginning at 1st level, you cast spells drawn from a multitude of divine sources.

Cantrips

At 1st level, you know three cantrips of your choice from the oracle spell list. You learn additional oracle cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oracle table

Spell Slots

The Oracle table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Oracle 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.

 

 

Spells Known of 1st Level or Higher

You know two 1st-level spells of your choice from the oracle spell list. The Spells Known column of the Oracle table shows when you learn more oracle spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the oracle table.

Additionally, when you gain a level in this class, you can choose one of the oracle spells you know from this feature and replace it with another spell from the oracle spell list. The new spell must also be of a level for which you have spell slots on the Oracle table.

Spellcasting Ability

Charisma is your spellcasting ability for your oracle spells. 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 an oracle 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 an oracle spell as a ritual if that spell has the ritual tag and you know the spell.

Spellcasting Focus

You can use an oracular focus as a spellcasting focus for your oracle spells.

Oracle’s Curse

Each oracle is bound by some curse, but this curse comes with benefits as your powers grow.

At 1st level, you choose a curse from the list of Oracle’s curses. This curse cannot be removed or dispelled without the aid of a deity. Your choice of curse grants you additional features at levels 3, 10, and 18

Epiphany

Beginning at 2nd level, you have an inherent inclination towards divining hidden secrets and lost knowledge. Once per long rest, you may cast the spell augury as a bonus action. This represents a sudden flash of knowledge bestowed by some divine source, and it only takes the duration of your bonus action to ask your question and receive an answer from the spell. Spells cast this way do not require expending a spell slot or using material components.

Beginning at 7th level, you may cast divination in place of augury. Beginning at 13th level, you may cast commune instead. When you cast commune this way, you may only ask one question during the initial bonus action. However, you may use your bonus action on subsequent turns to ask your remaining questions until the spell ends

Mystery

At 2nd level, you dedicate yourself to a divine mystery to explore and understand. The mystery you choose grants you features at levels 2, 6, 10, 14, and 18.

In addition, you gain spells according to your chosen mystery at the appropriate oracle levels. Each of these spells counts as an oracle spell for you, but do not count against the number of oracle spells you know.

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

Sacred Office

Also at 4th level, your mission has taken root and is known through much of the land, conveying rumors both good and ill about your deeds. Choose one of the following.

Auspicious Collaborator

The higher powers you are attuned to have witnessed your deeds and bestowed upon you a quality of worthiness. Your requests for aid are perceived as opportunities for partnership rather than impositions.

People of all backgrounds are more drawn to help you than they would ordinarily be. You gain one specialty chosen from Culture or Persuasion, and you gain an expertise die on Persuasion checks related to seeking aid.

Divine Authority

Your connection to divine entities opens many doors. Sermons you give and courtesy calls you make to different religious groups put you in contact with a local representative of your faith, who is happy to strongly recommend you to another local leader. You gain one specialty chosen from Culture, Insight, or Persuasion. In addition, you gain an expertise die on Culture, Insight, and Persuasion checks made against local leaders to whom you are recommended that would otherwise be indifferent towards you.

Engaging Proclaimer

Your recitations of divine stories, songs, or chants quickly build and hold an audience’s attention, whether you are speaking to a packed tavern or a smaller gathering. You gain an expertise die on Performance checks to gather and hold the attention of 2 or more people. In addition, you gain two skill specialties, chosen from Performance and Religion.

 

 

Reputation

Your reputation for talented ministry and good works precedes you. Common folk frequently recognize you on sight, and those who do often have a friendly disposition towards you. They often ask you for counsel, favors, and blessings. The disposition of people they introduce you to are one stage better than normal (the indifferent become friendly, the hostile become indifferent).

Symbol Of Might

The strength of the powers you serve is obvious to anybody you interact with, and you are able to use it to garner a certain level of fear and compliance. You gain one Intimidation specialty, and you gain an expertise die on Intimidation checks made to convince others to comply with your demands. The people you intimidate are no longer friendly towards you, if they were previously.

Divine Presence

At 9th level, you bring the true presence of your divinity wherever you go. Choose one of the following.

Cosmic Idealist

Your moral compass aligns with the transcendent forces of the multiverse. Choose Chaotic, Evil, Good, Lawful, or one of the following: Chaotic and Evil, Chaotic and Good, Lawful and Evil, or Lawful and Good. You gain the chosen alignment trait or alignment traits. You can identify creatures that have the same alignment traits as you, and you have advantage when making Intelligence, Wisdom, or Charisma checks against them.

Additionally, you do not suffer negative effects from being on a plane with which you share an alignment trait.

Eyes of the Heart

You have a way of really seeing folk’s inner character. When you succeed on a contested Insight check, if the opposing creature’s Charisma score is equal to or less than your spell save DC, for the next 24 hours you do not need to make any further checks to recognize whenever that creature is lying, telling the truth, or excluding information.

Spiritual Salve

Your spiritual mindset has given you unique insights that can help you and your companions endure hardships. Your constant encouragements and proverbs allow allies within 30 feet of you to reroll a Constitution check or saving throw that they fail. If they do so, they must use the new roll. This feature cannot be used on saving throws made to maintain concentration on a spell. Once a creature has used your Spiritual Salve to make a reroll, it cannot do so again until it has finished a long rest.

Providence

At 10th level, the potency of your faith increases. Choose one of the following.

Divine Intervention

Beginning at 10th level, you can use an action to call on your deity to intervene on your behalf when your need is great. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The Narrator chooses the nature of the intervention; the effect of any cleric spell or cleric archetype spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest .

After each failed divine intervention roll, add 1 to the number required to succeed until it is a success, at which point it resets to your cleric level or below.

At 20th level, your call for intervention succeeds automatically, no roll required.

Prayer of Protection

After each long rest choose one damage type from the following list: cold, fire, force, lightning, necrotic, psychic, radiant, or thunder. You gain resistance to this damage type until the end of your next long rest.

Revelation

At 20th level, your ability to reveal deep lore and ancient secrets is unmatched. When you cast the spells augury, divination, or commune, you may ask one additional question as part of the spell.

With the epiphany feature, your additional question is asked as part of the initial bonus action, regardless of the spell used.

Signs of Divinity

Ancestral Guidance

In addition to the spells you normally prepare, you always have speak with dead prepared, and you can use this feature to cast it once between long rests without spending a spell slot. When you do so, you do not have to target a corpse; you can also target a grave marker, memorial, statue, painting, or other depiction of the deceased creature you wish to talk to. If the chosen creature is not dead, or if such a creature never existed in the first place, the spell fails.

Bedside Manner

Your insight and sympathy more than make up for your lack of formal medical training. You gain an expertise die on Medicine checks. In addition, you may always choose to use Charisma when making Medicine checks.

 

 

Bread and Fish

Your greater entity acts as a buffer to shield you from hardship, Preventing the first level of fatigue you would take each day.

Gentle Healer

During a short rest , you can spend uses from your healer’s satchel to aid your allies in their recovery. A creature you choose may roll expended Hit Dice twice, taking the higher result. You may not expend your own Hit Dice while using this feature, since you use all of your energies to heal your companions.

Graceful Fall

Falling from a height greater than 30 feet causes your greater entity to intervene. You are protected as if by the feather fall spell. This sign does not use your reaction.

Miraculous Discovery

You gain an expertise die on Investigation checks, and your passive Investigation score increases by 3. Additionally, you can always choose to use your Charisma when making Investigation checks.

Numinous Awareness

When you see a creature that appears to be a beast, you automatically recognize whether it is a celestial, fiend, or fey. You have advantage on Arcana and Medicine checks made to interact with magical wounds and maladies caused by celestials, fiends, and fey.

Premonition

You have the ability to interpret messages sent to you in dreams or visions by your greater entity. After each long rest you know either:

  • a piece of information that will help you in your endeavours before the end of your next long rest,

  • or, how one action will play out before the end of your next long rest. Roll a d20. Before the end of your next long rest, you may choose to replace any roll made by a creature that you can see within 30 feet of you with the result of this d20 roll.

The Narrator lets you know which benefit is available whenever you finish a long rest.

Preservation

Your connection to a greater entity allows you to sense poison or disease in food, drink, or other consumables. You must have had direct contact with them or their container in order to sense this corruption.

Prophetic Protection

Whenever you would trigger a trap, the Narrator makes a secret Charisma (Perception) check against the DC to spot the trap. On a success, you do not spot the trap but get a strong sense that moving any further will put you in danger.

Righteous Path

Divine intuition guides you through the tangled paths of constructed or inhabited areas without confusion. Once per day you may choose to walk the Righteous Path for 1 hour. While walking the Righteous Path, you are aware when enemies are within 60 feet of you, and you know if backtracking or alternate routes could avoid them. You can also use an action to sense if there are traps within 30 feet, but not the location or nature of the traps

Seek Truths

You gain an expertise die on Insight checks made to discern the truth. In addition, after you have made a successful Insight check opposed by a creature’s Deception check, you have advantage on Insight checks made against it for 24 hours.

Soothing Words

Your divinely-inspired counsel and wise advice can calm troubled minds. You may reduce one ally’s strife by one level. Once you use this feature, you cannot do so again until you finish a long rest.

Supernal Intuition

Choose a creature type from fiend, fey, celestial, elemental, or undead. You know when a creature of this type is within 60 feet of you, although you do not know its location. Nondetection protects against this feature. You may select this sign multiple times, choosing a different creature type each time.

Voice of Doom

Your personal knowledge of divine wrath and the end times make your proclamations utterly chilling. You gain an expertise die on Intimidation checks. In addition, you may always choose to use Wisdom when making Intimidation checks.

 

 

Oracle Curses

Each oracle must choose one of the following curses. These represent an incurable magical condition that is tied to your oracle abilities. As your oracle powers grow, your curse grants you additional abilities.

If your curse grants you a spell, it counts as an oracle spell for you and normally cannot be replaced. However, if your mystery and your curse grant you the same spell, you may choose another spell from the oracle spell list

Accursed

You are cursed such that magic seems to distort around you and cause frequent mishaps.

  • Beginning at 1st level, once per short rest, you may choose to roll a saving throw against a spell with advantage.
  • At 3rd level, you add hex to your known spells.
  • At 10th level, you add bestow curse to your known spells.
  • Beginning at 17th level, once per long rest, when you fail a saving throw against a magical spell or effect, you may choose to succeed instead.

Blackened

Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

  • At 1st level, you add burning hands to your known spells.
  • At 3rd level, you add flaming sphere to your known spells.
  • At 10th level, you add fireball to your known spells.
  • At 17th level, you add fire storm to your known spells.

Clouded

Your eyes are clouded as if you had severe cataracts. You struggle to see fine details.

  • At 1st level, you gain darkvision to a range of 60 feet (if you already have darkvision, its range extends by 30 feet).
  • At 3rd level, your darkvision extends by 30 feet.
  • At 10th level, you gain blindsight out to 15 feet.
  • At 17th level, your blindsight becomes true sight.

Consumed

Your connection to the Abyss and the demons that call it home has left you diminished but still able to scorn many mortal frailties.

  • Beginning at 1st level, once per long rest, when you become incapacitated, you may choose to have advantage on death saving throws for one minute.
  • Beginning at 3rd level, you have advantage on checks and saving throws to resist poison or disease.
  • Beginning at 10th level, you can go without food or water for a number of days equal to your oracle level before suffering any negative effects.
  • Beginning at 17th level, each time a creature within 30 feet takes damage, you gain 1 temporary hit point. These can be added to themselves but disappear after 1 hour. You can have a number of temporary hit points from this feature equal to your charisma modifier.

Deaf

Your sense of hearing is dull, forcing you to rely on other senses.

  • Beginning at 1st level, when you cast a spell, you do so without any verbal components it normally requires.
  • Beginning at 3rd level, you have advantage on perception checks that do not rely on hearing.
  • At 10th level, you gain tremorsense out to 20 feet.
  • At 17th level, you gain tremorsense out to 40 feet.

Deep One

The lure of the ocean tugs at your soul.

  • At 1st level, you gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.
  • At 3rd level, you gain a +1 bonus to AC as your skin thickens with aquatic scales.
  • Beginning at 10th level, you have advantage on attacks rolls and enemies have disadvantage on saving throws against your spells and abilities while underwater. In rain you gain an expertise die on attack rolls and enemies have disadvantage on saving throws.
  • Beginning at 17th level, you gain the benefits of the freedom of movement spell while underwater, and you can breathe underwater.

Elemental Imbalance

Your physical form manifests elemental power. For example, your skin might crackle with electricity if you choose air. Choose air, earth, fire, or water.

  • At 1st level, depending on your choice of element, you add one of the following to your spells known: feather fall (air), grease (earth), burning hands (fire), or create or destroy water (water).
  • At 3rd level, you add gust of wind (air), maximillian’s earthen grasp (earth), scorching rays (fire), or rime’s binding ice (water) to your spells known.
  • At 10th level, you add control winds (air), transmute rock (earth), flame strike (fire), or cone of cold (water) to your spells known.

 

 

  • At 17th level, you add whirlwind (air), flesh to stone (earth), fire storm (fire), or freezing sphere (water) to your spells known

Haunted

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

  • At 1st level, you add mage hand and thaumaturgy to your list of cantrips known.
  • At 3rd level, you add levitate to your list of spells known.
  • At 10th level, you add telekinesis to your list of spells known.
  • At 17th level, you add reverse gravity to your list of spells known.

Hellbound

Infernal influence grants you profane insight but weighs on your soul causing good-attuned creatures to instinctively distrust you.

  • At 1st level, you gain proficiency in persuasion or deception checks (your choice).
  • Beginning at 3rd level, you have advantage on saving throws to resist charm effects.
  • At 10th level, you gain resistance to fire.
  • At 17th level, you are immune to the charmed condition and spells that charm.

Infested

Insects, spiders, grubs, and other vermin plague you constantly. They crawl in your hair, fill your clothes, and fly or crawl into your mouth, nose, and ears.

  • At 1st level, you add infestation to your list of cantrips known.
  • Beginning at 3rd level, you have advantage on saving throws against insects and similar creatures (e.g. spiders).
  • At 10th level, you add giant insect and insect plague to your list of spells known. Choose one of the creatures listed in the giant insect spell, you are always infested by the small version of that creature and have it available for casting the spell.
  • Beginning at 17th level, you can condense part of your infestation into a focused mass that lifts you up. Once per short rest, as a bonus action, you gain a flying speed equal to your current speed. This effect lasts for 1 minute, until you choose to end the effect as a bonus action, or until you are incapacitated

Lame

One or both of your legs are deformed, giving you a noticeably altered gait.

  • Beginning at 1st level, your speed can never be reduced unless specifically reduced to 0 feet.
  • Beginning at 3rd level, you suffer no effect from the first or second levels of exhaustion.
  • At 10th level, you add haste to your list of spells known.
  • At 17th level, you add misty step and far step to your list of spells known

Plagued

You suffer indefinitely from a variety of diseases and conditions. While you struggle to resist new diseases, you have grown accustomed to the many inconveniences of sickness.

  • Beginning at 1st level, you can still be poisoned but the condition has no effect on you.
  • At 3rd level, you add ray of sickness to your list of spells known.
  • At 10th level, you add contagion to your list of spells known.
  • At 17th level, you become immune to the effects of disease and infestations, although you remain a carrier for such

Possessed

Another mind shares your body, interfering with your control.

  • Beginning at 1st level, you have advantage on saving throws to resist being possessed or dominated.
  • Beginning at 3rd level, once per short rest, you may reroll a failed constitution saving throw to maintain concentration on a spell.
  • At 10th level, you add dominate person to your list of spells known.
  • At 17th level, you add dominate monster to your list of spells known.

Reclusive

You are reclusive and paranoid to the point that your allies cannot easily help you in times of stress or unease.

  • Beginning at 1st level, spells you cast that target only yourself are treated as if they were one level higher.
  • Beginning at 3rd level, any spells you cast that target only yourself have double their normal duration.
  • At 10th level, you have advantage on saving throws to resist being charmed.
  • At 17th level, you become immune to the charmed condition.

 

 

Shadowbound

Your pigmentation is oddly colorless, and your eyes are sensitive to light.

  • At 1st level, you gain darkvision to a range of 60 feet (or the range of your darkvision increases by 30 feet),
  • At 3rd level, you add invisibility to your spells known.
  • At 10th level, you add greater invisibility to your spells known.
  • At 17th level, you are invisible while in darkness

Tongues

In times of stress or unease, you speak in tongues.

  • At 1st level, you learn how to speak and understand one of the following languages: Abyssal, Celestial, Draconic, Deep Speech, Infernal, Primordial, or Sylvan (your choice).
  • At 3rd level, you learn an additional language of your choice from the provided list.
  • At 10th level, you can understand (but not necessarily speak) any spoken language, as if under the effects of tongues.
  • At 17th level, you can speak and understand any language

Undeath

Somehow you have entered into a state of undeath against your will.

  • At 1st level, you gain resistance to necrotic damage.
  • At 3rd level, add false life to your list of spells known.
  • At 10th level, add negative energy flood to your list of spells known. You count as undead if you target yourself with the spell.
  • At 17th level, you gain immunity to necrotic damage

 

 

Oracle Mysteries

Oracles grow their divine power as they uncover deeper knowledge about a chosen mystery. This mystery can represent dedication to one ideal, devotion to deities that support your mystery, or a natural calling to champion a cause.

Oracle Mysteries
Mystery Description
Ancestor Mystery Specialize in Spirits
Bone Mystery Specialize in Undeath with a Servant
Dragon Mystery Specialize in Draconics like a Dragon Disciple
Life Mystery Specialize in Healing
Lunar Mystery Specialize in Illusion
Solar Mystery Specialize in Light and Fire
Winter Mystery Specialize in Cold

Ancestor Mystery

Oracles that pursue an ancestor mystery develop a close connection to ancestral spirits. These benevolent spirits assist the oracle in a variety of ways including granting advice or protecting them from harm

Ancestor Mystery Spells

Oracle Level Spells
2nd Unseen Servant, Heroism
3rd Spiritual Weapon, Augury
5th Spirit Guardians, Speak with Dead
7th Guardian of Faith, Divination
9th Telekinesis, Commune

Ancestral Weapon

At 2nd level, you learn the cantrip green-flame blade or booming blade (your choice). In addition, you learn to summon a melee weapon from your ancestral history without using an action. This weapon deals 1d8 bludgeoning, piercing, or slashing damage (your choice) and has a 5 foot range. You may use your charisma modifier on attack and damage rolls with the weapon, and you are considered proficient with it. You can summon your weapon a number of times per day equal to your charisma modifier. The weapon disappears after 1 minute, after 1 round if it leaves your grasp, or when you dismiss it as a bonus action.

Sacred Council

Beginning at 6th level, as an action, you can call upon your ancestors to provide council. This advice grants you advantage on your next ability check within one minute. You can use this ability a number of times per long rest equal to your charisma modifier.

Warrior Spirit

At 10th level, you have developed a close relationship with a warrior ancestor whom you can summon to subtly guide and protect you in combat, granting you the following benefits:

  • Once per short rest, when you fail a saving throw, you can choose to reroll and take the new result.
  • Once per long rest, as a bonus action, you can call the warrior ancestor to protect you. For the next minute, attacks targeting you have disadvantage.

Spirit Walk

Beginning at 14th level, once per long rest, as an action, you can become incorporeal and invisible. While in this form, you can move in any direction, pass through solid objects, and are resistant to nonmagical damage, but cannot perform actions, bonus actions, or reactions. You remain in this form for up to one minute or until you use your action to end the effect.

Blood of Heroes

Beginning at 18th level, the spirits of your ancestors surround you, assisting in every strike and spell against your foes. You gain a bonus to damage rolls equal to your charisma modifier. In addition, creatures within five feet have disadvantage on saving throws to resist your spells

Bone Mystery

Oracles of bone study death and undeath to grant themselves greater power over the mysteries of life, especially its end. Like life oracles, bone oracles seek to fathom life but do so to manipulate death rather than bestow health.

Bone Mystery Spell

Oracle Level Spells
2nd Sleep, Hideous Laughter
3rd Moonbeam, Augury
5th Enemies Abound, Crown of Madness
7th Confusion, Divination
9th Dream, Commune

Undead Servant

At 2nd level, you animate a humanoid corpse with undeath to serve you. This servant grows in power as you do. If your servant dies, you can spend your downtime during a long rest to reanimate it. Your servant is dismissed if you die.

Your undead servant uses the stat block on this page, which uses your proficiency bonus (PB) in several places.

In combat, the undead servant shares your initiative count, but it takes its turn immediately after yours.

 

 

Unless commanded otherwise, the servant approaches and attacks the nearest hostile creature that it has a clear path to (if two or more enemies are an equal distance away, you choose which your servant approaches).

You may use your bonus action to mentally command the servant to perform a different simple task, such as attacking a different target, taking the dodge action, dashing in a certain direction, or following you or another creature

Voice of the Grave

Beginning at 6th level, once per long rest, you can use your action to cast the spell Speak With Dead without expending a spell slot. When cast this way, you may ask a number of questions equal to your charisma modifier.

Armor of Bones

Beginning at 10th level, you can use the bones of a dead medium or larger creature to conjure bone armor onto your body as an action. Bone armor has the same characteristics as scale mail, but counts as light armor for the purposes of proficiency, does not give disadvantage to stealth checks, and weighs 15 pounds. When removed, this armor falls apart into the original set of bones used in its creation.

Undead Servant

Medium undead, unaligned


Armor Class
13 + PB
Hit Points
2 + your Charisma modifier + five times your oracle level (the servant has a number of hit dice [d8s] equal to your oracle level)
Speed
30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 10 (+0)

Damage Immunities
Poison
Condition Immunities
Charmed, Exhaustion(Fatigue and Strife), Poisoned
Senses
passive Perception 9
Languages
understands its Oracle
Proficiency Bonus (PB)
equals your bonus

Servant’s Bond. You add your PB to any ability check or saving throw that your servant makes


Actions

Touch of Death. your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB necrotic damage. On hit, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of both you and your servant until the beginning of your next turn.

Lifesense

Beginning at 14th level, you notice and locate living and undead creatures within 30 feet, as if you had blindsense. You can distinguish which creatures are living or undead.

Champion of the Undead

Beginning at 18th level, you can have two undead servants animated at a time. The servants continue to take their turn immediately following yours and you choose which servant acts first. When you use your bonus action to mentally command them, you can give each separate commands. In addition, creatures can be frightened by your undead servants’ touch of death attack even if they are immune to the frightened condition.

Dragon Mystery

Oracles seeking the mysteries of the dragons learn to become more like the majestic creatures. Channeling draconic power, an oracle may learn to take flight, breathe magical energy, or shrug off attacks with scaled skin

Dragon Mystery Spells

Oracle Level Spells
2nd Absorb Elements, Cause Fear
3rd Dragon’s Breath, Augury
5th Fly, Protection from Energy
7th Freedom of Movement, Divination
9th Summon Draconic Spirit, Commune

Draconic Resistance

Beginning at 2nd level, like the great dragons, you are not easily harmed or injured. You gain resistance to a chosen damage type (either acid, cold, fire, lightning, or poison). In addition, you have advantage on constitution saving throws against magic.

Dragon Sense

At 6th level, your senses take on a keen draconic edge. You gain darkvision with a range of 60 feet (or increase the range of your darkvision by 30 feet). In addition, you have advantage on perception checks involving sight

Imbued Magic

At 10th level, the primal power of dragonkind seethes within you imbuing your magic with destructive or protective draconic energy. When you cast a non-cantrip spell, you may choose one of the two following options: You deal damage equal to half your oracle level (rounded down) plus your charisma modifier to one creature of your choice that is hit by the spell or in its area of effect. The damage is the type chosen for the “draconic resistance” feature.

 

 

Choose one creature of your choice that is targeted by the spell or in its area of effect. That creature gains temporary hit points equal to half your oracle level (rounded down) plus your charisma modifier.

Dragon Wings

Beginning at 14th level, like the great dragons, you can take to the skies and terrorize opponents from above. As a bonus action, you can manifest leathery dragon wings that grant you a flying speed equal to your current speed. They last until you dismiss them as a bonus action.

Draconic Presence

Beginning at 18th level, those who would oppose are struck with terror at your draconic majesty. Once per long rest, as a bonus action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends

Life Mystery

Oracles that pursue the mysteries of life itself gain the power to heal and restore themselves and allies. They become so attuned with the essence of life they can detect the presence of living creatures, prevent disease, and direct the flow of damage and healing in combat.

Life Mystery Spells

Oracle Level Spells
2nd Cure Wounds, Healing Word
3rd Lesser Restoration, Augury
5th Aura of Vitality, Revivify
7th Aura of Life, Divination
9th Greater Restoration, Commune

Health Bond

Beginning at 2nd level, as a bonus action, you may create a bond between yourself and another willing creature. At the start of your turn, if the bonded creature has taken damage since the beginning of your last turn, it heals an amount of hit points equal to half the damage taken. You then take necrotic damage equal to half the amount of hit points healed, which ignores resistance or immunity.

You may have one bond active at a time. This bond continues until you or the bonded creature are reduced to 0 hit points or you choose to end it (requires no action)

Purifying Aura

Beginning at 6th level, allied creatures (including yourself) within 20 feet of you have advantage on saving throws to resist disease or poison.

Life Given and Taken

At 10th level, you learn to draw the life energy out of your foes and into your allies. When you heal a creature through a spell or the health bond feature, you also deal necrotic damage equal to half your oracle level (rounded down) plus your charisma modifier to all creatures of your choice within 5 feet of the healed target.

Lifesense

Beginning at 14th level, you notice and locate living and undead creatures within 30 feet, as if you had blindsense. You can distinguish which creatures are living or undead.

Healing Spirit

Beginning at 18th level, once per long rest, when you cast a spell that requires an action, you may become a beacon of pure healing energy. Once per round, while in this form, a creature that begins its turn within 5 feet of you or moves to within 5 feet of you automatically heals a number of hit points equal to 1d12 plus your charisma modifier, without requiring an action. When a creature is healed this way, you also heal the same number of hit points.

You may choose not to heal a creature, and you choose which creature (if any) is healed if there are multiple applicable targets at one time. You remain in this form for 1 minute, until you are incapacitated, or until you use a bonus action to end the effect.

Lunar Mystery

Individuals whose mysterious, divine powers are intimately linked to the moon, dreams, and madness, lunar oracles find inspiration and insight in lunar light.

Lunar Mystery Spells

Oracle Level Spells
2nd Sleep, Hideous Laughter
3rd Moonbeam, Augury
5th Enemies Abound, Crown of Madness
7th Confusion, Divination
9th Dream, Commune

Touch of Mana

Beginning at 2nd level, through subtle enchantment, your spells seem particularly effective to your allies but only in their mind.

Once per round, when you cast a spell, you may choose a creature that was targeted by the spell or in its area of effect. That creature gains a number of temporary hitpoints equal to twice the spell’s level. If the spell deals damage, the temporary hit points are applied after the damage is taken. These temporary hit points expire after 1 minute.

 

 

Only one creature may benefit from these temporary hit points at a time. If you grant temporary hit points to a second creature, the first loses theirs.

Nocturnal Companion

At 6th level, you gain the service of a faithful animal of the night. As an action, you can cast the spell find familiar without material components to summon this companion, which takes the form of a nocturnal animal (your choice upon casting), has the stats of a creature of your choice in the find familiar spell, and is fey.

As an action, when your familiar is in dim light or darkness, you can cause it to become invisible. The invisibility lasts until the familiar enters an area of bright light. Your familiar has proficiency in stealth checks and uses your charisma modifier for them in place of dexterity.

Moonlight Mantle

Beginning at 10th level, like the moon itself, you illusively reflect light to illude your foes. Once per short rest, as a bonus action, you can cause the effects of the mirror image spell on a willing creature that you can see, without expending a spell slot or requiring concentration.

Moonlight Script

Beginning at 14th level, during each long rest, while you sleep or trance, your hands produce mysterious writing that pertains to the future. This takes the form of a divination spell with two available questions. Both questions are asked before an answer to either has been received.

Lunacy

Beginning at 18th level, your spells carry with them the taint of madness. Once per round, when you cast a non-cantrip spell, you may choose one creature that was hit by the spell or in its area of effect to make a wisdom saving throw against your spell save DC. If a creature fails a saving throw to resist the spell, it automatically fails this wisdom saving throw.

On a failed save, that creature suffers the effects of the confusion spell and may attempt a wisdom saving throw at the end of each of its turns to end the effect.

On a successful save to resist or end the effect, the creature is immune to this ability for 24 hours.

Solar Mystery

Aimless wanderers and restless nomads, oracles of the solar mystery uncover meaning in the ever-changing positions of the sun and the stars in the sky. They draw power from the lights in the firmament to magically travel, enlighten hidden secrets, and burn their foes.

Solar Mystery Spells

Oracle Level Spells
2nd Faerie Fire, Guiding Bolt
3rd Flaming Sphere, Augury
5th Daylight, Fireball
7th Dimension Door, Divination
9th Dawn, Commune

Blistered Caress

At 2nd level, you learn to channel the hostile, unforgiving heat of the sun into your magic. You learn the cantrip fire bolt, which does not count against your oracle cantrips known. In addition, spells you cast of 1st level or higher deal additional fire damage equal to your charisma modifier to creatures of your choice affected by the spell.

Sungazer

Beginning at 6th level, you can study the sun and gaze upon any place light touches. Once per short rest, you may cast the spell clairvoyance, but only for visual observation and you can only place your sensor in places currently being touched by bright light. At 10th level, you may use the spell scrying to observe a creature or location touched by bright light instead. If a spell cast with this feature fails due to the target not being in bright light, your use of this ability is not expended.

Starlight Agility

Beginning at 10th level, you effortlessly weave and dodge like light from a flickering flame. If you move at least 15 feet in a straight line during your turn, creatures have disadvantage on attack rolls against you until the beginning of your next turn.

Sun Stride

Beginning at 14th level, you can travel between areas of bright light, granting you the following benefits:

  • As a bonus action, you may teleport to a location with bright light, bringing along objects or a willing creature (following the requirements of the dimension door spell). You can sun stride a number of feet per long rest equal to 20 times your charisma score (not modifier).
  • You gain the ability to sense locations of bright light within 100 feet.

Luminous Form

Beginning at 18th level, once per long rest, you can transform your body into violently churning light as a bonus action, granting you the effects of the spell blur and causing your body to shed bright light for a range of 30 feet and dim light an additional 30 feet.

 

 

Creatures that end their turn within 10 feet of your luminous form must make a constitution saving throw against your spell save DC or be blinded for 1d4 rounds. This form lasts for one minute or until you end it as a bonus action or fall unconscious.

Winter Mystery

Winter oracles draw upon the powers of cold and snow in their spells and abilities. Their magic is as debilitating as freezing northern winters, slowing and blinding the oracle’s foes to protect themselves and their allies.

Winter Mystery Spell

Oracle Level Spells
2nd Frost Fingers, Ice Knife
3rd Rime’s Binding Ice, Augury
5th Sleet Storm, Slow
7th Ice Storm, Divination
9th Cone of Cold, Commune

Snow Flurry

At 2nd level, your learn to manipulate cold and snow. You learn the cantrip ray of frost, which does not count against your oracle cantrips known.

In addition, once per round, when you target a creature with a spell, you may choose to create a flurry of snow around them that lasts until the beginning of your next turn. Creatures affected by the snow flurry are lightly obscured, and ranged attacks against those creatures are made with disadvantage

Commune with Winter

At 6th level, you learn to draw knowledge and insight from snowfall and ice. Once per long rest, in icy or snowy terrain, you may cast the spell commune with nature as an action without expending a spell slot. You may alternatively perform this feature in other terrain types, but you only learn one fact of your choice from those listed in the spell.

Icy Armor

Beginning at 10th level, you can freeze water around yourself to gain a layer of icy protection. Once per long rest, as an action, you can summon this ice armor which can be worn on top of regular armor and lasts for 1 hour. While wearing the armor, you gain a +2 bonus to AC and resistance to fire damage. If you take at least 20 points of fire damage at one time (before resistance), the armor melts and must be recreated to receive its benefits again. You still have resistance to the instance of fire damage that melted it.

Blizzard Soul

At 14th level, you become one with cold and winter, granting you the following benefits:

  • Both magical and nonmagical fog, clouds, sleet, rain, snow, etc. do not obscure or block your sight.
  • You gain resistance to cold damage.
  • You do not suffer any negative effects caused by a cold environment.

Freezing Magic

At 18th level, your wintry magic becomes extremely cold and debilitating. When a creature fails a saving throw against one of your spells that deals cold damage, it automatically suffers the effects of the slow spell until the beginning of your next turn.

Similarly, when you hit a creature with a spell that deals cold damage, that creature must make a constitution saving throw against your spell save DC. On a failure, the creature experiences the same slowing effects until the beginning of your next turn.

 

 

Barbarian Path: Path of the Battlerager

Followers of the three dwarf gods of war, battleragers are fearless warriors that specialize in the use of spiked armor, allowing them to use their very bodies as weapons. Faith, fury and their esoteric fighting style come together to make battleragers a terrifying force to be reckoned with, one that has been the vanguard of many great dwarven victories.

The deity a battlerager worships often influences their attitude. Followers of Haela Brightaxe display the carefree recklessness that has come to represent these warriors in the eyes of other races. Ardents of Clangeddin Silverbeard are honorable and valorous, and many an Underdark scout has been thankful for the vigilance shown by a devotee of Gorm Gulthyn.

Restriction: Followers of the Dwarven Pantheon Only

Dwarves are the main followers of the Path of the Battlerager, as they fulfill a particular niche in dwarven society and culture. Rarely, members of other races who worship the Mordinsamman also take up this path.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realm

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to construct spiked armor and use it as a weapon. During a long rest, you can create spiked armor using a set of light or medium armor and 10 gp worth of iron or steel. The armor retains all its original properties, except it allows you to use any features that reference spiked armor.

While wearing spiked armor, you can use your armor spikes as a melee weapon you’re proficient in that deals 1d4 piercing damage. You use your Strength modifier for attack and damage rolls. When you rage while wearing spiked armor, and as a bonus action on subsequent turns, you can make one weapon attack with your armor spikes.

Additionally, when you successfully grapple a creature and are wearing spiked armour, the creature takes piercing damage equal to 1d4 + your Strength modifier

Furious Strikes

At 6th level, your faith and fury overcome the most resilient of foes. While raging, your armor spike attacks, and damage you deal with your Battlerager features, counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Reckless Abandon

Starting at 6th level, you gain a bonus to your rage hitpoints equal to your Constitution modifier (minimum 1).

Resolute Purpose

At 10th level, your dedication to battle hardens you against cowardly traps and mundane dangers; no battlerager wishes to die an ignoble death. You have advantage on saving throws against fatigue, and you have resistance to damage dealt by environmental hazards (such as a pool of acid, an avalanche, or lava) or traps

Spiked Retribution

Starting at 14th level, your mastery of spiked armor allows you to retaliate against melee attackers with impunity. When a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to your Strength modifier if you are raging, aren’t incapacitated, and are wearing spiked armor.

 

 

Cleric Domain: Knowledge Domain, Revised

Knowledge Domain Spells

Knowledge Domain
Cleric Level Spells
1st comprehend languages, identify
3rd augury, detect thoughts
5th clairvoyance, nondetection
7th arcane eye, confusion
9th legend lore, scrying

Blessings of Knowledge

At 1st level, you learn two languages of your choice and become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Illuminated Intuition

Starting at 1st level, whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge.

As an action, choose one language, skill or tool that you do not have proficiency with. You gain proficiency with the chosen language, skill or tool until you finish a short or long rest.

Channel Divinity: Gift of Insight

At 6th level, you can use your Channel Divinity to grant flashes of divine insight to yourself and your allies.

As a bonus action on your turn, you can choose yourself or a creature you can see within 30 feet of you to receive divine guidance. The chosen creature has advantage on all attack rolls, saving throws and ability checks they make until the start of your next turn.

Potent Spellcasting

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

Eyes of the Seeker

Starting at 17th level, your holy gaze cannot be deceived. You gain truesight with a range of 30 feet.

Nature Domain, Revised

Nature Domain Spells

Nature Domain
Cleric Level Spells
1st animal friendship, goodberry
3rd animal messenger, healing spirit
5th conjure animals, plant growth
7th blight, dominate beast
9th conjure elemental, insect plague

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons and the Animal Handling and Nature skills.

Acolyte of Nature

Also at 1st level, you learn the druidcraft cantrip and one other cantrip of your choice from the druid spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Gifts of Nature

Starting at 2nd level, you can use your Channel Divinity to prepare your companions for the dangers of the wilds.

As an action, you bless yourself and up to five creatures you can see within 30 feet of you with a boon from your god. Choose one of the following adaptations:

  • The creature gains a swimming speed equal to its walking speed and can breathe underwater.

  • The creature’s walking speed increases by 10 feet and it ignores difficult terrain.

  • The creature is immune to poison and disease.

  • The creature gains darkvision with a range of 60 feet and has advantage on Wisdom (Perception) checks. If the creature already has darkvision from its race, its range increases by 30 feet.

  • The chosen creatures gain this adaptation for 1 hour.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike

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

 

 

Nature’s Embrace

At 17th level, you master the lessons of nature. When you finish a short or long rest, you can choose one of the adaptations provided by Gifts of Nature. You gain this adaptation until you finish a short or long rest.

In addition, when you use Gifts of Nature you can choose two adaptations instead of one.

 

 

Monastic Tradition: Way of the Drunken Fist (revised)

The Way of the Drunken Fist teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

Alcoholic Dance

When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it. You can take a sip of your brewer’s supplies as a bonus action and gain temporary hit points equal your Wisdom modifier.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your movement. Whenever you use your focus features.

  • Drunken Movement. If you use at least 1 exertion on your turn your movement becomes very difficult to follow. You gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

  • Drunken Stance. When you make a reaction attacks you can automatically push your opponent 5 feet.

  • Drunken Fall. When you have been attacked with a melee attack roll, as a reaction you can fall prone and rolling half your speed without taking opportunity attacks, and until the beginning of your next turn your enemies have no advantage in hitting you because you are prone.

The Drunken Gods Style

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

  • The Drunken God of the Jar. Once per turn, when a creature misses or hits you with a melee attack roll, as a free action you can drink a sip of your brewer’s supplies.

  • The Drunken God Limp. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

  • The Drunken God Seeing Double. When a creature misses you with a melee attack roll, as a reaction you can cause that attack to target one creature of your choice, other than the attacker, that you can see within 5 feet of you or the creature. Reroll the attack and use the new result.

Fierce Drinker

Starting at 11th level, the properties of your brewer’s supplies take on special effects on you; every time you drink you can choose to have one of these effects.

  • Drunkard’s Luck. 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, as a free action you can drink and spend 1 exertion to cancel the disadvantage for that roll.

  • Drunkard’s Constitution. Every time you drink thanks to the ability “The Drunken God of the Jar” you can spend 1 exertion and choose to gain temporary hit points equal to one roll of your Martial Arts die + your Wisdom modifier.

  • A Drunkard’s Breath. Every time you drink thanks to the ability “The Drunken God of the Jar” you spend 1 exertion choise to spit it on a creature within 5 feet of you, it must succeed on a Dexterity saving throw. On a failed save, the target has disadvantage on the next attack roll it makes. Or you can choose to ignite the alcohol and deal 1 martial arts die plus your Wisdom modifier of fire damage.

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 your walking speed increases by another 10 feet and you can make up to three additional attacks with it (up to a total of four Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.

 

 

Monastic Tradition:
Way of the Four Elements

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many adepts of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Initiate of the Way

When you choose this tradition at 3rd level, you learn how to manipulate the four elements in subtle ways. You learn two of the following cantrips: control flames*, gust*, mold earth*, or shape water*. You learn two additional cantrips from this list at 6th level.

Disciple of the Elements

At 3rd level, you learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend exertion points when you use them. You learn two elemental disciplines of your choice, which are detailed in the elemental disciplines sections below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.

Whenever you gain an adept level, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 of the Player’s Handbook 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. When you cast a spell with a discipline, it is cast at the spell’s lowest level unless otherwise specified.

Once you reach 5th level in this class, you can spend additional exertion to increase the level of an elemental discipline spell that you cast, 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 exertion you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast burning hands, you can spend 2 exertion to cast it as a 2nd-level spell (the discipline’s base cost of 1 exertion plus 1). The maximum number of exertion (its base exertion cost plus any additional points) that you can spend on the spell is 2, unless a discipline specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level

At level 6, you can use flurry of blows as a bonus action (costing the same exertion as usual) after using any of the disciplines granted by this tradition.

3rd Level Elemental Disciplines

Starting at 3rd level, you can learn the following disciplines:

Become the Teapot. You roll with the incoming energy, attuning to element, becoming it. You can spend 1 exertion to cast absorb elements*.

Effortless Step. The air around you works in unison with your movements, rising you up as you jump. Your jump height and distance are doubled (quadrupled with Step of the Wind) and you gain advantage on Strength (Athletics) checks related to jumping.

Enduring Mountain Stance. Your body and mind becomes as rigid and unyielding as the ground below you. Your ki roots your feet into the ground and you become immovable. When you use the Dodge action, you cannot be moved, pushed, grappled, frightened, or knocked prone against your will until the start of your next turn, even if magically compelled to do so. You must be standing on the ground to use this ability.

Fangs of the Fire Snake. Your arms and legs become enveloped in roaring gouts of flame. When you make an unarmed attack on your turn, you can choose to strike out tendrils of flames which stretch out beyond your normal reach. Your reach increases by 5 feet for that attack, and it deals fire damage instead of bludgeoning damage. If the attack hits you can spend 1 exertion to deal an extra 1d10 fire damage.

Fang of the Frost Wolf. You summon a shard of razor- sharp ice and fling it at your foe. You can spend 1 exertion to cast ice knife*.

Fist of Four Thunders. You slam your fists together in front of you, causing a thunderous boom that blows away everything around you. You can spend 1 exertion to cast thunderwave.

Fist of Unbroken Air. You summon a swirling wind and concentrate it around your fist. When you make an unarmed attack on your turn, you can choose to strike out condensed bursts of air which stretch out beyond your normal reach. Your reach increases by 10 feet for that attack. If the attack hits you can spend 1 exertion to force the target to make a Strength saving throw or be pushed back 10 feet and be knocked prone.

Golden Snake’s Icy Path. Whenever you take the Dash action, until the end of your turn for any movement you make along a surface you can leave a trail of slippery ice. This ice counts as difficult terrain and lasts until the start of your next turn.

Rumbling Badger. You shake the ground, causing a tremor that knocks over your foes. You can spend 1 exertion to cast earth tremor*.

Rush of the Gale Spirits. You send a blast of air outward with a thrust of your open palm. You can spend 2 exertion to cast gust of wind.

 

 

Shape the Raincloud. You can spend 1 exertion to cast create or destroy water.

Sweeping Cinder Strike. With a wide sweeping gesture, you summon forth a barrage of hot cinders. You can spend 1 exertion to cast burning hands.

Water Whip. You summon a long, rubbery whip of pure water that you grip by one end. You can spend 1 exertion as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes bludgeoning damage equal to your Martial Arts die + your Wisdom modifier, plus an extra 1d10 bludgeoning damage for each additional exertion you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. You can’t use Water Whip and cast a spell during the same turn.

6th Level Elemental Disciplines

Starting at 6th level, you can learn the following disciplines:

A Leaf on the Wind. A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.

Burning Ember Flourish. You reach out with your ki to snuff out a source of fire, causing it to go out with a bang or to sputter black smoke. You can spend 2 exertion to cast pyrotechnics*.

Crushing Hand of the Mountain. You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 2 exertion to cast maximilian’s earthen grasp*.

Curtain of Unyielding Wind. You let out a fierce howl as a mighty wind begins swirling around you. You can spend 2 exertion to cast warding wind*.

Gong of the Summit. You strike the air as if it were a gong. You can spend 2 exertion to cast shatter.

Hatchling’s Flame. You focus your ki into a torrent of fire that streaks away from you. You can spend 2 exertion to cast aganazzar’s scorcher*.

Impenetrable Iron Tortoise Shell. You summon an earthen barrier to defend yourself or an ally. As a reaction, you may spend 2 exertion to use your Deflect Missiles ability against an attack you can see within 30 feet of you. Any damage not prevented by this ability is taken by the original target of the attack. If you reduce the damage to 0, you can’t make an attack with it.

Mote of the Sun. Your ki manifests as a roaring orb of fire. You can spend 2 exertion to cast flaming sphere.

Patient Badger Listens. You reach out with your ki to the ground beneath you. You can spend 2 exertion as a bonus action to gain tremorsense with a range of 30 feet and a burrow speed equal to half of your walking speed for up to 1 minute. Your movement leaves behind a tunnel that remains for as long as this ability is active, and then collapses.

Red Dragon’s Claws. Rays of fire spring from your outstretched hand to sear your foes. You can spend 2 exertion to cast scorching ray.

Swarming Ice Rabbit. A flurry of magic snowballs erupts from a point you choose within range. You can spend 2 exertion to cast snilloc’s snowball swarm*.

Water Jet. You can spend 2 exertion as an action to unleash a jet of water in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to your Martial Arts die + your Wisdom modifier on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.

11th Level Elemental Disciplines

Starting at 11th level, you can learn the following disciplines:

Dance of Three Ways. You summon six spheres of earth from the ground, suspend them in the air around you, and ignite them with your fiery ki. With a thought, you launch these blazing meteors at your foe. You can spend 3 exertion to cast melf’s minute meteors*.

Earth Reaches for Sky. Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 3 exertion to cast erupting earth*.

Eternal Mountain Defense. Your body hardens to stone, nearly impervious to weapons. You can spend 4 exertion to cast stoneskin, targeting yourself.

Flames of the Phoenix. With a hand motion, you conjure a tiny bead of burning energy. You spend 3 exertion to cast fireball.

Fist of the Elements. The elements swirl around your weapon. You can spend 3 exertion to cast elemental weapon, choosing from only the damage types cold, fire, or thunder. Your unarmed strikes count as a weapon for the purposes of this discipline.

Hua’s Water Prison. You conjure up a sphere of water that engulfs and imprisons foes that touch its surface. You can spend 4 exertion to cast watery sphere*.

Mist Stance. A swirling mist envelopes your body and you merge with it, becoming a cloud. You can spend 3 exertion to cast gaseous form, targeting yourself.

One with the Tides. You reach out with your ki and become one with water. You spend 2 exertion as an action to gain underwater adaptations for 8 hours. While this ability is active, you can breath normally underwater, you gain a swim speed equal to your walking speed, and you gain blindsight with a radius of 60 feet while underwater.

 

 

Rain of the Frigid Glacier. You cool the air in the skies above you, condensing the water droplets into freezing rain and sleet. You can spend 3 exertion to cast sleet storm.

Raise the Troubled Earth. You stir the earth around you into action, summoning a wall of sand to serve as your barricade. You can spend 3 exertion to cast wall of sand*.

Raise the Still Waters. Though water can give way easily, it can just as easily offer great resistance. You can spend 3 exertion to cast wall of water*.

Ride the Wind. You summon a mighty wind that envelopes your body, sweeping you to where you want to go. You spend 3 exertion to cast fly, targeting yourself, except your fly speed is equal to your movement speed.

River of Hungry Flame. You sweep your hands upward, causing a wall of blazing hot fire to leap up from the ground. You can spend 4 exertion to cast wall of fire.

Sea’s Fury. You conjure up a mighty wave of water that crashes down on your foes. You can spend 3 exertion to cast tidal wave*.

Shape of the Flowing River. You touch the body of water with your ki, coaxing it to change its form. You can spend 4 exertion to cast control water.

Spellfist Stance. You effortlessly flow between martial and elemental assault. When you use your action to use an elemental discipline, you can make one unarmed strike as a bonus action, or you can use your Flurry of Blows.

Sweeping Crosswind. A wall of strong wind rises from the ground, batting away anything in its path. You can spend 3 exertion to cast wind wall.

17th Level Elemental Disciplines

Starting at 17th level, you can learn the following disciplines:

Avatar of the Elements. As an ultimate display of your mastery of the elements, you can spend 5 exertion as an action to have the elements of earth, fire, air, and water form a protective sphere around your body, gaining multiple benefits for 1 minute. While this ability is active, you have resistance to bludgeoning, piercing, slashing, cold, fire, lightning, and thunder damage. You also gain a burrow, fly, and swim speed equal to your movement speed. Lastly, you can use any of the following abilities as a bonus action:

  • You create a small earthquake on the ground in a 15-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone.
  • You create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
  • You create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
  • You create a 15-foot cone of ice shards extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution save throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Breath of Winter. You inhale deeply and then exhale, blasting a cone of frigid air out in front of you that freezes everything in its path. You can spend 5 exertion to cast cone of cold.

Eyes of Fire. Your foes may try to hide in darkness, but their ki lights up like a torch to you. You may cast see invisibility without expending any exertion. In addition, while under the effects of see invisibility, you may spend 2 exertion as a bonus action to gain truesight until the end of your next turn.

Eye of the Hurricane. You stretch out your ki to embrace the winds. You can spend 5 exertion to cast control winds*.

Mold the Mountain. You master the many forms that earth may take. You can spend 5 exertion to cast transmute rock*.

Swirling Crab’s Revenge. Your ki manifests as a swirling pool of water, smashing and pulling your foes towards its center. You can spend 5 exertion to cast maelstrom*.

Wave of Rolling Earth. The ground shakes and emits a low rumble as a wall of stone erupts up into being. You can spend 5 exertion to cast wall of stone.

 

 

Way of the Kensei (revised)

Adepts of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword-fighting, the tradition has expanded to include many different weapons.

A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the Kensei views it as a tool to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice and study.

Path of the Kensei

When you choose this tradition 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 Weapon Arts. You gain proficiency with martial wepons, and any martial weapon that lacks the special or heavy properties becomes an adept weapon for you, as well as the glaive and longbow (though these may be known to you by other names, such as guandao or naginata and daikyu). These weapons lose the heavy property when you use them as adept weapons. When an adept feature would require an unarmed strike, you can substitute a melee weapon attack, but the weapon’s normal damage is replaced by a roll of your Martial Arts die.

Agile Parry. When you are hit with an attack while holding an adept weapon that lacks the reach trait, you can use your reaction to gain a bonus to your Armor Class against the triggering attack, potentially turning it into a miss. The bonus equals your proficiency bonus

Kensei Shot. You can use a bonus action on your turn to make your ranged attacks with an adept weapon more deadly. When you do so, any target you hit with a ranged attack using an adept weapon takes extra damage equal to your Martial Arts die. 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

Empowered Weapons

At 6th level, you extend your focus into your adept weapons. Your attacks with your adept weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

One with the Blade

At 6th level you gain the following benefits:

Deft Strike. When you hit a target with an adept weapon, you can spend up to 3 exertion to cause the weapon to deal extra damage to the target. The bonus is equal to your Martial Arts die times the exertion spent. You can use this feature only once on each of your turns.

Stunning Shot You can use your Stunning Strike feature when you make a ranged weapon attack with an adept weapon, for the cost of 1 additional exertion

You cannot make use of both benefits on the same turn

Sharpen the Blade

At 11th level, you gain the ability to augment your weapons further with your focus. As a bonus action, you can expend up to 3 exertion to grant one adept weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of exertion you spent. If the weapon was already a magic weapon with a bonus to attack and damage rolls, you cannot increase the total bonus beyond +3.

This bonus lasts for 1 minute or until you use this feature again.

Unerring Accuracy

At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using an adept weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.

 

 

Way Of The Sun Soul (Revised)

Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range equal to your movement speed. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Adept table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 exertion to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Changes made and why?

Changed the range from a static 30ft to matching movement speed to solve the complaint of “why use range when I can just run up to them punch and run away at higher levels.”

Searing Arc Flare

At 6th level, you gain the ability to channel your exertion into bright waves of energy.

Immediately after you take the Attack action on your turn, you can spend 2 exertion to produce a blinding flash of light in a 15 ft cone in front of you. Each creature within the cone must make a Dexterity saving throw. A creature takes 3d6 radiant damage and is blinded until the start of your next turn on a failed save, or half as much damage and not blinded on a successful one.

You can spend additional exertion to make a stronger blast. Each additional exertion you spend increases the damage by 1d6 and range by 5ft. The maximum number of exertion (2 plus any additional points) that you can spend on the spell equals half your Adept level.

Changes made and why?

Instead of just casting burning hands, this attack does the same amount of damage but in radiant as to keep consistency with the rest of the subclass, the blinding aspect was to make up for the fact that the Monk’s stunning strike (which costs half the amount of ki) gets underused with this subclass and to make up for the fact that once again punching and running away would otherwise be more effective. Additionally by making the effect last until the START of your next turn, this allows a pseudo-support ability.

Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you 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 succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere’s damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

Changes made and why?

Nothing, this move already rocks and has a reasonable cost

Sun Shield and Undying Resolve

At 17th level, you’re able to wreath yourself in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

Additionally, if your hitpoints are reduced to 0, or you are required to make a death saving throw, instead, if you wish, you may choose to regain consciousness and stand up if prone. You then regain half your maximum hitpoints and gain the effects of the haste spell, without the resulting lethargy. If this ability is activated it can’t be used again until you’ve completed a long rest.

Changes made and why?

Kept the glowing effects for the sake of flavour more than anything, but the entirety of the ability is redone, taking some inspiration from the celestial warlock’s level 15 ability.

The choice of returning with a burst of strength also references DBZ as whenever a Saiyan takes damage, they get stronger once they heal.

 

 

Warlock Patron: The Undying (Revised)

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock’s Crypt, and Gilgeam, the God-King of Unther.

Expanded Spell List

The Undying 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.

The Undying Expanded Spells
Warlock Level Spells
1st False Life, Ray of Sickness
3rd Blindness/Deafness, Silence
5th Bestow Curse, Speak with Dead
7th Aura of Life, Death Ward
9th Contagion, Legend Lore

Defy Death

Starting at 1st level, you can give yourself vitality when you cheat death. You can regain hit points equal to 1d8 + your Charisma modifier (minimum of 1 hit point) when you succeed on a death saving throw.

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

Corpse Puppeteer

When you reach 6th level in this class, you gain the ability to control the dead.

As an action, you can turn a pile of bones or a corpse of a Small or Medium humanoid within 10 feet of you into a skeleton (if you chose bones) or a zombie (if you chose a corpse). The creature’s hit point maximum is increased by an amount equal to your Warlock level, and it gains a bonus to its attack and damage rolls equal to your Charisma modifier.

You can use a bonus action to mentally command the creature you made with this feature, provided that creature is within 60 feet of you. If you have created multiple creatures using this feature, you can issue the same command to any or all of them using a single bonus action, provided each creature you issue the command to is within range. You can command the creature to do something specific, such as move to a specific location and / or take a specific action, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

A creature created using this feature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must use this feature on the creature again before the 24 hours ends.

You can use this feature a number of times equal to your half your Warlock level (rounded down), and regain all expended uses when you finish a long rest.

Undying Nature

By the time you reach 10th level in this class, your body has become resistant to the weaknesses of mortal flesh. You gain the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Immune to the Grave

By the time you reach 14th level in this class, you are so accustomed to walking the line between life and death that it is almost impossible for you to be forced across that line unwillingly. You have advantage on death saving throws, and cannot be killed instantly by massive damage.

Additionally, if you die, you can choose to come back to life. You can cast the raise dead spell on yourself from beyond the grave, requiring no components. Once you come back to life this way, you cannot do so again for 14 days.

 

 

Spell Lists

Arcanist Spells

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Cause Fear
  • Charm Person
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Grease
  • Hideous Laughter
  • Ice Knife
  • Identify
  • Jump
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Silent Image
  • Silvery Barbs
  • Sleep
  • Tasha’s Caustic Brew
  • Thunderwave
  • Witch Bolt
2nd Level
  • Acid Arrow
  • Aganazzar’s Scorcher
  • Alter Self
  • Arcanist’s Magic Aura
  • Blindness/Deafness
  • Blur
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Levitate
  • Maximillian’s Earthen Grasp
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nathair’s Mischief
  • Phantasmal Force
  • Rime’s Binding Ice
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Snilloc’s Snowball Swarm
  • Spider Climb
  • Suggestion
  • Tasha’s Mind Whip
  • Vortex Warp
  • Warding Wind
  • Web
3rd Level
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Lightning Bolt
  • Major Image
  • Melf’s Minute Meteors
  • Protection from Energy
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Sickening Radiance
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Arcane Hand
  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Dawn
  • Dominate Person
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Legend Lore
  • Scrying
  • Seeming
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Light
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Disintegrate
  • Eyebite
  • Globe of Invulnerability
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Scatter
  • Sunbeam
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Power Word Pain
  • Project Image
  • Reverse Gravity
  • Symbol
  • Teleport
  • Whirlwind

 

 

8th Level
  • Abi-Dalzim’s Horrid Wilting
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Incendiary Cloud
  • Maddening Darkness
  • Power Word Stun
  • Sunburst
9th Level
  • Gate
  • Imprisonment
  • Invulnerability
  • Meteor Swarm
  • Power Word Kill
  • Psychic Scream
  • Time Stop
  • Wish

Bloodrager Spells

Cantrips (0 Level)
  • Altered Strike
  • Arcane Muscles
  • Blade Ward
  • Booming Blade
  • Calculate
  • Dancing Lights
  • Friends
  • Green-Flame Blade
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Shape Water
  • Sword Burst
  • True Strike

1st Level
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Chaos Bolt
  • Chromatic Orb
  • Color Spray
  • Detect Magic
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Heroism
  • Ice Knife
  • Jump
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Tasha’s Caustic Brew
  • Thunderwave

2nd Level
  • Aganazzar’s Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Darkvision
  • Dragon’s Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Maximillian’s Earthen Grasp
  • Mirror Image
  • Misty Step
  • Pyrotechnics
  • Rime’s Binding Ice
  • Scorching Ray
  • Shadow Blade
  • Shatter
  • Snilloc’s Snowball Swarm
  • Spider Climb
  • Warding Wind
  • Web
3rd Level
  • Ashardalon’s Stride
  • Blink
  • Counterspell
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Flame Arrows
  • Fly
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Melf’s Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step
  • Tidal Wave
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Blight
  • Death Ward
  • Dimension Door
  • Greater Invisibility
  • Ice Storm
  • Polymorph
  • Sickening Radiance
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Insect Plague
  • Skill Empowerment
  • Steel Wind Strike
  • Telekinesis
  • Wall of Light
  • Wall of Stone

Keeper Spells

Cantrips
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Elemental Blessing
  • Friends
  • Frostbite
  • Guidance
  • Gust
  • Infestation
  • Mold Earth
  • Resistance
  • Shamanic Command
  • Shape Water
  • Shocking Grasp
  • Spare the Dying
  • Thunderclap
1st level
  • Alarm
  • Animal Friendship
  • Bane
  • Bless
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Cure Wounds
  • Comprehend
  • Languages
  • Detect Evil and Good
  • Detect Magic
  • Disguise Self
  • Heroism
  • Hideous Laughter
  • Identify
  • Practitioner’s Rites
  • Purify Food and Drink
  • Speak With Animals
  • Spirit Dive
  • Unseen Servant
2nd level
  • Aid
  • Animal Messenger
  • Arcane Lock
  • Augury
  • Bind Implement
  • Calm Emotions
  • Enhance Ability
  • Enthrall
  • Gentle Repose
  • Guise
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Nystul’s Magic Aura
  • See Invisibility
  • Skywrite
  • Summon Beast

 

 

3rd level
  • Animate Dead
  • Clairvoyance
  • Dispel Magic
  • Glyph of Warding
  • Magic Circle
  • Nondetection
  • Phantom Steed
  • Sending
  • Speak With Dead
  • Speak With Plants
  • Spirit Flood
  • Spirit Shroud
  • Summon Fey
  • Summon Shadowspawn
  • Summon Undead
  • Tongues
4th level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Dimension Door
  • Elemental Bane
  • Locate Creature
  • Mordenkainen’s Private Sanctum
  • Polymorph
  • Summon Aberration
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
  • Vengeful Spirits
5th level
  • Animate Objects
  • Bind Demesne
  • Commune With Nature
  • Conjure Elemental
  • Contact Other Plane
  • Danse Macabre
  • Dispel Evil and Good
  • Dream
  • Geas
  • Greater Restoration
  • Hallow
  • Infernal Calling
  • Insect Plague
  • Planar Binding
  • Scrying
  • Summon Celestial
  • Summon Draconic Spirit
  • Teleportation Circle
6th level
  • Arcane Gate
  • Conjure Fey
  • Create Undead
  • Forbiddance
  • Magic Jar
  • Planar Ally
  • Soul Cage
  • Summon Fiend
  • True Seeing
7th level
  • Conjure Celestial
  • Etherealness
  • Plane Shift
  • Power Word Pain
  • Symbol
  • Teleport

Magus Spells

Cantrips
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Green-flame Blade
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Mold Earth
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • True Strike
1st Level
  • Absorb Elements
  • Burning Hands
  • Cause Fear
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Find Familiar
  • Grease
  • Hideous Laughter
  • Ice Knife
  • Identify
  • Jump
  • Magic Missile
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
2nd Level
  • Acid Arrow
  • Aganazzar’s Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Earthbind
  • Enlarge/Reduce
  • Flaming Sphere
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Magic Weapon
  • Maximilian’s Earthen Grasp
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Ray of Enfeeblement
  • Scorching Ray
  • Shadow Blade
  • Shatter
  • See Invisibility
  • Spider Climb
  • Suggestion
  • Web
3rd Level
  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Protection from Energy
  • Sending
  • Sleet Storm
  • Slow
  • Spirit Shroud
  • Thunder Step
  • Tidal Wave
  • Tiny Hut
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
4th level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Control Water
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Locate Creature
  • Phantasmal Killer
  • Resilient Sphere
  • Secret Chest
  • Sickening Radiance
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th level
  • Arcane Hand
  • Cloudkill
  • Cone of Cold
  • Control Winds
  • Dawn
  • Dominate Person
  • Far Step
  • Hold Monster
  • Immolation
  • Legend Lore
  • Mislead
  • Modify Memory
  • Negative Energy Flood
  • Scrying
  • Seeming
  • Steel Wind Strike
  • Synpatic Static
  • Telepathic Bond
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone

 

 

Oracle Spells

Cantrips (0 Level)
  • Chill Touch
  • Dancing Lights
  • Guidance
  • Infestation
  • Light
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Resistance
  • Sacred Flame
  • Sapping Sting
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • True Strike
  • Word of Radiance
1st Level
  • Absorb Elements
  • Bane
  • Bless
  • Chaos Bolt
  • Chromatic Orb
  • Color Spray
  • Command
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Gift of Alacrity
  • Guiding Bolt
  • Healing Word
  • Identify
  • Inflict Wounds
  • Protection from Evil and
  • Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
  • Silent Image
  • Sleep
2nd Level
  • Aid
  • Alter Self
  • Augury
  • Blindness/Deafness
  • Blur
  • Borrowed Knowledge
  • Calm Emotions
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Object
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Prayer of Healing
  • Protection from Poison
  • See Invisibility
  • Silence
  • Spider Climb
  • Spiritual Weapon
  • Suggestion
  • Warding Bond
  • Web
  • Wither and Bloom
  • Zone of Truth
3rd Level
  • Animate Dead
  • Beacon of Hope
  • Bestow Hope
  • Blink
  • Catnap
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fast Friends
  • Fear
  • Feign Death
  • Fly
  • Glyph of Warding
  • Hypnotic Pattern
  • Incite Greed
  • Life Transference
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Meld into Stone
  • Motivational Speech
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Control Water
  • Death Ward
  • Dimension Door
  • Divination
  • Freedom of Movement
  • Greater Invisibility
  • Guardian of Faith
  • Locate Creature
  • Sickening Radiance
  • Stoneskin
5th Level
  • Commune
  • Commune with Nature
  • Contact Other Plane
  • Contagion
  • Creation
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Enervation
  • Far Step
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Holy Weapon
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying
  • Seeming
  • Skill Empowerment
  • Wall of Light
6th Level
  • Circle of Death
  • Create Undead
  • Eyebite
  • Find the Path
  • Forbiddance
  • Globe of Invulnerability
  • Harm
  • Heal
  • Heroes’ Feast
  • Mass Suggestion
  • Mental Prison
  • Planar Ally
  • Sunbeam
  • Tasha’s Otherworldly Guise
  • True Seeing
7th Level
  • Crown of Stars
  • Divine Word
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Regenerate
  • Symbol
  • Teleport
  • Temple of the Gods
8th Level
  • Antimagic Field
  • Control Weather
  • Dominate Monster
  • Holy Aura
  • Power Word Stun
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Mass Heal
  • Power Word Kill
  • Prismatic Wall
  • True Resurrection

 

 

Bind Demesne

5th-level transmutation (ritual)

Classes
Keeper
Casting Time
24 hours
Range
Touch
Components
V, S, M (herbs and incense worth at least

1,000 gp, which the spell consumes)

Duration
Instantaneous

This ancient ritual was taught to the first keepers, and binds you to a place. As part of casting the spell, you claim an area, which can be as small as a room or as large as a fortress, but can be no larger than 500 feet on a side.

When you begin casting this spell, each creature within 1 mile of you with an Intelligence score of 6 or greater becomes aware of your claim and the effects of the spell. If you manage to finish the ritual, you make the area your demesne.

Within your demesne, you can shape reality to your will. You can spend 1 minute transforming an area you can see in your demesne no larger than a 20-foot cube, destroying solid structures, raising or depressing land, changing the weather and temperature, creating sounds and smells, or altering the material of a structure or surface—such as transforming dirt into stone, wood, ice, or flesh. You can heavily obscure areas with fog. Materials you create using your demesne disappear if removed from it, and food you create nourishes only you.

If you create or summon a creature with a spell within your demesne and it obeys your commands, you can bind it to your demesne until you bind another summoned creature this way. If you do, the spell doesn’t require concentration, and instead lasts until dispelled or until the creature leaves the demesne.

After casting this spell, you can’t cast it again unless your demesne is destroyed or you willingly sever your bond to it. If you lose your demesne, you take a -7 penalty to ability checks, reduced by 1 each time you finish a long rest. Your bond ends if you die and aren’t resurrected within 7 days. Your demesne can’t be claimed by other spellcasters while the bond lasts.

Bind Implement

2nd-level transmutation (ritual)

Classes
Keeper
Casting Time
24 hours
Range
Touch
Components
V, S, M (herbs and incense worth at least

100 gp, which the spell consumes, and an item small and light enough for you to carry in one or both hands)

Duration
Instantaneous

This ancient ritual was taught to the first keepers, and binds you to an item. A spellcaster’s implement says a lot about the persona they project to the world; a spellcaster who makes a weapon their implement is always ready for violence, while a standard suggests devotion to a cause or movement.

You can use your bound implement as a spellcasting focus for spells you cast, and if you finish a short or long rest and it isn’t on your person, you can have it reappear in your hands.

You can’t have more than one implement bonded by this spell at a time. Your bond with the implement is broken if you die, if it’s destroyed, or if you cast this spell again. While on your person, your implement gives you additional benefits based on the type of object it is:

Arm. If your implement is a weapon, staff, chain, or similar object, you can’t be disarmed of it while you’re conscious.

Icon. If your implement is a talisman, emblem, ring, or similar object, you can use it as a spellcasting focus without holding it in hand as long as you wear it visibly.

Tool. If your implement is a tool you’re proficient with, your proficiency bonus is doubled for checks you make with it.

Trinket. If your implement is a personal treasure, skull, coin, lamp, or similar, you stablise if you start your turn dying.

Vessel. If your implement is a chalice, chest, goblet, or similar, you gain temporary hit points when you finish a short or long rest equal to your spellcasting ability modifier.

Other. At the DM’s option, an implement not listed above might give you an alternative benefit, but it should be no more powerful than those described above.

Blade Step

2nd-level transmutation

Classes
Ranger, Warlock, Wizard
Casting Time:
1 action
Range:
Self(30-foot line)
Components:
S, M (a melee weapon worth at least 1 sp)
Duration:
Instantaneous

You dash with impossible speed in line up to 30 feet long in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d10 damage or half as much damage on a successful one. The damage type is the same as the weapon used in the casting.

You end this movement the nearest unoccupied space at the end of the line. If you end it in the air, you fall if nothing is holding you aloft.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the length of the line increases by 30 feet and the damage increases by 1d10 for each slot level above 2nd.

 

 

Elemental Blessing

Conjuration cantrip

Classes
Druid, Keeper
Casting Time:
1 action
Range:
30-feet
Components:
V, S
Duration:
1 round

You beckon elemental spirits to infuse a creature. Choose an area of air, earth, fire, or water, and a willing creature you can see within range. Spirits kin to the area you choose infuse the target creature. For example, flame spirits could erupt from a torch, and water spirits could emerge from a waterskin.

The next time the infused target hits with an attack before your next turn, the attack deals an extra 1d8 damage to the target. The damage type is bludgeoning (earth), cold (water), fire (fire), or lightning (air).

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Guise

2nd-level transmutation (ritual)

Classes
Druid, Keeper, Warlock, Wizard
Casting Time
1 minute
Range
Touch
Components
V, S
Duration
8 hours

You touch a Large or smaller willing creature and grant it the guise of a Small or smaller beast you choose for the duration. This spell has no effect on humanoids or beasts.

Any equipment the creature has is absorbed or borne by its new form (its choice). While disguised, the creature’s size and speed are replaced by its new form’s. The creature’s statistics are otherwise unchanged. This new appearance resembles its true self in some way. For example, a unicorn could become a horse, and a dragon could take the form of a small lizard.

The spell ends early if the creature uses its action to end it. It also ends early if the creature attacks, casts a spell, or uses a magical ability, or if you use an action to dismiss it

Practitioner’s Rites

1st-level conjuration (ritual)

Classes
Keeper
Casting Time
10 minutes
Range
Touch
Components
V, S, M (Chalk and a handful of edible food, which the spell consumes)
Duration
Instantaneous

You entreat a boon from nearby spirits. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Elegy. You speak the name of a dead creature, and imbue an object or creature precious to it in life, such as a treasured belonging or a loved one, with sweet nostalgia. If the creature became an undead with unfinished business, such as a ghost or poltergeist, and is within 1 mile of you, it must succeed on a Wisdom saving throw or spend its turns moving as close to the target as it can for 1 hour or until it takes damage.

Fertility. A willing creature you touch is imbued with life. Any attempts the affected creature makes to conceive a child within the next 24 hours become successful. If the creature is pregnant, the pregnancy can’t fail for the next month, and any disease affecting the creature will not harm their offspring.

Sanctuary. A nonmagical, unintelligent animal—including most beasts and some monstrosities (at the DM’s discretion) —is shepherded by gentle spirits. Until the target finds a safe habitat, it is led to the nearest sources of food, water, and any place it can rest, and away from hunters and trappers.

Warding. A building is protected by spirits until you leave or you fall unconscious. As part of casting the spell, you touch a number of thresholds, such as doors or windows. While the protection lasts, each threshold has resistance to all damage. A celestial, elemental, fey, fiend, or undead attempting to enter must first make a Charisma saving throw. On a failure, it can’t can’t willingly enter the building this turn.

Shamanic Command

Transmutation cantrip

Classes
Keeper
Casting Time:
1 action
Range:
60 feet
Components:
V
Duration:
Instantaneous

Choose a summoned creature within range that obeys your commands, such as a spirit summoned by the summon beast spell. If the target can hear you, it can Attack (one attack only), Hide, or move up to its speed using its reaction.

Spirit Dive

1st-level conjuration

Classes
Keeper, Warlock, Wizard
Casting Time
1 action
Range
60 feet
Components
V, S
Duration
Instantaneous

You briefly empower a summoned creature within range that obeys your commands, such as a spirit summoned by the find familiar spell. If it can hear you, the target can use its reaction to teleport up to 30 feet to an unoccupied space it can see.

Each creature other than the target within 10 feet of the space it appears in must succeed on a Dexterity saving throw or take 2d8 force damage.

 

 

Spirit Flood

3rd-level evocation

Classes
Druid, Keeper
Casting Time
1 action
Range
Self (5-foot radius)
Components
V, S
Duration
Instantaneous

Whirling spirits surround you, lashing out at your enemies. Each creature of your choice that you can see within 10 feet of you must make a Constitution saving throw. A target takes 3d12 force damage on a failure, or half as much on a success.

As part of casting the spell, you can cause the spirits to surround a summoned creature you can see within 60 feet of you that obeys your commands. Each creature of your choice that you can see within 10 feet of the target must also make a saving throw against the spell. A creature in both areas is only affected by the spell once.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 4th.

Vengeful Spirits

4th-level evocation

Classes
Keeper
Casting Time
1 action
Range
60 feet
Components
V, S, M (a dead creature’s beloved possession)
Duration
Instantaneous

Vengeful spirits briefly inhabit up to five other creatures you can see within range. Each of the targets can use its reaction to Attack (one weapon attack only), Cast a Spell (cantrip only), or move up to its speed. Each creature that attacks or targets another creature with a harmful spell must target the nearest hostile creature that they can see with the attack or spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the vengeful spirits can inhabit one additional creature for each slot level above 4th.

 

 

Spell Revisions

cantrips

1st level

Silvery Barbs: 2 changes:

  • You have to declare the roll to have disadvantage beforehand
  • The advantage granted is changed into an expertise die.