Table of Contents

If you are viewing this document on Homebrewery, you can click on the text in this table of contents to be brought to its respective section. If you are viewing this document on google drive, you will not be able to view it like that. All other hyperlinks will still work, except for these ones.

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Legendary Player Characters

Legendary creatures is often a term you will see a lot when it comes to homebrew creatures or high level creatures in general, it's a way for solo creatures to survive against the action onslaught that groups of players will output against them.

So what's the point of Legendary Player Characters then? Players are not the ones who need these kinds of features, and is it really just giving them legendary actions? That's kind of boring... Well no.

This document is not geared towards the traditional D&D party style game, and it contains far more than just giving players legendary actions.

Solo Games

What is a solo game exactly? It's really simple. It's a game where there are only two people, the DM and the player. These types of games are typically best done over text but it's still more than possible in a traditional voice or in person style game.

Solo games can be a lot of fun if they are your style because it allows both the DM and player to truly go free with whatever style they are both comfortable with, and it's of course much easier to schedule.

For me personally I play in solo games practically every day with my boyfriend and we are both huge fans of them... However there is a drastic problem with them that this document is attempting to fix: D&D is not meant to be played like this.

D&D was built and balanced around having a party setting, which is of course fine but for those of us who want to play solo games it's incredibly punishing because even high level player characters could end up dying to a group of four low CR creatures.

This document is largely meant to be used in solo games, it's what I am assuming for the entire document. If you want to use this in a full on party setting..? You certainly can but I personally think it's a poor idea, as this document removes a lot of party/team based features and it is also just a drastic power increase.

Being a Legendary Character

Being Legendary is obviously a special thing that not everyone has, otherwise it wouldn't be legendary. Regardless of what level your character starts at, whether it's level 1 or 15, they have a trait beyond their normal power that has given them these legendary capabilities.

Maybe your characters resolve is inhuman and your determination caused you to achieve these legendary levels, or you're the result of a selective breeding attempt in order to create a legendary creature... Nonetheless, you should consider how and why your character is legendary.


The Changes

So what does this document change exactly? Well for starters, there are general changes that apply to every class or a large group of classes, those changes can be found below in this section.

  • Each class will receive encompassing changes, such as increased HP/Hit dice, General Legendary Actions, Legendary Resistances, and other odd things.

  • In addition to the previously mentioned material, you will find a new thing called Legendary Feats. Legendary Feats are basically Feats that are significantly stronger than normal, and can only be taken when the character taking it is a Legendary Player Character. As a DM using this document, you could also apply legendary feats to legendary creatures if you so wish. There is also another tier called Mythic Feats that are only obtainable at level 20.

  • New mechanics called Auric Emotions and Signs of Labors.

  • Additionally, every class is receiving specific changes to their features, changing things that are team/party based and buffing features thats numbers would become too weak with this document. Each class also has legendary actions that you can only take if you are that class.

Future Classes

This document currently contains only official classes, however that is subject to change. If you are a homebrew creator and wish to add a level of Legendary attributes to your class, feel free to reach out to me on discord (Linked in final page) or on reddit at u/Zellorea

I am completely willing to discusss and work out how we could add your class to this document. If your class ends up added to this document (Not all who reach out will) you will be credited completely for the classes creation (With a link to the PDF in its section) and we will work together completely to make sure that your classes Legendary status is properly realized.

I may refuse a class to be added here if I believe it's currently in a too unbalanced and overpowered state even for regular play, or for just another reason.

Legendary Actions/Arts

Before getting into any class specifics or even legendary feats, we must discuss legendary actions. Legendary actions are a special type of action that allows a single creature to better survive action economy when they are outnumbered.

A legendary action may only be spent at the end of another creatures turn, to perform one of various actions you may have available to yourself, which are known as Legendary Arts. All expended legendary actions are recovered at the start of your turn.

  • At 5th level every character gains their first legendary action and they learn 3 Legendary arts that they can expend this Legendary action to take.

  • At 11th level every character gains their second legendary action and learns 1 more Legendary art.

  • At 17th level every character gains their third legendary action and learns 1 more Legendary art.

  • At 23rd level every character gains their fourth legendary action and learns 1 more Legendary art.

  • At 29th level every character gains their fifth and final legendary action and learns 1 more Legendary art.

The number of legendary actions you may take per round is determined by your total level, not your individual class level. You can be as spread thin as possible in a multiclass and still be able to take the same amount of legendary actions per round as someone who has all levels in one class.

Upon gaining a level, you may exchange one legendary art you know for another you meet the prerequisites for. On this page is a list of legendary arts you may take regardless of your class.

For class specific legendary arts, you must meet the level in the appropriate class to take it (So for example, you couldn't take a Barbarian legendary art until you're level 5, in which case you can only take the ones that require 1 action, even if you have more actions)

Classes and Legendary Arts

Each class is balanced in a unique way towards the later levels, while Fighter and Monk specialize in doing a lot of low damage attacks-classes like Paladin and Rogue focus on a low amount of high damage attacks.

Needless to say, legendary arts such as Strike and Whirlwind are much stronger for the 'low amount of high damage attacks' classes.

As a DM you may consider this optional feature to smooth out the balance-however it is completely optional and I'd advise against employing it since it detracts from the power fantasy this document is supposed to bring.

Fatigue. Legendary arts that involve weapon attacks only apply damage from the weapon itself and your ability modifier, not any outside sources from class features (Such as Divine smite)


Legendary Art: Apprehend

Cost: 1 Legendary Action

You make a grapple attempt at a creature within your reach, provided you have a free hand for it.

Legendary Art: Battlefield Presence

Cost: 2 Legendary Actions

You steel your resolve. The next time an attack would hit you before the beginning of your next turn, you turn that attack into a miss.

Legendary Art: Detect

Cost: 1 Legendary Action

You make a Wisdom (Perception) check.

Legendary Art: Greater Magic

Cost: 3 Legendary Actions

You cast a spell of 3rd level or lower that you know, expending spell slots or usages as normal.

Legendary Art: Lesser Magic

Cost: 2 Legendary Actions

You cast a cantrip you know.

Legendary Art: Move

Cost: 1 Legendary Action

You move up to your movement speed without provoking attacks of opportunity.

Legendary Art: Overcome

Cost: 1 Legendary Action

You may repeat the saving throw against an ongoing effect against you, ending it on a successful save.

Legendary Art: Strike

Cost: 1 Legendary Action

You make a single weapon attack with a weapon you are wielding against a creature within its reach.

Legendary Art: Whirlwind

Cost: 3 Legendary Actions

You make a single weapon attack with a weapon you are wielding against all creatures of your choice within 5-feet of you.

Normal Feats

Due to the higher power level of LPC, many base feats just don't cut it anymore... These feats are still weaker than Legendary feats, but stronger than the base versions.

Every feat found within the Players Handbook can be found here, however each one has received adjustments from myself in order to be stronger and better working for a solo setting.

Some adjustments are far bigger than others. Some feats have received entire reworks, while some only received very minor changes. Regardless, every feat is different in some way.

Please do keep in mind that if you do not see a feat here, that does not mean you can't use it. You can use any homebrew or officially published feat your DM allows, this is simply for the feats I have decided to give my own versions for.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Your Charisma score increases by 1, up to its ability score maximum (Typically 20)

  • You have advantage on any checks made to pass yourself off as another person.

  • You can perfectly imitate the speech of another creature or the sounds another creature has made. In order to imitate them, you must have heard the speech/noise for at least 1 minute. If a creature is suspicious of you, they can discern these are imitations by beating you in an Insight check contested against your Deception check.

Alert

You are always on the lookout for danger, which grants you the following benefits:

  • You gain a bonus to initiative rolls equal to 3 + Your proficiency bonus.

  • You can't be surprised while you are conscious.

  • Other creatures can't gain advantage on attack rolls as a result of being unseen by you.


Armor Training

You have trained yourself in the usage of armor, granting yourself the following benefits:

  • Your Strength or Dexterity score (Your choice) increases by 1, up to its ability score maximum (Typically 20)

  • You gain proficiency with shields.

  • You gain proficiency with light armor, if you already have this proficiency, you instead gain proficiency with medium armor. If you already have proficiency in medium armor, you instead gain proficiency with heavy armor.

You may select this feat multiple times.

Athlete

You have undergone intense physical training to gain the following benefits:

  • Your Strength or Dexterity score (Your choice) increases by 1, up to its ability score maximum (Typically 20)

  • Standing up from being prone only costs you 5-feet of movement.

  • You gain a climbing speed equal to your walking speed, and you have advantage on checks made to climb difficult surfaces.

  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

  • Your carrying capacity increases by an amount equal to 50 times your proficiency bonus.

Charger

As a bonus action, you may move up to your movement speed in a straight line without provoking attacks of opportunity. Provided you moved at least 20-feet in a straight line, provided there is a creature within 5-feet of you and you are wielding a melee weapon, you may make a single attack with that weapon against them.

If this attack misses, you cannot take this bonus action again until you complete a short or long rest.

Crossbow Expert

Thanks to extensive crossbow training, you gain the following benefits:

  • You gain proficiency with Hand Crossbows, Light Crossbows, and Heavy Crossbows. If you already had all of these proficiencies, you gain a +1 bonus to all attack rolls you make using them.

  • You ignore the loading property of crossbows, you must still have ammunition however.

  • Being within 5-feet of a creature does not provoke disadvantage on your ranged attack rolls, provided these attacks are made with a crossbow.

  • When you take the attack action and make an attack with a one handed weapon, you may immediately use your bonus action to attack with a hand crossbow you are holding.

Defensive Duelist

Prerequisite: Dexterity 13 or higher

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can add half your proficiency bonus (Rounded up) to your AC, potentially causing it to miss.

You can only use this feature once per turn (For example, if you are fighting against two goblins, you could use this feature on both of their turns, but you couldn't use it twice against a single one of them)

Dual Wielder

You train specifically to fight with two weapons, gaining the following benefits:

  • You gain a +1 bonus to your AC while you are wielding a separate melee weapon in each hand.

  • You can engage in two weapon fighting even when the melee weapons you are wielding aren't light.

  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

  • You have advantage on checks made to avoid being disarmed of a melee weapon you are holding, provided you are holding another melee weapon in your other hand.


Dungeon Delver

You are well used to the trickery and dangers of dungeons, you gain the following benefits:

  • You have advantage on all checks made to detect the presence of a hidden door or a trap.

  • You have advantage on saving throws made to avoid or resist traps.

  • You have resistance to damage from traps.

  • Once per long rest, you can cast the Identify spell without requiring material components. You use your choice of Intelligence, Wisdom or Charisma for your spellcasting ability for this spell.

Durable

Hardy and resilient, you gain the following benefits:

  • Your Constitution score increases by 1, up to its ability score maximum (Typically 20)

  • During a short rest, whenever you roll hit die to regain hit points, the number of hit points you regain is doubled.

  • Whenever your hit point maximum would be reduced, it is reduced by half the amount (Rounded up) This does not reduce any damage associated with the reduction.

Elemental Adept

Prerequisite: The ability to cast at least one spell

Choose one of the following damage types: Acid, Cold, Fire, Lightning or Thunder. The chosen damage type becomes your Elemental Affinity.

Whenever you cast a spell that deals a damage type on the aforementioned list, you may change its damage type to match your Elemental Affinity.

Spells you cast ignore resistane to your Elemental Affinity.

You may select this feat multiple times. Each time you do so, you must choose a different damage type.

Grappler

Prerequisite: Strength 13 or higher

You've developed the skills to be an expert grappler, granting you the following benefits:

  • You can use your bonus action to make a grapple attempt against a creature within your reach.

  • You have advantage on attack rolls made against creatures you are grappling.

  • While you are grappling a creature, you can move up to your full speed instead of only half your normal movement speed.

Great Weapon Master

You've learned to use the weight of your weapon to guide your strikes, granting you the following benefits:

  • Once per round when you score a critical hit with a melee weapon or reduce a creature to 0 HP with a melee weapon, you can make an additional attack with that melee weapon as apart of the same action.

  • Before you make a melee attack with a heavy weapon you are proficient in, you can choose to suffer a penalty to the attack roll equal to your proficiency bonus. If you do so, the weapon gains a bonus to its damage roll equal to double your proficiency bonus for that attak.

Healer

As an action, you can expend a number of uses of a healers kit up to your proficiency bonus to tend to a creature within your reach. That creature regains 1d8 hit points for every use of the healer kit you expended.

For each time a creature has received healing from a healers kit since the end of their last long rest, they receive a cumalative -1 penalty to each individual die rolled (Minimum of 1 healing per use expended)

Heavy Armor Master

Prerequisite: Proficiency in Heavy Armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Your Strength score increases by 1, up to its ability score maximum (Typically 20)

  • Provided you are wearing heavy armor, whenever you suffer bludgeoning, piercing or slashing damage from a weapon attack, you reduce the damage taken by an amount equal to your proficiency bonus.

Inspiring Leader

Prerequisite: Charisma 13 or higher

Over the course of 10 minutes, you can inspire your companions, instilling in them the will to push on. All creatures of your choice who can hear or see you and can understand you gain temporary hit points equal to your Charisma score.

While these temporary hit points persist, a creature has advantage on saving throws made against being charmed or frightened.

A creature can only receive these temporary hit points once per long rest.


Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Your Intelligence score increases by 1, up to its ability score maximum (Typically 20)

  • You always know which way is north and the exact time of day it is.

  • You can accurately recall anything you have seen or heard in the past month.

  • If a creature is attempting to distract you or divert your attention, you suffer no penalty as a result of said distraction.

Linguist

You have studied languages and codes, granting you the following benefits:

  • Your Intelligence score increases by 1, up to its ability score maximum (Typically 20)

  • You learn three languages of your choice.

  • If you hear or read text from a language that you don't understand, you immediately identify what language it is. You can also identify if there is a secret code present (Though you gain no special ability to decipher it)

  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Lucky

You have inexplicable luck that seems to kick in at just the right moment. You have a number of luck points equal to half your proficiency bonus (Rounded up) Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Mage Slayer

You have practiced techniques effective against spellcasters, granting you the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

  • You have resistance to all damage dealt by spells cast by creatures within 5 feet of you.

Magic Initiate

You learn 2 cantrips of your choice from any spell list. You also learn one 1st level spell of your choice from any spell list. Using this feat, you can cast this spell at its lowest level once per long rest without expending spell slots (If you have spell slots, you may still use them to cast this spell)

You use your choice of Intelligence, Wisdom or Charisma as your casting ability for these spells.

You may select this feat multiple times.

Martial Adept

You learn a number of maneuvers of your choice from the Legendary Fighter class equal to your proficiency bonus. Whenever your proficiency bonus increases, you learn an additional maneuver.

You also have a number of mastery die equal to 1 + one third of your proficiency bonus (Minimum of 1, Rounded up) These die are added onto any existing mastery die you may have, and are regained upon completing a short or long rest.

Your mastery die start as d4's. They become d6's at 11th level and d8's at 23rd level.

Medium Armor Master

You have practiced moving in medium armor to gain the following benefits:

  • Your Dexterity score increases by 1, up to its ability score maximum (Typically 20)

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.


Mobile

You are exceptionally speedy and agile, granting you the following benefits:

  • Your speed increases by 10-feet.

  • Choose a type of nonmagical difficult terrain (Such as that caused by debris, foilage, ect) You ignore that type of difficult terrain.

  • When you make a melee attack against a creature, whether you hit with the attack or not, you don't provoke opportunity attacks from that creature for the rest of the turn.

You may select this feat multiple times, increasing your speed appropriately and choosing a new type of difficult terrain for each subsequent taking.

Mounted Combatant

Once per long rest, you may cast the Find Steed spell without expending a spell slot. While are you mounted and neither you nor your steed are incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

  • When an attack is directed towards your mount, you can make that attack target you instead.

  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Your Intelligence or Wisdom score (Your choice) increases by 1, up to its ability score maximum (Typically 20)

  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

  • You have a bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores equal to twice your proficiency bonus (Maximum of 10)

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, pike, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. This damage die becomes a d6 at 15th level, and it becomes a d8 at 27th level.

  • If a polearm you wield (Glaive, Halberd, Pike, Quarterstaff or Spear) would use a damage die less than 1d8, it instead uses 1d8 (This does not apply to the haft attack gained from this feat) If you are wielding the polearm in two hands, this damage die instead becomes 1d10 if it would be lower.

  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.

Resilient

Choose one ability score, you gain the following benefits:

  • The chosen ability score increases by 1, up to its ability score maximum (Typically 20)

  • You gain proficiency in saving throws using the chosen ability score.

  • Once per long rest when you fail a saving throw using the chosen ability score, you may reroll it, potentially turning it into a success.

You may select this feat multiple times, choosing a different ability score each time.

Ritual Caster

Prerequisite: Intelligence, Wisdom or Charisma 13 or higher

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. The spells can be of any spell list, however they must have the ritual tag.

If you find a spell in written form (Such as from a spell scroll or a wizards spell book) you may scribe it into your ritual book. The spell must have the ritual tag and cannot be of a level higher than your proficiency bonus however.

The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Your spellcasting ability for these ritual spells is your choice of Intelligence, Wisdom or Charisma. The chosen ability score must be 13 or higher.


Savage Attacker

All weapon attacks you make deal 1d4 additional damage, this damage is the same as the weapons normal damage type.

You may select this feat multiple times, selecting it a second time increases the die to 1d8, a third time to 1d12. A fourth time adds another 1d4 and repeats the process.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an attack of opportunity, that creatures movement speed becomes 0 for the remainder of the turn.

  • When a creature leaves your reach, they always provoke an attack of opportunity from you, regardless of what actions they may have taken or features they may have (Such as taking the Dodge action)

  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make even the most impossible of shots. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

  • Your ranged weapon attacks ignore half cover and three-quarters cover.

  • Before you make a ranged attack with a ranged weapon you are proficient in, you can choose to suffer a penalty to the attack roll equal to your proficiency bonus. If you do so, the weapon gains a bonus to its damage roll equal to double your proficiency bonus for that attack.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • When you take the attack action on your turn, you may attempt to shove a creature within 5-feet of you using your shield as apart of the same action.

  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, or half damage if you fail the saving throw, interposing your shield to absorb the damage.

Skilled

Choose any combination of three skills or tools. If you lack proficiency in a chosen skill or tool, you gain proficiency in it. If you already have proficiency in it, you instead gain expertise.

You can select the same tool or skill twice if you lack proficiency in it, if you do so, you gain expertise in it.

When selecting this feat, by sacrificing one proficiency gained from this feature, you can increase one ability score of your choice by 1, up to its ability score maximum (Typically 20)

You may select this feat multiple times.

Skulker

Prerequisite: Dexterity 13 or higher

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.

  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

  • Once per round, when you are hidden from a creature and hit them with a weapon attack, you may cause the attack to deal bonus damage. This bonus damage is a number of d4's equal to half your proficiency bonus (Rounded up) It deals the same damage as the weapon used.

  • You can see through both dim light and darkness as if it were bright light.

Spell Sniper

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • You learn one cantrip of your choice from any spell list, the cantrip must require making an attack roll (Such as Shocking Grasp or Fire Bolt) Your spellcasting ability for this cantrip is your choice of Intelligence, Wisdom or Charisma.

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.

  • Your ranged spell attacks ignore half cover and three-quarters cover.

  • Being within 5-feet of a creature does not provoke disadvantage on your ranged spell attack rolls.


Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Your Strength or Constitution score (Your choice) increases by 1, up to its ability score maximum (Typically 20)

  • You are proficient in improvised weapons.

  • Your unarmed strike attacks and improvised weapon attacks use a d4 for damage. At 9th level, this becomes a d6. At 17th level, this becomes a d8. At 25th level, this becomes a d10.

  • Once per turn when you hit a creature with an unarmed strike or improvised weapon attack, you can attempt to grapple them (No action required)

Tough

When you select this feat, your hit point maximum increases by X times your level. It increases by an additional X hit points every time you gain a level afterwords.

X is dependant on your classes hit die. If you have multiple classes, use whichever one you have the most levels in.

D6 - X = 2

D8 - X = 3

D10 - X = 4

D12 - X = 5

You may select this feat multime times, increasing your hit points appropriately.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Your Strength or Dexterity score (Your choice) increases by 1, up to its ability score maximum (Typically 20)

  • Choose four weapons (All of which must be simple or martial weapons) If you lack proficiency in a chosen weapon, you gain proficiency in it. If you already had proficiency in a chosen weapon, you may add half your proficiency bonus (Rounded up) to that weapons damage rolls.

Skill Feats

The in-between level of regular feats and legendary feats are something called Skill Feats. These are special feats that augment the existing 5e skills in some way.

You may take a skill feat using a normal ability score improvement or a legendary ability score improvement. Skill Feats are stronger when taken using a legendary ability score improvement.

You may only ever take each skill feat once, so be cautious. None of the skill feats have a prerequisite.

Ally to Beasts

Based on the animal handling skill, this feat is for those in tune with beasts.

  • Increase your Wisdom score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Animal Handling skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • Beasts are naturally indifferent to you unless given reason to be hostile. You have advantage on checks made to make beasts friendly towards you.

  • Legendary ASI Only. You can commune with beasts as if you shared a language.

Attentive

Based on the perception skill, this feat is for those with honed senses.

  • Increase your Wisdom score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Perception skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • Choose either sight, smell or hearing. You cannot have disadvantage on perception checks using the chosen sense.

  • Legendary ASI Only. If you roll a perception check and the result is lower than your passive perception, you may use your passive perception instead.


Battle Ready

Based on the initiative skill, this feat is for those who are always ready for a fight.

  • Increase your Dexterity score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • Choose an ability score other than Dexterity, you may add its modifier to your initiative checks (Minimum of 1) If this was taken using a Legendary ASI, you may choose another one.

  • During the first round of initiative, creatures who act after you in initiative have disadvantage on attack rolls against you. If this was taken using a Legendary ASI, this lasts for the first two rounds instead.

Charmer

Based on the persuasion skill, this feat is for those who always know the right thing to say.

  • Increase your Charisma score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Persuasion skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • As an action you may attempt to charm a creature within 60-feet of you that can see and hear you. They make an Insight check contested against your Persuasion check, on a failed saving throw they are Charmed by you until further than 60-feet away from you or until you do something harmful to them.

  • Legendary ASI Only. If a creature has an Insight bonus less than +5, you have advantage on Persuasion checks made against them.

Deceptive

Based on the deception skill, this feat is for those that are experts at lying.

  • Increase your Charisma score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Deception skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • While under magical compulsion to tell the truth (Such as from the Zone of Truth spell) You may still make Deception checks to attempt to lie. If your check exceeds the casters spell save DC by 5 or more, you are able to lie through the magic (Other creatures may still Insight check your answer if they wish)

  • Legendary ASI Only. Once per turn (No action required) You may make a Deception check against another creature within 60-feet of you, which is contested by their Insight check. If your check succeeds, that creature immediately loses their reaction and 1 remaining legendary action (If they have any)

Doctor

Based on the medicine skill, this feat is for those who help cure others.

  • Increase your Wisdom score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Medicine skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • Whenever you finish a short rest and expend hit die, you may use the maximum result for the hit die as opposed to rolling. You may also grant this benefit to up to 6 other creatures of your choice short resting within 30-feet of you.

  • Legendary ASI Only. As an action you may examine a creature within 5-feet of you and identify any and all diseases affecting them (If any)


Ecologist

Based on the nature skill, this feat is for those who truly love nature.

  • Increase your Intelligence score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Nature skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • You learn the Druidcraft cantrip, at the start of each of your turns you may cast the Druidcraft cantrip (No action required)

  • Legendary ASI Only. By spending 1 minute examining a plant or local fauna, you can identify exactly what type it is. If the plant is magical, this fails, however you are able to recognize it's magical.

Herculean

Based on the athletics skill, this feat is for those of true strength and power.

  • Increase your Strength score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Athletics skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • You count as if you were one size larger for the purpose of determining your carrying capacity. If this was taken using a Legendary ASI, you are instead counted as two sizes larger.

  • Legendary ASI Only. Your Strength score cannot be reduced by nonmagical means (Such as atrophy)

Historian

Based on the History skill, this feat is for those with a thirst to learn the past.

  • Increase your Intelligence score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the History skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • When attempting to research lore available in a library, you are always able to find it provided you search for at least 1 hour. This fails if the library does not carry any books on what you are researching.

  • Legendary ASI Only. You have a photographic memory and always precisely remember information you read or see.

Inquisitive

Based on the insight skill, this feat is for those always looking for the truth.

  • Increase your Wisdom score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Insight skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • While conversing with a creature, you are aware of whether or not they have an ability to ignore magical compulsion to tell the truth.

  • Legendary ASI Only. Once per turn (No action required) You may make an Insight check against another creature within 60-feet of you, which is contested by their Deception check. If your check succeeds, you learn what the creature intends to do on their next turn (You do not learn what they intend to do if your own actions would change their mind in some way)

Magician

Based on the arcana skill, this feat is for those who are truly interested in magic.

  • Increase your Intelligence score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Arcana skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • You learn the Prestidigitation cantrip, at the start of each of your turns you may cast the Prestidigitation cantrip (No action required)

  • Legendary ASI Only. Provided you are within 30-feet of an object, you can tell whether it is magical or not. You can also tell what school of magical is primarily affecting it if it is magical. This gives you no other information on what sort of magic it is.


Masterly Handed

Based on the sleight of hand skill, this feat is for those with quick working hands.

  • Increase your Dexterity score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Sleight of Hand skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • As a bonus action, you may make a Sleight of Hand check against a creature within arms reach, which they contest with a Perception check. If your check succeeds, you may steal one item from them that is not being worn or carried, and they are unaware it has been stolen.

  • Legendary ASI Only. You have advantage on checks made to conceal items on yourself.

Showstopper

Based on the performance skill, this feat is for those who know how to wow a crowd.

  • Increase your Charisma score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Performance skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • While you are performing, creatures have disadvantage on Perception and Investigation checks as you catch their attention.

  • Legendary ASI Only. If you roll a performance check and the die rolls less than a 10, you may treat it as if you had rolled a 10 instead.

Sleuth

Based on the investigation skill, this feat is for those who really look into the finer details.

  • Increase your Intelligence score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Investigation skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • Creatures within 10-feet of you cannot benefit from being hidden or invisible from you.

  • Legendary ASI Only. Provided you spend 1 minute for every 5-foot cube in a room, you are able to determine whether or not the room has any secret passageways or other hidden things.

Survivor

Based on the survival skill, this feat is for those adept at surviving.

  • Increase your Wisdom score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Survival skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • You can go twice as long without requiring food or water as your race normally requires.

  • Legendary ASI Only. While you are sleeping, you are still fully aware as if you were awake.

Terrifying

Based on the intimidation skill, this feat is for those who are terrifying to behold.

  • Increase your Charisma score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Intimidation skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • You may use Intimidation in place of Persuasion and Deception checks, however doing so may make the recipient uneasy.

  • Legendary ASI Only. Once per turn (No action required) You may make an Intimidation check against another creature within 60-feet of you, which is contested by their Insight check. If your check succeeds, that creature cannot willingly move to a space within 15-feet of you until the start of your next turn.

Theologian

Based on the religion skill, this feat is for those who study religious texts intently.

  • Increase your Intelligence score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Religion skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • You learn the Thaumaturgy cantrip, at the start of each of your turns you may cast the Thaumaturgy cantrip (No action required)

  • Legendary ASI Only. Provided you can see a holy symbol, you can identify what god/religion it belongs to, and what they typically stand for.


Trickster

Based on the stealth skill, this feat is for those who are always sneaking around.

  • Increase your Dexterity score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Stealth skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.

  • Legendary ASI Only. As an action, you may make yourself Invisible until you move or take any actions.

Willowy

Based on the acrobatics skill, this feat is for those with immense grace.

  • Increase your Dexterity score by 1 (2 if this was taken using a Legendary ASI) to a maximum of 20.

  • You gain proficiency in the Acrobatics skill, if you already have proficiency in this skill, you instead gain expertise. If this was taken using a Legendary ASI, this always grants expertise.

  • You ignore nonmagical difficult terrain. If this was taken using a Legendary ASI, you also ignore magical difficult terrain.

  • Legendary ASI Only. Your jump distance is doubled, and you do not need a running start to get the maximum distance from your jumps.

Legendary Feats

Legendary feats are a tier of feats beyond the normal ones, and are significantly stronger than their base counterparts. Some require having existing regular feats in order to take, some are direct upgrades to existing feats and can be taken separately, and some are entirely new and unaffiliated with base feats.

Legendary feats can only be taken when your character levels up and receives a Legendary Ability Score Improvement. Every class earns at least two of these, and the level in particular they earn them on depends on the class. If you are using a class that has received a full 1-30 Legendary update, then they receive these special feats a third time.

The level a class earns each of their legendary feats is specified in the classes section.

As a DM wanting to spice up a statblock that already has Legendary actions, you could consider giving them some of the feats found here.

Art of Combat

Prerequisite: None

You learn an additional Combat Trait from the list of options available to your class. If you have multiple classes, you must be at least 3rd level in a class to choose it for this feat.

You may select this legendary feat multiple times.

Attuned to Death

Prerequisite: None

You have a strange connection to the forces of death, granting you the following benefits:

  • You gain proficiency in death saving throws, if your roll for a death saving throw ever reaches 20 or above, it is considered as if you had rolled a natural 20 for it.

  • You gain resistance to necrotic damage, if you already have resistance to necrotic damage, you instead gain immunity to it.

Beyond Expertise

Prerequisite: Expertise in a skill

Choose a skill you have Expertise in (You add double your proficiency bonus to it)

Instead of adding double your proficiency bonus to it, you add triple your bonus to it.


Chaos Caster

Prerequisite: War Caster

Even in the midst of chaos, you are able to cast spells to near perfection. Which gives you the following benefits:

  • You gain a +5 bonus to Constitution saving throws made to maintain concentration on a spell.

  • When you use your bonus action to cast a spell of 1st level or higher, you may still use your action to cast a spell of 1st level or higher.

  • When you use your action to cast a spell of 1st level or higher, you may still use your action to cast a spell of 1st level or higher.

Crossbow Legend

Prerequisite: Crossbow Expert Feat

Thanks to even further crossbow practice, you gain the following benefits:

  • You ignore 1/2 and 3/4 cover when attacking with a crossbow you are proficient in.

  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack twice with a hand crossbow you are holding. The second shot from this bonus action has disadvantage.

Dark Stalker

Prerequisite: Skulker

The shadows are practically an extension of your body, granting you the following benefits:

  • While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

  • When a creature would spot you in some way while you are hidden, you may immediately use your reaction to make a new stealth check to avoid detection.

  • While in dim light, you gain a +1 bonus to your AC. While in darkness, this bonus increases to +2.

Dual Wielding Master

Preqreuisite: Dual Wielding Feat

You have trained extensively in the art of dual wielding, gaining the following benefits:

  • You may choose to make any off-hand attack as apart of the attack action. If you do this, you can not use your bonus action to make any off-hand attacks this turn.

  • When you engage in two weapon fighting, you may make two attacks instead of one.

Ethersoul

Prerequisite: None

Raw magic flows throughout you, granting you the following benefits:

  • You learn 2 cantrips of your choice from any spell list, you choose your spellcasting ability for these cantrips.

  • Provided you can see the caster of a spell, you can immediately identify what is being cast.

  • You gain resistance to force damage, if you already have resistance to force damage, you instead gain immunity to it.

Evermind

Prerequisite: None

Your mind has evolved, granting you the following benefits:

  • You are immune to anything that would reduce your Intelligence, Wisdom or Charisma scores.

  • You can speak telepathically with any creature that you are aware of within 120-feet of you.

  • You gain resistance to psychic damage, if you already have resistance to psychic damage, you instead gain immunity to it.

Expertise

Prerequisite: None

Choose two skills you have proficiency in, instead of adding your proficiency bonus to skill checks made with those skills, you now add double your proficiency bonus.

Extensive Training

Prerequisite: None

Choose three conditions, you have advantage on saving throws made to avoid or resist the chosen conditions.

Genius Wordsmith

Prerequisite: Linguist

You have studied nearly every language known to the multiverse, granting you the following benefits:

  • Provided a creature understands at least one language, you can understand anything they say-and they can understand anything you say.

  • When speaking to a creature in their native tongue (DM discretion) you have advantage on Charisma checks against them.

  • When a creature is speaking a language you know, you have advantage on Insight checks against them.


Great Weapon Empyrean

Prerequisite: Great Weapon Master

  • When you score a critical hit with a melee weapon or reduce a creature to 0 HP, you may immediately make another attack with the same weapon as apart of the same action.

  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to roll disadvantage on the attack if you don't have it already. If the attack hits, it deals maximum damage.

Holy Blood

Prerequisite: None

Your blood runs holy, granting you the following benefits:

  • You are immune to diseases.

  • You have advantage on saving throws made to resist curses.

  • You gain resistance to radiant damage, if you already have resistance to radiant damage, you instead gain immunity to it.

Iron Mind

Prerequisite: None

You are immune to the charmed and frightened conditions.

Latent Magical Power

Prerequisite: Spell Slots

You have an inner well of magical power that's finally become activated. You gain a number of points equal to your character level that may be expended on a long rest.

You may expend a number of points equal to a spell slot level to gain an additional spell slot for that level. These additional spell slots last until you finish a long rest.

(For example: A level 7 Char with this feat would have 7 points, they could use them to gain an additional 4th and 3rd level spell slot, so they'd have two 4th level slots total and four 3rd level slots total)

Legendary Polearm Master

Prerequisite: Polearm Master

Your skill with reach weapons reaches a level equivalent to perfection. You gain the following benefits:

  • When you take the bonus action attack gained from Polearm Master, you may make two attacks with the opposite end instead of one.

  • Attacking a creature that enters your reach with the Polearm Master feat does not use your reaction. You may only strike a creature once on their turn with this feat however.

Legendary Resistance

Prerequisite: None

When you fail on a saving throw, you may instead choose to succeed.

You may use this feature a number of times equal to half your proficiency bonus (Rounded down), you regain all expended uses upon completing a long rest.

Legends Trades

Prerequisite: None

Choose a feature another class gains at 3rd level or earlier other than spellcasting, you gain this feature as if you were that class. If the feature scales off of class level in some way (Such as Rogues sneak attack) you are treated as being level 3 in that class.

Mage Punisher

Prerequisite: Mage Slayer

Mages often think they can run around the world, with no consequences for their reality warping actions? You're determined to prove them wrong. You gain the following features:

  • When a creature is concentrating on a spell and you damage them, instead of the normal save-they must succeed on a Constitution saving throw with the DC being equal to 10 or the total damage you dealt with that attack (Whichever is higher) or lose concentration.

  • When a hostile creature you can see casts a spell, you may use your reaction to move up to your speed. If you end this movement within your weapons reach of them, you may make an attack against them as apart of the same reaction.

  • As an action, you may touch a creature and cast Dispel Magic on them. This requires no components and is non-magical itself. You choose your casting ability for this feature. Once you use this feature, you may not do so again until you complete a long rest.

Magic Resistance

Prerequisite: None

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

Master Gunner

Prerequisite: Gunner

Your skills and expertise with firearms are unmatched, you gain the following benefits:

  • Firearms you attack with deal an additional die of damage.

  • If you are using firearm rules that use the Misfire feature, its range is decreased by 1.

  • When you roll a critical hit with a firearm, you may immediately make another attack with the same firearm.


Maximum Decibel

Prerequisite: None

Sound comes easily to you, granting you the following benefits:

  • You are immune to the deafened condition (The exception to this is if your ears are removed)

  • If a creature within 60-feet of you is speaking, you can hear what they are saying clearly.

  • You gain resistance to thunder damage, if you already have resistance to thunder damage, you instead gain immunity to it.

Oozeborn

Prerequisite: None

Your body is squishy and malleable like an ooze, granting you the following benefits:

  • You can move through spaces as narrow as 1 inch without squeezing.

  • You have advantage on checks made to escape grapples.

  • You gain resistance to acid damage, if you already have resistance to acid damage, you instead gain immunity to it.

Peak Athlete

Prerequisite: Athlete

You have undergone training beyond mortal limits, allowing you to gain the following benefits:

  • When you are prone, standing up requires no movement.

  • You gain a bonus to your carrying capacity equal to 5 x Your Dexterity score.

  • Your jump distance is doubled.

  • You can escape from a grapple by expending half of your movement (No action required)

Pit Fighter

Prerequisite: Tavern Brawler

You are a master of fighting with whatever you can get your hands on, granting you the following benefits:

  • Your unarmed strikes damage die follows the Monk class progression. If you already have the unarmed strike feature from your class (Not counting the Tavern Brawler feat), the damage die increases by one step (From d6 to d8 for example)

  • While not wearing armor and wielding an improvised weapon, you gain a +1 bonus to AC.

  • You have advantage on attack rolls with an unarmed strike or improvised weapon against a target you have grappled.

Precise-Shooter

Prerequisite: Sharpshooter

Your mastery at ranged weapons reaches a level thought impossible, granting you the following benefits:

  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to roll advantage on the attack. If the attack hits, it deals minimum damage.

  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to roll disadvantage on the attack if you don't have it already. If the attack hits, it deals maximum damage.

Shield Legend

Prerequisite: Shield Master Feat

Your skills with a shield have honed to legendary standards, you gain the following benefits while you are wielding a shield:

  • If your weapon has the versatile property, you may use the versatile property while also wielding a shield

  • The AC bonus granted by shields you wield is increased by 1.

  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, even if you fail you still only take half damage, any additional effects still apply.

Skills of Mythos

Prerequisite: None

  • You gain proficiency in any three skills or tools of your choice.

  • You gain proficiency in two saving throws of your choice.

Soul Crusher

Prerequisite: Crusher

You have grown so adept at crushing things, it's basically second nature to you. You gain the following benefits:

  • Your attacks against creatures wearing heavy armor that deal bludgeoning damage deal additional damage equal to your proficiency bonus. If the creature has natural armor, you gain this bonus if it is 18 or more.

  • The advantage on attacks caused by your Crusher feat lasts an additional round.

  • When attacking a creature with a bludgeoning weapon, the attack ignores any resistance to bludgeoning damage the creature may have.


Soul Piercer

Prerequisite: Piercer

Some people like stabbing... Some people love stabbing... And then there's you. You gain the following benefits:

  • Your attacks against creatures wearing no armor or light armor that deal piercing damage deal additional damage equal to your proficiency bonus. If the creature has natural armor, you gain this bonus if it is 13 or less.

  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes. This stacks with the bonus from the Piercer feat.

  • When attacking a creature with a piercing weapon, the attack ignores any resistance to piercing damage the creature may have.

Soul Slasher

Prerequisite: Slasher

Slashing down foilage and nature, or flesh and bone? Well that's up to you now isn't it. You gain the following benefits:

  • Your attacks against creatures wearing medium armor that deal slashing damage deal additional damage equal to your proficiency bonus. If the creature has natural armor, you gain this bonus if it is 14, 15, 16 or 17.

  • The grevious wounds caused by your Slasher feat lasts an additional round.

  • When attacking a creature with a slashing weapon, the attack ignores any resistance to slashing damage the creature may have.

Staticblessed

Prerequisite: None

You have been blessed by raw electricity, granting you the following benefits:

  • You are immune to the stunned condition.

  • You are always aware of what the weather will be in the next 7 days (Excluding magical intervention)

  • You gain resistance to lightning damage, if you already have resistance to lightning damage, you instead gain immunity to it.

Summerlight

Prerequisite: None

You have an immense connection to heat, granting you the following benefits:

  • You are immune to the blinded condition (The exception to this is if your eyes are removed)

  • You are naturally acclimated to the extreme heat, and can withstand temperatures as high as 200 degrees Celsius.

  • You gain resistance to fire damage, if you already have resistance to fire damage, you instead gain immunity to it.

Supernatural Influence

Prerequisite: None

Choose either your Intelligence, Wisdom, or Charisma score. You may add the chosen ability scores modifier to your AC. If you are already adding it to your AC from some feature such as Unarmored Defense, you may not add it again.

If you are wearing Medium Armor, the bonus you gain from this is halved (Rounded up)

If you are wearing Heavy Armor, the bonus you gain from this is halved (Rounded down)

You may not benefit from this feat if you are adding your proficiency bonus to your AC in any way.

Swift Strikes

Prerequisite: None

The amount of attacks you can make when you take the attack action is increased by one.

You may take this feat multiple times, increasing the amount of attacks by one with each subsequent taking of this feat.

Tabaxi's Swiftness

Prerequisite: None

Your speed increases by 20 feet, and you ignore nonmagical difficult terrain.

Tarrasque Toughness

Prerequisite: Tough Feat

Your hit point maximum increases by an amount equal to three times your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 3 hit points.

Toxicologist

Prerequisite: None

Poison is like water to you, granting you the following benefits:

  • You are immune to the poisoned condition.

  • Provided you can see or smell something, you can tell whether it is/has been poisoned or not.

  • You gain resistance to poison damage, if you already have resistance to poison damage, you instead gain immunity to it.

True Instinct

Prerequisite: The inability to cast any kind of spell

Your body moves on its own, your instincts granting you far better skill and speed than others.

On your turn, you may take an additional action. If this action is used to take the attack action, you can only make one attack, regardless of how many you can normally make.


Ward of Blade and Bow

Prerequisite: Spellcasting or Pact Magic Feature

You learn how to form a magical ward that feeds off of your remaining magic to guide your strikes.

You gain a bonus to your attack rolls equal to half of your highest level unexpended spell slot (Rounded up)

Ward of Plate and Shield

Prerequisite: Spellcasting or Pact Magic Feature

You learn how to form a magical ward that feeds off of your remaining magic to protect you.

You gain a bonus to your AC equal to half of your highest level unexpended spell slot (Rounded up)

Ward of Sorcerous Defense

Prerequisite: Spellcasting or Pact Magic Feature

You learn how to form a magical ward that feeds off of your remaining magic to shield from enemy spells.

You gain a bonus to your saving throws against magic equal to half of your highest level unexpended spell slot (Rounded up)

Wall of Iron

Prerequisite: Heavy Armor Master

While wearing heavy armor, you are considered to have half cover.

Winterbound

Prerequisite: None

You have an immense connection to frost, granting you the following benefits:

  • You may ignore difficult terrain made of snow or ice.

  • You are naturally acclimated to the extreme cold, and can withstand temperatures as low as -100 degrees Celsius.

  • You gain resistance to cold damage, if you already have resistance to cold damage, you instead gain immunity to it.

Mythic Feats

What are beyond legends you ask..? Myths, that's the final stage. If normal feats are stage 1, and legendary/skill feats are stage 2, then this is stage 3. Much like legendary feats, some may require having existing legendary or normal feats to take, and some can be taken on their own. Many have specific prerequisites.

A character earns their mythic feat upon reaching level 20, regardless of their current build or level layout, reaching level 20 earns them a mythic feat. If you are using a completed legendary class (Such as Fighter or Paladin) then this is instead 30.

Instead of requiring hitting this level, your DM may reward you a mythic feat for in game actions. This is entirely up to them and should be considered if you don't anticipate your game going to the complete end game.

A creature can only ever possess the benefits of one mythic feat, and if they gain the opportunity to gain the benefits of another, they must choose which one they wish to keep and which they will discard.

Beyond Legend

Prerequisite: 20 Levels in a Single Class

Your legendary actions have evolved to something more, granting you the following benefits:

  • You gain an additional 2 legendary actions, for a total of 5.

  • You learn another 3 legendary actions, these legendary actions can be from any class list, however this does not grant you any other features that may be involved in the action (Such as activating Barbarians rage if you do not have it)

Celestial Rise

Prerequisite: Good Alignment

Your good deeds in life have caused you to rise to the celestial planes, to be reborn in a blaze of holy fire to purge evil from the world. You gain the following benefits:

  • Your creature type is now celestial.

  • You gain truesight out to a range of 60-feet.

  • You sprout wings from your back, and gain a flying speed of 60-feet.

  • All weapons you wield are considered magical, and deal an additional 3d8 radiant damage on hit.

  • You know when you hear a lie.

  • You gain immunity to poison damage and the poisoned condition.

  • You are always aware of the exact location of fiends and undead within 120-feet of you.


Colossal Weapon Wielder

Prerequisite: Great Weapon Empyrean

The bigger the weapon, the better-that's your philosophy. This thought process has granted you the following benefits:

  • You may wield any weapon without penalty regardless of its size compared to yours.

  • You may wield two handed weapons in one hand. If you wield a two handed weapon in both hands, its base damage die are doubled (A greataxe would deal 2d12 instead for example)

Divine Toughness

Prerequisite: Tarrasque Toughness

Your hit point maximum increases by an amount equal to six times your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 6 hit points (Only applicable if your table plays beyond 20)

Epic Ward

Prerequisite: Any "Ward" Legendary feat

The bonus granted by your ward is instead equal to your highest level unexpended spell slot as opposed to half of it.

Fastest Alive

Prerequisite: Tabaxi's Swiftness

Your speed increases by 60-feet and you may take the dash action as a bonus action on your turn. If you are already able to take the dash action as a bonus action, you may now take the dash action once per turn without requiring any actions.

Fiendish Fall

Prerequisite: Evil Alignment

Your evil and selfish acts in life have caused you to fall to the lower planes, to be remolded in a cacophany of hellfire and brimstone to claim the world that is yours. You gain the following benefits:

  • Your creature type is now fiend.

  • You gain darkvision out to a range of 120-feet, this darkvision can see through magical darkness.

  • You gain proficiency in four skills of your choice.

  • Choose two skills, you have advantage on all rollls involving those skills.

  • All weapons you wield are considered magical.

  • Spells you cast ignore resistance the target may have to the spells damage.

  • You gain immunity to poison and fire damage, and the poison condition. You also gain immunity to your choice of Acid, Cold or Lightning damage.

Magical Immunity

Prerequisite: Magic Resistance

You can not be affected by spells of a level equal to or lower than half your proficiency bonus (Rounded down)

You may choose to be affected by spells this feature would normally block if you wish.

Master of Twin Blades

Prerequisite: Dual Wielding Master

Your mastery over wielding two weapons has reached a level beyond all others, granting you the following benefits:

  • When you engage in two weapon fighting, you may make four attacks instead of two.

  • When engaging in two weapon fighting, you may replace one of your attacks with an attempt to stop your opponents strike. The next time you would be hit by a melee weapon attack before the start of your next turn, it instead misses.

  • When a creature attempts to disarm you of a weapon you are wielding, they become stunned until the end of your next turn.

Material Bane

Prerequisite: None

You gain resistance to bludgeoning, piercing, and slashing damage.

Mythic Instinct

Prerequisite: True Instinct

Your instincts hone to divine levels, granting the following benefits:

  • When using your additional action from True Instinct, you may make two additional attacks with it instead of one.

  • You are considered to be permanently under the effects of the Foresight spell while you are conscious. This effect is considered nonmagical and can not be dispelled.

Mythic Resistance

Prerequisite: Legendary Resistance

Your resistances hone, granting the following benefits:

  • You gain another 2 usages of the legendary resistance feature, for a total of 5.

  • Whenever you finish a short rest, you regain one expended usage of legendary resistance.

Mythic Trades

Prerequisite: None

Choose a feature another class gains at 9th level or earlier other than spellcasting, you gain this feature as if you were that class. If the feature scales off of class level in some way (Such as Rogues sneak attack) you are treated as being level 9 in that class.

One of Myth

Prerequisite: None

You have become a creature of myth, gaining their unnatural fortitude. You gain the following feature:

  • When you would be reduced to 0 HP, you instead are not, and you immediately regain up to your maximum HP, shed any negative conditions on you, and end any other negative effects of your choice on you. You also regain all expended features that would normally return upon completing a long rest.

Once you use this feature, you may not use it again until 3 dawns have passed.

Polearm Myth

Prerequisite: Legendary Polearm Master

Your skill with polearms is beyond perfection, no others can match your skill with them.

  • When you hit a creature with your polearms haft attack, you may immediately attack with the haft again as apart of the same action, however you suffer a -5 penalty to the attack roll. You can continue making additional attacks with the haft until you miss with one of these attacks, however the penalty is cumulative.

  • When you hit a creature with an attack of opportunity using a polearm, that attack automatically turns into a critical hit.

Steel Shell

Prerequisite: Wall of Iron

As an action on your turn while wearing heavy armor, you may encase yourself fully. You gain full cover against all outside sources of damage until you take an action other than this one.

While encased by this feature, your movement speed is halved.

Strength of One

Prerequisite: 20 Levels in a single class

Choose a subclass from your class other than your current one, you gain that subclasses features as if you were 9th level in your current class.

Weak Divine Spark

Prerequisite: You do not have the demigod class

You gain 1 Deific Action, which you regain usage of at the start of each of your turns. A Deific Action can only be used to take the Attack (One weapon attack only), Dash, Disengage, Hide or Use an Object action.

Additionally, you learn 2 Exultations and 2 Miracles of your choice from the Demigod class. You choose your Divine Ability Score when you select this feat.

Legendary Races

Base races in 5e are overall good but there is one big problem that they have... They combine the biology and culture into one. Say you tried to make a Dwarf who had never interacted with other dwarves, they were raised by humans...

Well that character would still have the dwarven weapon training feature, and know the darvish language. It just doesn't make sense, does it?

With that said it is important to keep in mind that this is a part of the legendary player characters system for 5e, meaning that this is more geared towards solo play. Every single race is stronger than normal, and there are many more races of varying power levels too.

Not every race will be as strong as the other, some are intentionally stronger simply because that makes sense. It is unadvised that you use this for traditional group play, and if you were to, every player should be using it. Even then, since not all the races are made equally you should expect some power differences.

Choice Suggestions

I'm a big advocate for choice and customizability in 5e, I love making my classes with that in mind and of course that'll spill over to this racial system.

However for those of you who still like

Suggested ASI. This will be the suggested ability score improvements for the race, despite these being suggestions however you can do whatever you want within its stipulations. Say a race suggests a +2 Dexterity and +1 Intelligence, you could make it +2 Charisma and +1 Strength no problem, the former is merely suggestions.

Suggested Languages. This will be the races suggested languages, typically common and one or two other languages dependent on the race itself. Despite these suggestions, you can choose whatever languages you wish (Even not taking common if you so desire)

Race Types

There are three "types" of races in this system so to speak: Regular, Otherworldly and Overpowered. All of which are explained below:

Regular. These are your bread and butter races that can be found in sourcebooks, it's what most people play as. All of them already have existing official stats outside of this document.

Otherworldly. These are races beyond the norm of 5e, they are typically stronger than regular races and often come from other planes. Races such as Succubi/Incubi and Illithid would fall into this category.

Overpowered. These are races well beyond the scope of 5e... Archfiends and Genies are two examples of what an overpowered race would be. You have an immense advantage simply because of your biology.


Three Parts

There are three parts to Legendary Races: The race itself, the culture, and background. Races and Backgrounds should be familiar to any existing D&D player, but Cultures are new, all three are explained below.

Race

This is what you were born as-your elves, humans, tieflings, all of that. Innate magical abilities, resistances, weaknesses, special movement speeds, all of that falls under your race-it is your biology.

Culture

This is what you grew up in, whether it be a warrior culture, one that values brains or something else entirely. This covers a similar niche to your background while still being separate from it. Proficiencies of any kind often fall under culture, such as languages, skills and tools.

Background

This covers whatever your culture isn't, it basically represents what you were doing after you adopted your culture but before you began playing your character. For example your background could be a Fishermen because you fished for a living, but your culture is that of a religious society.

Lore and Such

It's important to note that this doesn't contain lore for existing races, any homebrew ones exclusive to this system will have a brief blurb but otherwise won't have much to them.

The main point of this is for the mechanics after all.

Size

For the sake of not repeating myself, unless otherwise specified-a race is Medium. If it makes sense for your character for them to be small (Such as a small human or elf) then you may make them small instead at no penalty.

Races that have a unique size (Such as Halfling or extremely large races) Will have their size will be mentioned in their section still.

Racial Modifier

In various features you may find a races feature force a creature to make a saving throw, or even have innate spellcasting.

In those scenarios, you may choose Intelligence, Wisdom, or Charisma to base the spellcasting/DC on. If something is refering to the modifier itself, it will call it your Racial Modifier.

Some races may allow for your Racial Modifier to be an ability score other than one of those three. If it does, it is mentioned in the races section.

Regular Races

In this section you will find the races that are... Pretty common to say the least. If you were to crack open a setting book you'd be able to find mention of nearly all of them.

You can easily find the racial statistics for all of these races, and quite frankly-those statistics are still just fine. You can use them all you want and ignore this section.

But the point of this is just to give them a little extra power and versatility to better handle solo play, after all, you are a single character-you need to be able to play multiple roles since you don't have a party to fill these roles in for you.


Race List

Below you can find the list of races currently in this section, this list will expand as time goes on and this document gets updated.

  • Aarakocra

  • Aasimar

  • Bugbear

  • Centaur

  • Changeling

  • Dhampir

  • Dragonborn

  • Drow

  • Duergar

  • Dwarf

  • Elf

  • Firbolg

  • Genasi

  • Gith

  • Gnome

  • Goblin

  • Goliath

  • Half-Elf

  • Half-Orc

  • Halfling

  • Hobgoblin

  • Human

  • Kobold

  • Lizardfolk

  • Satyr

  • Shifter

  • Tabaxi

  • Thri-kreen

  • Tiefling

  • Triton

  • Warforged

  • Yuan-ti Pureblood

Aarakocra

A race of avian humanoids.

Suggested ASI. +2 Dexterity; +1 Wisdom

Age. Aarakocra reach maturity at the age of 3 and don't usually live longer than 30 years.

Speed. 30 ft.

Ally to Air. Creatures native to the elemental plane of air view you favorably, and will not act hostile towards you unless you give them a good reason to.

Flight. Due to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.

Talons. Your talons are natural weapons which you are proficient with. They have a damage die of 1d6, deal slashing damage and have the finesse property.

Wing Beat. As a bonus action, you may unleash a gale of wind by beating your wings. All creatures in a 60-foot line that is 10-feet wide must succeed on a Strength saving throw (DC is equal to 8 + twice your proficiency bonus) On a failed saving throw, a creature is pushed 15-feet away from you.

You may use this ability as a legendary action by expending one legendary action at the end of another creatures turn.

You can't use this feature if you are unable to use your flying speed.

Suggested Languages. Common, Primordial (Auran)


Aasimar

A race of humanoids connected to the upper planes.

Suggested ASI. +2 Charisma; +1 Wisdom

Age. Aasimar mature at the same rate of humans, but they can live up to 160 years.

Speed. 30 ft.

Bring Light. As an action you may touch a medium or smaller sized object within 5-feet of you and cause it to shed bright light in a 10-foot radius and dim light for another 10-feet.

This lasts until you die, use this feature again or end the effect by touching it as an action.

Celestial Resistance. You have resistance to Necrotic and Radiant damage.

Healing Touch. You have a pool of holy energy equal to your level. As an action you may touch any creature and expend any amount of points from this pool and heal them for an equal amount.

Your pool is fully replenished upon completing a long rest.

Holy Metamorphosis. As a bonus action on your turn, you may undergo a holy transformation that lasts for 1 minute or until you end it early as a bonus action. While transformed, you gain the following benefits:

  • You gain a flying speed equal to your walking speed.

  • Choose either Evil or Good upon transforming, creatures of that alignment who are within 10-feet of you when you end your turn suffer radiant damage equal to your proficiency bonus.

  • Once per turn when you hit with an attack or deal damage with a spell, you may deal bonus radiant damage equal to half your level (Rounded down) to a single target of the attack/spell.

Once you enter this transformation, you cannot do so again until you complete a long rest.

Lightvision. 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. Unlike darkvision, you are able to discern color in darkness.

Suggested Languages. Common, Celestial

Bugbear

A race of goblinoids that are large and hairy.

Suggested ASI. +2 Strength; +1 Dexterity

Age. Bugbears reach adulthood at the age of 16 and tend to live around 80 years.

Speed. 30 ft.

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

Long Limbed. Your melee weapon attacks have their range increased by 5-feet.

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

Sneaky. You have proficiency in the Stealth skill, you may use your Strength modifier instead of your Dexterity modifier when making Stealth checks.

Surprise Attack. When you hit a creature who hasn't acted in this combat yet, you may deal an additional 1d6 damage per point of your proficiency bonus.

You may only use this feature once per combat.

Suggested Languages. Common, Goblin


Centaur

A race of people with the upper half of a humanoid and lower half of a horse.

Suggested ASI. +2 Strength; +1 Wisdom

Age. Centaurs mature and age at the same rate as humans.

Speed. 40 ft.

Built Up Speed. Provided you have moved at least 30-feet this turn (Which need not be in a straight line) You may make an attack using your hooves as a bonus action.

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

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Hooves. Your hooves are natural weapons which you are proficient with. They have a damage die of 1d6 and deal bludgeoning damage.

Skill Affinity. You gain proficiency in 1 skill of your choice.

Suggested Languages. Common, Sylvan

Changeling

A race of shapeshifting humanoids.

Suggested ASI. +2 Charisma; +1 Intelligence

Age. Changelings mature and age at the same rate as humans.

Speed. 30 ft.

Changeling Instincts. You gain proficiency in 2 of the following skills of your choice: Deception, Insight, Intimidation, Performance and Persuasion.

Shapechanging. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

Unsettling Visage. When a creature you can see within 30-feet of you makes an attack against you, you can use your reaction to impose disadvantage on the attack. Using this trait reveals your shapeshifting nature to all creatures within 30-feet of you.

Once you use this feature, you cannot use it against the same creature until they finish a long rest.

Suggested Languages. Common and 2 other languages of your choice


Dhampir

A race of humanoids with vampiric origins.

Suggested ASI. +2 Charisma; +1 Constitution

Age. Dhampirs mature at the same rate as humans and tend to live around 150 years.

Speed. 30 ft.

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

Deathless Nature. You don't need to breathe, and your HP maximum cannot be reduced if the effect requires you to take necrotic damage.

Skill Affinity. You gain proficiency in 1 skill of your choice.

Spider Climb. You have a climbing speed equal to your walking speed. You can move up, down and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Vampiric Bite. Your fanged bite is a natural weapon which you are proficient with. It has a damage die of 1d4, deals piercing damage and has the finesse property.

When you hit with this fanged bite, you may expend one of your hit die and roll it (You do not add your Constitution modifier to this roll) Your bite deals additional necrotic damage equal to the total rolled, and you regain HP equal to the necrotic damage dealt.

Suggested Languages. Common and 1 other language of your choice.

Dragonborn

A race of humanoids with draconic elements.

Suggested ASI. +2 Strength; +1 Constitution

Age. Dragonborn reach adulthood by the age of 15, and they tend to live until around 80.

Speed. 30 ft.

Draconic Ancestry. Choose either Acid, Cold, Fire, Lightning or Poison damage. Whenever a feature refers to your Draconic Ancestry, it is refering to this damage type. You also have resistance to the chosen damage type.

Draconic Warding. As a bonus action on your turn, you may focus and grant yourself immmunity to your Draconic Ancestry. This lasts until you lose concentration (As if concentrating on a spell)

Dragon Breath. You have a pool of d6's equal to your level. In place of an attack, you may expend any number of these d6's to exhale destructive energy in your choice of a 30-foot long line that is 5-feet wide, or a 15-foot cone.

All creatures caught within the area must succeed on a Dexterity saving throw or suffer damage equal to the result rolled from your expended d6's, or half as much on a successful save. The damage type is the same as your Draconic Ancestry. If your Ancestry is Cold or Poison, this saving throw is instead a Constitution one.

You regain all dice within this pool upon completing long rest, or half of the dice (Rounded down, minimum of 1) upon completing a short rest.

Evolution. Upon reaching 9th level, you may choose whether to make Draconic Warding or Wing Growth permanently active.

Hide of the Dragon. While you aren't wearing armor, your AC is equal to 13 + Your Dexterity modifier. You can use a shield and still gain this benefit.

Wing Growth. As an action, you may grow a set of leathery draconic wings that lasts for 1 minute. The wings destroy clothing not made to accommodate them, and cannot be manifested while wearing medium or heavy armor. While the wings are manifested, you have a flying speed equal to your walking speed.

Suggested Languages. Common, Draconic


Drow

While also a species of elf, they are different enough to warrant their own section.

Suggested ASI. +2 Dexterity; +1 Charisma

Age. Elves typically reach physical maturity at the same age as humans, but in elven culture an elf isn't considered an adult until they reach around 100 years of age, and they tend to live to around 750 years old.

Speed. 35 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Keen Senses. You have advantage on Perception checks made using your choice of smell, sight or hearing (You choose when gaining this feature)

Trance. Instead of sleeping for a long rest, you may meditate for 4 hours-this is known as a Trance. While trancing, you remain semiconscious and dream as a form of mental exercise. Upon your trance finishing, you gain the benefits of a long rest.

Suggested Languages. Common or Undercommon, Elvish

Subrace. Additionally, you may choose between one of two subraces: Underborn or Upperborn.

Underborn

Like most Drow, you were born and raised in the underdark-granting you the following features:

Drow Casting. You learn the Dancing Lights cantrip. You are additionally able to cast the Fearie Fire and Darkness spells without components or expending spell slots, once you do so you can not do so again until you complete a long rest.

For every decade you have been alive after 100 years of age, you may cast one of these spells an additional time between long rests (You choose which one every decade)

Sunlight Sensitivity. You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. The range of your Darkvision is increased to 120-feet.

Upperborn

Unlike most Drow, you were born on the surface, which grants you the following feature:

Corellons Protection. When you are reduced to 0 HP but not killed outright, you are instead reduced to 1 HP. Once this feature triggers, it can not trigger again until 1 hour has passed.

Light of Heaven. While below half your hit point maximum, you shed bright light in a 15-foot radius and dim light for another 15-feet. Creatures of your choice within the light have advantage on saving throws again spells and other magical effects.

Duergar

While also a species of dwarf, they are different enough to warrant their own section.

Suggested ASI. +2 Constitution; +1 Strength

Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Speed. 30 ft.

Built for Armor. You are naturally built to handle uncomfortable armor. Your speed can not be reduced as a result of the armor you are wearing. If armor you are wearing gives you disadvantage on stealth checks, it instead does not.

Dwarven Tolerance. You have advantage on saving throws against the poisoned condition, and resistance to poison damage.

Supersize. As an action, you magically increase in size, tripling in dimensions and becoming a large creature. If you lack the space to become large, you instead grow to become the largest you can.

While enlarged, your melee weapon attacks deal 1d6 bonus damage, and you have advantage on strength checks and saving throws.

This lasts until you are knocked unconscious or end it early as an action.

Suggested Languages. Common or Undercommon, Dwarvish

Subrace. Additionally, you may choose between one of two subraces: Underborn or Upperborn.

Underborn

Like most Duergar, you were born and raised in the underdark-granting you the following features:

Dark Resilience. You have advantage on saving throws against illusions and against being charmed or paralyzed.

Sunlight Sensitivity. You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Upperborn

Unlike most Duergar, you were born on the surface, which grants you the following features:

Darkvision. While your darkvision isn't as strong as most Duergar, you still possess it. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Light Resilience. You have advantage on saving throws against the blinded and frightened conditions.

Unseen Dwarf. As an action, you may cast the Invisibility spell on yourself. After the spell ends, you may not cast it again using this feature until you complete a short or long rest.


Dwarf

A race of stout and sturdy humanoids.

Suggested ASI. +2 Constitution; +1 Strength

Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Speed. 30 ft.

Best in the Business. Choose an artisan tool. Whenever you make a check with that artisan tool and the die rolled is a 7 or less, the die is instead treated as if it rolled an 8.

Built for Armor. You are naturally built to handle uncomfortable armor. Your speed can not be reduced as a result of the armor you are wearing. If armor you are wearing gives you disadvantage on stealth checks, it instead does not.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Tolerance. You have advantage on saving throws against the poisoned condition, and resistance to poison damage.

Stout Toughness. Your hit point maximum increases by 2, and it increases by 2 again whenever you gain a level.

Suggested Languages. Common, Dwarvish

Elf

A long lived race of humanoids with a connection to the feywild.

Suggested ASI. +2 Dexterity; +1 Wisdom

Age. Elves typically reach physical maturity at the same age as humans, but in elven culture an elf isn't considered an adult until they reach around 100 years of age, and they tend to live to around 750 years old.

Speed. 35 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elven Magics. You learn 1 cantrip of your choice from the Druid or Wizard spell list.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Keen Senses. You have advantage on Perception checks made using your choice of smell, sight or hearing (You choose when gaining this feature)

You also gain proficiency in the Perception skill.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Trance. Instead of sleeping for a long rest, you may meditate for 4 hours-this is known as a Trance. While trancing, you remain semiconscious and dream as a form of mental exercise. Upon your trance finishing, you gain the benefits of a long rest.

Suggested Languages. Common or Undercommon, Elvish


Firbolg

A race of giant-kin connected to the feywild.

Suggested ASI. +2 Wisdom; +1 Strength

Age. Firbolg are considered mature around 30 years of age, and the oldest of them can live to 500 years old.

Speed. 30 ft.

Adjust Height. As a bonus action, you may make yourself appear up to three feet shorter. Firbolg often do this while conversing with smaller races. This reduction lasts until you end it early as a bonus action or you are incapacitated.

Hidden Appearance. You may cast the Disguise Self spell at will without requiring components or expending spell slots.

Hidden Step. As a bonus action, you may magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You may use this feature a number of times equal to your Constitution modifier (Minimum of 1) and you regain 1 usage every hour.

Magic Sense. You are permanently under the effects of the Detect Magic spell. This effect is nonmagical.

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

Speech of Beast and Leaf. You can commune with beasts and plants as if you shared a language.

Suggested Languages. Common, Elvish, Giant

Genasi

A race of humanoids heavily connected to one of the elemental planes.

Suggested ASI. +2 Constitution; +1 Strength

Age. Genasi mature at the same rate as humans, and live slightly longer on average-typically around 120 years.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of red (Fire), white (Air), blue (Water) or brown (Earth)

Suggested Languages. Common, Primordial

Subrace. Additionally, you may choose between one of the four subraces: Air, Earth, Fire, or Water.

Air

You are more inclined to elemental air.

Air Walk. You have a flying speed equal to your walking speed and can hover using this speed. You can not fly further than 10-feet from the ground when using this feature.

Lightning Resistance. You have resistance to Lightning damage.

Unending Breath. You can hold your breath indefinitely while not incapacitated.

Earth

You are more inclined to elemental earth.

Earth Walk. You can move across difficult terrain without expending extra movement if you using your walking speed and on the ground or floor.

Additionally, while touching natural earth, you have a +5 bonus to stealth checks.

Flesh of Stone. Critical hits do not deal bonus damage against you.

Petrification Proof. You have advantage on saving throws made against being petrified.

Fire

You are more inclined to elemental fire.

Bend Flame. You know the Control Flames and Produce Flame cantrips. Additionally, you may cast the Burning Hands spell without expending components or spell slots.

Fire Resistance. You have resistance to Fire damage.

Water

You are more inclined to elemental water.

Acid Resistance. You have resistance to Acid damage.

Amphibious. You can breathe both air and water, and you have a swimming speed equal to your walking speed.

Bringer of Water. You know the Acid Splash and Shape Water cantrips. Additionally, you may cast the Create or Destroy Water spell without expending components or spell slots.

Once you cast Create or Destroy Water in this way you can not do so again until you complete a short or long rest.


Gith

A race of psionically inclined humanoids.

Suggested ASI. +2 Intelligence; +1 Strength or Wisdom

Age. Gith mature and age at the same rate as humans.

Speed. 30 ft.

Astral Communion. Whenever you finish a long rest, you gain proficiency with one skill of your choice and with one weapon or tool of your choice, both of which remains until you complete a long rest.

Leap of Mind. You may use your Intelligence score to calculate your jump distance rather than your Strength score.

Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions.

Minor Telekinesis. You know the Mage Hand cantrip and can cast it without verbal or somatic components. When cast through this feature, the hand is invisible and lasts until you dismiss it as a bonus action.

Psionic Barrier. When a creature hits you with an attack, you may use your reaction to gain a bonus to your AC equal to your Intelligence modifier (Minimum of 1) until the start of your next turn (Including against the triggering attack)

Once you use this feature, you may not do so again until you complete a short or long rest.

Psychic Resilience. You have resistance to psychic damage.

Suggested Languages. Common, Gith

Gnome

A small and inventive race of humanoids.

Suggested ASI. +2 Intelligence; +1 Dexterity

Age. Gnomes mature at the same rate as humans but can live up to 500 years.

Speed. 25 ft.

Critter Speech. You can commune with beasts of small size or smaller as if you shared a language.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning. You have advantage on Intelligence, Wisdom and Charisma saving throws made against spells and other magical effects.

Natural Illusionist. You know the Minor Illusion cantrip.

Size. You are small rather than medium.

Suggested Languages. Common, Gnomish


Goblin

A small and mischievous race of goblinoids.

Suggested ASI. +2 Dexterity; +1 Constitution

Age. Goblins reach adulthood at the age of 8 and can live up to 60 years of age.

Speed. 30 ft.

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

Fury of the Small. When attacking a creature of a larger size than you with a weapon attack, you deal additional damage to them equal to half your proficiency bonus (Rounded up)

Nimble Escape. You can take the Disengage or Hide action as a bonus action on your turn.

Size. You are small rather than medium.

Suggested Languages. Common, Goblin

Goliath

A race of giant-kin much more bound to their giant roots than the Firbolg.

Suggested ASI. +2 Strengthl +1 Constitution

Age. Goliaths have lifespans comparable to humans.

Speed. 30 ft.

Cloud Born. You have resistance to cold damage. You are also naturally acclimated to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.

Flame Built. You have proficiency in one set of artisan's tools of your choice.

Frosty Instinct. Choose one of the following skills: Animal Handling, Insight, Medicine, Perception or Survival. Whenever you make a skill check using the chosen skill, you may use your Strength modifier as opposed to your Wisdom modifier.

Hills Blessing. You can not become poisoned or otherwise ill as a result of eating spoiled or otherwise inedible food.

Ordning Decision. Choose either Stone's Endurance or Storm's Odes. You gain access to the chosen feature, and may use it a number of times between long rests equal to your proficiency bonus.

- Stone's Endurance. Whenever you suffer damage, you may use your reaction to roll 1d12 + Your Constituion modifier and reduce the damage taken by the amount rolled (Minimum of 0 damage taken) If you have resistance to the damage taken, this reduction applies before the resistance is calculated.

- Storm's Odes. When a creature declares an attack against you, you may impose disadvantage on their attack roll against you.

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

Suggested Languages. Common, Giant


Half-Elf

Born from elves and another humanoid race (Most often humans) they are often outsiders within both worlds.

Suggested ASI. +2 Charisma; +1 Dexterity; +1 Wisdom

Age. Half-Elves mature at the same rate as humans, however they often live well over 180 years.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Keen Senses. You have advantage on Perception checks made using your choice of smell, sight or hearing (You choose when gaining this feature)

Naturally Talented. You gain proficiency in 2 skills of your choice.

Suggested Languages. Common, Elvish

Half-Orc

Born from Orcs and another humanoid race (Most often humans) They are often disliked in human society but valuable to orc society.

Suggested ASI. +2 Strength; +1 Constitution

Age. Half-Orcs mature a little faster than humans, reaching adulthood around 14. They age noticeably faster and rarely live longer than 75 years.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Naturally Talented. You gain proficiency in 2 skills of your choice.

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

Relentless Endurance. When you are reduced to 0 HP but not killed outright, you are instead reduced to 1 HP. Once this feature triggers, it can not trigger again until 1 hour has passed.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Suggested Languages. Common, Orc


Halfling

A race of short but kindhearted humanoids.

Suggested ASI. +2 Dexterity; +1 Charisma

Age. Halflings reach adulthood around the age of 20 and tend to live until around 250 years of age.

Speed. 25 ft.

Brave. You have advantage on saving throws made against the frightened condition.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Size. You are small rather than medium.

Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Suggested Languages. Common, Halfling

Hobgoblin

A tactful and martially inclined race of goblinoid.

Suggested ASI. +2 Constitution; +1 Intelligence

Age. Hobgoblins mature and age at the same rate as humans.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Feat. Every hobgoblin gains a bonus feat on character creation, if the feat grants a bonus to one of your ability scores, you do not gain that bonus.

Naturally Combative. When you make an attack roll with a weapon you are not proficient in, you may add half your proficiency bonus (Rounded up) to the attack roll.

Tactical Inclinement. Whenever you make a weapon attack against a creature, you gain a +1 bonus to the attack roll for each hostile creature other than yourself within 5-feet of that creature

Suggested Languages. Common, Goblin


Human

The most common humanoid race in nearly every setting.

ASI. +1 to every ability score

Age. Humans reach adulthood in their late teens and tend to live less than a century.

Speed. 30 ft.

Feat. Every human gains a bonus feat on character creation, if the feat grants a bonus to one of your ability scores, you do not gain that bonus.

Human Determination. When you make an ability check, attack roll or saving throw, you may choose to do so with advantage. Once you do so, you cannot do so again until you complete a long rest.

Naturally Talented. You gain proficiency in 2 skills of your choice.

Suggested Languages. Common and 1 other language of your choice (Typically a language of another race such as Elvish or Dwarvish)

Kobold

A small race of lizardlike humanoids that worship dragons.

Suggested ASI. +2 Dexterity; +1 Intelligence

Age. Kobolds reach adulthood at the age of 6 and can live up to 120 years of age.

Speed. 30 ft.

Size. You are small rather than medium.

Draconic Cry. As a bonus action, you let out a draconic wail in a 10-foot radius around you. All creatures of your choice within the radius who hear the cry become Dragon Scorned until the start of your next turn.

Whenever a creature attacks someone who is Dragon Scorned, their attack roll has advantage.

When you use this feature, you also become Dragon Scorned.

Minor Ancestry. Choose either Acid, Cold, Fire, Lightning or Poison damage. You have resistance to the chosen damage type.

Temporary Courage. After succeeding on a saving throw, you are immune to the frightened condition until the start of your next turn.

Weak Scales. While not wearing any armor, your AC is increased by 1. You may use a shield and still gain this benefit.

Suggested Languages. Common, Draconic


Lizardfolk

A race of reptilian humanoids.

Suggested ASI. +2 Constitution; +1 Wisdom

Age. Lizardfolk reach maturity around the age of 14 and rarely live longer than 60 years.

Speed. 30 ft.

Aquatic Hunter. You have a swimming speed equal to your walking speed, and you can hold your breath for a number of minutes equal to 5 times your Constitution modifier (Minimum of 5 minutes)

Bite. Your toothy maw is a natural weapon which you are proficient with. It has a damage die of 1d8 and deals piercing damage.

Feeding Frenzy. As a bonus action, you may make an attack with your bite. If the attack hits, it deals its normal damage and you gain temporary hit points equal to your proficiency bonus + your Constitution modifier (Minimum of 1)

You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.

Natural Skills. You gain proficiency in 2 of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, and Survival.

Suggested Languages. Common, Draconic

Satyr

A hedonistic species of fey.

Suggested ASI. +2 Charisma; +1 Dexterity

Age. Satyr mature and age at the same rate as humans.

Speed. 30 ft.

Creature Type. Your creature type is fey rather than humanoid, you can still be targeted by spells and effects that only work on humanodis however (Such as Hold Person)

Ram Horns. Your horns are a natural weapon which you are proficient with. They have a damage die of 1d6 and deal bludgeoning damage.

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

Majestic Leaps. Your jump distance is doubled.

Reveler. You have proficiency in the Performance and Persuasion skills, you also have proficiency in one musical instrument of your choice.

Suggested Languages. Common, Sylvan


Shifter

A race of humanoid with lycanthropic blood flowing through them.

Suggested ASI. +2 Constitution; +1 Strength

Age. Shifters mature at the same rate as humans but live a few years less on average.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Shifting. At the start of your turn (No action required) You may enter a bestial transformation. This transformation lasts for 1 minute or until you end it on your turn (No action required) While transformed, you gain temporary hit points equal to your Constitution modifier at the start of each of your turns, and another benefit from your subrace.

Once you transform, you cannot do so again until an hour has passed.

Skill Affinity. You have proficiency in 1 skill of your choice.

Suggested Languages. Common and 1 other language of your choice.

Subrace. Additionally, you may choose between one of the four subraces: Beasthide, Longtooth, Swiftstride, or Wildhunt.

Beasthide

Your ancestry is that of a Werebear, Wereboar or some other thick hided beast.

Thick Skinned. Your AC is increased by 1 so long as you are not wearing heavy armor.

While shifted, so long as you have temporary hit points, you have resistance to nonmagical bludgeoning, piercing and slashing damage.

Longtooth

Your ancestry is that of a Werewolf, Wererat or some other feral beast.

Fanged. Your fangs are a natural weapon which you are proficient with. They have a damage die of 1d6 and deal piercing damage.

While shifted, you may attack with these fangs as a bonus action.

Swiftstride

Your ancestry is that of a Weretiger or some other swift beast.

Strider. Your movement speed increases by 10-feet.

While shifted, if a creature ends its turn within 5-feet of you, you may use your reaction to move up to 10-feet without provoking attacks of opportunity.

Wildhunt

Your ancestry is that of a Wereraven or some other alert beast.

Concentrated. You have advantage on Wisdom based checks provided you are proficient in the skill.

While shifted, no creature within 30-feet of you can make attack rolls against you at advantage. If you are incapacitated, this does not function.

Tabaxi

A graceful race of catlike humanoids.

Suggested ASI. +2 Dexterity; +1 Charisma

Age. Tabaxi mature and age at the same rate as humans.

Speed. 30 ft.

Cat Claws. Your claws are a natural weapon which you are proficient with. They have a damage die of 1d6, deal slashing damage and have the finesse property.

Climber. You have a climbing speed equal to your walking speed.

Feline Agility. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you cannot use it again until you move 0 feet on one of your turns.

Feline Talent. You have proficiency in the Perception and Stealth skills.

Suggested Languages. Common and 1 other language of your choice.


Thri-Kreen

An insectoid race of humanoids.

Suggested ASI. +2 Dexterity; +1 Strength

Age. Thri-Kreen reach maturity at the age of 5, and none live past the age of 35.

Speed. 35 ft.

Chameleon Carapace. As a bonus action, you may shift the colors of your carapace to match your environment. Provided you remain in that environment, you have advantage on stealth checks made to hide.

Jumper. Your long jump is equal to your walking speed, and your high jump is equal to half your walking speed (Rounded down to the nearest multiple of 5) You can jump these full distances with or without a running start.

Sleepless. You do not require sleep at all, and cannot be put to sleep via magical means. You can gain the benefits of a long rest by spending its duration performing light activity.

Venomous Maw. Your maw is venomous and dangerous. Whenever you would make an attack against a target within 5-feet of you, you can replace that attack by biting your target and attempting to inject them with venom.

Make an attack roll against the target (Using Strength as the ability score) On a hit, instead of dealing damage, the target becomes Poisoned until the end of their next turn.

Once per long rest when you successfully poison a creature using this attack, you can also force the target to make a Constitution saving throw. On a failed saving throw, they become Paralyzed until the end of their next turn.

Suggested Languages. Common, Thri-Kreen

Tiefling

An iconic race with infernal heritage.

Suggested ASI. +2 Charisma; +1 Intelligence

Age. Tieflings reach adulthood in their late teens and live around a decade longer than humans.

Speed. 30 ft.

Devils Sight. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

This darkvision works through magical darkness.

Hellish Resistance. You have resistance to fire damage.

Infernal Hide. You have tough, leathery skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can still use a shield and gain the benefits of this trait.

Infernal Legacy. You learn 2 cantrips of your choice from any spell list. Additionally, choose one of the following spells: Armor of Agathys, Burning Hands, or Disguise Self. You may cast the chosen spell at will without requiring components or expending spell slots.

Prehensile Tail. Your tail is an appendage, which you can use to perform tasks. It cannot perform somatic compon- ents, wield shields or weapons without the light property, or hold weight greater than your Strength score (in lbs.).

Suggested Languages. Common, Infernal


Triton

A race of sea-dwelling humanoids who often protect land-dwelling humanoids from aquatic threats.

Suggested ASI. +1 Strength; +1 Constitution; +1 Charisma

Age. Tritons reach maturity around the age of 15 and can live up to 200 years.

Speed. 30 ft.

Amphibious. You can breathe both air and water, and you have a swimming speed equal to your walking speed.

Control Air and Sea. You learn the Gust and Shape Water cantrips. You may also cast the Fog Cloud, Gust of Wind, and Wall of Water spells without expending components or spell slots using this feature.

Once you cast a non-cantrip spell using this feature, you may not do so again until you complete a long rest.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Guardian of the Depths. You have resistance to cold damage, and you are immune to any negative effects caused by being extremely deep in the ocean.

Sea Speech. If a creature has an innate swimming speed, you are able to communicate with them as if you shared a language.

Suggested Languages. Common, Primordial

Warforged

A race of constructed humanoids forged for war.

Suggested ASI. +2 Constitution; +1 Strength

Age. Warforged do not deteriate due to age, and are functionally immortal-however their individual pieces can fall into disrepair and break if they are not kept maintained.

Speed. 30 ft.

Constructed Nature. You are immune to disease, poison damage and the poisoned condition. You do not need to eat, drink or breathe.

You do not require sleep and you cannot be put to sleep via magical means. In order to gain the benefits of a long rest, you must be in a motionless, inactive state for at least 6 hours. During this time however, you are fully conscious and aware of your surroundings.

Core. You cannot wear armor. Instead, your Core is determined by your subrace, this core is considered armor for you.

Suggested Languages. Common, One other language of your choice.

Subrace. Additionally, you may choose between one of the three subraces: Envoy, Juggernaut, or Skirmisher.

Envoy

You were designed as a diplomat or to serve a specific purpose, like an expert lockpicker.

Core. Your AC is equal to 11 + your Dexterity modifier + your proficiency bonus, this core is considered light armor. You do not add your proficiency bonus if you lack proficiency in light armor.

Specialized Design. You gain proficiency in one skill of your choice, one tool of your choice, and you learn one language of your choice. Choose either the skill or tool proficiency, you gain expertise in the chosen one.

Juggernaut

You were designed as a bulky beast to remain at the frontline of battlefields.

Core. Your AC is equal to 16 + your proficiency bonus, this core is considered heavy armor. You do not add your proficiency bonus if you lack proficiency in heavy armor.

Regardless of if you have proficiency in heavy armor or not, you have disadvantage on stealth checks.

Pure Force. When you hit with a melee weapon attack, you deal additional bludgeoning damage equal to your proficiency bonus.

Skirmisher

You were designed as a fast warrior that slips throughout combat.

Core. Your AC is equal to 13 + Your dexterity modifier (Maximum of 2) + Your proficiency bonus, this core is considered medium armor. You do not add your proficiency bonus if you lack proficiency in medium armor.

Speed Protocol. Your movement speed increases by 5. It increases by 5 again for every 5 character levels you have.


Yuan-ti Pureblood

A type of Yuan-ti that looks much more humanoid than their brethren, they still boast many serpentine aspects however.

Suggested ASI. +2 Charisma; +1 Intelligence

Age. Yuan-ti Pureblood reach adulthood in their late teens and tend to live less than a century.

Speed. 30 ft

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Friend to Snakes. You are able to commune with snakes as if you shared a language. Unless you provoke them in some way, they are friendly to you and you have advantage on Charisma checks made against them.

Innate Spellcasting. You know the poison spray cantrip. You also learn the Suggestion spell, and can cast it without any components or expending a spell slot. Once you cast Suggestion using this trait, you cannot do so again until you complete a long rest.

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

Poison Immunity. You are immune to poison damage and the poisoned condition.

Snake Shape. As a bonus action on your turn, you may magically transform into a snake. You determine your appearance in this form, however you are considered to be tiny size while transformed.

Your statistics do not change in this form but you are unable to cast spells or use equipment. Your equipment melds with your body when you transform.

If you are reduced to 0 HP while transformed, you revert to your normal form.

Suggested Languages. Common, Abyssal and Draconic

Otherworldly Races

In this section you wild find races that are stronger than those in the previous section. They often come from other planes and have many special abilities to them.

These races often will not have official statistics, meaning it's up to homebrew if a player wants to play them... There is one problem with this homebrew though: Balance.

In a party setting, all of the races need to be balanced against each other so players don't outshine one another... But say a player wanted to play an Illithid? They are so hilariously stronger than typical races that any attempt to make them fall in line with typical races just... Makes them lose the appeal.

Don't get me wrong, there are still many good homebrews for these races. It's just they are limited to the confines of party balance... As this document is intended for games where there is only one PC, it is not limited by this.

Creature Type

Nearly all of these races are not humanoid. Even if they still possess a humanoid form, they are not considered humanoid creatures...

Despite this, every race here is still considered to be a valid target for effects that only work on humanoids (Such as Hold Person, Charm Person, ect)

Once the PC reaches a certain level, you may rule that this stipulation is removed, or you may keep it for the entirety of play.


Race List

Below you can find the list of races currently in this section, this list will expand as time goes on and this document gets updated.

To the right of each race you will see what creature type they are as opposed to humanoid.

  • Abishai (Fiend)

  • Archon (Celestial)

  • Asura (Celestial)

  • Cambion (Fiend)

  • Doppelganger (Monstrosity)

  • Draegloth (Fiend)

  • Dryad (Fey)

  • Eladrin (Fey)

  • Erinyes (Fiend)

  • Golem (Construct)

  • Hag (Fey)

  • Illithid (Aberration)

  • Lamia (Monstrosity)

  • Medusa (Monstrosity)

  • Oni (Giant)

  • Rakshasa (Fiend)

  • Siren (Fey)

  • Succubus (Fiend)

  • Troll (Giant)

  • Wanderer (Undead)

  • Wight (Undead)

  • Yeti (Monstrosity)

Abishai

Devilish servants to Tiamat, Abishai believe themselves to be the purest children of Tiamat despite their queen disdaining them.

Suggested ASI. +2 Constitution; +1 Charisma

Age. Abishai are devils and therefore are immortal, they cannot die of old age.

Speed. 30 ft.

Devils Sight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

This darkvision works through magical darkness.

Diabolical Element. You have a Diabolical Element which is determined by your subrace. Whenever a feature refers to your Diabolical Element, it is refering to the associated damaget type.

You have immunity to your Diabolical Element. Once per round when you hit with a weapon attack, you may deal 1d4 bonus damage of the same type as your Diabolical Element.

Fetid Wings. You have a pair of wings that grant you a flying speed equal to your walking speed. Clothing and armor you wear must be made to accommodate them or be destroyed. You are unable to use this flying speed while wearing medium or heavy armor.

Infernal Constitution. You are immune to the poisoned condition.

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

Natural Weapons. Your claws and bite are natural weapons which you are proficient with. Both natural weapons deal 1d6 damage on a hit, your claws deal slashing damage while your bite deals piercing damage.

Telepathy. You can speak telepathically with any creature within 120-feet of you that you are aware of. You both must share a language in order to understand each other, and you may only communicate with one creature at a time.

Tough Skin. You may use your Constitution modifier instead of your Dexterity modifier for the purposes of calculating your AC.

Suggested Languages. Common, Infernal, Draconic

Chromatic Coloring. You may choose your subrace from the following options: Black, Blue, Green, Red and White.


Black

The second lowest of Abishai, Black Abishai were skilled in ambushes and assassination.

Diabolical Element. Your Diabolical Element is Acid.

Creeping Darkness. As an action you may cast the Darkness spell at a point within 120-feet of you without material components or requiring concentration. As a bonus action on your turn, you may move this area of darkness up to 60-feet.

You may also move this darkness as a legendary action by expending 1 legendary action.

Once you use this feature and the darkness ends, you cannot use it again until 1 hour has passed.

Blue

The second highest of Abishai, Blue Abishai were incredibly intelligent.

Diabolical Element. Your Diabolical Element is Lightning.

Lightning Strike. You are able to throw bolts of lightning naturally as a ranged spell attack with a range of 120-feet. On a hit this attack deals 2d8 + Your Racial Modifier lightning damage.

Green

The middle class of Abishai, Green Abishai were shrewd and cunning manipulators.

Diabolical Element. Your Diabolical Element is Poison.

Infernal Venom. Once per round when you deal poison damage to a creature, you may inflict them with the Poisoned condition until the start of your next turn.

Red

The highest rank of Abishai, Red Abishai were the mightiest and most dangerous of their kind.

Diabolical Element. Your Diabolical Element is Fire.

Power of the Dragon Queen. As an action you may target a dragon you can see within 120-feet of you and force it to make a Charisma saving throw, chromatic dragons make this saving throw at disadvantage. On a successful save, it is immune to this feature for 1 hour.

On a failed saving throw, the dragon is charmed by you until you or your allies harm it or 1 hour has passed. While charmed by you in this manner, it views you as a trusted friend to be protected and heeded.

White

The lowest rank of Abishai, White Abishai were incredibly destructive and violent.

Diabolical Element. Your Diabolical Element is Cold.

Vicious Reprisal. In response to taking damage, you may use your reaction to make a bite attack against a random creature within 5-feet of you, if no creature is within 5-feet of you, you may move up to half your movement speed towards the nearest creature and make this attack. This movement does not provoke attacks of opportunity.

Archon

The celestial equivalent to devils, Archon achieve promotions through righteous and virtuous deeds rather than evil.

Suggested ASI. +2 Wisdom; +1 Charisma

Age. As celestials, Archon do not age and are immortal creatures.

Speed. 30 ft.

Archon Defenses. You are immune to lightning damage and resistant to poison damage. You are immune to the Petrified condition and you have advantage on saving throws made against the Poisoned condition.

Bring Light. As an action you may touch a medium or smaller sized object within 5-feet of you and cause it to shed bright light in a 10-foot radius and dim light for another 10-feet.

This lasts until you die, use this feature again or end the effect by touching it as an action.

Heavenly Telepathy. You can speak telepathically with any creature within 120-feet of you that you are aware of. Provided the target can understand a language, you both can understand each other.

Lightvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike darkvision, you are able to discern color in darkness.

Righteous Path. You may cast the Teleport spell at will without requiring components or expending spell slots. In order to cast this spell using this feature, you must have an associated object for your targeted location (As described in the spell)

The associated object is consumed by the spell upon the teleportation completing. Once you teleport using this feature, you may not do so again until you complete a short or long rest.

Suggested Languages. Common, Celestial


Asura

Messenger spirits of the upper planes, Asura are primarily Chaotic Good celestial creatures.

Suggested ASI. +2 Dexterity; +1 Intelligence

Age. As celestials, Asura do not age and are immortal creatures.

Speed. 30 ft.

Celestial Fuel. You do not need to eat, drink or sleep. You can gain the benefits of a long rest by performing light activity over the course of 8 hours.

Divine Awareness. You know if you hear a lie, this does not let you know what the truth is, it merely makes you aware a lie was told.

As an action you may touch a willing creature and grant them this feature for a number of hours equal to your proficiency bonus. Once you use this feature, you may not do so again until 24 hours have passed.

Flaming Wings. You have spectral wings made of flame coming from your back. These wings grant you a flying speed equal to your walking speed, and they do not require specially made armor or clothing to use.

Heavenly Telepathy. You can speak telepathically with any creature within 60-feet of you that you are aware of. Provided the target can understand a language, you both can understand each other.

Lightvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike darkvision, you are able to discern color in darkness.

Pierce Deceit. You cannot be affected by any spell that belongs to the Enchantment school, and you are immune to the charmed condition.

Additionally, if you are observing an illusion, you are immediately aware it is an illusion.

Suggested Languages. Common, Celestial

Cambion

Unlike tieflings who were merely touched by the lower planes, Cambions are true half-fiends. Being born from the union between a mortal and a fiend.

Suggested ASI. +2 Strength; +1 Charisma

Age. Cambions are not truly immortal like fiends. They live ten times as long as however long their mortal parents race tended to live.

Speed. 30 ft.

Fiendish Blessing. You may add half your Racial Modifier (Rounded down) to your AC.

You are unable to select the Supernatural Defense legendary feat.

Fiendish Charm. As an action, you may target one humanoid you can see within 30-feet of you and force it to make a Wisdom saving throw. On a failed saving throw, it is Charmed by you for 1 day. They obey your verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this ability for the next 24 hours.

You may only have one creature charmed by this ability at a time, successfully using it on a new one ends the charm on the previously affected one.

You may use this ability as a legendary action by expending two legendary actions.

Fire Ray. You are able to send out a beam of flame naturally as a ranged spell attack with a range of 120-feet. On a hit this attack deals 3d6 fire damage (You do not add your Racial Modifier to the damage)

Flight. You have a pair of wings that grant you a flying speed equal to your walking speed. Clothing and armor you wear must be made to accommodate them or be destroyed. You are unable to use this flying speed while wearing medium or heavy armor.

Suggested Languages. Common, Abyssal or Infernal


Doppelganger

A race of shapechanging monstrosity's that can read minds.

Suggested ASI. +2 Charisma; +1 Constitution

Age. Doppelgangers mature and age at the same rate as humans.

Speed. 30 ft.

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

Mental Strength. You are immune to the Charmed condition, and you cannot be put to sleep by magical means.

Read Thoughts. As an action, you may target a creature you can see within 60-feet of you, you magically begin to read its surface thoughts.T he effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it.

So long as you are within 60-feet of the creature, you can continue to read its surface thoughts, so long as your concentration isn't broken (As if concentrating on a spell) While reading a creatures surface thoughts, you have advantage on all Deception, Insight, Intimidation and Persuasion checks made against that creature.

Shapechanging. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.

You stay in the new form until you use an action to revert to your true form or until you die.

Suggested Languages. Common and 2 other languages of your choice.

Draegloth

Born from the union between a drow priestess and a Glabrezu demon, Draegloth are lethal and powerful demons.

Suggested ASI. +2 Strength; +1 Dexterity; +1 Charisma

Age. Draegloth were not fully immortal, instead tending to live around 2000 years.

Speed. 30 ft.

Demonic Endurance. You have resistance to cold, fire and lightning damage.

Fey Ancestry. You have advantageo n saving throws against being charmed, and magic can't put you to sleep.

Four Arms. You possess four arms as opposed to two. Your additional arms function exactly as your normal arms do-allowing you to wield more equipment than a normal person.

You could wield a greatsword and a shield while still having a hand free for spellcasting for example.

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

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Suggested Languages. Common or Undercommon, Abyssal, Elvish


Dryad

Suggested ASI. +2 Wisdom; +1 Dexterity

Age. So long as their tree is alive, a Dryad is immortal and does not age. However if their tree is destroyed (Cut down, burnt, ect) they will die within 1 week.

Speed. 30 ft.

Fey Charm. As an action, you may target one humanoid or beast you can see within 30-feet of you and force it to make a Wisdom saving throw. On a failed saving throw, it is charmed by you and considers you a trusted friend to be protected and heeded. While it is not under your control, it views your requests and actions as favorably as possible.

If you or your allies do something harmful to the creature, it may repeat its saving throw, ending the effect on a successful save. Otherwise it ends once 24 hours have passed, you die, either of you are on a different plane of existence, or you end it early as a bonus action. If the targets saving throw is successful, it is immune to this effect until 24 hours have passed.

You may have no more than one humanoid and up to three beasts charmed by this feature at a time.

you may use this ability as a legendary action by expending two legendary actions.

Fey Nature. You have advantage on saving throws made to resist being charmed, and you cannot be forced to sleep by magical means.

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

Speech of Beast and Leaf. You can commune with beasts and plants as if you shared a language.

Tree Bind. Upon being born, you are bound to a single tree, which serves as your life force and home. As an action while within 5-feet of your tree, you may enter a demiplane within your tree that has an appearance of your choosing (It cannot exceed 50-feet in each dimension)

While you are within the demiplane, creatures you allow that are within 5-feet of the tree may also enter the demiplane.

If you are more than 1 mile away from your tree, you are considered to be Poisoned, which cannot be removed until you are within 1 mile of your tree again. If you possess a trinket from your tree (Such as an acorn or pinecone) then this effect is suspended.

Tree Stride. By expending 10-feet of movement, you may step magically into one tree within your reach and emerge from a second living tree within 60-feet of the first tree, appearing within an unoccupied space within 5-feet of the tree. Both trees must be large or bigger.

Suggested Languages. Common, Elvish, Sylvan

Eladrin

While multiple types of Eladrin exist (Such as Celestial Eladrin) this one is specifically Fey Eladrin, a subrace of elves who millenia ago moved to the feywild fully.

Suggested ASI. +2 Dexterity; +1 Charisma

Age. Eladrin live as long as elves, around 750 years. While in the feywild however, they cease to age and can not die of old age.

Speed. 30 ft.

Fey Nature. You have advantage on saving throws made to resist being charmed, and you cannot be forced to sleep by magical means.

Faerie Presence. You may force any creature that starts its turn within 60-feet of you to make on a Wisdom saving throw or be Charmed by you until you damage it or a minute passes. Once a creature successfully saves against this feature, they are immune to this for 24 hours.

This effect gains bonus features depending on what your Moodswing is.

Fey Step. As a bonus action, you may teleport to an unoccupied space you can see within 30-feet of you. This gains bonus features depending on what your Moodswing is.

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

Moodswing. When undergoing intense emotions, your powers and abilities can change. You and your DM should decide together whenever a moment is worthy enough for a Moodswing.

Spring (Joy) - You are resistant to Psychic damage. Creatures affected by your Faerie Presence are unable to declare attacks. Finally, creatures within 5-feet of where you teleported from using Fey Step deal half damage on their next attack before the end of their next turn.

Summer (Rage) - You are resistant to Fire damage. Creatures affected by your Faerie Presence are Frightened instead of charmed. Finally, creatures within 5-feet of where you teleported from using Fey Step suffer Fire damage equal to your proficiency bonus.

Autumn (Goodwill) - You are resistant to Poison damage. Creatures affected by your Faerie Presence are unable to willingly move away from you. Finally, creatures within 5-feet of where you teleported from using Fey Step have disadvantage on their next saving throw before the end of their next turn.

Winter (Sadness) - You are resistance to Cold damage. Creatures affected by your Faerie Presence have disadvantage on ability checks and saving throws. Finally, creatures within 5-feet of where you teleported from using Fey Step have their speed halved until the end of their next turn.

Trance. Instead of sleeping for a long rest, you may meditate for 4 hours-this is known as a Trance. While trancing, you remain semiconscious and dream as a form of mental exercise. Upon your trance finishing, you gain the benefits of a long rest.

Suggested Languages. Common, Elvish, Sylvan


Erinyes

A race of devils that appear like wicked versions of angels.

Suggested ASI. +2 Strength; +1 Dexterity; +1 Charisma

Age. As fiends, Erinyes do not age and are immortal beings.

Speed. 30 ft.

Devils Sight. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

This darkvision works through magical darkness.

Hellish Touch. All weapons you wield are considered magical for the purposes of overcoming immunities and resistance to magic. Additionally, all weapons you wield deal an additional 1d8 poison damage on hit.

Infernal Skin. You have immunity to fire and poison damage, and the poisoned condition.

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

Powerful Wings. You have a pair of wings that grant you a flying speed equal to your walking speed. Clothing and armor you wear must be made to accommodate them or be destroyed.

Telepathy. You can speak telepathically with any creature within 120-feet of you that you are aware of. You both must share a language in order to understand each other, and you may only communicate with one creature at a time.

Suggested Languages. Common, Infernal

Golem

A type of construct built from a variety of materials. Typically non-sapient, you have somehow gained independant thought from your creator. Perhaps you even were once another race but you transfered your soul into a golem.

Suggested ASI. +2 Strength; +1 Constitution

Age. You are an artificial being, you do not age.

Speed. 30 ft.

Absorption. You have immunity to a certain damage type (Determined by your subrace to the right of this section) Whenever you are subjected to this damage type, you instead regain hit points equal to the damage dealt.

You cannot use this feature if the source of damage originated from you (For example, if your damage type was fire, you couldn't cast fireball on yourself and receive the healing)

Artificial Body and Mind. You are immune to the Charmed and Frightened conditions. You also have advantage on saving throws made against gaining levels of exhaustion.

Constructed Nature. You are immune to disease, poison damage and the poisoned condition. You do not need to eat, drink or breathe.

You do not require sleep and you cannot be put to sleep via magical means. In order to gain the benefits of a long rest, you must be in a motionless, inactive state for at least 6 hours. During this time however, you are fully conscious and aware of your surroundings.

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

Immutable Form. You are immune to any spell or effect that would alter your form.

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

Suggested Languages. Common and 1 Other Language

Variant: Weapon Immunity

By base, golems are immune to nonmagical weapons not made from adamantine... That is an incredibly overpowered thing to give to this race however, even by LPC standards (Especially for an otherworldly race)

If you wish to keep that aspect, you may use the following feature:

Unbreakable Body. You are immune to nonmagical bludgeoning, piercing and slashing damage. Weapons made of adamantine ignore this immunity.


Clay

You were sculpted from malleable clay.

Absorption Type. Your absorption type is Acid, meaning you have immunity to it and you are able to heal from it.

Decaying Hits. Once per round when you hit a creature with a weapon attack, you can force them to make a Constitution saving throw. On a failed saving throw, their hit point maximum is reduced by the damage taken. Their hit point maximum returns to normal upon completing a long rest.

Speed Surge. At the start of your turn (No action required) You may surge with speed. Until the end of your next turn, you gain a +2 bonus to your AC, gain advantage on dexterity saving throws, and can make a single weapon attack as a bonus action.

Flesh

You were stitched together from the flesh of deceased humanoids.

Absorption Type. Your absorption type is Lightning, meaning you have immunity to it and you are able to heal from it.

Aversion to Fire. If you suffer fire damage, you have disadvantage on all attack rolls and ability checks until the end of your next turn... However the fire enrages you, causing all your weapon attacks to deal an additional 1d12 damage.

Evolve. Over the course of 1 minute, you may graft parts from a humanoid corpse within 5-feet of you onto yourself. If you do so, you gain one racial trait it possesses of your choice. You retain this trait until you use this feature again.

Iron

You were forged from mighty iron.

Absorption Type. Your absorption type is Fire, meaning you have immunity to it and you are able to heal from it.

Metal Body. If your AC would ever be lower than 20, it is instead equal to 20.

Poison Breath. As an action, you may exhale poison gas in a 15-foot cone. All creatures within that cone must succeed on a Constitution saving throw, suffering 3d8 poison damage on a failed saving throw, or half as much on a successful one. This deals an additional 1d8 poison damage for every 2 points of your proficiency bonus.

Stone

You were built from solid stone.

Absorption Type. You do not have an absorption type-instead, once per long rest, whenever you would suffer damage, you can reduce the damage to 0, and regain hit points equal to the damage reduced.

Slowing Aura. When a creature starts its turn within 10-feet of you, you may force it to make a Wisdom saving throw. On a failed saving throw, until the end of its next turn its speed is halved, it can't take reactions and it can only make one weapon attack on each of its turn.

Hag

A vile race of fey that practices dark and disgusting magic.

Suggested ASI. +2 Intelligence; +1 Charisma

Age. Hags mature at the same rate as humans, until the age of 13 when they fully transform into hags. They then can live for several thousand years.

Speed. 30 ft.

Claws. Your claws are natural weapons with which you are proficient in, they have the finesse property. Your claws deal slashing damage, have a damage die of 2d6, and are considered magical for the purposes of overcoming immunity and resistance to damage.

Coven Former. Over the course of 1 hour, you may form a coven with exactly two other creatures. Both other creatures must be spellcasters. You remain in the coven until one leaves it as an action, one of you dies, or when you form a new coven.

While within 30-feet of another coven member, a coven member can share spell slots and spells known, allowing the other to cast their spells and use their spell slots as if they were theirs.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Evil Mask. As an action, you may create an illusion around yourself. The illusion remains until you are reduced to 0 HP or you end it early as an action.

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different. You can seem up to 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this ability fail to hold up to physical inspection. Attempting to physically inspect them results in the inspector realizing they are an illusion.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your racial DC.

Talents. You gain proficiency in 2 skills of your choice.

Thick Hide. If you are not wearing armor, your AC is equal to 13 + Your Strength modifier. You can wield a shield and still gain this benefit.

Wicked Spells. Choose a spell of 1st level that does not deal damage or restore hit points. You can cast the chosen spell at will without expending any spell slots.

Starting at 9th level and every 8 levels afterwards, you may choose an additional spell to apply this benefit to. The chosen spells still cannot deal damage nor restore hit points, however their level also cannot exceed half your proficiency bonus (Rounded up)

Suggested Languages. Common, Sylvan


Annis

A type of hag that is incredibly physically powerful and feared.

Dangerous Claws. Your Claws have a damage die of 3d6 rather than 2d6.

Hugger. You have advantage on checks made to grapple creatures, and you can move up to your full speed even while grappling a creature. If a creature starts its turn while being grappled by you, you may deal 3d6 + Your Strength modifier in bludgeoning damage to it.

Bheur

A type of hag that dwells in cold environments who revel in greed and the corruption it brings.

Devour. As an action, you may ravenously devour a humanoid corpse within 5-feet of you. You regain expended hit die equal to the corpses hit die maximum.

If a creature witnesses you feast, they must succeed on a Wisdom saving throw or become Frightened until the end of your next turn.

Frostdweller. You have immunity to cold damage, and you ignore difficult terrain made of ice or snow (Whether it is magical or not) You can also climb and move across icy surfaces without needing to make a check.

Green

A type of hag that particularly enjoys deception and tainting the pure.

Hidden Passage. As an action, you may magically turn invisible. This invisibility lasts until you attack or cast a spell, or until your concentration ends (As if concentrating on a spell) While invisible, you leave behind no trace of your passage, and cannot be tracked via magical means.

Mimicry. You can mimic any sound you have heard. A creature can determine they are mimics by succeeding on an Insight check against your racial DC.

Night

A type of hag so vile that they were banished from the feywild and forced to reside in the lower planes.

Etherealness. While in the material plane, you may enter the ethereal plane as an action. While in the ethereal plane, you may enter the material plane as an action.

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

Sea

A type of hag that is bound to the sea and incredibly ugly even by hag standards.

Amphibious. You can breathe both air and water, and you have a swimming speed equal to your walking speed.

Horrific. You have advantage on Intimidation checks, and your Intimidation checks always use your highest ability score modifier.

Opportune Fear. You have advantage on attack rolls made against Frightened targets.

Illithid

Also known as Mind Flayers, these feared Aberrations have a hunger for cranal matter and an inclination for psionics.

Suggested ASI. +2 Intelligence; +1 Charisma

Age. Illithid are created by placing a mind flayer tadpole in an existing adult humanoid, thus they are born fully mature. They tend to live around 125 years after this "birth".

Speed. 30 ft.

Brain Consumption. You do not eat or drink normally, instead you must consume one humanoid brain from a creature with 6 intelligence or higher every month. Failure to do so will result in starvation.

Extract Brain. Over the course of 1 minute you may devour the brain of an incapacitated or dead humanoid. If the creature is not dead they suffer 10d10 piercing damage, if this damage reduces them to 0 HP, they die as you extract their brain and devour it.

If they are dead you don't deal any damage and immediately extract and consume their brain.

Innate Psionics. You may cast the Detect Thoughts and Levitate spells at will without requiring components or spell slots. When cast through this feature, they are considered psionic rather than magical.

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

Mind Blast. As an action you may release violent psychic energy in a 60-foot cone from you. Each creature in that area must succeed on a Intelligence saving throw or take a number of d8's in psychic damage equal to your Racial Modifier and be Stunned until the end of your next turn.

You may not use this feature again until an hour has passed.

You may use this ability as a legendary action by expending two legendary actions.

Superior Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Telepathy. You can speak telepathically with any creature within 120-feet of you that you are aware of. You both must share a language in order to understand each other, and you may only communicate with one creature at a time.

Suggested Languages. Common or Undercommon, Deep Speech


Lamia

A race of seductive and cruel monstrosity's.

Suggested ASI. +2 Charisma; +1 Strength

Age. Lamias mature at the same rate as humans and live up to 500 years.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Enchanter. Choose an enchantment spell of 1st level. You learn that spell and can cast it at will without expending any spell slots.

Illusory. Choose an illusion spell of 1st level. You learn that spell and can cast it at will without expending any spell slots.

Intoxicating Touch. Whenever you would make an attack, you can replace it with a usage of this ability. Make a melee weapon attack roll using your Charisma score against a target within 5-feet of you. On a hit, the target becomes magically cursed for 1 hour.

While cursed, a target has disadvantage on Wisdom saving throws and all ability checks.

Seducer. You have proficiency in the Deception and Persuasion skills.

Suggested Languages. Common, Abyssal, Sylvan

Common Lamia

You are a common lamia, you have the upper half of a typical humanoid with the lower half of a lion (Or another animal such as a deer or goat)

Claws. Your claws are natural weapons with which you are proficient in, they have the finesse property. Your claws deal slashing damage and have a damage die of 2d6, and are considered magical for the purposes of overcoming immunity and resistance to damage.

Tough Body. Provided you are not wearing medium or heavy armor, you have a +1 bonus to your AC.

Noble Lamia

You are a noble lamia, you have the upper half of a typical humanoid with the lower half of a serpent.

Master Caster. Whenever you cast an Enchantment or Illusion spell, it is considered to have been cast at one level higher for the purposes of upcasting.

Leg Former. As a bonus action, you may transform your lower half into a set of normal humanoid legs. You may revert your legs to a serpent lower half as a bonus action.

Medusa

Hateful creatures with snakes instead of hair, their gaze is capable of turning those who look into their eyes into stone.

Suggested ASI. +2 Constitution; +1 Charisma

Age. Due to their curse, all Medusae are biologically immortal so they suffer it more.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Ethereal Vision. You are capable of seeing into the ethereal plane out to a range of 60-feet, you are unable of affecting things in the ethereal plane unless you are also in the ethereal plane however.

Your Petrifying Gaze works on creatures within the ethereal plane.

Petrifying Gaze. When a creature that can see your eyes starts its turn within 30-feet of you, you may force it to make a Constitution saving throw if you aren't incapacitated and you can see the creature.

If the saving throw fails by 5 or more, the creatures is instantly petrified. Otherwise, a creature that fails the saving throw slowly begins to turn to stone and is restrained. The restrained creature must repeat its saving throw at the end of its next turn, ending the effect on a successful one or becoming petrified on a failed one. The petrification lasts until the creature is freed by greater restoration or other magic.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the start of its next turn, when it can avert its eyes again. If the creature looks at you in the meantime, it must immediately make the save.

If you see yourself on a polished surface within 30-feet of you and in an area of bright light, you are affected by this ability.

Snake Hair. The snakes on your hair are a natural weapon that you are proficient in, you may use your Strength or Dexterity modifier for these snakes attacks.

On a hit, your snakes deal 2d6 poison damage.

Suggested Languages. Common and 1 Other Language


Oni

A race of giantkin that use magic to get what they want.

Suggested ASI. +2 Strength; +1 Constitution

Age. Oni mature at the same rate as humans but can live up to 1000 years.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Floaty. You have a flying speed equal to your walking speed. This flight is magical, not based on wings, meaning your armor does not inhibit this flight.

You cannot fly while in an area of antimagic however.

Magic Grasp. All weapons you wield are considered magical for the purposes of overcoming immunity and resistance to damage.

While in your true form, your melee weapon attacks deal an additional 1d6 damage.

Stalker. While in your humanoid form, you may turn yourself and everything you are wearing and carrying invisible at will as an action. This invisibility lasts until you end it early (No action required) Or until you attack or cast a spell.

You may turn invisible at the end of another creatures turn as a legendary action by expending 2 legendary actions.

Twin Forms. You have two forms: A medium sized humanoid form and your true, large sized form. You may swap between these forms at will as a bonus action. You choose the appearance of both of these forms and these appearances remain consistent (You cannot change your humanoid form to the same extent changelings can for example)

Your statistics remain the same in each form. Your equipment grows or shrinks to match your new forms size.

Suggested Languages. Common, Giant

Rakshasa

A race of feline fiends that have particular... Tastes.

Suggested ASI. +2 Charisma, +1 Intelligence

Age. As fiends, Rakshasa do not age and are immortal beings.

Speed. 35 ft.

Blessed Susceptibility. Whenever a good aligned creature deals magical piercing damage to you, you suffer an additional 1d8 damage.

Cat Claws. Your claws are a natural weapon which you are proficient with. They have a damage die of 2d6, deal slashing damage and have the finesse property.

Curse Bringer. When you deal damage to a creature with a weapon attack, you may afflict them with the Rakshasa's curse. While afflicted with this curse, a creature receives no benefits from completing a short or long rest. Spells or abilities that remove curses remove this effect.

You may only have one creature cursed at a time with this feature, if you were to curse a new one, the curse on the old one ends.

Devils Sight. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

This darkvision works through magical darkness.

Illusion Master. Choose a 1st level spell from the Illusion spell school, you may cast that spell at will without expending a spell spell slot.

Whenever you gain a level in any class, you may change this spell for another.

Limited Magic Immunity. When you would be affected by a spell of a level equal to or lower than your proficiency bonus, you can choose to not be affected instead.

You may do so a number of times equal to your proficiency bonus. You regain all expended uses upon completing a long rest.

Suggested Languages. Common, Infernal


Siren

Creatures of incredibly violent moodswings, Siren are legends amongst sailors and they particularly enjoy this fact.

Suggested ASI. +2 Charisma; +1 Dexterity

Age. Sirens mature at around the same rate as humans, but they can live up to 500 years of age.

Speed. 30 ft.

Amphibious. You can breathe both air and water, and you have a swimming speed equal to your walking speed.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Fey Nature. You have advantage on saving throws made to resist being charmed, and you cannot be forced to sleep by magical means.

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

Mystifying Voice. You have advantage on any checks related to singing, if you sing for at least 1 minute, all creatures who can hear your singing must succeed on a Wisdom saving throw. On a failed saving throw, a creature is Charmed by you until you stop singing or harm them in any way.

Weaponized Voice. Your voice is a natural weapon that you can use to lethal proportions. This attack uses your Racial Modifier for the purposes of its attack roll, damage roll and DC.

This attack has a range of 60-feet and deals 1d8 + Your Racial Modifier thunder damage on a hit. If you are unable to speak, you are unable to make this attack.

Suggested Languages. Common, Elvish, Sylvan

Succubus

Evil seducers from the lower planes, Succubi can be either demonic or infernal in origins. The male counterpart are known as Incubi, although every Succubus is technically also an Incubus due to their shapechanging.

Suggested ASI. +2 Charisma; +1 Dexterity

Age. As fiends, Succubi do not age and are immortal creatures.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Draining Kiss. As an action, you may kiss a willing creature or one charmed by you within 5-feet of you. The kissed creature must make a Constitution saving throw, suffering a number of d10's in psychic damage equal to your proficiency bonus on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Fiendish Charm. As an action, you may target one humanoid you can see within 30-feet of you and force it to make a Wisdom saving throw. On a failed saving throw, it is Charmed by you for 1 day. They obey your telepathic and verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this ability for the next 24 hours.

You may only have one creature charmed by this ability at a time, successfully using it on a new one ends the charm on the previously affected one.

You may use this ability as a legendary action by expending two legendary actions.

Flight. You have a pair of wings that grant you a flying speed equal to your walking speed. Clothing and armor you wear must be made to accommodate them or be destroyed. You are unable to use this flying speed while wearing medium or heavy armor.

Shapechanging. As an action, you may transform into a small or medium humanoid, or back into your true form. While transformed, you decide every aspect of your appearance-your sex, weight, height, voice, hair color, ect. If your form does not possess wings, you are unable to use your flying speed.

You revert to your true form if you die.

Telepathy. You can speak telepathically with any creature within 60-feet of you that you are aware of. You both must share a language in order to understand each other, and you may only communicate with one creature at a time.

This range limit is removed when communing with creatures Charmed by you, you may even commune with them through planes.

Suggested Languages. Common, Abyssal or Infernal


Troll

A race of giantkin that are near impossible to put down.

Suggested ASI. +2 Constitution; +1 Strength

Age. Trolls reach maturity at the age of 10 and live as long as humans.

Speed. 30 ft.

Claws. Your claws are a natural weapon which you are proficient with. They have a damage die of 2d6 and deal slashing damage.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Keen Smell. You have advantage on Perception checks that rely on smell.

Limb Growth. As an action by expending a hit die, you may regrow any of your lost limbs.

Regeneration. While in initiative, at the start of each of your turns so long as you have at least 1 hit point, you regain hit points equal to your Constitution modifier (Minimum of 1) This trait does not function if you have taken acid or fire damage since the start of your last turn.

While not in initiative, this feature is weaker as your adrenaline isn't pumping. You only regain 1 hit point every 10 minutes.

Suggested Languages. Common, Giant

Large Trolls

A player may choose to play either a medium sized troll or a large sized troll-being large will come with many detriments such as more expensive equipment and most settlements not being made accommodate you.

If you choose to be a large troll, the healing you receive from your Regeneration trait is doubled.

Wanderer

A race of undead born from the desire to preserve knowledge and stories. Often kept as lorekeepers, these undead are quite friendly and freely share information.

Suggested ASI. +2 Intelligence; +1 Wisdom

Age. Wanderer's do not age, nor can they die of old age. They are undead and can only die violently.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Intention Sense. As a bonus action, you may force a creature within 30-feet of you to make a Charisma saving throw, which they make secretly (Meaning you do not see the results of their saving throw)

On a failed saving throw, you learn what their alignment is. On a successful saving throw, you perceive their alignment as True Neutral.

A creature can choose to fail this saving throw.

Lorekeepers Mind. You have a photographic memory, and can perfectly recall anything you have seen or heard, remembering the information as if you are currently experiencing it.

Tale Teller. You gain proficiency in your choice of the History or Performance skill.

Undead Nature. You are immune to the exhaustion and poisoned conditions, and poison damage. You are also resistant to necrotic damage.

You do not need to eat, drink or sleep. You can gain the benefits of a long rest by performing light activity over the course of 8 hours.

Suggested Languages. Common and 1 Language you knew in life.

Subrace. Additionally, you may choose from one of the following subraces that represents your treasured story: Heroic, Love or Tragedy.


Heroic

Your favorite story is one of a heroic tale, that inspires people to acts of greatness.

Heroic Deed. When you would make an attack roll or saving throw, you can choose to gain advantage on the roll. If you do so, your next attack roll or saving throw before the end of your next long rest has disadvantage. Advantage does not cancel out this disadvantage.

You cannot use this feature if you have disadvantage on the roll you are attempting to use it on.

Plot Armor. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Love

Your favorite story is one of true love, whether it be platonic or romantic.

Likeable. You know the Friends cantrip and may cast it without requiring somatic or verbal components. When the spell ends, an affected creature is no longer hostile towards you.

Resist Temptation. You have advantage on saving throws against being charmed, creatures of your choice within 15-feet of you also gain this benefit. They must be able to hear you in order to gain this benefit.

Tragedy

Your favorite story is a tragic tale that often serves as a warning to others.

Inured to Tragedy. You have advantage on saving throws against being frightened, creatures of your choice within 15-feet of you also gain this benefit. They must be able to hear you in order to gain this benefit.

Learn from Tragedy. If you suffer a critical hit, your next attack roll or saving throw you make before the end of your next turn automatically hits/succeeds.

Wight

Born from sheer violence and hatred, Wights are dangerous undead who yearn for blood and war.

Suggested ASI. +2 Strength; +1 Charisma

Age. Wight's do not age, nor can they die of old age. They are undead and can only die violently.

Speed. 30 ft.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Life Drain. You gain a natural weapon that can drain a creatures life force upon touch. This attack uses your Racial Modifier for the purposes of its attack roll, damage roll and DC.

The attack deals 1d6 necrotic damage on a hit, and the target must succeed on a Constitution saving throw. On a failed saving throw, their hit point maximum is reduced by an amount equal to the necrotic damage they took from this attack.

A humanoid slain by this attack rises 24 hours later as a Zombie under your control, unless the humanoid is restored to life or its body is destroyed. You may have no more Zombies under your control from this feature at a time than an amount equal to quadruple your proficiency bonus.

The zombies all act on the same initiative, and listen to your every verbal command. If given no commands, they will defend themselves to the best of their ability.

When you die, all Zombies you raised with this feature immediately die.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Undead Nature. You are immune to the exhaustion and poisoned conditions, and poison damage. You are also resistant to necrotic damage.

You do not need to eat, drink or sleep. You can gain the benefits of a long rest by performing light activity over the course of 8 hours.

Suggested Languages. Common and 1 Language you knew in life


Yeti

Yeti's are hulking monstrosities that live within the arctic, they are eternal hunters and have quite the appetite.

Suggested ASI. +2 Strength; +1 Constitution

Age. Yeti were considered adults as early as the age of 5, reaching full maturity at that point too. They tended to live no more than a century.

Speed. 30 ft.

Arctic Adaptation. You are immune to the effects of the extreme cold, as your fur keeps you warm. Additionally, you have advantage on Stealth checks made in snowy environments.

Chilling Gaze. As an action, you may target one creature you can see within 30-feet of you. The target must succeed on a Constitution saving throw.

On a failed saving throw, they suffer a number of d6's of cold damage equal to your proficiency bonus, and they are Paralyzed for 1 minute unless it is immune to cold damage.

The target can repeat the saving throw at the end of each of its turns, ending the effect on a successful one.

If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze ability of any Yeti for the next hour.

You may use this feature as a legendary action by expending two legendary actions.

Climber. You have a climbing speed equal to your walking speed.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Frost Breath. Once you reach 9th level, you are bestowed a title well honored in Yeti society: Abominable. As an Abominable Yeti, you may use your action to breath a 30-foot cone of frigid air.

Each creature in that area must succeed on a Constitution saving throw, suffering a number of d8's equal to half your level (Rounded down) in cold damage on a failed saving throw, or half as much on a successful one.

Once you use this feature, you may not do so again until an hour has passed.

Keen Smell. You have advantage on Perception checks made using your sense of smell.

Natural Weapons. Your teeth and claws are natural weapons which you are proficient in. Both natural weapons deal 1d6 damage on a hit, your claws deal slashing damage while your teeth deal piercing damage.

Suggested Languages. Common, Yeti

Alternate Racial Ability Score

Yeti's may use their Constitution modifier for their Racial Modifier, as opposed to the normal options. This affects the DC for their Chilling Gaze and Frost Breath features.

Overpowered

In this section you wild find races that are significantly stronger than all races found in both of the previous section.

These races often will not have official statistics, meaning it's up to homebrew if a player wants to play them... As with the other section, there is one problem with this homebrew though: Balance.

In a party setting, all of the races need to be balanced against each other so players don't outshine one another... But say a player wanted to play an Illithid? They are so hilariously stronger than typical races that any attempt to make them fall in line with typical races just... Makes them lose the appeal.

Don't get me wrong, there are still many good homebrews for these races. It's just they are limited to the confines of party balance... As this document is intended for games where there is only one PC, it is not limited by this.

Creature Type

Much like the previous section, nearly all of these races are not humanoid. Even if they still possess a humanoid form, they are not considered humanoid creatures...

Despite this, every race here is still considered to be a valid target for effects that only work on humanoids (Such as Hold Person, Charm Person, ect)

Once the PC reaches a certain level, you may rule that this stipulation is removed, or you may keep it for the entirety of play.


Race List

Below you can find the list of races currently in this section, this list will expand as time goes on and this document gets updated.

To the right of each race you will see what creature type they are as opposed to humanoid.

  • Archangel (Celestial)

  • Archfey (Fey)

  • Archfiend (Fiend)

  • Archomental (Elemental)

  • Asgardian (Humanoid)

  • Athedite (Humanoid)

  • Death Knight (Undead)

  • Empyrean (Celestial)

  • Genie (Elemental)

  • Inevitable (Construct)

  • Lich (Undead)

  • Marilith (Fiend)

  • Tarrasquekin (Humanoid)

  • Xrinakin (Ooze)

Fable Classes vs Races

Many races here are potential future candidates for Fable Classes, some fable classes may even be added to the race list here.

It is recommended you don't use these races along with their respective fable class. The point of the races is to give the feeling of these races without going for a full class-while the point of the class is to explore the thematic in much more depth.

Archangel

Also known as a Celestial Paragon, Archangels are the antithesis of Archdevils, residing within the heavens they are beacons of virtue and justice. Most are bound to Law but not all... However all are immensely bound to good.

Suggested ASI. +4 Charisma; +2 Strength

Your maximums for the increased scores are increased by twice the amount.

Age. Archangels do not age and are immortal creatures.

Speed. 30 ft.

Angelic Wings. As a bonus action, you may manifest wings. You may not manifest them while wearing armor not made to accommodate them, however they can still manifest through clothing without destroying it.

While your wings are manifested, you have a flying speed of 60-feet, which is increased by 15-feet per point of your proficiency bonus.

Divine Awareness. You know if you hear a lie, this does not let you know what the truth is, it merely makes you aware a lie was told.

Heavenly Form. You are immune to necrotic and poison damage, and the poisoned condition. You also have resistance to radiant damage.

Heavenly Telepathy. You can speak telepathically with any creature within 120-feet of you that you are aware of. Provided the target can understand a language, you both can understand each other.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded down) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

Lightvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike darkvision, you are able to discern color in darkness.

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

Rejuvenating Light. You have a pool of d8's equal to your level. As an action you may touch a creature other than yourself and expend any number of these dice, rolling them. They touched creature restores hit points equal to the total rolled, and is cured of any curse, disease or poison affecting them.

You regain all expended dice upon completing a long rest.

Righteous Path. You may cast the Teleport spell at will without requiring components or expending spell slots. In order to cast this spell using this feature, you must have an associated object for your targeted location (As described in the spell)

Searing Blast. Whenever you would make an attack, you may instead fire a beam of radiance at a creature within 120-feet of you as ranged spell attack. On a hit this deals 2d8 + Your Racial Modifier radiant damage.

For every 8 levels you have, this deals 1d8 bonus radiant damage.

Suggested Languages. Common, Celestial


Archfey

Fey creatures who have achieved a level of power near that of gods and who hold sway over a portion of the feywild are the Archfey. All hold self proclaimed titles that denote their high standings.

Suggested ASI. +4 Dexterity; +2 Charisma

Your maximums for the increased scores are increased by twice the amount.

Age. Archfey do not age and are immortal creatures.

Speed. 30 ft.

Fey Physiology. You are immune to the charmed condition and magic cannot put you to sleep. You do not need to sleep to gain the benefits of a long rest, instead you may perform light activity over the course of it.

Fey Step. As a bonus action, you may teleport to an unoccupied space you can see within 30-feet of you. If you are within the Feywild, this is increased to 60-feet.

Honey Words. You are able to cast the Suggestion spell at will without expending any components or spell slots. When you cast it through this feature it does not require concentration.

You may only affect a number of creatures at once with this spell equal to your proficiency bonus attempting to affect another results in the oldest casting ending.

If a creature succeeds on their saving throw against this spell, you cannot target them again with this feature until 24 hours have passed.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded down) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

Lightvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike darkvision, you are able to discern color in darkness.

Storytellers Immortality. Upon becoming an Archfey, you must select your nemesis. This can be an item, a specific condition or a creature, work with your DM to determine a fitting nemesis.

Whenever you would be killed, you and all of your attuned items vanish. You can force this trait to activate as an action. After 24 hours have passed, you reform in a location of your choice on the feywild-having gained the benefits of a long rest and possessing all of your attuned items.

If you are killed while your nemesis is present however (Such as being killed with a sword you declared your nemesis, or a type of humanoid) This trait fails to function and you die as normal.

Suggested Languages. Common, Sylvan

Archfiend

Altraloths, Archdevils and demon lords can all fall under this category... Immensely powerful and wicked fiends that are often big power players of their respective lower planes.

Suggested ASI. +4 Charisma; +2 Intelligence

Your maximums for the increased scores are increased by twice the amount.

Age. Archfiend's do not age and are immortal creatures.

Speed. 30 ft.

Dark Immortality. When you would die on a plane of existence other than the one that you call home (Abyss for Demons, Hell for Devils, Gehenna for Yugoloth) You instead reform on your home plane and cannot leave it for 100 years.

Lesser fiends would risk being born into a weaker form, however you have no such risk.

Dying on your home plane will permanently kill you however.

Fetid Defenses. You have immunity to Fire and Poison damage and the Poisoned condition.

Fiendish Weapons. Your whole body is a weapon with which you are proficient in. When making a natural weapons attack, it uses a 1d10 damage die and has a reach of 5-feet. You may choose whether the attack deals bludgeoning, piercing or slashing damage.

Finally, attacks made with your natural weapons or any weapon you are wielding are considered magical for the purposes of overcoming immunity or resistance to damage.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded down) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

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

Summon Allies. As an action on your turn, you may summon up to 4 fiends whose collective CR is no greater than your level. The fiends summoned must be of the same type as you (Demon Lords can only summon Demons, Archdevils can only summon Devils, Altraloth can only summon Yugoloth)

The summoned fiends act on their own initiative and obey your every command. They remain until 1 hour has passed or they are reduced to 0 HP, upon which they return to where they were before you summoned them.

Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of red.

Vile Teleport. As an action you may teleport to an unoccupied space within 120-feet of you. You may use this ability as a legendary action by expending three legendary actions.

Suggested Languages. Common, Abyssal, Infernal


Altraloth

Yugoloths transformed by a coven of Night Hags sinister magic, once the ritual is complete and they are transformed, they are beholden to their masters for a duration of time. Once the contract is up however, they are destined to become rulers of their kind.

Gehenna Magic. You know the Vitriolic Sphere spell and can cast it innately without components or expending spell slots. You may cast it as a legendary action using this trait by expending two legendary actions.

True Telepathy. You can speak telepathically with any creature within 120-feet of you that you are aware of. Provided the target can understand a language, you both can understand each other.

Yugoloth Skin. You have immunity to acid damage.

Archdevils

Only 9 Archdevils rule at a time, one for each layer of Baator. However, deposed or banished Archdevils were also refered to as such, leading to their being many more than the 9 that would be expected.

Devilish Skin. You have immunity to cold damage.

Devil Sight. You can see through both magical and nonmagical darkness using your darkvision.

Hell Magic. You know the Fireball spell and can cast it innately without components or expending spell slots. You may cast it as a legendary action using this trait by expending two legendary actions.

Infernal Regeneration. At the start of each of your turns (No action required) You may expend a hit die, rolling it as you would during a short rest. You restore HP equal to the amount rolled, you may use this feature even if you are incapable of performing any actions.

If you have suffered radiant damage since the end of your last turn, you are unable to use this feature.

Demon Lord

There is no strict criteria for calling oneself a demon lord, the typical norm that is followed however is having complete control over one of the layers of the abyss, and commanding an army of lesser demons.

Abyss Magic. You know the Lightning Bolt spell and can cast it innately without components or expending spell slots. You may cast it as a legendary action using this trait by expending two legendary actions.

Demonic Skin. You have immunity to lightning damage.

Master of Bloodshed. Melee weapons you wield deal an additional die of damage, and your Natural weapons deal 2d10 damage instead of 1d10.

Archomental (Full Page)

The mightiest of elementals are known as the Archomentals... Olhydra, Imix, Cryonax, all belong to this mighty type of elemental. They are the embodiment of their element and rule over it.

Suggested ASI. +2 Strength; +2 Constitution; +2 Wisdom

Your maximums for the increased scores are increased by twice the amount.

Age. Archomentals do not age and are immortal creatures.

Speed. 30 ft.

Elemental Body. You do not require food nor drink, instead you nourish yourself on the elemental energies that make up your body. You are immune to Poison damage and the poisoned condition.

You are also immune to the Charmed and Frightened conditions.

Elemental Casting. Choose a spell of 1st level from the list available to your primary element (Options to the right) You learn that spell and can cast it without expending any material components or spell slots.

At 5th level and every 5 levels afterwards (10, 15, 20, ect) You learn an additional spell from the available list. The chosen spell cannot be of a level higher than half your proficiency bonus (Rounded up)

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

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

Summon Elementals. As an action, you may summon up to 3 elementals whose CR does not exceed your proficiency bonus (Their collective CR can exceed it, but their individual CR cannot) For each elemental you summon, you lose hit points equal ten times their CR (Minimum of 10) and your hit point maximum is reduced by the same amount (This reduction lasts until you complete a long rest)

The summoned elementals are allied to you and remain until you are reduced to 0 HP, dismiss them as an action, or complete a long rest. The elementals obey your every command and will defend you to the best of their abilities.

You can only have a maximum of three elementals summoned from this feature at a time.

The elementals summoned must be from the elemental plane you are most associated with.

Suggested Languages. Common, Primordial


Air

You are primarily tied to air, whether you are directly from the elemental plane of air, or one such as smoke.

Amorphous. You can move through spaces as narrow as 1 inch wide without squeezing.

Elemental Casting. Your Elemental Casting list includes any spells that push creatures back or influence air (Such as Gust of Wind and Warding Wind) You and your DM may agree that spells outside of this are fitting for your character.

Storm Defense. You have immunity to Lightning and Thunder damage.

Earth

You are primarily tied to earth, whether you are directly from the elemental plane of earth, or one such as mud.

Earth Body. Your body is as tough as solid stone, granting you a +3 bonus to your AC while you aren't wearing heavy armor.

Elemental Casting. Your Elemental Casting list includes any spells that alter terrain or influence earth (Such as Earth Tremor and Mold Earth) You and your DM may agree that spells outside of this are fitting for your character.

Ground Glide. You have a burrow speed equal to your walking speed. You can burrow through unworked earth or stone without disturbing the material.

Fire

You are primarily tied to fire, whether you are directly from the elemental plane of fire, or one such as magma.

Elemental Casting. Your Elemental Casting list includes any spells that deal fire damage or influence fire (Such as Pyrotechnics) You and your DM may agree that spells outside of this are fitting for your character.

Fire Defense. You are immune to fire damage.

Flaming Body. Whenever a creature starts its turn within 10-feet of you, you can cause them to suffer a number of d4's in fire damage equal to half your proficiency bonus (Rounded up)

Water

You are primarily tied to water, whether you are directly from the elemental plane of water, or one such as ice.

Amorphous. You can move through spaces as narrow as 1 inch wide without squeezing.

Depths Defense. You have immunity to Acid and Cold damage.

Elemental Casting. Your Elemental Casting list includes any spells that deal cold damage or influence water (Such as Control Water, Create or Destroy Water and Watery Sphere) You and your DM may agree that spells outside of this are fitting for your character (Such as Hold Person or Sleet Storm for an ice archomental)

Asgardian

Powerful beings living in the upper planes, Asgardians fall into one of two factions: The Aesir and the Vanir. The Aesir are more martially inclined while the Vanir are more magically inclined.

It is widely debated whether every Asgardian is a deity, but it is accepted that many are, and even those not divine are powerful in their own right.

Suggested ASI. +2 Strength; +2 Constitution; +2 Charisma

Your maximums for the increased scores are increased by twice the amount.

Age. Asgardians do not age and are immortal creatures.

Speed. 30 ft.

Drunken Legacy. You can never become unconscious or incapacitated as a result of drinking too much alcohol. Additionally, you suffer no detriments to your combat abilities (Such as attacks) while drunk.

Epic Protection. Choose two damage types other than Bludgeoning, Piercing or Slashing. You gain immunity to the chosen damage types.

Hearty Body. Your HP maximum increases by 4, and it increases by an additional 4 every time you gain a level.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

Tribe. Choose either Aesir Brutality or Vanir Mind, you gain the benefits of the chosen feature.

- Aesir Brutality. You have proficiency in all weapons and armor (Including shields) All weapons you wield deal an additional die of damage.

- Vanir Mind. You have a pool of mystical energy equal to your character level. As an action, you may expend up to 9 points of energy from this pool to cast a spell on the Sorcerer spell list of a level equal to or lower than the amount of energy expended.

You cannot cast a spell of a level higher than your proficiency bonus using this feature.

Upon completing a long rest, you regain all expended mystical energy.

Suggested Languages. Common and 2 Other Languages of your choice


Athedite

One of the first races of humanoids ever in existence, they were powerful and beloved by the gods, however they were driven to extinction after committing a grave sin against them.

Athedite's look like humans, however their appearance tends to be perfect, and any hair they possess twinkles like starlight.

Suggested ASI. +2 to two different ability scores; +1 to two different ability ability scores

Your maximums for the increased scores are increased by twice the amount.

Age. Athedites mature and age at the same rate as humans, and tend to live as long. However once they reach maturity, they no longer visibly age.

Speed. 30 ft.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

Lightvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. Unlike darkvision, you are able to discern color in darkness.

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

Perfection. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and use the new roll. If the new result is 1, you may use this feature again until the result is no longer 1.

Skill Versatility. You gain proficiency in two skills of your choice.

Supernal Language. Athedites know a language known as Supernal, which only they and extraplanar entities (Such as Gods) can learn. Celestials and Fiends can speak a version of it, but Athedites know the true version of it.

Any creature who understands at least one language can understand what you say while speaking supernal, the creature hearing it in the language they are most comfortable with.

You are also capable of writing in supernal. Any creature who perceives text in supernal perceives it as the language they are best at reading.

Due to your connection to the supernal language, you are capable of understanding all languages, whether written or spoken.

Death Knight

In life you were an evil warrior of great power, and now your unlife has granted you the body of a death knight, one of the most powerful martial undead.

Suggested ASI. +4 Charisma; +2 Constitution

Your maximums for the increased scores are increased by twice the amount.

Age. Death Knights do not age and are immortal creatures.

Speed. 30 ft.

Apex Undead Nature. You are immune to the exhaustion, frightened and poisoned conditions. You are also immune to necrotic and poison damage.

You do not need to eat, drink or sleep. You can gain the benefits of a long rest by performing light activity over the course of 8 hours.

Hellfire Orb. As an action you may throw an orb of pure hellfire to a point you can see within 120-feet of you. Each creature in a 20-foot-radius sphere centered on that point must succeed on a Dexterity saving throw.

A creature suffers 1d6 fire damage per point of your proficiency bonus and 1d6 necrotic damage per point of your proficiency bonus on a failed saving throw, or half as much on a successful one.

Once you use this feature, you may not do so again until you complete a long rest.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

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

Marshal Undead. You and all undead creatures of your choice within 60-feet of you have advantage on saving throws against effects that turn undead.

Suggested Languages. Common, Abyssal


Empyrean

Empyreans were the children of two gods.

Suggested ASI. +4 Strength; +2 Constitution

Your maximums for the increased scores are increased by twice the amount.

Age. Empyrean do not age and are immortal creatures.

Speed. 30 ft.

Bolt. As an action you may make a ranged spell attack against a target you can see within 600 feet of you. On a hit, the bolt deals a number of d6's equal to your proficiency bonus in damage, dealing a damage type of your choice.

You may make this attack as a legendary action by expending two legendary actions at the end of another creatures turn.

Divine Casting. You have a pool of divine energy equal to your character level. As an action, you may expend up to 9 points of energy from this pool to cast a spell on the Cleric spell list of a level equal to or lower than the amount of energy expended.

You cannot cast a spell of a level higher than your proficiency bonus using this feature.

Upon completing a long rest, you regain all expended divine energy.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

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

Magic Touch. All weapons you wield are considered magical for the purposes of overcoming immunity and resistance to damage.

Titanmorph. As a bonus action, you may cause yourself and all equipment you are wearing and carrying grow to huge size. If you lack the space to become huge, you instead grow to become the largest you can.

While enlarged, your melee weapon attacks deal 2d6 bonus damage, and you have advantage on strength checks and saving throws.

This lasts until you are knocked unconscious or end it early as a bonus action.

Truesight. You treat dim light and darkness within 120-feet of you as bright light. You can also see invisible creatures and objects, automatically detect visual illusions and you perceive the original form of a shapechanger out to this range. Finally, you can see into the ethereal plane out to this range.

Suggested Languages. Common, Celestial

Genie

Fickle beings who reside on the elemental planes, genies are most well known for their ability to grant wishes to mortal creatures, often at immense prices... Despite these prices, genies are well known for twisting the words of a persons wish against them, often to scenarios that most benefit the genie.

Suggested ASI. +2 Strength; +2 Dexterity; +2 Charisma

Your maximums for the increased scores are increased by twice the amount.

Age. Genies do not age and are immortal creatures. If they die, their body crumbles into the element they are associated with.

Speed. 30 ft.

Flight. You have a flying speed of 30-feet. This flight is magical and requires no effort on your part, however it fails to work in zones of antimagic.

This flying speed is instead 60-feet if you are a Djinni

Genie Casting. You learn 1 cantrip of your choice from any spell list, and you also learn the Detect Magic spell, which you can cast without expending any spell slots.

You also learn one 1st level spell of your choice from any spell list, which you can cast three times without expending spell slots.

Finally at 9th level you learn the Conjure Elemental spell, you may cast it once without expending a spell slot (Although you may only do so to summon an elemental of your respective element) When cast through this feature, it does not require concentration.

You regain usage of used spells upon completing a long rest.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded down) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of red (Efreeti), white (Djinni), blue (Marid) or brown (Dao)

Wishes. Once you reach 10th level, you are capable of granting wishes to other creatures. In order to be granted a wish, a creature within 60-feet of you must state their desire clearly.

Then as an action, you may cast the Wish spell on behalf of them, wording it exactly as they did. Depending on your nature, you are able to pervert the wish as much as you desire provided it still adheres to their exact wording.

You can grant a number of wishes to a creature using this feature equal to one tenth of your level (Rounded down, Maximum of 3) Once you grant all of these wishes, you are unable to grant wishes until 1d4 years has passed.

Once you grant your limit of wishes to a creature, you can never grant wishes to that specific creature again. You are also unable to grant wishes to other genies.

Suggested Languages. Common, Primordial


Dao

From the elemental plane of earth, Dao were cunning and enjoyed schemes. Dao often took great joy in enslaving others but hated when their own freedom was taken, and they always would return acts of fairness and kindness.

Defense of the Earth. You are immune to the Petrified condition and your AC cannot be lower than 18.

Earth Glide. You have a burrowing speed equal to your walking speed, and may move through unworked earth or stone without disturbing it.

Tremor. As an action you may shake the earth in a 15-foot cone in front of you. Each creature in the cone must succeed on a Strength saving throw or suffer a number of d6's in bludgeoning damage equal to your proficiency bonus and fall prone.

If they succeed on the saving throw, they suffer half damage and are not knocked prone.

Djinni

From the elemental plane of air, Djinni were wild and chaotic but incredibly benevolent. Out of all the genies, they tolerated servitude the most but still weren't fond of it.

Defense of the Sky. You have immunity to lightning and thunder damage.

Air Slash. Whenever you make an attack, you may instead slash with wind at a target within 5-feet of you as a melee spell attack, on a hit this deals 2d6 + Your Spell Modifier force damage.

Efreeti

From the elemental plane of fire, Efreeti were incredibly cruel and self-serving creatures. They viewed nearly all other races as servants or slaves.

Defense of the Pyre. You have immunity to fire damage.

Hurl Flame. Whenever you make an attack, you may instead hurl fire at a creature within 120-feet of you as a ranged spell attack, on a hit this deals 2d6 + Your Spell Modifier fire damage.

Marid

From the elemental plane of water, Marid were independent and prideful, although not overtly malicious. They are especially weak to flattery.

Born of Water. You can breathe both air and water, and you have a swimming speed equal to twice your walking speed.

Defense of the Lake. You have resistance to acid, cold and lightning damage.

Water Jet. As an action you may magically project a jet of water in a direction of your choice that is 30-feet long and 5-feet wide. Each creature in that line must succeed on a Dexterity saving throw or suffer a number of d6's in bludgeoning damage equal to your proficiency bonus and be pushed up to 20-feet away from you.

If they succeed on the saving throw, they suffer half damage and are not pushed.

Inevitable

The most powerful kind of constructs, inevitables are intelligent constructs created with the purpose of enforcing the laws of the multiverse... And punishing those who would break them.

Suggested ASI. +2 Strength; +2 Constitution; +2 Intelligence

Your maximums for the increased scores are increased by twice the amount.

Age. Inevitables do not age and are immortal creatures.

Speed. 30 ft.

Break Chaos. If you damage a creature and that creature is of a chaotic alignment, they cannot benefit from any resistance or immunities to damage they may have against your source of damage.

Constructed Nature. You are immune to disease, poison damage and the poisoned condition. You do not need to eat, drink or breathe.

You do not require sleep and you cannot be put to sleep via magical means. In order to gain the benefits of a long rest, you must be in a motionless, inactive state for at least 6 hours. During this time however, you are fully conscious and aware of your surroundings.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Immutable Form. You are immune to any spell or effect that would alter your form.

Inevitable Harm. Whenever you would deal damage, instead of rolling for damage, you may use the average result for each individual die instead (Rounded up. So 3 for 1d4, 4 for 1d6, 5 for 1d8, 6 for 1d10, and 7 for 1d12)

You still add your ability modifier as normal (If applicable)

Inevitable Strike. When you make a weapon attack against a target, instead of rolling for the attack roll, you may choose to cause the attack to automatically hit. If you do so, you do not roll for damage, instead using Inevitable Harm to calculate the damage.

Additionally, you do not add your ability modifier to the damage rolls for any attacks benefiting from this ability.

You cannot use this ability if it would be impossible to hit the target (Such as if they are behind full cover)

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

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

Suggested Languages. Common, One other language of your choice


Kolyarut

This type of Inevitable bestows punishment for breaking an oath or contract.

Draining Touch. Once per round when you hit a creature with a melee weapon attack, you may regain hit points equal to half of the damage dealt.

Life Drain. As an action, you may target a creature within 30-feet of you and force them to make a Constitution saving throw. On a failed saving throw, their lifespan is reduced by 10 years. If this reduction would cause them to die of old age, they die.

Marut

This type of Inevitable makes sure that no one escapes death. They care little about one time uses of resurrection magic, but heavily care about abuse of it.

Death is Inevitable. Creatures you kill cannot be returned to life by any means.

Lawful Fists. Your fists are natural weapons with which you are proficient in. Your fists have a damage die of 2d12. Your left fist deals thunder damage and your right fist deals lightning damage.

Qarut

This type of Inevitable prevents disruptions to the space-time continuum.

Obey Time. At the start of your turn (No action required) you may expend all of your legendary actions (If any) Until the start of your next turn, no creature within 60-feet of you can take legendary actions. If a creature has more legendary actions than you expended, this ability does not work.

Warp Prevention. If a creature within 60-feet of you would attempt to teleport, you can expend your reaction to cause the teleportation to fail.

Varakhut

This type of Inevitable prevents people from usurping the power of the gods.

Divine Sight. You are permanently under the effects of the Detect Evil and Good spell.

Follow Divinity. If a creature has harmed a gods favored follower or disgraced a god intentionally in the past 30 days (DM discretion) You have resistance against all damage they would deal to you.

Zelekhut

This type of Inevitable is tasked with enforcing justice, and making sure no one escapes punishment for crimes.

Eyes for Magic. You are permanently under the effects of the Detect Magic spell.

Truth Hearing. You know if you hear a lie.

Lich

One of the most overwhelming fears across all beings is death. The fear of what is beyond your current existence, and what happens when you cease to be. Liches are mortal spellcasters who have conquered that fear by embracing unlife, and fueling themselves off of the souls of others.

Suggested ASI. +4 Intelligence; +2 Charisma

Your maximums for the increased scores are increased by twice the amount.

Phylactery. Liches do not age, instead they possess a phylactery, a fetid box that stores the liches soul-and consumes the souls of their victims. Your phylactery is an object with immunity to four damage types of your choice, an AC of 20 and 80 HP.

Whenever you die, if your phylactery hasn't been destroyed, your phylactery creates a new body for you after 1d10 days have passed, which appears in an unoccupied space within 5-feet of it.

Speed. 30 ft.

Apex Undead Nature. You are immune to the charmed, frightened and poisoned conditions. You are also immune to poison damage and your choice of nonmagical bludgeoning, piercing or slashing damage (But not all three)

You do not need to eat, drink or sleep. You can gain the benefits of a long rest by performing light activity over the course of 8 hours.

Disrupt Life. As an action, you can force all non-undead creatures within 20-feet of you to make a Constitution saving throw.

On a failed save, a creature suffers a number of D6's in necrotic damage equal to your proficiency bonus, or half as much on a successful one.

You may use this feature as a legendary action by expending three legendary actions.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded down) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

Soul Fuel. If a souled creature (DM may decide they must be humanoids) dies within 30-feet of you, you may use your reaction to catch their soul. You may place a caught soul into your phylactery as an action, where it is trapped. You lose all caught souls not within your phylactery upon completing a long rest.

Every 30 days, your phylactery destroys a soul within it. If there is no souls within it for it to destroy, your phylactery trait no longer functions, meaning it will not bring you back to unlife.

Whenever your phylactery creates a new body for you, it immediately consumes a soul. If there is no souls for it to do so, you die as normal.

Truesight. You treat dim light and darkness within 120-feet of you as bright light. You can also see invisible creatures and objects, automatically detect visual illusions and you perceive the original form of a shapechanger out to this range. Finally, you can see into the ethereal plane out to this range.

Suggested Languages. The languages you knew in life (Or Common + 2 other languages)

Marilith

Six armed fiends with a serpentine lower half.

Suggested ASI. +4 Strength; +1 Constitution; +1 Charisma

Your maximums for the increased scores are increased by twice the amount.

Age. Marilith do not age and are immortal creatures.

Speed. 40 ft.

Demonic Blood. You have immunity to poison damage and the poisoned condition. You also have resistance to cold, fire and lightning damage.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

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

Reactive. You can take one reaction each turn in combat.

Six Arms. You possess six arms as opposed to two. Your additional arms function exactly as your normal arms do-allowing you to wield more equipment than a normal person.

You could wield two greatswords and a shield while still having a hand free for spellcasting for example.

Tail. Your serpents tail is a natural weapon with which you are proficient in, it has the finesse property. Your tail has a damage die of 2d10 and it deals bludgeoning damage on a hit.

If the target of your tail attack is medium or smaller, you may grapple it as apart of the attack if you hit the creature with it. While you are grappling a target with your tail, all of your hands are free, however you cannot target a creature other than the one you are grappling with your tail.

Vile Teleport. As an action you may teleport to an unoccupied space within 120-feet of you. You may use this ability as a legendary action by expending three legendary actions.

Suggested Languages. Common, Abyssal

Tarrasquekin

Once humanoids, these creatures were spliced with genes from the mighty tarrasque, and have become incredibly powerful due to it.

Suggested ASI. +4 Strength; +2 Constitution

Your maximums for the increased scores are increased by twice the amount.

Age. Tarrasquekin share the lifespan of the species they were before receiving the tarrasque modification.

Speed. 30 ft.

Claws. Your claws are natural weapons with which you are proficient in. Your claws deals slashing damage and have a damage die of 2d8 and deal double damage to all objects and structures.

Whenever you use your action to do anything other than attack with your claws, you may immediately make an attack with your claws against a target within 5-feet of you.

Iron Gullet. You suffer no detrimental effects from anything you ingest. Meaning you can ingest poisons, rotten foods, or even magma with no consequences.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

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

Mighty Build. You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.

Reflective Skin. You are completely unaffected by the Magic Missiles spell, or any spell that creates a line or requires a ranged attack roll. When you are subjected to any of those spells, roll 1d6. On a roll of 6, the spell is reflected back at the caster as though it originated from your location, turning the caster into the target of the spell.

Unbreakable Body. You have a natural AC of 15 + Your Constitution modifier. If you are wearing armor and it would leave you with less AC than this total, you instead use this total. You may use a shield and still gain this benefit.

Suggested Languages. Common and 1 other language of your choice


Xrinakin

Demonic human appearing creatures who are capable of turning their body to slime at will, it is believed they were born from the same pit Juiblex was.

Suggested ASI. +4 Constitution; +1 Wisdom; +1 Charisma

Your maximums for the increased scores are increased by twice the amount.

Age. Xrinakin do not age and are immortal creatures.

Speed. 30 ft.

Amorphous. You can move through spaces as narrow as 1 inch wide without squeezing.

Diabolical Defenses. You have immunity to acid and poison damage, you are also immune to the poisoned condition and disease.

Legendary Resistance. Whenever you fail a saving throw, you may instead choose to succeed. You may use this feature a number of times equal to half your proficiency bonus (Rounded up) You regain all expended uses upon completing a long rest.

You are unable to select the Legendary Resistance legendary feat.

Melting Grasp. Your touch is heavily corrosive. You have a natural weapon attack with which you are proficient in, you can use any part of your body for this attack. It has a damage die of 2d8 and deals acid damage.

If a creature is grappling you or you are grappling a creature, this attack automatically hits without requiring an attack roll if made against the creature involved in the grapple.

Replicate. As an action you may target a creature within 30-feet of you, you gain one racial trait they possess of your choice (Other than any proficiencies or ability score improvements)

You treat the racial trait as if it were your own, growing the body parts necessary to use it if applicable (Such as in the case of wings) You use your own racial modifier to calculate its DC if applicable.

You possess this feature until you use a bonus action to reomve it from yourself.

You may have a number of features copied at a time with this feature equal to half your proficiency bonus (Rounded down) If you attempt to copy a new one while at this limit, you must forfeit one feature you have copied.

Sticky Body. While you are grappling a creature, you can leave both of your hands free, as your body adheres to them like glue. Creatures also have disadvantage on checks made to escape your grapples.

Suggested Languages. Common, Abyssal

Culture

A characters culture is incredibly important, however in base 5e it gets rolled together with the race. Because of this it just automatically assumes things like every dwarf being trained in a specific set of weapons and such.

The point of cultures is to attempt to fix that by making racial traits separate from these aspects.

Cultures from a mechanics stand point often give miscellaneous proficiencies in tools or skills, but they can also give minor features related to them (Such as the seafaring culture giving you a swim speed)


Culture List

Below you can find the list of cultures currently in this section, this list will expand as time goes on and this document gets updated.

  • Artistic

  • Corrupt

  • Druidic

  • Duplicitous

  • Fiendish

  • Industrious

  • Inventive

  • Militaristic

  • Mining

  • Noble

  • Nomadic

  • Reaver

  • Religious

  • Royal

  • Savage

  • Scholarly

  • Seafaring

  • Survivalist

Artistic Culture

Your people valued beauty and the arts, whether it be through song or painting.

Art Proficiency. You gain proficiency in two of the following tools of your choice: Calligrapher's Supplies, Jeweler's Tools, Painter's Supplies, Potter's Tools, Weaver's Tools, or Woodcarvers Tools. In place of one or both of these tools, you may instead gain proficiency in an instrument of your choice.

Showy Skills. You gain proficiency in one of the following skills of your chocie: Acrobatics, Performance, or Sleight of Hand.

Corrupt Culture

You were born into a land of corruption and crime, a seedy upbringing ripe with filth.

Dark Proficiencies. You gain proficiency in your choice of the Disguise Kit or Thieves' Tools. You also learn the Thieves' Cant language.

Scum Skills. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, Sleight of Hand, or Stealth.

Surprise Attack. When you hit a surprised creature with a weapon attack, you may deal an additional 2d6 damage. This feature may only be used once per initiative.

Druidic Culture

Your people respected nature and passed this onto you, it is better to live in harmony with nature than to be against it.

Natural Skills. You gain proficiency in the Animal Handling and Nature skills, and you learn the Druidic language.

Renounce Metal. So long as you are not wearing armor made of metal, you can ignore any nonmagical difficult terrain made from plants or earth.

Duplicitous Culture

Your people always wore fake faces and were sneaky.

Liars. You gain proficiency in the Deception skill and Disguise Kits. Additionally, once per long rest, you may grant yourself advantage on a Deception check you make.

Many Tongued. You learn one additional language of your choice.


Fiendish Culture

Whether it be from the abyss, hells or gehenna, your people worshipped fiends and often mingled with them.

Dark Speech. You learn your choice of the Abyssal or Infernal language. If you learnt Abyssal, you gain proficiency in the Intimidation skill. If you learnt Infernal, you gain proficiency in the Deception skill.

Wicked Eyes. If you have the Darkvision trait, your darkvision can now see through magical darkness. If you do not possess the Darkvision trait, you instead gain it out to a range of 60-feet.

Industrious Culture

Industry was what your people instilled into you. Producing materials to sell or for personal use.

Immense Skill. You may add 1d4 to any ability checks made using Artisan tools you are proficient in.

Workers Tools. You gain proficiency in any 2 Artisan tools of your choice.

Inventive Culture

Your people valued technological innovation and artifice.

Inventor. You gain proficiency in three artisans tools of your choice.

Well Learned. You gain proficiency in the history skill.

Militaristic Culture

Your people knew war, they were skilled in it and passed these skills onto you.

Against All Odds. When you fail an ability check, attack roll or saving throw, you may gain a bonus to the roll equal to the number of hostile creatures within 30-feet of you (Maximum of +5) Once you use this feature, you may not do so again until you complete a short or long rest.

Martial Training. You have proficiency with Light Armor, Medium Armor and 3 Weapons of your choice.

Mining Culture

Deep within the rocks there is immense riches, your people dedicated themselves to exploring these riches.

Mining Tools. You have proficiency with the Light Hammer, War Hammer, and War Pick.

Stonecunning. Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Trade Proficiency. You have proficiency in your choice of smith's tools or mason's tools.

Noble Culture

You are (Or were) one of your societies elites.

Noble Skills. You gain proficiency in two skills of your choice.

Noble Speak. You learn two additional languages of your choice.

Nomadic Culture

In a world so large, why stay in one place? That's what your people truly believed.

Navigator. So long as you can see the sky, you always know which way is north and exactly what time of day it is. You also cannot get lost by nonmagical means.

World Walker. You have advantage on saving throws made to resist gaining nonmagical levels of exhaustion.

Reaver Culture

You were born to brutal and vicious raiders who attacked and pillaged other people, either to survive or simply because they could.

Aggressive. As a bonus action, you can move up to your speed towards a hostile creature you can see or hear. You must end this movement closer to the enemy than you began.

Axe Preference. You have proficiency with the Hand Axe, Battle Axe, and Great Axe.

Religious Culture

You were raised within a culture heavily revolving around faith, whether it be around one particular deity or many.

Faithful. You gain proficiency in the Religion skill, and you may choose to use your Wisdom modifier for Religion checks, rather than your Intelligence modifier.

Shared Beliefs. Creatures who worship the same deity as you are naturally friendly towards you, and will offer assistance within reason until you give them a reason to rescind this kindness.

Royal Culture

You were born to a royal family, you are at the top of your homeland.

Adoration or Fear. You gain proficiency in your choice of the Intimidation or Persuasion skill.

Royal Relations. You learn three additional languages of your choice.

Royal Status. People recognize your royal status and treat you either with respect or contempt because of it, depending on how they view the kingdom you are royalty of.


Savage Culture

Your people were savage brutes who instilled their primal beliefs into you.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Savage Teachings. You have proficiency in Hide armor if you lacked it. You also have proficiency in three martial weapons of your choice.

Scholarly Culture

Brain over brawn was the motto of your culture, placing an immense amount of value in academic pursuits.

Cramming. To gain the benefits of a long rest, you only need to spend at most 4 hours sleeping (Or 2 hours trancing if you have that feature) The remaining time can be spent performing light activity. Studying or scribing is considered light activity for you.

Flash of Brilliance. You may choose to grant yourself advantage on an Intelligence check you make, once you do so you may not do so again until you complete a long rest.

Scholarly Pursuit. You gain proficiency in one of the following skills of your choice: Arcana, History, Medicine, Nature, or Religion.

Seafaring Culture

Your people were born to the sea, whether it be sailing out at sea or simply working around the coast.

Learned to Swim. You have a swimming speed equal to your walking speed.

Seaborn Armaments. You have proficiency with the Net, Scimitar, and Trident.

Water Proficiencies. You have proficiency with Navigator's Tools and Vehicles (Water)

Survivalist Culture

Even in the harshest of environments, your people could thrive.

Adapted. You are naturally adapted to handle your choice of the extreme cold or extreme heat.

Expert Hunter. Provided the land yields natural game and water, you are able to locate enough food and water to sustain you and up to four other creatures for a day. You must spend at least 4 hours hunting (Or 1 hour if you are a Druid or Ranger) In order to yield these resources.

Survival Skills. You have proficiency with the Herbalism Kit and Survival skill.

Backgrounds

As mentioned at the beginning of this section, backgrounds are different from your culture. They both serve a similar purpose however, with your background granting you proficiencies in the same way your culture does.

Build Your Background

Rather than listing a ton of different options, we'll be going with a simple method that allows you to build your own background. You can entirely customize it and choose what you wish to receive from your background. The template for creating a custom background can be seen to the right.

Custom Background Features?

You may be wondering why there isn't a ton of different options given that backgrounds in 5e tend to have a unique feature associated with them (Such as the Sage background being able to find information in a library easily)

The problem with these features that they are often so niche that they never appear, and even in scenarios that they would appear in, they are not used.

Which is why the background feature has been replaced with simply selecting a skill feat, which is something that will always be at least somewhat useful due to it granting proficiency in a skill.

This is also why the background template only gives proficiency in one skill, since the skill feat will give you proficiency in your second skill.


Background Template
  • You gain proficiency in one skill of your choice.

  • You are able to speak, read and write in two languages of your choice, or you gain proficiency in two artisan tools of your choice.

  • If you chose tools previously, you learn to speak, read and write in one language of your choice. If you chose languages previously, you gain proficiency in one artisan tool of your choice.

  • You have 30 gold pieces worth of starting gold (Your DM may rule you have more or less depending on how much gold is in the settings economy) Before the game starts, you may spend this gold on any trinkets related to your background you wish (Such as books, papers, tools, ect)

  • Finally, you gain one Skill Feat of your choice, the available feats can be found earlier in this document. You do not receive the ability score increase from the feat, and it is its normal version.

Normal Backgrounds

Not a fan of how backgrounds here were handled? That's fine! Regular 5e backgrounds are still perfectly compatible with legendary races!

Base Legendary Classes

The following pages are dedicated to class specific changes, every class has options for general quick changes applied to them that allow them to function better in a solo setting...

As you can see, every official class has their own legendary version! However that won't be the end, I intend to give legendary versions to existing homebrew classes (Such as my Siphoner class and those of homebrew creators who are fine with me giving their class a legendary version to)

As it is asked a lot: Blood Hunter will not be receiving a legendary version. I would like to, but I do not feel comfortable doing so without Matthew Mercers permission.


So something you may notice is that none of the completed classes are technically directly in the document, rather I have put in links that you can use to access those documents. You may be asking yourself why I did that exactly, and there are a couple reasons, but here are the two primary ones:

  • I don't want this document to be 500 pages long when every legendary class is complete. That would make scrolling through it a nightmare.

  • I don't want this document to be multiple gigabytes. No one wants to download that big of a PDF.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your highest level class (Choose which if they are tied) You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

The Artificer class has a full Legendary version made by me, complete with levels 1-30, special masterworks with various upgrades, innovations that functions as consumable items and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 36 page document.

The Artificer

A Legendary Artificer is much more greedy than the normal counterpart, incentivized to not share their infusions and to use their inventions for their own gain and adventure.

Hit Dice: 2d8

Hit Points at 1st Level: 16 + two times your Constitution modifier

Hit Points at Higher Levels: 2d8 (or 9) + two times your Constitution modifier per Artificer level after 1st

The Artificer receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Artificer gets this feature at levels 9 and 17.

Flash of Brilliance

7th Level Base Artificer Feature

You may expend a legendary action rather than reaction to use this feature.

Steel Defender

3rd Level Battle Smith Artificer Feature

Your Steel Defender's hit die is increased to 2d6 rather than 1d8.

Whenever you use a legendary action, you may instead have your Steel Defender take the action.

Legendary Traits

Here you will find the Legendary arts that only an Artificer of the appropriate level can learn (If an Artificer specific Legendary art requires 2 actions, you must be a level 11 Artificer to know it for example)

Attunement Shift

Cost: 1 Legendary Action

You end your attunement on one magic item you are attuned to and immediately attune to another magic item you have either equipped or within 5-feet of you.

Brilliant Action

Cost: 3 Legendary Actions

You turn raw materials into a working product of the materials used, as per the Fabricate spell.

Products constructed by this feature last a number of rounds equal to your intelligence modifier (Minimum of 1). After which time they collapse into a pile of their raw materials.

Fast Adjustments

Cost: 1 Legendary Action

You use your Magical Tinkering feature.

Field Repairs

Cost: 2 Legendary Actions

A construct of your choice within 5-feet of you regains HP equal to your intelligence modifier in d4's (Minimum of 1d4)

You may use this feature on yourself if you are a construct.

Makeshift Launcher

Cost: 3 Legendary Actions

You cast the Catapult spell without expending a spell slot.

Quick Fix

Cost: 1 Legendary Action

You cast Mending, rather than taking a minute to cast it is resolved with the legendary actions usage.

Redirect Magic

Cost: 2 Legendary Actions

You end an active infusion on one of your current items to immediately apply another infusion you know to a different item within reach.

The Barbarian class has a full Legendary version made by me, complete with levels 1-30, totem barbarian being apart of the base class, powerful techniques fueled by your own pain, augmenting yourself with marks and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 27 page document.

The Barbarian

A Legendary Barbarian is an absolute force of nature, becoming far more durable than their normal counterpart while also dishing out even more intense damage with their legendary actions.

Hit Dice: 2d12

Hit Points at 1st Level: 24 + two times your Constitution modifier

Hit Points at Higher Levels: 2d12 (or 13) + two times your Constitution modifier per Barbarian level after 1st

The Barbarian receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Barbarian gets this feature at levels 7 and 15.

Ancestral Protectors

3rd Level Ancestral Guardian Barbarian Feature

The target of your warriors instead has disadvantage on attack rolls against you.

Spirit Shield

6th Level Ancestral Guardian Barbarian Feature

You may now use your spirit shield to reduce damage done to yourself.

Call the Hunt

14th Level Beast Barbarian Feature

Instead of the normal feature, you gain temporary hit points equal to 5 x Your Constitution Modifier (Minimum of 5) upon entering your rage, and you gain a +1 bonus to attack and damage rolls for each hostile creature within 30-feet of you.

Shielding Storm

10th Level Storm Herald Barbarian Feature

While you are raging, you gain a +1 bonus to your AC. If you suffer damage related to your storms type, this bonus is increased to +3 until the end of your next turn. (Fire for Desert, Lightning for Sea, Cold for Tundra)


Wolf Totem #1

3rd Level Totem Barbarian Feature

While you are raging, you have advantage on attack rolls provided two or more hostile creatures are within 5-feet of you. The spirit of the wolf makes you ferocious against those who dare outnumber you.

Bear Totem #3

14th Level Totem Barbarian Feature

While you're raging, hostile creatures within 5-feet of you suffer a penalty to attack rolls on attacks against you equal to your rage damage bonus. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Zealous Presence

10th Level Zealot Barbarian Feature

As a bonus action, you unleash a battle cry infused with divine energy. For the next minute, you have advantage on all attack rolls and saving throws, as the might of the gods fills you.

Once you use this feature, you can not do so again until you complete a long rest.

Legendary Traits

Here you will find the Legendary arts that only a Barbarian of the appropriate level can learn (If a Barbarian specific Legendary art requires 2 actions, you must be a level 11 Barbarian to know it for example)

Bear Hug

Cost: 2 Legendary Actions

You squeeze a creature you are currently Grappling. They suffer bludgeoning damage equal to your Strength Score.

Bulging Strength

Cost: 3 Legendary Actions

Choose a damage type your rage gives you resistance to. You become immune to that damage type until the end of your next turn.

Easy to Anger

Cost: 1 Legendary Action

You use your Rage ability if it is not currently active, expending a usage as normal.

Grotesque Buff-Up

Cost: 2 Legendary Actions

Your Strength score is increased by an amount equal to your rage damage bonus until the end of your next turn.

Imposing Flex

Cost: 1 Legendary Action

You flex menacingly, all creatures of your choice within 30-feet of you that can see you are Frightened of you provided their current HP is equal to or less than your Strength Score.

They remain frightened until the end of your next turn.

Primal Shout

Cost: 2 Legendary Actions

You let out a guttural shout to muddle the minds of mages. All creatures within 120-feet of you who can hear you and are concentrating on a spell must immediately make a concentration check at disadvantage.

On a failure they drop concentration.


Rippling Muscles

Cost: 1 Legendary Action

Your carrying capacity doubles. If you begin your turn without having used this legendary action in the past round, it returns to its normal value.

Savage Might

Cost: 2 Legendary Actions

The next attack you hit before the end of your next turn becomes a critical hit.

Titanic Leap

Cost: 1 Legendary Action

You leap like a hulking beast. You gain a flying speed equal to your walking speed and may move up to it. If you end this movement in the air, you fall, taking falling damage as normal.

The Bard class has a full Legendary version made by me, complete with levels 1-30, a unique entropy system, Bardic performances and words that influence creation and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 23 page document.

The Bard

A Legendary Bard is an interesting breed, as normally a bard is a supportive party member, but a Legendary Bard uses their music to rally themselves rather than others.

Hit Dice: 2d8

Hit Points at 1st Level: 16 + two times your Constitution modifier

Hit Points at Higher Levels: 2d8 (or 9) + two times your Constitution modifier per Bard level after 1st

The Bard receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Bard gets this feature at levels 7 and 15.

Bardic Inspiration

1st Level Bard Feature

You may now target yourself with Bardic Inspiration.

Song of Rest

2nd Level Bard Feature

If you are the only creature to benefit from your song of rest, you roll triple the amount of dice for it.

Infectious Inspiration

14th Level Eloquence Bard Feature

Whenever you would lose the Bardic Inspiration die, you may use a legendary action or reaction to retain it, without expending a usage.

You can use this ability a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Mantle of Inspiration

3rd Level Glamour Bard Feature

If you are the only target of this ability, the amount of temporary hit points gained is doubled.

Legendary Traits

Here you will find the Legendary arts that only a Bard of the appropriate level can learn (If a Bard specific Legendary art requires 2 actions, you must be a level 11 Bard to know it for example)

Compliments and Insults

Cost: 1 Legendary Action

You cast either the Guidance or Vicious Mockery cantrip.

Discord

Cost: 1 Legendary Action

You play a harsh note, all creatures within 10-feet of you must succeed on a Constitution saving throw against your Bard DC or suffer 2d6 thunder damage. You may expend more legendary actions, if you do so the damage increases by an additional 2d6 for each additional one spent.

Genius of Music and Magic

Cost: 2 Legendary Actions

You expend a usage of your bardic inspiration feature to recover a spell slot of 3rd level or lower.

Harmony

Cost: 1 Legendary Action

You play a soothing note, all creatures of your choice within 10-feet of you recover HP equal to your Song of Rest die size. If you are the only target, you do not gain the increased benefits.

Inspire

Cost: 1 Legendary Action

You use your Bardic Inspiration feature.

Royal Counter

Cost: 1 Legendary Action

You begin your Countercharm feature, or you continue it if it was already going.

The Cleric class has a full Legendary version made by me, complete with levels 1-30, pledging yourself to a specific deity and gaining boons depending on the deity, a second subclass, stronger channel divinities and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 33 page document.

The Cleric

A Legendary Cleric is an envoy for their god who goes out into the world to preach the good (Or bad) will of their deity.

Hit Dice: 2d8

Hit Points at 1st Level: 16 + two times your Constitution modifier modifier

Hit Points at Higher Levels: 2d8 (or 9) + two times your Constitution modifier per Cleric level after 1st

The Cleric receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Cleric gets this feature at levels 7 and 15.

Channel Divinity: Path to the Grave

2nd Level Grave Cleric Feature

You may curse a creature as a bonus action, when done this way, only you are able to trigger the curse.

Channel Divinity: Preserve Life

2nd Level Life Cleric Feature

When targeting only yourself with this feature, you are not limited to only going to half of your HP maximum.

Blessed Healer

6th Level Life Cleric Feature

Whenever you heal yourself with a spell of 1st level or higher, you gain the benefits of Disciple of Life twice.

Improved Flare

6th Level Light Cleric Feature

You regain usage of your Warding Flare upon completing a short rest or long rest, rather than just a long rest.


Voice of Authority

1st Level Order Cleric Feature

If you target yourself with a spell to activate this feature, it does not consume your reaction.

Emboldening Bond

1st Level Peace Cleric Feature

You may bond to yourself and only yourself, if you do so, you are permanently under the effects of the Sanctuary spell. If you do something that would normally end the spell, it becomes active again after an hour has passed.

Protective Bond

6th Level Peace Cleric Feature

While under the effects of Sanctuary, if a creature successfully manages to damage you, you may use your reaction to gain resistance to that instance of damage.

You may do so a number of times equal to your Wisdom Modifier (Minimum of 1)

Expansive Bond

17th Level Peace Cleric Feature

While under the effects of Sanctuary, if you would take an action that would normally end it, it is instead not ended.

Blessing of the Trickster

1st Level Trickery Cleric Feature

You may target yourself with this feature.

Channel Divinity: War Gods Blessing

6th Level War Cleric Feature

If you use your Guided Strike channel divinity, the effect persists for two attacks beyond the one you originally used it on.

Legendary Traits

Here you will find the Legendary arts that only a Cleric of the appropriate level can learn (If a Cleric specific Legendary art requires 2 actions, you must be a level 11 Cleric to know it for example)

Call God

Cost: 2 Legendary Actions

If it is available, you may use your divine intervention feature.

Gift of God

Cost: 1 Legendary Action

You gain temporary hit points equal to your Cleric level until the start of your next turn.

Holy Bulwark

Cost: 1 Legendary Action

Divine energy surrounds you, reducing all damage you take from either good or evil aligned creatures (Your choice) by your Wisdom Modifier (Minimum of 1) until the end of your next turn.

One of the Divine

Cost: 3 Legendary Actions

You use a channel divinity of your choice, without expending a usage.

Retribution

Cost: 2 Legendary Actions

You call upon the power of your deity, depending on your alignment you invoke a different effect with this.

Good. You call forth a bolt of divine lightning from the sky. Choose a point within 60-feet of you, all creatures within 5-feet of the point must succeed on a Dexterity saving throw against your Cleric DC or suffer 3d10 radiant damage, or half as much on a successful save.

Neutral. You call a pestilence upon your foes, choose a creature within 120-feet of you. They must succeed on a Constitution saving throw against your Cleric DC, or suffer 3d8 necrotic damage on a failed save. If they fail the saving throw, they additionally become Poisoned until the end of your next turn.

Evil. The ground opens up and flames emerge from the ground. Choose a point within 30-feet of you, all creatures within 10-feet of the point must succeed on a Dexterity saving throw against your Cleric DC or suffer 2d8 fire damage. Creatures who fail the save treat the area as difficult terrain until the end of your next turn.


Preach and Pray

Cost: 1 Legendary Action

You cast either the Sacred Flame or Thaumaturgy cantrip.

Witness Divinity

Cost: 1 Legendary Action

You use a channel divinity of your choice, expending a usage as normal.

Zealous Decree

Cost: 2 Legendary Action

You declare the glory of your god, all creatures of your choice within 60-feet of you that do not worship your deity must succeed on a Wisdom saving throw against your Cleric DC.

On a failed save, they become either Blinded or Deafened (Your choice) until the end of your next turn, as they face divine punishment for their blasphemy.

The Druid class has a full Legendary version made by me, complete with levels 1-30, land druid being apart of the base class, a completely customizable wild shape and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 30 page document.

The Druid

A Legendary Druid is an enforcer of nature who has gone out into the world to enforce the natural order, forsaking the need for party members as they will just further harm the balance.

Hit Dice: 2d8

Hit Points at 1st Level: 16 + two times your Constitution modifier

Hit Points at Higher Levels: 2d8 (or 9) + two times your Constitution modifier per Druid level after 1st

The Bard receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Bard gets this feature at levels 7 and 15.

No Changes Needed

The Druid base class features and all subclass features do not require any changes to steer away from teamplay. Every feature that affects allies (Notably from Dream Druid) still grant a relevant benefit for solo play.

Legendary Traits

Here you will find the Legendary arts that only a Druid of the appropriate level can learn (If a Druid specific Legendary art requires 2 actions, you must be a level 11 Druid to know it for example)

Command Nature

Cost: 3 Legendary Actions

You trigger one of the effects of the Druid Grove spell in a location within 60-feet of you. The chosen effect remains until the end of your next turn. If you animate a tree, you may only animate one.

Fast Shifting

Cost: 1 Legendary Action

You use wildshape, expending a usage as normal.

Maul

Cost: 1 Legendary Action

Provided you are in wildshape, you make two attacks. If the first one hits, the second attack has disadvantage.

Natural Magic

Cost: 1 Legendary Action

You cast either the Druidcraft or Thorn Whip cantrip.

Sprint

Cost: 1 Action

Provided you are in wildshape, you move up to twice your speed.

Wild Growth

Cost: 1 Legendary Action

The ground around you becomes filled with thick magical greenery. The area for all creatures of your choice within 15-feet of you becomes difficult terrain until the end of your next turn.

The Fighter class has a full Legendary version made by me, complete with levels 1-30, maneuvers being apart of the base class, the ability to specialize in armor and weapon types, and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 23 page document.

The Fighter

A Legendary Fighter is a warrior of immense power and skill, a hero or tyrant, maybe even a warlord who commands armies under their banner.

Hit Dice: 2d10

Hit Points at 1st Level: 20 + two times your Constitution modifier

Hit Points at Higher Levels: 2d10 (or 11) + two times your Constitution modifier per Fighter level after 1st

The Fighter receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Fighter gets this feature at levels 5, 13, and 19.

Unwavering Mark

3rd Level Cavalier Fighter Feature

Creatures afflicted by your mark have disadvantage on attack rolls against you, and dealing damage to you allows you to use your special attack against them.


Rallying Cry

3rd Level Purple Dragon Fighter Feature

When you use your Second wind and don't choose any creatures other than yourself for this feature, you recover additional hit points equal to triple your fighter level.

Inspiring Surge

10th Level Purple Dragon Fighter Feature

When you use your action surge feature and don't grant any allies the reaction attack, you may take two additional actions instead of one.

Once you reach 18th level this increases to three.

Bulwark

15th Level Purple Dragon Fighter Feature

You gain two additional usages of Indomitable.

Rune Shield

7th Level Rune Knight Fighter Feature

You may use this ability on yourself.

Legendary Traits

Here you will find the Legendary arts that only a Fighter of the appropriate level can learn (If a Fighter specific Legendary art requires 2 actions, you must be a level 11 Fighter to know it for example)

Action Blitz

Cost: 3 Legendary Actions

You immediately take your turn again, it functions identical to your normal turn in initiative.

Alpha Combatant

Cost: 1 Legendary Action

The next attack you make before the end of your next turn benefits from a combat maneuver from the Battlemaster subclass list. Your superiority dice is a d6 unless it is already higher.

Guard Up

Cost: 2 Legendary Actions

You increase your AC by an amount equal to your Dexterity modifier (Minimum of 0) until the beginning of your next turn.

Martial Superiority

Cost: 1 Legendary Action

The next time you make a Strength, Dexterity or Constitution saving throw before the beginning of your next turn, you have advantage on the roll.

Patch Up

Cost: 1 Legendary Action

You use your second wind feature, if it is not available, roll 1d6. On a roll of 6 you regain usage of it. After you have regained usage of it twice, you may not do so again until you complete a long rest.

Supreme Grit

Cost: 1 Legendary Action

You tough yourself out, reducing all damage you take by your Strength Modifier (Minimum of 1) until the end of your next turn.

The Monk class has a full Legendary version made by me, complete with levels 1-30, many different techniques to augment your fighting style, stances that you can adopt to change the flow of battle, and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 22 page document.

The Monk

A Legendary Monk is a martial artist completely in tune with the energies of the world, and may be traveling on their own as apart of their monasteries duties.

Hit Dice: 2d8

Hit Points at 1st Level: 16 + two times your Constitution modifier

Hit Points at Higher Levels: 2d8 (or 9) + two times your Constitution modifier per Monk level after 1st

The Monk receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Monk gets this feature at levels 9 and 17.

No Changes Needed

The Monk base class features and all subclass features do not require any changes to steer away from teamplay. Every feature that affects allies (Notably from Mercy Druid) still grant a relevant benefit for solo play, however Monk heavily lacks these anyway.

Legendary Traits

Here you will find the Legendary arts that only a Monk of the appropriate level can learn (If a Monk specific Legendary art requires 2 actions, you must be a level 11 Monk to know it for example)

Deep Breathing

Cost: 1 Legendary Action

If you spent 2 or more Ki points on your last turn, you regain 1 ki point.

Empty Mind

Cost: 2 Legendary Actions

You use Stillness of Mind

Focus

Cost: 1 Legendary Action

You use your Quickened Healing ability.

Foreseen Danger

Cost: 1 Legendary Action

The next time you roll a dexterity saving throw before the beginning of your next turn, you automatically succeed on the save.

Impossible Deflection

Cost: 1 Legendary Action

The next time you use your Deflect Missiles feature before the beginning of your next turn, it does not consume your reaction.

Save Ki

Cost: 1 Legendary Action

The next ability you use that costs Ki before the end of your next turn costs 1 less Ki (Minimum of 0)

This ability does not stack with itself.

Tsunami of Blows

Cost: 1 Legendary Action

You use your Flurry of Blows feature, expending ki as normal.

The Mystic class has a full Legendary version made by me, complete with levels 1-30, a reworking of how psionics work (while still maintaining true to the original Mystic), more streamlined psionic growth, and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 42 page document.

The Mystic

A Legendary Mystic is one who has merged into the forces of psionic energy and become a conduit for them. They are on a level of psionics far beyond any other Mystic, and they journey in order to improve their connection further.

Hit Dice: 2d8

Hit Points at 1st Level: 16 + two times your Constitution modifier

Hit Points at Higher Levels: 2d8 (or 9) + two times your Constitution modifier per Mystic level after 1st

The Mystic receives the following changes when being a Legendary Character.

Avatar of Battle

3rd Level Avatar Mystic Feature

The bonus to initiative rolls is now equal to your proficiency bonus, and you also gain this features benefits.

Avatar of Healing

6th Level Avatar Mystic Feature

Additionally, if you start your turn with hit points less than half your hit point maximum, you regain hit points equal to your Intelligence modifier (Minimum of 1) This cannot heal you beyond half your hit point maximum.

This does not function if you are at 0 hit points.

Avatar of Speed

14th Level Avatar Mystic Feature

You can take the dash action as a bonus action.

Specific Disciplines

Given that every discipline is optional and you can customize how your Mystic is built, none of the individual disciplines are receiving specific changes.

Legendary Traits

Here you will find the Legendary arts that only a Mystic of the appropriate level can learn (If a Mystic specific Legendary art requires 2 actions, you must be a level 11 Mystic to know it for example)

Focused

Cost: 1 Legendary Action

You choose one of your Psionic Discipline and gain its focus benefits, ending your focus on another discipline if you already had it active. You cannot use this if you've lost access to your psionic focus.

Master of Psionics

Cost: 2 Legendary Actions

You use Psionic Mastery, expending a usage for it as normal.

Mighty Mind

Cost: 1 Legendary Action

You use your Strength of Mind feature, exchanging your saving throw proficiency without needing to complete a rest.

Mystical Talents

Cost: 1 Legendary Action

You use a Psionic Talent you know. If the talent deals damage, you must expend 2 Legendary Actions to use it rather than 1.

The Paladin class has a full Legendary version made by me, complete with levels 1-30, unique smite options, improved spellcasting progression, tenets being individual things you can swear, and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 24 page document.

The Paladin

A Legendary Paladin is one who has had enough. Often Paladins are the voice of reason in their parties, and are basically the resident mom. Well a Legendary Paladin has had enough and they have gone on their own to adventure and uphold their oath.

Hit Dice: 2d10

Hit Points at 1st Level: 20 + two times your Constitution modifier

Hit Points at Higher Levels: 2d10 (or 11) + two times your Constitution modifier per Paladin level after 1st

The Paladin receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Paladin gets this feature at levels 9 and 17.

Channel Divinity: Rebuke the Violent

3rd Level Redemption Paladin Feature

You may use this feature even if the target of the damage was you.

Divine Substition/Aura of the Guardian

7th Level Crown and Redemption Paladin Feature

When you suffer damage from a creature within 5-feet of you, you may use your reaction to gain resistance to that particular instance of damage.

Legendary Traits

Here you will find the Legendary arts that only a Paladin of the appropriate level can learn (If a Paladin specific Legendary art requires 2 actions, you must be a level 11 Paladin to know it for example)

Cleanse

Cost: 2 Legendary Actions

You cast Remove Curse on yourself, expending a spell slot as normal. You do not need to have it prepared to use this ability.

Deus Vult

Cost: 2 Legendary Actions

The next time you use your Divine Smite feature, its damage and damage maximum is increased by 1d8.

Ever Watchful

Cost: 1 Legendary Action

You use Divine Sense, expending a usage as normal.

Helping Hand

Cost: 1 Legendary Action

You expend any amount of energy from your Lay on Hands pool to heal a creature within reach.

Holy Bulwark

Cost: 1 Legendary Action

Divine energy surrounds you, reducing all damage you take from either good or evil aligned creatures (Your choice) by your Charisma Modifier (Minimum of 1) until the end of your next turn.

Pure Touch

Cost: 3 Legendary Actions

You use cleansing touch, expending a usage as normal.

Righteous Fury

Cost: 3 Legendary Actions

You enter your Sacred Oath's transformation if you have it available.

True Smite

Cost: 1 Legendary Action

You cast a smite spell from the paladin spell list (Such as Blinding Smite or Banishing smite) expending a spell slot as normal. When cast this way you do not need to have the spell prepared, and you have advantage on concentration checks made to maintain it.

Witness Divinity

Cost: 1 Legendary Action

You use a channel divinity of your choice, expending a usage as normal.

The Ranger class has a full Legendary version made by me, complete with levels 1-30, decking out your gear in stolen parts from your slain foes, taking trophies from monsters to use their abilities and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 27 page document.

The Ranger

A Legendary Ranger is an explorer, one who ventures throughout the lands to further the goals of nature.

Hit Dice: 2d10

Hit Points at 1st Level: 20 + two times your Constitution modifier

Hit Points at Higher Levels: 2d10 (or 11) + two times your Constitution modifier per Ranger level after 1st

The Ranger receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Ranger gets this feature at levels 9 and 17.

No Changes Needed

The Ranger base class features and all subclass features do not require any changes to steer away from teamplay. Ranger heavily lacks teamplay specific features, even in subclasses, and those features that can be used with allies also work on the ranger themselves.

Legendary Traits

Here you will find the Legendary arts that only a Ranger of the appropriate level can learn (If a Ranger specific Legendary art requires 2 actions, you must be a level 11 Ranger to know it for example)

Endless Explorer

Cost: 1 Legendary Action

You move up twice your movement speed without provoking attacks of opportunity. You must be in natural terrain to use this legendary action.

Guard Up

Cost: 2 Legendary Actions

You increase your AC by an amount equal to your Dexterity modifier (Minimum of 0 until the beginning of your next turn.

Hidden Step

Cost: 2 Legendary Actions

You use Natures Veil, expending a usage as normal. When used this way, it lasts until the end of your next turn rather than the start of it.

Natural Magic

Cost: 1 Legendary Action

You cast either the Druidcraft or Thorn Whip cantrip.

Prey Located

Cost: 1 Legendary Action

If you are using the Tasha's variant, you use Favored Foe expending a usage as normal. If not, you cast Hunter's mark, expending a spell slot as normal.

Rapidfire

Cost: 3 Legendary Actions

You make a ranged weapon attack with disadvantage against all creatures of your choice within a 30-foot cone of you, expending ammunition as normal.

Wilderness Survival

Cost: 1 Legendary Action

You use your Tireless feature, expending a usage as normal.

The Rogue class has a full Legendary version made by me, complete with levels 1-30, a rework of cunning action, a new feature known as specialty classes, and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 16 page document.

The Rogue

A Legendary Rogue is by heart a criminal, maybe a thief or an assassin-either way they are a warrior of the night who is a force to be reckoned with.

Hit Dice: 2d8

Hit Points at 1st Level: 16 + two times your Constitution modifier

Hit Points at Higher Levels: 2d8 (or 9) + two times your Constitution modifier per Rogue level after 1st

The Rogue receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Rogue gets this feature at levels 7 and 15.

Sneak Attack

Rogue, despite the flavor and thematic of the class-is one of the most team reliant classes due to how sneak attack works. Despite this, Sneak Attack will be receiving no changes in this document.

This is because the existence of Tasha's has given Rogues access to the Aim cunning action, which allows for sneak attack to be used in solo play.


Master of Tactics

3rd Level Mastermind Rogue Feature

Additionally, you add a bonus 1d4 to all skills, attack rolls and saving throws in which you are proficient in.

Misdirection

13th Level Mastermind Rogue Feature

When you are targeted by an attack while a different hostile creature is within 5 feet of you, you can use your reaction to have the attack target that creature instead of you.

Legendary Traits

Here you will find the Legendary arts that only a Rogue of the appropriate level can learn (If a Rogue specific Legendary art requires 2 actions, you must be a level 11 Rogue to know it for example)

Assassins Majesty

Cost: 1 Legendary Actions

You may coat a weapon or ammunition in poison, provided you possess both on you.

Disarm

Cost: 1 Action

You may attempt to disarm a creature of an item they are holding, you may use your Acrobatics modifier for this instead of your Athletics modifier.

Ever Cunning

Cost: 1 Action

You may gain the benefits of cunning action on your next turn without expending your bonus action.

Improbable Dodge

Cost: 1 Legendary Action

You can use your Uncanny Dodge feature against the next attack that hits you before the beginning of your next turn, without expending your reaction.

Shadow Slip

Cost: 2 Legendary Actions

Provided you are in an area of dim light or darkness, you may make a Stealth check. To any creature who has a passive perception of less than 5 or more than your stealth check, you are considered invisible.

This lasts until you enter an area of bright light, until you take a harmful action against a creature, or until the end of your next turn. You may expend 2 legendary actions at the end of your turn when this effect would end to allow it to persist, using the check you initially rolled.

Weak Spot

Cost: 1 Action

The next attack you hit before the end of your next turn applies sneak attack, regardless of any other circumstances of the attack.

The Sorcerer class has a full Legendary version made by me, complete with levels 1-30, a replacement for cantrips known as Arcane Manifestations, more unique metmagics and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 24 page document.

The Sorcerer

A Legendary Sorcerer is a conduit of arcane energy and power, who owes their magical prowess to the might within their blood.

Hit Dice: 2d6

Hit Points at 1st Level: 12 + two times your Constitution modifier

Hit Points at Higher Levels: 2d6 (or 7) + two times your Constitution modifier per Sorcerer level after 1st

The Sorcerer receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Sorcerer gets this feature at levels 7 and 15.

No Changes Needed

The Sorcerer base class features and all subclass features do not require any changes to steer away from teamplay. As a full caster who relies entirely on spells, it makes sense that the features aren't geared towards allies specifically.

Legendary Traits

Here you will find the Legendary arts that only a Sorcerer of the appropriate level can learn (If a Sorcerer specific Legendary art requires 2 actions, you must be a level 11 Sorcerer to know it for example)

Arcane Leftovers

Cost: 1 Legendary Action

If you used 2 or more sorcery points on your last turn, regain 1 sorcery point.

Conversion

Cost: 2 Legendary Actions

You use Font of Magic

Metamagic Preparation

Cost: 1 Legendary Action

The next time you use metamagic before the end of your next turn, it costs 1 less sorcery points (To a minimum cost of 0)

Overload

Cost: 3 Legendary Actions

The next damaging spell you cast before the end of your next turn deals double damage.

You suffer force damage equal to the spells damage, and the damage you take can not be reduced in any way.

Reconfigure Magic

Cost: 1 Legendary Action

You exchange a metamagic ability you know for another.

Wellspring of Magic

Cost: 1 Legendary Action

The next spell you cast before the end of your next turn does not require material components (Provided the components do not have a gold cost or are consumed) and its DC is increased by 2.

If the spell uses an attack roll, that roll is instead increased by 2.

The Warlock class has a full Legendary version made by me, complete with levels 1-30, improved pact boons, eldritch invocations and mutations, eldritch blast added to the base class, and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 26 page document.

The Warlock

A Legendary Warlock is a slave and servant to their patron, one who most perform all of their bidding. The dark deeds their patron may demand of them drives many to isolation.

Hit Dice: 2d8

Hit Points at 1st Level: 16 + two times your Constitution modifier

Hit Points at Higher Levels: 2d8 (or 9) + two times your Constitution modifier per Warlock level after 1st

The Warlock receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Warlock gets this feature at levels 7 and 15.

No Changes Needed

The Ranger base class features and all subclass features do not require any changes to steer away from teamplay. These are for the same reasons as Sorcerer.

Legendary Traits

Here you will find the Legendary arts that only a Warlock of the appropriate level can learn (If a Warlock specific Legendary art requires 2 actions, you must be a level 11 Warlock to know it for example)

Dark Gift

Cost: 1 Legendary Action

You use a feature from one of your invocations that would normally require an action to use (Such as Fiendish Vigor)

Foul Beam

Cost: 1 Legendary Action

You cast Eldritch Blast, when cast this way, you only fire one beam.

Masters Knowledge

Cost: 1 Legendary Action

You cast a cantrip you know from your Pact of the Tome.

Masters Pet

Cost: 1 Legendary Action

Your familiar from Pact of the Chain may use its reaction to take an action in its statblock.

Masters Trinket

Cost: 1 Legendary Action

Provided you are wearing your talisman from Pact of the Talisman, you fall under the effects of the Bless spell until the end of your next turn.

Masters Weapon

Cost: 1 Legendary Action

You may morph your weapon gained from Pact of the Blade into another eligible weapon for it. Regardless of whether you change it or not, you may make an attack with the weapon.

The Wizard class has a full Legendary version made by me, complete with levels 1-30, studying strange arcane enigmas, powerful rituals that only require time and materials and more! If you wish to use the original class instead of my version, you can adjust it with the options on the next two pages.

Google Drive Homebrewery You can click either of those links in order to be brought to the full 22 page document.

The Wizard

A Legendary Wizard is an explorer and searcher of knowledge, most will go to any means necessary to uncover the mystical arts of the arcane, which can lead them to isolation.

Hit Dice: 2d6

Hit Points at 1st Level: 12 + two times your Constitution modifier

Hit Points at Higher Levels: 2d6 (or 7) + two times your Constitution modifier per Wizard level after 1st

The Wizard receives the following changes when being a Legendary Character.

Legendary Ability Score Improvement

When you gain this feature, you can take a Legendary Feat. Alternatively, you may gain the benefits of a normal Ability Score Improvement.

The Wizard gets this feature at levels 7 and 15.

Projected Ward

6th Level Abjuration Wizard Feature

Rather than the normal Project Ward feature, you gain the following: Your Arcane Ward's HP is now equal to three times your wizard level + your intelligence modifier rather than two times.

This increases to four times at level 10 and five times at level 14.

Legendary Traits

Here you will find the Legendary arts that only a Wizard of the appropriate level can learn (If a Wizard specific Legendary art requires 2 actions, you must be a level 11 Wizard to know it for example)

Adjustment

Cost: 1 Legendary Action

If you are holding your spellbook, you may exchange a spell you have prepared from it for another spell within it.

Cantrip Majesty

Cost: 1 Legendary Action

If you cast a cantrip on your next turn, you may do so as a bonus action. If you cast a cantrip this way, its damage die total is reduced to its minimum level amount.

Fine Casting

Cost: 1 Legendary Action

The next time you cast a spell before the end of your next turn, it is cast at 1 level higher than the slot expended.

Prepared Reaction

Cost: 2 Legendary Actions

The next time before the end of your next turn you would use your reaction to cast a spell, it does not consume your reaction.

Quick Recovery

Cost: 2 Legendary Actions

You immediately use Arcane Recovery.

Supreme Magic

Cost: 3 Legendary Actions

You cast a spell of 7th level or lower that you know, expending spell slots or usages as normal.

The Darach

A regular Darach is already a vile and immensely powerful beast, turning into monstrous forms to tear apart their enemies... A Legendary Darach is one who has fully embraced the beast within, becoming a creature that even the most seasoned of monster hunter fears.

Hit Dice: 2d10

Hit Points at 1st Level: 20 + two times your Constitution modifier

Hit Points at Higher Levels: 2d10 (or 11) + two times your Constitution modifier per Darach level after 1st

The Darach receives the following changes when being a Legendary Character.

Original Creator

This class was made by me! You can find more of my works on Reddit, I make a lot of subclasses and then make a class every so often!

To find the full, most recent document of the Darach class, click here. Please do note that in the current link the class is called Skinwalker, Darach and Skinwalker are the same class, it's just the name has been changed to Darach since that document was published.

No Changes Needed

The Darach base class features and all subclass features do not require any changes to steer away from teamplay.

Legendary Traits

Here you will find the Legendary actions that only a Darach of the appropriate level can learn (If a Darach specific Legendary action requires 2 actions, you must be a level 11 Darach to know it for example)

Beastly Sense

Cost: 1 Action

Choose a creature that you have seen or smelt within the past minute. If they are still within 300-feet of you, you become aware of their exact location.

Bloodlust

Cost: 1 Action

You make one attack with your Natural Weapons gained from Inner Beast. If the attack misses, you may reroll the attack roll, and you must use the new roll.

Darwinism

Cost: 3 Actions

Choose an adaptation you know that has an energy cost of 5 or less. Until the end of your next turn, you gain the benefits of the chosen adaptation, and it does not count against your energy limit.

Fast Adaptation

Cost: 2 Actions

You use your Natural Adaptation ability.

Quick Shift

Cost: 1 Action

You use your Semishift ability, expending a usage as normal.

Stalk

Cost: 1 Action

You take the hide action.

The Incarnate

A regular Incarnate is already somewhat of a legendary beast, becoming a gargatuan creature to throw hands with other titans... Legendary ones just are ones who have embraced their soul and wield it in a way few other Incarnates do.

Hit Dice: 2d10

Hit Points at 1st Level: 20 + two times your Constitution modifier

Hit Points at Higher Levels: 2d10 (or 11) + two times your Constitution modifier per Incarnate level after 1st

The Incarnate receives the following changes when being a Legendary Character.

Original Creator

This class was not made by me! It was created by u/23BLUENINJA on reddit, with help from u/goopman1 with balancing. I in no way have helped in the creation of the base class, I have only done the Legendary sections found in this document.

To find the full, most recent document of the Incarnate class, click here

Primordial Reincarnation

14th Level Celestial Incarnate Feature

After emerging from your egg at the end of this feature, you gain the benefits you would normally give to your companions upon death as well. When you gain these benefits, they last 24 hours.

So in other words, you gain temporary hit points equal to your Incarnate level, and for the next 24 Hours you have advantage on all ability checks, attack rolls and saving throws you make.

Legendary Traits

Here you will find the Legendary actions that only an Incarnate of the appropriate level can learn (If an Incarnate specific Legendary action requires 2 actions, you must be a level 11 Incarnate to know it for example)

Adaptation

Cost: 2 Actions

Choose a Mutation you meet the prerequisites for. Until the end of your next turn, you gain the benefits of the chosen Mutation.

Bad Breath

Cost: 2 Actions

You use the Primordial Breath weapon you gained from your Primordial Soul, expending Primordial Energy dice as normal.

  • Celestial uses their Celestial Healing feature.

  • Fey uses their Solar Rays feature.

  • Fiend uses their Flaming Wings feature.

  • Plant uses their Corrosive Sap feature.

(It is unadvised for Soul of the Elemental, Giant or Ooze to take this Legendary action, as they can not use it)

Energy Coating

Cost: 1 Action

You use your Empower ability from the Primordial Energy feature.

Growth Spurt

Cost: 1 Action

You use your Titanus Form ability if it is not currently active, expending a use as normal.

Mutant Ability

Cost: 2 Actions

You use an ability you have from your Mutations that requires an action or bonus action to use, expending any resources required as normal.

Primordial Action

Cost: 1+ Actions

You expend a number of primordial energy dice equal to the amount of actions used to use this Legendary action. You may use any feature that requires expending Primordial energy dice as an action or bonus action, using the die rolled previously for said feature.

Recharge

Cost: 1 Action

You use your Generate ability from the Primordial Energy feature.

Strength of a Kaiju (Titanus Form)

Cost: 3 Actions

Until the end of your next turn, your size category increases by 1 stage.

At the end of your turn when this feature would end, you may instead immediately expend your three legendary actions for the round to extend the duration until the end of your next turn.

The Siphoner

A regular Siphoner is one who feasts on blood and energy, then wields it as a weapon against their foes. A legendary Siphoner is one who doesn't just feed on their power source... They are their power source, they are the embodiment of what they wield.

Hit Dice: 2d10

Hit Points at 1st Level: 20 + two times your Constitution modifier

Hit Points at Higher Levels: 2d10 (or 11) + two times your Constitution modifier per Siphoner level after 1st

The Siphoner receives the following changes when being a Legendary Character.

Original Creator

This class was made by me! You can find more of my works on Reddit, I make a lot of subclasses and then make a class every so often!

To find the full, most recent document of the Siphoner class, click here.

Preserver of Life

3rd Level Martyr Feature

All healing you administer or receive is increased by an amount equal to your proficiency bonus. This can only occur once per spell or effect (I.E goodberry will only receive this effect once per casting, not once per berry)

Others Matter More

3rd Level Martyr Feature

Your AC is increased by 1 for every creature within 30-feet of you, up to a maximum of a fourth of your Siphoner level (Rounded down, minimum of 1)

(Note: I'm not a fan of this variant but I couldn't think of anything else, I'd love suggestions if you think you have a better one)

Legend Beyond the Grave

7th Level Martyr Feature

After being reduced to 0 HP, you may continue taking actions as normal. You perform death saves as normal, and if you suffer 3 failed saving throws then you die as normal.

Unbreaking

18th Level Martyr Feature

You only die if you receive 6 failed death saving throws, and attack rolls have disadvantage against you while you are at 0 HP.


Light of Rejuvenation

14th Level Redeemed Siphoner Feature

While in initiative, there is no limit to the amount of times you can benefit from this features healing. Other creatures are still restricted however.

Field Commander

7th Level Tyrant Siphoner Feature

You may use this feature on yourself, allowing you to use your reaction to make an attack when a creature fails its saving throw against one of your archaic arts.

Legendary Traits

Here you will find the Legendary actions that only a Siphoner of the appropriate level can learn (If a Siphoner specific Legendary action requires 2 actions, you must be a level 11 Siphoner to know it for example)

Arcane Flesh

Cost: 1 Action

You use your Infused Flesh ability.

Blood Protection

Cost: 1 Action

Until the end of your next turn, you no longer suffer the AC penalty from Better When Bleeding.

Drainers Fury

Cost: 3 Actions

You use Siphon Life twice, or make two attacks with Vampires Claw.

Forbidden Arts

Cost: 1 Action

You perform an Archaic Art you know that is usable with your Archaic Attack feature.

Manifest Energy

Cost: 2 Actions

You gain a temporary hit die until the end of your next turn, this hit die can be used to fuel your Archaic Arts and nothing else. It disappears if it is unspent at the end of your next turn.

Siphon Self

Cost: 1 Action

Roll 1d8 + Your Constitution modifier. You subtract the total from your Crimson Resevoir and regain an expended hit die.

Superior Forbidden Arts

Cost: 3 Actions

You perform any Archaic Art you know that requires an action or bonus action to take.

Thief of Blood

Cost: 2 Actions

Target a hostile creature within 60-feet of you that is at less than half its hit point maximum. You recover an expended hit die, and that creature can not be targeted by this ability again until 1d4 rounds have passed.

A New Power Level

What the hell is a Fable... Whatever? What's the point of having that previous title? Why not just call it Vampire or whatever the class is called after saying Fable? Well that's for an important reason... Because Fable is a new tier of class I'll be using to distinguish this homebrew from regular classes.

Unintended for Party Play

As with the regular Legendary classes (Such as Fighter and Warlock) You should not use this class if you are apart of a party (Aka a group of other players who want to play their own characters). The only scenario in which this may be suitable for party play is if every character at the table is using a Fable class (Which is not something I would recommend to the DM but hey, you do you)

The Fable subset of classes is one intended for solo play, aka one player and one DM at a table.

This has all been balanced and used with the intention of being comboed with everything else in the document!


What's the Point?

Fable classes are meant to be inherently stronger than even the usual legendary classes. For example, while Vampire isn't currently updated to have the level 1-30 treatment, when it does it will be stronger than a Fighter.

And demigod is significantly stronger than even Vampire.

Being a Fable

This isn't just a typical class one can take because it's strong or because it fits their build... Being a Fable defines a characters very being, and should not be shoved off to the wayside.

  • Fable classes can not be taken after level 1, meaning you can not multiclass them (If your first class was a Fable one then you could multiclass into non-Fable ones as normal)

  • If you become a Fable class via some method in RP (Such as a high level wizard succeeding in a Lichdom ritual) then replace all of your current class levels with that of the respective Fable class.

  • If you'd lose features such as magic from the Fable transformation, it should be flavored as the violent change overwhelming you and alterring your very mind.





























































The Fable Demigod is well... A Fable class! Entirely exclusive to LPC with no non-legendary version. It can be found on either Google Drive or Homebrewery





























































The Fable Vampire is well... A Fable class! Entirely exclusive to LPC with no non-legendary version. It was made before the level 30 extension was done though, so it is missing levels 21-30 and leveling beyond 30. Regardless, it can be found on either Google Drive or Homebrewery.

Epic Magic

Regular magic is something that can be understood, it has rules and limits to its powers. Even the mightiest spell (That being Wish) is more than likely to backfire on the caster if they attempt to perform feats too grand.

...But what about magic beyond regular magic? Magic taken away from mortalkind after it was abused by them... The magic is still there, and legendary creatures are more than eager to grab at it.

Learning Epic Spells

Full casters (Bard, Cleric, Druid, Sorcerer, Warlock and Wizard) typically learn spells naturally as they level up-there's no special requirements for learning or preparing spells asides from finishing a long rest or leveling up... The same cannot be said for epic spells.

Epic spells are secret-even if you have epic level spell slots, that doesn't mean you have epic level spells. Epic level spells should be rewarded to the player as a DM would reward them with magic items.

Say they perform a favor for Mystra, maybe she rewards them with the knowledge of how to cast a specific epic magic spell?

Or they could raid the vault of Demogorgon and find scrolls containing epic spells, which they could then study and learn.

However the PC may end up learning these spells, it's always important to keep in mind that they do not learn them naturally on levelup. It is entirely up to the DM as to what spells they could reward and hand out to their player.

Epic Spell Slots

Spell slots of levels 10, 11 and 12 are gained as you gain full-caster progression. The levels you gain epic slots are listed in a full spellcasters class document, but for ease of access the "typical" progression is also listed in this section.

That being a 10th level slot gained at 21st and 23rd level. An 11th level slot gained at 25th and 27th level. And finally a 12th level slot gained at 29th level.

The only exception to this is Warlock as Warlock is of course a special snowflake.


Spell Lists and Epic Magic

With the unique way that PCs earn and learn epic magic spells, that does bring into question spell lists... Well, quite frankly there's nothing stopping you from allowing any full caster to use any epic spell they have managed to learn.

A druid could use an epic magic spell thats flavor would indicate it's meant for Wizards or vice versa.

There is no spell list listed for any of the epic spells simply because any full spellcaster could learn any of them, you as a DM however could rule that specific classes cannot learn certain epic magic spells.

Preparing Epic Spells

Epic spells are immensely powerful, and the mere knowledge of how to cast one can be incredibly overwhelming to a creature. As such, epic spells follow unique rules when it comes to preparing them:

  • They do not count against your classes prepared spells list/spells known.

  • At the end of each long rest, you may prepare a number of epic spells that you have learned.

  • The number of epic spells you can prepare is based on your full-caster level

  • At level 21 you can prepare 1 epic magic spell.

  • At level 23 you can prepare 2 epic magic spells.

  • At level 25 you can prepare 3 epic magic spells.

  • At level 27 you can prepare 4 epic magic spells.

  • At level 29 you can prepare 5 epic magic spells.

Unless you have a feature that states otherwise, you can not prepare more epic magic spells than the amount listed. Of course don't forget too, you'll still need to discover epic spells if you wish to prepare them.

Epic Components

Many epic spells require unique and difficult to obtain components. Even if these components are not consumed or do not have a gold cost, using an Arcane Focus is not a suitable replacement for casting the spell.

You must have the listed component in order to cast that spell.

Level 10 / Tier 1

Below you can find epic magic of 10th level (Or tier 1 epic magic if you prefer to refer to it as that)

Full spellcasters receive their first 10th level slot at level 21, and their second one at level 23. Non-full casters cannot achieve epic magic.

Aegis of the Gods

10th-level Abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or suffer force damage
  • Range: Self
  • Components: V, S
  • Duration: 1 round

An invisible barrier of pure magic protects you. Until the start of your next turn, your AC is doubled and you have immunity to force damage.

Ioulaum's Longevity

10th-level Transmutation


  • Casting Time: 1 action
  • Range: 120-feet
  • Components: V, S
  • Duration: Instantaneous

You unleash an all consuming blast of magic in an area around you, all creatures and objects within the spells range must succeed on a Constitution saving throw, suffering 10d10 Force damage on a failed save, or half as much on a successful one.

Creatures and nonmagical objects reduced to 0 HP by this spell are killed and reduced to a pile of fine grey dust.

For every non-construct or undead creature killed by this spell, your lifespan is increased by 1 year.
At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the damage increases by 5d10 for each slot level above 10th.


Magic Feast

10th-level Abjuration


  • Casting Time: 1 action
  • Range: 30-feet
  • Components: V
  • Duration: Instantaneous

By targeting a caster within the spells range, you can attempt to replenish your own magic. The target must succeed on a Charisma saving throw, on a failed saving throw, you roll 3d8. The targeted creature loses spell slots whose collective level is equal to or less than the total rolled (You choose what levels the spell slots lost are)

You recover expended spell slots equal to the collective level of spell slots you made the targeted creature lose.

This spell cannot force creatures to lose epic magic spell slots, nor can it allow the caster to regain them.

At Higher Levels. When you cast this spell using a spell slot of 12th level, you roll 5d8 instead of 3d8. It can also force creatures to lose 10th-level spell slots and allow the caster to regain 10th level spell slots.

Send to the Sky

10th-level Transmutation


  • Casting Time: 1 action
  • Range: 60-feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As apart of the action used to cast this spell and as an action on subsequent turns, you may target a creature within range and attempt to launch them into the sky. The targeted creature must succeed on a Dexterity saving throw to grab onto an object to remain grounded, on a failed save they are launched 1000 feet into the air.

If the creature collides into a ceiling, they are immediately stopped and suffer 1d6 bludgeoning damage for every 10-feet they did not travel (Maximum of 20d6)

Once the creature collides with a ceiling or goes the full distance, if they have nothing else to hold them aloft they fall, suffering falling damage as normal upon impacting the ground.

At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the distance increases by 3000-feet for each slot level above 10th.

Unleash Pain

10th-level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

When you cast this spell, you roll 20d10. This represents a pool of hit points that you can use to protect yourself. Whenever you would suffer damage while this spell is active, you instead subtract the damage taken from this pool of hit points.

At the end of any creatures turn, you may choose to end this spell. If you do so, all creatures other than yourself within 15-feet of you suffer force damage equal to the amount of damage this spell absorbed.

If the hit point pool reaches 0, the spell immediately ends and you suffer all damage the spell blocked.

At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, you roll an additional 10d10 for each spell slot level above 10th.

Ultimate Power

10th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A lock of hair from a deity of magic)
  • Duration: Concentration, up to 1 minute

You imbue yourself with true magical power for the duration of the spell. When you cast this spell, you may choose any spell of 5th-level or lower. For the duration of this spell, you may cast the chosen spell as a bonus action, you ignore any components required for the spell aside from costly material components or components that are consumed.

Casting the spell as a bonus action from this does not inhibit your ability to use your action to cast a non-cantrip spell.

At Higher Levels. When you cast this spell using a spell slot of 11th level, you may choose any spell of 7th-level or lower. When you cast this spell using a spell slot of 12th level, you may choose any spell of 9th-level or lower.


Words of Power

10th-level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

Choose a Power Word spell of 7th-level or lower. This spell takes on that spells effects, however it may target an additional number of creatures within the spells range equal to your spellcasting ability modifier (Minimum of 3)

You do not need to know the Power Word spell chosen in order to cast it using this spell, however if you do know it, this spells range is increased to 120-feet.

At Higher Levels. When you cast this spell using a spell slot of 11th level, you may cast a Power Word spell of 8th-level or lower. When you cast this spell using a spell slot of 12th level, you may cast a Power Word spell of 9th-level or lower.

Yggdrasil's Sap

10th-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (bark from a tree on the upper planes)
  • Duration: Instantaneous

You fill a container you are touching with up to 2 litres of sap. A creature can drink 50ml of the sap as an action. Drinking this amount provides enough nourishment to last a creature 7-days.

A creature who drinks the sap is also immediately cured of any disease they may have, remove all levels of exhaustion and are cured of the Poisoned condition if they have it. They may also choose one of the following effects to remove:

  • All effects charming or petrifying the creature.

  • All curses, including the creatures attunement to a cursed magic item(s)

  • Any reduction to all of the creatures ability scores.

  • Any effects reducing their hit point maximum.

All undrunken sap loses all properties when you cast this spell again.

At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, you produce an additional 2 litres of sap.

Level 11 / Tier 2

Below you can find epic magic of 11th level (Or tier 2 epic magic if you prefer to refer to it as that)

Full spellcasters receive their first 11th level slot at level 25, and their second one at level 27. Non-full casters cannot achieve epic magic.

Call the Forest

11th-level Transmutation


  • Casting Time: 1 action or 8 Hours
  • Range: 150-feet
  • Components: V, S, M (a piece of jade worth 10,000 gp)
  • Duration: 1 Hour or Permanent

You awaken sentience in the forest around you. All plants within the spells range within an intelligence score of 3 or less gain an intelligence of 10. All plants awakened in this way gain the ability to speak one language you know of your choice, they also may move their leaves, roots and vines as if they were limbs.

Your DM may choose the statistics of any plant creatures for the statistics of these awakened plants (The most applicable being Awakened Shrub or Awakened Tree. However statistics such as Shambling Mound are still valid if the DM deems it fit)

Once the duration ends, awakened plants return to normal, inanimate plants. If the spell was cast for 8 hours, the plants remain permanently awakened. If cast for 8 hours however, the piece of jade used can no longer be used as a material component for future castings of this spell-if the jade piece is destroyed, all plants animated by it return to normal.

Plants animated by this spell are under no compulsion to obey you or fight for you, but they view you extremely favorably as you are their creator. If you treat them poorly this favor can wane however.

At Higher Levels. When you cast this spell using a spell slot of 12th level, the range is increased to 900-feet.

Death of Time

11th-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M, S, V
  • Duration: Instantaneous

You attempt to age a creature within the spells range. The target must succeed on a Constitution saving throw, on a failed save they suffer 20d12 necrotic damage and age a number of years equal to half the damage dealt (Rounded down) They return to their normal age upon completing a long rest. On a successful save, the damage is halved and they do not age.

At Higher Levels. When you cast this spell using a spell slot of 12th level, it deals an additional 8d12 damage.


Eternal Subjugation

11th-level Enchantment


  • Casting Time: 8 Hours
  • Range: 5-feet
  • Components: V, S, M (A collar with the targets name inscribed on it in their blood, which is placed on them)
  • Duration: Instantaneous

Over the course of the spells casting time you may attempt to completely dominate the target of the spell. The target must make five Wisdom saving throws. If they fail three of these saves, they fall under the effects of the spell. If they succeed three of these saves, they resist the effects and the spell fails.

Creatures who fall under this spell are Charmed by you, which ignores immunity to the charmed effect if they possess it. While charmed by you, you share a telepathic link with them that can persist across any distance-even if you are on different planes.

The charmed creature must obey your every command and can not resist your orders, they will carry your orders out not as you worded them but what your intention with the orders were (They will not try to find loopholes or "Monkeys paw" style effects in your wording)

If the creature succeeds on three Wisdom saving throws before they fail three, you can never attempt to use this spell on that creature again.

If the creature dies, is targeted by the Panacea of Creation spell or targeted with a Wish spell with the sole intentional of ending this effect, they are freed from this spell and you can never use this spell on them again.

As an action you may end this spell on any creature you have casted it on, if you do so you may still cast it again on them in the future.

False Prophet

11th-level Enchantment


  • Casting Time: 1 minute
  • Range: 300-feet
  • Components: V
  • Duration: Varies

As apart of the casting of this spell, you deliver a statement regarding a topic of your choice. The statement cannot exceed 100 words. All creatures within range who hear the statement must succeed on a Wisdom saving throw, on a failed save they immediately believe everything you just said.

If the statement was true, this effect is permanent. If the statement was technically true (DM discretion) it lasts 24 hours. If it was entirely false, it lasts 1 hour.

At Higher Levels. When you cast this spell using a spell slot of 12th level, the range is increased to 600-feet and its duration is doubled.

Genocide

11th-level Evocation


  • Casting Time: 1 Hour
  • Range: Entire Plane of Existence
  • Components: V, S, M (an artifact sacred to the targeted race)
  • Duration: Instantaneous

Upon casting this spell, you must declare a specific race (Such as Goblins, Wood Elves, Firbolg, ect) Upon completing this spell, all creatures of the chosen race on the same plane of existence of you who have a CR or level equal to or lower than 1 are instantly killed and disintegrated into nothing.

After this spell is cast, every surviving member of the race is immediately made aware of your exact location, and are aware of it at all times. They are able to recognize you on sight, and even creatures not belonging to the affected race are able to recognize you committed an act of mass xenophobia.

When you die, all creatures killed by this spell are brought back to life in the location in which they died at the exact same state they were in before they were killed by this spell. If a creature would be brought back in an object, they are safely moved to the nearest unoccupied space.

At Higher Levels. When you cast this spell using a spell slot of 12th level, it affects any creature of the targeted race of CR/Level 3 or lower.

Planar Exile

11th-level Abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M, S, V
  • Duration: Instantaneous

You attempt to forbid a creature not native to the plane you are on from ever returning. The target must succeed on a Charisma saving throw or be sent back to their native plane of existence (This spell fails if they are currently on their native plane of existence)

If the creature is successfully sent back to their native plane by this spell, they are unable to return to the plane they were on when this spell was cast on them for 100-years. Any attempts to move them to that plane automatically fail.

If a creature affected by this spell has the spell Panacea of Creation cast on them, this effect ends.

At Higher Levels. When you cast this spell using a spell slot of 12th level, the effect is permanent (Or until Panacea of Creation is cast on them)


Summon Army

11th-level Conjuration


  • Casting Time: 1 minute or 8 Hours
  • Range: 300-feet
  • Components: V, S
  • Duration: Concentration, up to 24 Hours

Upon casting this spell, you may choose either Celestials, Elementals, Fey or Fiends. You summon any number of creatures of the chosen creature type within the spells range whose collective CR is no greater than 100. Creatures less than CR 1 can not be summoned with this spell.

The summoned creatures are friendly to you and obey your every command, they take their own turns in initiative and unless given orders, will do their best to defend you, favoring your life over their own.

If you cast this spell for 8 hours instead of 1 minute, the spell does not require concentration. If you cast this spell again, all creatures previously summoned by it vanish.

At Higher Levels. When you cast this spell using a spell slot of 12th level, the collective CR of creatures you can summon is increased by 50, and its duration is increased to up to 7 days.

Vance's Almighty Reanimation

11th-level Necromancy


  • Casting Time: 1 Hour
  • Range: Touch
  • Components: V, S, M (a black opal worth 100gp per CR of the undead raised, which the spell consumes)
  • Duration: Instantaneous

The ultimate necromancy spell for raising a single creature. Over the course of the spells casting, you must be touching a humanoid creatures corpse that has died within the past 7 days. Inserting the black opal into them as apart of the casting.

Upon the castings completion, they are raised as any undead creature of your choice whose CR does not exceed the creatures CR/Level in life (If the humanoid was CR 15, you could raise them as any undead of CR 15 or lower)

You have complete control over the undead raised, they obey your every command without question. If the black opal used as apart of this casting is somehow removed from the undead, they are no longer under your control.

If you raise them as something such as a Lich that requires a phylactery, it must be made individually.

Level 12 / Tier 3

Below you can find epic magic of 12th level (Or tier 3 epic magic if you prefer to refer to it as that)

Full spellcasters receive their first and only 12th level slot at level 29.

Create Bloodwell

12th-level Necromancy


  • Casting Time: 8 Hours
  • Range: 120-feet
  • Components: V, S, M (A phylactery from a lich who has been defeated and is still regenerating, 2 litres of blood from a demon lord, archdevil and solar, all of which the spell consumes)
  • Duration: Permanent

The first time you cast this spell, it consumes all of the material components. However in order for the spell to work, you must cast this spell at the same location every day for 1 year. Castings beyond the first do not require material components. Failure to do so will result in the spell failing, and you needing to retrieve the material components again.

Once the spell has been successfully completed, a pool of blood thirty-feet in diameter forms in the designated location. This blood is self replenishing and disappears when more than 10-feet away from the pool.

Whenever you would die, your body disintegrates and your soul immediately appears in the blood well, nothing can stop your soul from entering the bloodwell (Not even divine intervention, meaning nothing can cage your soul) The bloodwell then begins to build a new body for you.

After 1d6 years have passed, you are brought back to life, the bloodwell having created an entirely new body for you. You gain the benefits of a long rest and are cured of any negative effects that may have still been affecting you.

At any point while you are alive (No action required) You may choose to cause your body to disintegrate and regenerate a new body within the bloodwell as if you had died. You need not be conscious to use this feature, you may even use it while under the control of another creature (Such as from the Suggestion or Eternal Subjugation spells)

The bloodwell can only be destroyed if a creature casts the True Wish spell while within 30-feet of it with the sole purpose of destroying the bloodwell. If your soul is not currently in the bloodwell, the attempt to destroy the bloodwell fails.

If the bloodwell is destroyed, your soul is instantly and permanently destroyed.


Panacea of Creation

12th-level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (1 pound of material from the center of a planet, which the spell consumes)
  • Duration: Instantaneous

With your touch, you spread the true purification of creation throughout a creature. If the creature you touch is willing, they are immediately cured of any curses, diseases, conditions, or any other negative effects they may possess.

They receive the benefits of a long rest and their ability scores return to normal if they were lowered. Their lifespan is also increased by 100 years.

By touching a piece of a creatures dead body (No matter how small) This spell can immediately return them to life, restoring their body for them at their peak age in an unoccupied space within 5-feet of the body piece. This can even revive them if they died of old age. They also receive all previously mentioned benefits of this spell.

Once a creature receives the benefits of this spell, they are no longer able to do so. If they willingly accept a second casting of it on them at any point, they instantly die and can not be brought back to life by any means.

Raise Land

12th-level Abjuration


  • Casting Time: 24 Hours
  • Range: 100 miles
  • Components: V, S, M (100,000 gp worth of precious gemstones, which they spell consumes)
  • Duration: Until Dispelled

Over the course of the spells casting time, you may target an area of land whose radius is no greater than 10 miles in diameter and no smaller than 1 mile in diameter. You attempt to raise the land mass and turn it into a floating island.

Upon the spells completion, the designated area is uprooted from the earth and begins to float into the sky. The spell raises enough ground to reasonably support any buildings on the land raised. The land can float no higher than 15,000 feet above sea level, and as an action you can cause the land to move 1000 feet in any direction over the course of a minute.

As an action, you may target a creature you can see and grant them the ability to take an action to move the floating land mass as well. At any point you may use an action to revoke a creatures ability to move the land mass.

This spell can only be dispelled by casting Dispel Magic at 12th-level every day for 30-days, failing to do so for one of these days results in you needing to start over again. No check is needed to be made for Dispel Magic however.

Rapture

12th-level Necromancy


  • Casting Time: 1 action
  • Range: 120-feet
  • Components: V, S, M (1 million gp worth of diamonds, which the spell consumes)
  • Duration: Instantaneous

Upon casting this spell, all creatures within the spells range who have died within the past 7 days are immediately brought back to life. They return to life with 1 HP and have all grievous wounds (Such as punctured organs or severed body parts) restored. They do not need to be willing to be brought back by this spell.

Creatures who died of old age are not brought back to life when using this spell. All creatures restored to life with this spell have disadvantage on attack rolls, ability checks and saving throws until they complete a long rest.

Traverse Time

12th-level Transmutation


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a bone from a deity who represents time)
  • Duration: Instantaneous

As apart of the casting of this spell, you may target a point in time within the past 100-years and state your intentions for traveling to that time, which must be truthful. Every other creature who knows this spell hears your intentions.

You then immediately travel back in time to the point in time you targeted, you may remain in this time period for as long as you wish, although the DM has great latitude in what kind of consequences your actions on the past could bring on the future.

Any creature who also knows this spell is aware of you when you cast it, and may choose to travel to that time with you without expending any spell slots (No action required)

At any point, you may perform a 1 minute ritual to travel back to the exact moment at which you cast this spell, upon doing so, any creature who traveled to this time with you also returns.


True Wish

12th-level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

The mightiest epic spell a creature can cast, by simply speaking aloud, you can alter reality to fit your own design.

The basic use of this spell is to replicate any spell of 11th level or lower, you don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 250,000 gp in value that isn't a magic item. The object can be no more than 3000 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

  • You allow any number of creatures you can see to restore all of their hit points, end any conditions on them (As per the Greater Restoration spell) and allow them to regrow any missing limbs instantly.

  • You grant any number of creatures you can see immunity to one damage type of your choice, which lasts for 1 month.

  • You grant any number of creatures you can see immunity to one spell school (Such as Evocation) or a particular ability (Such as a Liches life drain) for 7 days.

  • You rewind time up to 10 minutes. You retain all memory of what happened in those 10 minutes, but no one else does.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong, just like the normal Wish spell.

However after seeing the effects of your wish, you may choose to immediately reverse the outcome to before wish was cast (But you must do so immediately)

If you cast this spell and use any effect other than duplicating the effects of another spell, you cannot cast it again for 10 years. In addition, there is a 33% chance you can never cast a 12th-level spell again (Only another creature casting True Wish on you with the sole purpose of undoing this effect can reverse it)

Vance's Army of Undead

12th-level Necromancy


  • Casting Time: 1 action
  • Range: 300-feet
  • Components: V, S, M (a bone from an undead of CR 20 or higher)
  • Duration: Concentration, up to 8 hours

The most powerful necromancy spell a creature can cast. You immediately raise any number of undead from the ground within the spells casting range, they rise from the ground regardless of whether there was proper remains for them or not.

The undead all act on the same initiative count and obey your every command, if not given orders they defend you to the best of their abilities. No action is required to give these commands.

The undead raised must have a collective hit point maximum of no more than 1000, they also must be from the below list:

  • Deathlock (Raised with 36 HP)

  • Flameskull (Raised with 40 HP)

  • Ghast (Raised with 36 HP)

  • Ghost (Raised with 45 HP)

  • Ghoul (Raised with 22 HP)

  • Mummy (Raised with 58 HP)

  • Sword Wraith Warrior (Raised with 45 HP)

  • Wight (Raised with 45 HP)

  • Wraith (Raised with 67 HP)

Once an undead is reduced to 0 HP, it crumples to dust. Once the spell ends, all remaining undead summoned by it crumple to dust.

Weave Gouge

12th-level Abjuration


  • Casting Time: 1 Hour
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

By touching an incapacitated creature throughout the entirety of this spells casting time, you permanently rip the magic out of them. The creature loses all spell slots they have and can never regain them by any means, they also cannot cast any sort of spells.

If the creature has access to epic spell slots, this spell fails.

If a creature affected by this spell has the spell Panacea of Creation cast on them, this effect ends.

Optional Features

I've given you a lot in this document. There's rules for Legendary actions, Legendary feats, special Mythic feats, the skill feats, and then full blown Legendary Classes/Fable Classes... But what if that isn't enough?

What if you want more to hyperpower your character and to better withstand the difficulties of solo play.

Well welcome to this section which has been dubbed optional features. Here you can pick and pull features as you wish, you don't have to use them at all-you can use none of them, you can use all of them-it's up to the people playing to decide what they wish to do.

Leveling

As I've previously mentioned in this document, a Legendary character with everything used up to this point should be the equivalent to around 3 to 4 regular player characters (Or at least that's the goal)

But adding more features to them means that this total will increase, to the right you can find how using each feature will adjust your characters power level.

Updates for 4.0

In 3.0, this section received no updates. Now in 4.0, there are updates! What has been updated? Well...

  • There's 5 new Auric Emotions! Bravery, Laziness, Loneliness, Pride and Tranquility.

  • There's X new Signs of Labors!

  • A page was added to explain rules for Mythical Magic beyond level 20, and how Mythical Magic interacts with epic spells (It doesn't)


Feature List

  • Auric Emotions (+1/2 a Character). A powerful skill tree style system that allows the character to embrace their emotions and gain abilities related to them. A character with Auric Emotions is considered to be an additional 0.5 characters (If they were previously considered 3 characters, they'd now be 3.5 characters)

  • Mythical Magic (Unchanged). A system of magic that moves away from spell slots and allows mages to unleash their spells much more frequently, burning their resources faster but also regaining them much faster. A characters power level is unchanged if they are using this feature.

  • Signs of Labors (+1/2 a Character). A customization system where you can earn marks and equip them, getting rewarded for your extraordinary feats in the form of powerful features. A character with Signs of Labors is considered to be an additional 0.5 characters (If they were previously considered 3 characters, they'd now be 3.5 characters)






























Auric Emotions

Every sentient creature has emotions, they are a basic part of life. Creatures of the legendary level experience them much more... Vividly to say the least. Their emotional states are empowered, they become as strong as any blade or armor.

Emotion Trees

Emotions are broken up into Emotion Trees . Each tree represents some intense emotion your character may have, like Love or Anger. Each tree has traits that a character can take and use to grow even stronger. A single character can only have traits from up to 3 different trees.

Example: Lin is a Level 5 Legendary Paladin of Conquest. She is on a quest to avenge the death of her sister who was the only thing left in the world she cared about. To represent this, she chose her Auric emotions to be Anger, Determination, and Love (Although Sadness is still a fitting replacement for love)































Emotion Traits

Every odd numbered overall level (Not a specific classes level if you are a multiclass) your emotions grow. This is represented by you taking an Emotion trait from one of the trees your character can take from.

For clarification, these are the following levels at which you can take an emotion trait: 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.

Emotion traits are broken up into 5 tiers, each one representing a level of power above the previous. In order to take an emotion trait in a higher tier than 1, you must meet the level prerequisite for the tier, and you must have the previous tier in that tree.

Example: Lin is level 5 as previously stated, and it's at this level she can start taking tier 2 Emotion traits. The traits she has already taken are in the Anger and Determination trees. Her Level 5 trait could be a tier 2 from either the Anger or Determination trees, However she could not choose a tier 2 trait from the Love tree. This is because she doesn't have a tier 1 love trait yet.

Meaning she can choose a tier 1 or 2 trait from Anger or Determination, or a tier 1 trait from Love for this level.

Tier Unlock Levels
Character Level Tier
1st Tier 1
5th Tier 2
9th Tier 3
13th Tier 4
17th Tier 5
More Trait Information

Emotion Traits gained from your Emotion Trees can be... Well they can really be anything. They can be passive effects like damage resistances, or active effects like innate spellcasting. They can even be additional legendary action options.

Auric Emotions that give you an additional option for your legendary actions will be noted with an (LA) in the traits name.

List of Emotions

Below you can find a list of all currently available Auric Emotions, more will be added as this document is updated of course.

  • Anger (Offense and Durability)

  • Bravery (Defense and Overcoming Fear)

  • Determination (Refusing Death and Failure)

  • Excitement (Movement and Offense)

  • Fear (Debuffing and Illusions)

  • Greed (Buffing and Stealing)

  • Kindness (Buffing and Healing)

  • Love (Companionship and Buffing)

  • Pride (Defense and Debuffing)

  • Sadness (Debuffing and Durability)

  • Tranquility (Defense and Utility)


Legendary Auric Emotions

Everything beforehand was intended for levels 1-20, but what if you're using one of the complete Legendary classes that now uses levels 1-30? Well you're in luck! Use this section to see how they work for you.

Tier Unlock Levels
Character Level Tier
5th Tier 1
11th Tier 2
17th Tier 3
23rd Tier 4
29th Tier 5

Earning Emotion Traits

Instead of gaining them every odd numbered level, you gain an emotion trait at 5th level and every 3 levels after level 5 (8, 11, 14, 17, 20, 23, 25, 29)

Even beyond level 30, your DM may rule that you continue gaining emotion traits. I would be cautious with this however, because there is a finite number of traits you can receive after all.

Time to Drop Knowledge

This is the true way I want Auric Emotions to work, I dislike getting them at level 1 and the whole odd numbered earning traits thing. The only reason the other part is still here is because some people may want to stick with the 1-20 versions and not use my reworked classes.

Emotion DC

Emotions are often associated with Charisma in 5e, and that's not a bad thing... But at the same time that makes this whole mechanic really limiting in terms of builds. Which is why I decided to have it work for any mental score.

Your Emotion DC is equal to 8 + Your Proficiency Bonus + A Mental Score of your choice (Intelligence, Wisdom or Charisa)

Anger

Anger is a powerful and chaotic emotion, one that causes you to fuel yourself on instinct alone. Giving into anger is dangerous but potentially oh so delicious.

Armor of Anger

Tier 1

Whenever a creature successfully damages you with a weapon attack, you may use your reaction to make a weapon attack against them. If the attack hits, instead of doing damage, you reduce the amount of damage of their attack to 0.

Explosive Aggression

Tier 1

Whenever you successfully hit a creature with a weapon attack, you may roll 1d8. If you roll an 8 on the die, you deal an additional 8 damage of the weapons type to the target creature.

Short Fuse

Tier 1

Whenever you make an Intimidation check, you may instead make a weapon attack in place of the check. This weapon attack can not target a creature, and instead is a show of intimidation for the purposes of the check.

Force Hate (LA)

Tier 2

(1 Action) - Choose one creature that you can see within 120-feet of you. You may invoke a feeling of hatred towards yourself with that person.

If the creature does not take a harmful action against you on their next turn (Such as forcing you to make a saving throw or at least attempting to attack you) then they suffer psychic damage equal to twice your proficiency bonus.

Fury's Guidance

Tier 2

You have advantage on saving throws against being charmed or frightened.

Unrestrained

Tier 2

At the start of a turn, if a creature is causing you to be grappled or restrained, you may deal bludgeoning damage to them equal to your proficiency bonus. They must be within 5-feet of you for you to do this.

Enemies Surround You

Tier 3

Once per long rest, you may cast the Enemies Abound spell. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.

If you have the Rage class feature, you may cast and concentrate on this spell while in your Rage.

Inner Rage

Tier 3

You gain a single usage of the Barbarian classes Rage feature. If you already have that feature, you gain an additional usage for it and your rage damage bonus increases by 1.

Pursuit of Hatred

Tier 3

When moving towards creatures you are hostile to, every 2 feet of movement only requires 1 foot of movement for you.

Rip and Tear

Tier 4

When you reduce a creature to 0 HP, you may immediately use your bonus action to make a weapon attack or cast a cantrip.

Rising Anger

Tier 4

Whenever you make an ability check, if the checks modifier is lower than your intimidation modifier, you may use your intimidation modifier instead.

Threatening Aura

Tier 4

When a creature deals damage to you, you may use your reaction to force them to make a wisdom saving throw with the DC being equal to the damage they just dealt. On a failed save, they become frightened of you until the end of their next turn.

Endless Anger

Tier 5

Whenever you roll the maximum result on a damage die for a weapon attack, you may roll the die again and add the result to the damage (This can scale infinitely)

Invoke Aggression (LA)

Tier 5

(2 Actions) - Make an athletics (Strength) or intimidation (Charisma) check, all creatures within 60-feet must succeed on a Wisdom saving throw with the DC being equal to your check.

On a failed save, a creatures mind becomes muddled with aggression. They become unable to tell the difference between friend or foe, seeing everyone as hostile to themselves.

This effect lasts for 1 minute, a creature may repeat the saving throw at the end of each of their turns, using your initial check as the DC.

Soldiers Fury

Tier 5

Whenever you make a saving throw, you may instead make a weapon attack and use the total rolled for the saving throw.

Bravery

Being afraid but still standing against your fears is the definition of bravery. You embody this emotion, putting aside your fears and allowing you to stand up for what's needed.

Face Your Fears

Tier 1

While you are Frightened, you can still move towards the source of your fear.

Rush Down

Tier 1

As a bonus action, you may move up to half your movement speed. You must end ths movement closer to a hostile creature then you started.

Strong Resolve

Tier 1

When you fail a saving throw against being frightened, you gain temporary hit points equal to your character level.

Resolve against Fear

Tier 2

When a creature inflicts the frightened condition on you, that creature suffers psychic damage equal to your character level.

Scared but Prepared (LA)

Tier 2

(1 Action) - Choose a creature within 30-feet of you, you become Frightened of that creature until the end of your next turn. The creature must be of a higher CR or Level than you.

Take on Fear

Tier 2

As an action, you may touch a frightened creature to remove the frightened condition from them. If you do so, you become frightened of whatever afflicted them with the condition.

Fearful Skills

Tier 3

While you are frightened and the source of your fear is within your line of sight, you gain a bonus to ability checks and saving throws equal to your Emotion modifier (Minimum of 1)

Fight for Survival

Tier 3

You have advantage on attack rolls made against creatures you are frightened of.

Trapped with Me

Tier 3

When a creature grapples you, you can use your reaction to make a grapple attempt against them.

Against Fear

Tier 4

If you are frightened, you reduce the first instance of damage you take to 0 each round.

Fearful Defense

Tier 4

Whenever you become frightened, choose any damage type. You gain resistance to that damage type while you remain frightened.

Speech Against Fear (LA)

Tier 4

(3 Actions) - All creatures of your choice within 60-feet of you (Aside from yourself) gain immunity to the frightened condition until the end of your next turn. If they were already frightened, the effect ends.

A creature can only benefit from this feature once every minute.

Frightful Battle

Tier 5

Once per round when you make an attack against a creature you are frightened of, you may make an additional attack as apart of the same action.

Nothing to Fear

Tier 5

If a creature inflicts the frightened condition on you and it would have additional effects aside from the normal frightened effects, you do not suffer these additional effects (Such as with the Fear spell)

True Courage

Tier 5

If a creature would attempt to effect you with an ability that requires you to be frightened, you are immune to that ability, even if you are frightened.

Immunity to being Frightened

A big part of this emotion is facing your fears, standing up even when you are scared, meaning a lot of features interact with the Frightened condition.

If your PC is immune to the frightened condition, you and your DM can decide to remove that immunity if they have this emotion in order to not render it useless.

Determination

The drive to complete your goals, the feeling within that refuses to let you give up in battle... That is determination.

Deny

Tier 1

When a creature would move you against your will, you may use your reaction to cause that creature to be unable to move you until the beginning of their next turn.

Fight through Pain

Tier 1

You are treated as having 2 less levels of exhaustion than you actually do (Meaning you do not start receiving the downsides of exhaustion until 3 levels, and you are only considered to have 1 level)

Never Falter

Tier 1

When you would be reduced to 0 HP, you are instead reduced to 1 HP. Once you use this feature, you may not do so again until you complete a long rest.

Don't Let Them Win

Tier 2

When you make a contested ability check against another creature, you may choose to swap your rolls (This does not swap the modifiers, just the plain dice roll)

I Refuse

Tier 2

Creatures can't scry you, read your mind, or speak to you with telepathy unless you allow it.

Unrelenting

Tier 2

When you fail an ability check, you may immediately roll the check again. If you fail the check again, you gain a level of exhaustion.

Dominant Mind

Tier 3

You can not be forced to do things against your will, such as from the Suggestion spell or a vampires charm feature.

Never Die

Tier 3

If you start your turn with 0 HP, you may gain a level of exhaustion to restore hit points equal to three times your level.

Only Fail Once

Tier 3

When you fail on an attack roll, ability check, or saving throw you gain advantage on your next roll of the same type.

Energize

Tier 4

Every time you finish a short rest, you remove 1 level of exhaustion if you have any.

Get Up Stronger

Tier 4

Every time you are reduced to 0 HP, you gain a Luck Point as per the Lucky feat. You may have no more than 3 Luck Points at once from this feature.

Will of Steel

Tier 4

When making a concentration check, if the dice roll is below 10, it is treated as a 10.

Power of Oneself (LA)

Tier 5

(2 Actions) - You end all effects of your choice on yourself.

Refuse Death

Tier 5

When you would die, roll a d20. If you roll a 10 or higher, you immediately revive in the place you died having gained the benefits of a long rest.

Each time this effect successfully triggers, the roll required to revive is increased by 1 (From 10 to 11, 11 to 12, ect)

Who Decided That?

Tier 5

Creatures can not effect your rolls unless you allow them to (Such as forcing disadvantage on you, a divination wizard attempting to change your roll, ect)

Excitement

Amp it Up

Tier 1

After moving 30 or more feet, the next weapon attack that you hit with before the start of your next turn deals additional force damage equal to your proficiency bonus.

Unpredictable

Tier 1

While you are moving, you are considered to have half-cover.

Excitable Aura

Tier 1

Creatures within 15-feet of you (Including yourself) can not be put to sleep involuntarily (Whether it be by magic, drug, alcohol, ect)

Dashing Offensive

Tier 2

When you use your action to take the dash action, you may make a weapon attack as a bonus action.

Equal and Opposite

Tier 2

At the end of your turn, if you had used your full movement on your turn, your AC increases by an amount equal to your proficiency bonus until the start of your next turn.

On your Toes!

Tier 2

Your walking speed increases by an amount equal to 5 times your proficiency bonus.

Bloodrush

Tier 3

As an action, you may enter a rush of excitement, gaining the benefits of the Haste spell. This does not require concentration and is nonmagical.

After the Haste ends, you gain 2 levels of exhaustion. You may not use this feature again until you complete a long rest.

Can't Stay Still!

Tier 3

If a creature moves within 10-feet of you, you may immediately use a legendary action or your reaction to move up to half your movement speed.

No Limits to Fun

Tier 3

Nonmagical difficult terrain does not effect you.


Exciting Move (LA)

Tier 4

(Costs 1 Action) You move up to twice your movement speed without provoking attacks of opportunity.

Hyper Dodge

Tier 4

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.

Surging Flow

Tier 4

Once per long rest, you may take two actions and bonus actions on your turn instead of one.

Jittery

Tier 5

As a bonus action on your turn and by expending 30-feet of movement, you may take the dodge action.

Release Momentum

Tier 5

As an action on your turn, you may reduce your movement speed to 0 and then make a weapon attack against a creature within reach. For every 10-feet of movement you lost from this action, the attack deals an additional 1d6 force damage.

If you can make more than one attack, you may make the same amount with this action, although only the first one that hits deals the bonus damage.

Hyperactive

Tier 5

You gain an additional action on your turn, as per the Haste spell. This effect stacks with the Haste spell and the True Instinct legendary feat.

Fear

Herald of Fear

Tier 1

Creatures that are frightened suffer a -5 penalty to all attack rolls against you. The creature does not need to be frightened by you specifically for this feature to work.

Subsist on Fright

Tier 1

When you fail a saving throw, you may immediately expend your reaction or a legendary action. As apart of this reaction, you end an effect you put on a creature that's causing them to be feared.

If you do so, you instead succeed on the saving throw.

Worst is yet to Come

Tier 1

When you deal 12 a more damage to a creature in a single instance, you may halve the damage dealt to cause them to be frightened of you for the next 1d6 rounds.

Everlasting Nightmare

Tier 2

Effects you have that cause creatures to be frightened have their duration doubled.

Fearful Pursuit

Tier 2

The range of your spells and effects that inflict the Frightened condition is doubled.

Willing Fear

Tier 2

As a reaction to being damaged by a creature, you may cause yourself to become frightened of that creature until the end of your next turn (Ignoring any immunities to the condition you may have) if you do so, you reduce the damage taken to 0.

Are you Scared? (LA)

Tier 3

(Costs 1 Action) - You cast the Cause Fear spell at 1st level without expending a spell slot. The DC for this spell uses your emotion DC.

Primal Fear

Tier 3

As an action you may target a creature immune to being frightened. The creature must suceed on a wisdom saving throw against your Emotion DC or lose their immunity to being frightened for the next hour.

Paralyzing Fright

Tier 3

Creatures frightened by you have their speed reduced to 0.

Behold Terror

Tier 4

When you use an effect that would frighten a single creature, you may target a second one within range.

Seeing Double

Tier 4

When a frightened creature targets you with an attack, they must roll 1d20. On a roll of 11 or higher, the attack hits you as normal. On a roll of 10 or lower, the attack automatically misses.

Unseen Terror

Tier 4

Creatures that can not see you have disadvantage on saving throws against being frightened by you.

Feast on their Fear

Tier 5

For every creature you have successfully Frightened since your last long rest, you have a +1 bonus to all saving throws.

Immense Dread

Tier 5

All creatures of your choice within 15-feet of you suffer a penalty to all d20 rolls they make equal to half your proficiency bonus (Rounded down)

Creatures immune to being frightened are not affected by this ability.

Tier 5

(Costs 2 Actions) - Choose a creature you can see within 60-feet of you. Until the end of your or their next turn (Whichever comes second) you are under the effects of the Bless spell, and the chosen creature is under the effects of the Bane spell.

Greed

Greed is the excessive hoarding of wealth or items with little intention to spend or use it in any way.

Bargainer

Tier 1

You have advantage on all checks related to haggling.

Swift Appraisal

Tier 1

As an action, you may target an object within 5-feet of you that fits within a 5-foot cube. You learn the objects exact value in gold pieces.

Thieving Skills

Tier 1

You gain proficiency in your choice of the Sleight of Hand or Stealth skill. You also gain proficiency with Thieves Tools.

Gold Blade

Tier 2

Once every minute when you hit with a weapon attack, you may cause the attack to deal 1 additional damage for every 50 gold pieces you have on your person.

Quick Work (LA)

Tier 2

(Costs 1 Action) - You make a check with a set of Thieves Tools you are holding to open a lock.

Thievery (LA)

Tier 2

(Costs 1 Action) - You make a Sleight of Hand check to attempt to pickpocket someone.

Cash Out

Tier 3

Whenever you kill a creature of CR 1 or higher, a number of silver pieces appears in your bag equal to the creatures CR times itself (For example, a CR 1 creature would cause 1 silver to appear, while a CR 30 would cause 900 to appear)

Hoarder

Tier 3

When you finish a long rest, you gain temporary hit points for every 50 gold pieces worth of coins or valuable objects (Gemstones, paintings ect) within 120-feet of you. You must own these coinsobjects for them to count for this feature

Touch of Greed

Tier 3

As an action, you may touch a metal object that fits within a 5-foot cube. All of the metal on the object changes to look like gold. This effect lasts until the object has gone 1 minute without you touching it.

Express Sale

Tier 4

As an action, you may touch an object you own that fits within a 15-foot cube. The object immediately turns into a pouch containing a number of gold pieces equal to its value (It instead turns into silver or copper pieces if need be)

Golden Resilience

Tier 4

As a reaction to failing a saving throw, you may grant yourself a +1 bonus to your saving throws roll for every 500 gold pieces you have on your person, potentially turning the roll into a success.

You can use this ability a number of times equal to your Emotion modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Sticky Fingers

Tier 4

Provided you are conscious, you cannot be disarmed of anything you are holding, nor can any object you have on your person be stolen from you.

Attack-tax

Tier 5

When a creature makes an attack roll against you, they must expend a number of gold pieces equal to their proficiency bonus (Which magically appears in your bag) If they do not, they suffer a penalty to their attack roll equal to your Emotion modifier (Minimum of 1)

Golden Aegis

Tier 5

As a reaction to being hit with an attack, you may grant yourself a +1 bonus to your AC for every 500 gold pieces you have on your person (Maximum equal to your proficiency bonus) This bonus lasts until the start of your next turn.

You can use this ability a number of times equal to your Emotion modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Object Sight

Tier 5

As an action, you may target a creature you can see within 60-feet of you. You learn every object that creature has on their person, and each of these items exact worth in gold.

Kindness

Kindness Needs Two

Legendary PCs is intended for solo games, but this emotion is impossible to have solo features for. So many features involve other creatures, perhaps NPC allies?

Benevolence

Tier 1

When you cast a beneficial spell on another creature that doesn't require concentration, you gain its benefits too.

Complimenting

Tier 1

After spending 1 minute observing or conversing with a creature, you can determine what they would most appreciate to be complimented on.

Transfer Pain

Tier 1

As an action, you may reduce your HP by any amount to restore health to a creature within 5-feet of you by an equal amount.

Draught of Life (LA)

Tier 2

(Costs 1 Action) - You or a creature within 60-feet of you may expend a hit die and recover hit points equal to the amount rolled (Adding constitution modifier as normal)

Encouragement

Tier 2

When a creature succeeds on a saving throw, you may use your reaction to allow them to use one of your legendary actions immediately.

Rewarded Kindness

Tier 2

For every time you have bestowed a beneficial effect on a creature since your last long rest (DM discretion for what is considered a beneficial effect) you gain a +1 bonus to all Intelligence, Wisdom and Charisma ability checks.

Bond Beyond Time

Tier 3

Over the course of a minute, you may converse with a willing creature and bond with them. Each of you choose a class feature or feat you possess, the other creature gains the benefit of the chosen feature.

Both creatures lose access to the features they gained when you use this ability again.


My Disadvantage

Tier 3

When a creature would roll with disadvantage, you can take it on instead-suffering disadvantage on your next roll and removing theirs.

Save a Life

Tier 3

As an action you can cast the Revivify or Raise Dead spell without expending material components or a spell slot. When cast this way, you gain levels of exhaustion equal to the spells level.

Be Kind and Share!

Tier 4

When a creature other than yourself within 120-feet of you is healed in some way, you may also heal for the same amount.

Foe to Friend

Tier 4

(Costs 2 Actions) - Target a hostile creature within 60-feet of you and make a Persuasion check with a DC equal to triple the creatures CR. On a successful check, provided the creature does not have a significant reason to hate you, they become an ally to you.

Gift of Magic

Tier 4

By touching a creature, you or they may expend a spell slot to restore a spell slot of an equal level to the other person.

Health of a Saint

Tier 5

When you would roll for healing, you instead use the maximum result.

Soul of Kindness

Tier 5

If you haven't damaged or negatively affected another creature within the past 24-hours, you automatically succeeed on all saving throws.

They Return your Kindness

Tier 5

All creatures within 60-feet of you are considered to be linked to you as per the Warding Bond spell. Damage they take is not transferred to you however.

Love

Charm Defense

Tier 1

You are always aware of when you get charmed, and you can end a charm on yourself by expending a spell slot of 1st level or higher (No action required). If you do not have spell slots, you can use a hit die instead.

Heart of Love

Tier 1

When a creature attempts to attack you or force you to make a saving throw, they must succeed on a Wisdom saving throw against your Emotion DC. On a failed saving throw, they are charmed by you until the start of your next turn. On a successful saving throw, they are immune to this feature until the start of your next turn.

Reality of Forgiveness

Tier 1

You project an aura of forgiveness, when a creature would attempt to speak a lie within 30-feet of you, they must succeed on a Charisma saving throw against your Emotion DC or be unable to lie.

Charming Mantra

Tier 2

For every creature you have charmed since your last long rest, you gain a +1 bonus to Persuasion and Performance checks you make.

Loving Leap (LA)

Tier 2

(Costs 1 Action) - You move up to your speed, if you end your movement within 5-feet of an allied creature, both of you gain temporary HP equal to your level.

Summon Allies

Tier 2

Provided you possess the material component needed for the spell, you can cast any spell that starts with the word Summon at its lowest level without expending a spell slot. Your casting ability is your Emotion ability score.

When casting with this feature, the component used can not be used to cast this spell again until 1 month has passed.

Friends to Love

Tier 3

Creatures you summon have a bonus to all attack, damage and saving throw rolls equal to your proficiency bonus.

Love Knows no Bounds

Tier 3

You are permanently under the effects of the Tongues spell.


Spread the Love (LA)

Tier 3

(Costs 1 Action) - You cast the Charm Person spell at 1st level without expending a spell slot. The DC for this spell uses your emotion DC.

A Better Friend

Tier 4

Charmed creatures are also considered to be charmed by you, even if you weren't the one who charmed them.

Friends on the other Side

Tier 4

Spells you cast that summon creatures have their casting time reduced to 1 action if they require longer.

Loving Embrace

Tier 4

You have resistance to all damage while you have a summoned creature.

Friend to All

Tier 5

Spells you cast that summon creatures do not require concentration for you.

Kindred Spirit

Tier 5

Over the course of a week, you may form an inseperable bond with a creature whom you share mutual love or deep kinship (DM discretion) upon completion, the creature becomes your Kindred.

Your kindred can transfer all damage you take to itself, and if your kindred is dead, you may expend a 5th level spell slot or half of your maximum hit die as an action to bring it back to life in a space within 30-feet of you, with it having gained the benefits of a long rest.

Your kindred is considered to be a summoned creature for the purposes of your Love features.

The Strongest Emotion

Tier 5

Creatures you have not damaged within the past hour can not willingly harm you.

Sadness

Can't Clean

Tier 1

The area within 10-feet of you is treated as difficult terrain for creatures other than you.

Consume Negativity

Tier 1

As an action you may target a willing creature that is experiencing negative emotions within 5-feet of you. That creature can not experience those emotions again until they complete a long rest, and you are considered to have had 24 hours worth of nourishment.

Skin of Regrets

Tier 1

You have a pool of hit points equal to twice your level. When you suffer damage, your pool takes the damage instead. Excess damage from the pool transfers over to you. Your pool fully replenishes itself at the end of every long rest and can not otherwise be restored.

No

Tier 2

You can't be Blinded or Deafened, your life is already hard enough.

Pitiable

Tier 2

Every time a creature successfully hits you with a weapon attack on their turn, your AC increases by 2 until the end of their turn.

Why Me?

Tier 2

When a creature targets you with an attack, you may use your reaction to force them to make a Wisdom saving throw against your Emotion DC. On a failed save, they must choose a new creature within range or waste their attack.

Numb to Pain

Tier 3

As a reaction to taking damage, you may halve that instance of damage. If your reaction is unavailable, you may instead expend a legendary action.

To Sad to Die

Tier 3

When you are reduced to 0 HP while under the effects of a condition/effect, you may end the effect to instead be reduced to 1 HP.


We both Fail

Tier 3

When you make an attack roll against a creature or force a creature to make a saving throw, you may cause the roll to hit/the creature to automatically fail the saving throw. If you do, you suffer all adverse effects of the attack/saving throw as well (Including damage)

Alone

Tier 4

While no ally creature is within 15-feet of you, attack rolls have disadvantage against you.

I Can't

Tier 4

When you are prompted to roll a saving throw, you may choose to automatically fail. If you do so, you have advantage on your next saving throw.

Weaponize Despair (LA)

Tier 4

(Costs 1 Action) - Make an attack roll against a creature within range. On a hit, instead of dealing damage, the creature is afflicted with one of the following conditions of your choice until the end of their next turn: Blinded, Deafened, Frightened, or Poisoned.

Anxiety Bubble

Tier 5

As an action, you may increase your AC by an amount equal to your Emotion modifier (Minimum of 1) until the start of your next turn. As apart of this action, you may cast a cantrip or make a single weapon attack.

Despair

Tier 5

As a bonus action on your turn, you may activate or deactivate an aura of despair. While this aura is active, you and all creatures within 30-feet of you are under the effects of the Slow spell.

Shared Depression (LA)

Tier 5

(Costs 3 Actions) - Target a creature you can see within 60-feet of you, that creature must succeed on a Charisma saving throw against your Emotion DC. On a failed saving throw you may reduce one ability score of theirs by an amount equal to your proficiency bonus.

This reduction lasts until you use this feature on them again successfully or until an hour has passed.

Tranquility

Being able to keep a steady mind even in the most dire of circumstances is a tremendous virtue. Those who embody this emotion are slow to anger and always think carefully.

Moveless Strike

Tier 1

By expending 20-feet of movement, you may gain advantage on your next attack roll.

Saved Action

Tier 1

If you end your turn in initiative and you did not use your bonus action for anything, you gain an additional bonus action on your next turn.

Slow and Steady

Tier 1

Whenever you would roll initiative, you may instead choose to act at the very end of the round, going after every other creature has acted.

Abstain

Tier 2

You are immune to effects that would force you to make an attack against your will.

Calm Focus

Tier 2

All attacks against you suffer a penalty equal to half your Emotion modifier (Rounded up, Minimum of 1) This penalty decreases by 1 each time it is applied to an attack (Minimum of 0)

The penalty resets to its normal value at the start of your turn.

Serenity's Call

Tier 2

When a creature within 30-feet of you would take an action (Including yourself) You can allow them to choose to forfeit their action. If they choose to forfeit their action, they regain a number of hit points equal to your character level.

A creature can only receive this healing once every hour.

Collected Concentration

Tier 3

You have advantage on all checks made to maintain concentration on a spell.

Greater Saved Action

Tier 3

If you end your turn in initiative and you did not use your action for anything, you gain an additional action on your next turn.


Patience's Reward

Tier 3

Provided you have not moved or taken any action for the past minute, you may become invisible. This invisibility lasts until you move or take any action.

Diamond Mind

Tier 4

You are immune to psychic damage, and you cannot be charmed or frightened unless you allow yourself to be.

Prepared (LA)

Tier 4

(2 Actions) - You automatically succeed on the next Dexterity saving throw you make before the start of your next turn.

Tranquil Mind

Tier 4

Once per round when you fail an Intelligence, Wisdom or Charisma saving throw, you can instead choose to succeed.

Calming Aura

Tier 5

Creatures within 15-feet of you cannot be in/use abilities of extreme anger or use abilities that rely on bloodlust... Examples include a Barbarians rage or a Gnolls Frenzy. This does not work if the creature is of a higher level/CR than you.

Tranquil in Death

Tier 5

You are automatically stabilised upon being reduced to 0 HP, and you regain consciousness after 1d4 minutes have passed.

Waiting Spell

Tier 5

You may cast the Contingency spell at will without expending material components or spell slots (You must still expend a spell slot for the spell being cast as apart of it however)

When you cast Contingency in this way, you may choose a spell of a level equal to or lower than your proficiency bonus.

Once Contingency is triggered or runs out, you cannot use it again until one week has passed.

Mythical Magic

A lot of fans of D&D 5th edition hold the opinion that magic and the caster classes are stronger than martial ones. Whether that is true or not is up for debate, however what isn't up for debate is how magic and caster classes just have much more interesting options in and out of combat.

Fixing that is a project for another update, but in Legendary PCs, there is a major issue with caster classes beyond their frailty... It's their resources.

A Legendary Martial character will always be quite potent, being able to unleash high damage weapon attacks multiple times a turn and have a high AC to boast, even without any class features remaining. But casters? Once out of spell slots all they have is their cantrips which... Aren't as reliable compared to weapons to say the least.

The goal of Mythical Magic is to fix this resource issue that caster classes have, by drastically reworking the spell slot system and how you cast spells.

The Goal of This

Here are the key goals of this rework:

  • Make magic feel much more visceral and impactful to the caster.

  • Make Casters move away from rests in general, and focus on a more solo friendly style.

  • Make D&D casting feel closer to casting from many other sources of media.

Note on All of This

I heavily advise against using this in non-solo settings. It will make the casters significantly stronger than any other martial party members, and it trivializes caster resource management.

The point is that casters when in a solo setting will quickly chew through all of their slots since they have to do everything on their own, and then they'll be useless.

As with every feature in this document that adds on to the power of a Legendary PC, this is optional. If you don't like it, it's as simple as not using it! Although make sure to communicate this with your player.


Essence of Magic

Replaces Spell Slots

Casters wielding Mythical Magic instead of Vancian Magic use a resource known as Essence instead of Spell slots to fuel their spells. Essence works very similar to the variant Spell Point system if you are familiar with that.

You expend an amount of essence dependant on the spells level to cast it, and you may upcast the spell as normal by expending more essence.

Your characters essence maximum is determined by their class. Below you can find the essence costs for each spell.

New Spell Costs
Spell Level Essence Cost
1st 3
2nd 5
3rd 8
4th 10
5th 13
6th 15
7th 18
8th 20
9th 23

Replenishing Essence

Essence is meant to be a fast draining but also fast replenishing casting system, allowing casters to unleash powerful spells much more frequently.

Initiative. Essence is a chaotic force that reacts with the users adrenaline, it regenerates much faster while in initiative. At the beginning of each of a casters turns while in initiative, they restore expended essence-the amount depends on which caster class they have the most levels in (If there is a tie, you use the higher value)

Out of Combat. Essence lays much more dormant when not in combat. You regain 1 expended essence every 10 minutes - Your Spellcasting ability modifier (Minimum of 1 minute) when not in combat. While taking a short or long rest, you recover expended essence twice as fast.

Class Essence

Every Class has a different amount of essence to their name, you use the essence total detailed below for your appropriate class. If you are multiclassed between multiple caster classes, you add together their essence totals for your appropriate level.

The "Essence Tables" for each class is on the following pages.

Artificer Essence
Artificer Level Essence Per Turn Essence Maximum
1st +1 3 Maximum Essence
2nd +1 4 Maximum Essence
3rd +1 5 Maximum Essence
4th +1 6 Maximum Essence
5th +2 8 Maximum Essence
6th +2 9 Maximum Essence
7th +2 10 Maximum Essence
8th +2 11 Maximum Essence
9th +2 13 Maximum Essence
10th +2 14 Maximum Essence
11th +3 15 Maximum Essence
12th +3 16 Maximum Essence
13th +3 18 Maximum Essence
14th +3 19 Maximum Essence
15th +3 20 Maximum Essence
16th +3 21 Maximum Essence
17th +4 23 Maximum Essence
18th +4 24 Maximum Essence
19th +4 25 Maximum Essence
20th +4 26 Maximum Essence

Artificer Explanation

Artificers are half-casters that rely on their magic just a little bit more than the other half-casters, that combined with the fact that Artificer actually gets their casting at level 1 leads most people to refer to them as a 2/3rd caster instead.

Artificers have a stronger essence maximum and essence recovery rate than the other half-casters because of this, but they are still inferior in both departments compared to the full casters.

Artificer begins at 1 essence regained per turn and then increases by 1 every time a new "tier" of play begins (Widely considered to be levels 5, 11, and 17 as key milestones) For the maximum essence, they start at 3 and gain 1 every level. Whenever their proficiency bonus would naturally increase, they gain 2 instead.


Bard Essence
Bard Level Essence Per Turn Essence Maximum
1st +1 4 Maximum Essence
2nd +1 6 Maximum Essence
3rd +2 8 Maximum Essence
4th +2 10 Maximum Essence
5th +3 12 Maximum Essence
6th +3 14 Maximum Essence
7th +3 16 Maximum Essence
8th +3 18 Maximum Essence
9th +4 20 Maximum Essence
10th +4 22 Maximum Essence
11th +4 24 Maximum Essence
12th +4 26 Maximum Essence
13th +5 28 Maximum Essence
14th +5 30 Maximum Essence
15th +5 32 Maximum Essence
16th +5 34 Maximum Essence
17th +6 36 Maximum Essence
18th +6 38 Maximum Essence
19th +6 40 Maximum Essence
20th +6 42 Maximum Essence

Bard Explanation

Bard falls into the same category of druid as having a mixed essence table. The middleground between Cleric and Warlock of having a better regen rate than cleric but a lower essence maximum.

The choice for that is because Bards also have pretty decent base and subclass features, however they aren't as good as clerics and aren't as desolate as Sorcerer/Wizard.

They start at 4 maximum essence and every level after they gain 2 maximum essence to end themselves off at 42, and their essence per turn starts at 1 and then becomes equal to their base proficiency bonus starting at level 3.

For homebrew full caster classes (None are in this document yet) use the Bard table above to determine their essence if you want to use the essence rules for said caster class.

Cleric Essence
Cleric Level Essence Per Turn Essence Maximum
1st +1 5 Maximum Essence
2nd +1 7 Maximum Essence
3rd +1 11 Maximum Essence
4th +1 13 Maximum Essence
5th +2 17 Maximum Essence
6th +2 19 Maximum Essence
7th +2 23 Maximum Essence
8th +2 25 Maximum Essence
9th +3 28 Maximum Essence
10th +3 30 Maximum Essence
11th +3 33 Maximum Essence
12th +3 35 Maximum Essence
13th +3 37 Maximum Essence
14th +4 39 Maximum Essence
15th +4 42 Maximum Essence
16th +4 44 Maximum Essence
17th +5 47 Maximum Essence
18th +5 49 Maximum Essence
19th +5 52 Maximum Essence
20th +5 54 Maximum Essence

Cleric Explanation

Clerics fall into my "Slow regeneration but high base essence" category. They start at 5 essence, and every even level they gain +2 maximum essence, while at every odd level they gain +3 maximum essence. And their essence regeneration per turn is scaled at a rate of being 1 less than their natural proficiency bonus.

Clerics are one of the caster classes that also contain a lot of very useful base class and subclass features, and are quite frankly the most martial-like full caster. So their numbers for casting are a bit lower to compensate.


Druid Essence
Druid Level Essence Per Turn Essence Maximum
1st +1 4 Maximum Essence
2nd +1 6 Maximum Essence
3rd +2 8 Maximum Essence
4th +2 10 Maximum Essence
5th +3 12 Maximum Essence
6th +3 14 Maximum Essence
7th +3 16 Maximum Essence
8th +3 18 Maximum Essence
9th +4 20 Maximum Essence
10th +4 22 Maximum Essence
11th +4 24 Maximum Essence
12th +4 26 Maximum Essence
13th +5 28 Maximum Essence
14th +5 30 Maximum Essence
15th +5 32 Maximum Essence
16th +5 34 Maximum Essence
17th +6 36 Maximum Essence
18th +6 38 Maximum Essence
19th +6 40 Maximum Essence
20th +6 42 Maximum Essence

Druid Explanation

Druid functions off of the same logic as the bard! They are the middleground, having a bit of a lower essence maximum then cleric but with a higher regeneration rate. They start at 4 maximum essence and every level after they gain 2 maximum essence to end themselves off at 42, and their essence per turn starts at 1 and then becomes equal to their base proficiency bonus starting at level 3.

Paladin Essence
Paladin Level Essence Per Turn Essence Maximum
1st +0 0 Maximum Essence
2nd +1 3 Maximum Essence
3rd +1 5 Maximum Essence
4th +1 5 Maximum Essence
5th +1 7 Maximum Essence
6th +1 7 Maximum Essence
7th +2 9 Maximum Essence
8th +2 9 Maximum Essence
9th +2 11 Maximum Essence
10th +2 11 Maximum Essence
11th +2 13 Maximum Essence
12th +2 13 Maximum Essence
13th +2 15 Maximum Essence
14th +2 15 Maximum Essence
15th +3 17 Maximum Essence
16th +3 17 Maximum Essence
17th +3 19 Maximum Essence
18th +3 19 Maximum Essence
19th +3 21 Maximum Essence
20th +3 21 Maximum Essence

Paladin Explanation

Ah Paladin, the class that feels much more like a mixture of martial and magical abilities than the ranger. They have a much slower essence recovery rate than full casters while also having a smaller essence pool, this is due to them also being able to rely on their martial abilities.

The essence per turn starts at 1 and increases to 2 at 7th level and 3 at 15th level. You start at 3 maximum essence and every odd level you gain 2 maximum essence... I realize that this is the exact same as just gaining 1 essence per level, so you can do that if you want.

For homebrew half-caster classes (Such as the Siphoner class mentioned earlier in the document) use the Paladin table for determining their essence if you want to use the essence rules with the class.


Ranger Essence
Ranger Level Essence Per Turn Essence Maximum
1st +0 0 Maximum Essence
2nd +1 3 Maximum Essence
3rd +1 5 Maximum Essence
4th +1 5 Maximum Essence
5th +1 7 Maximum Essence
6th +1 7 Maximum Essence
7th +2 9 Maximum Essence
8th +2 9 Maximum Essence
9th +2 11 Maximum Essence
10th +2 11 Maximum Essence
11th +2 13 Maximum Essence
12th +2 13 Maximum Essence
13th +2 15 Maximum Essence
14th +2 15 Maximum Essence
15th +3 17 Maximum Essence
16th +3 17 Maximum Essence
17th +3 19 Maximum Essence
18th +3 19 Maximum Essence
19th +3 21 Maximum Essence
20th +3 21 Maximum Essence

Ranger Explanation

Ignoring the fact that I trashtalked Ranger in the Paladin section to the left, the two are exactly the same in terms of their essence progression. They are both half-casters that use magic to augment their martial abilities, so their essence tables are weaker than full casters.

The essence per turn starts at 1 and increases to 2 at 7th level and 3 at 15th level. You start at 3 maximum essence and every odd level you gain 2 maximum essence... I realize that this is the exact same as just gaining 1 essence per level, so you can do that if you want.

Sorcerer Essence
Sorcerer Level Essence Per Turn Essence Maximum
1st +2 4 Maximum Essence
2nd +2 6 Maximum Essence
3rd +2 8 Maximum Essence
4th +3 10 Maximum Essence
5th +3 12 Maximum Essence
6th +3 14 Maximum Essence
7th +4 16 Maximum Essence
8th +4 18 Maximum Essence
9th +4 20 Maximum Essence
10th +5 22 Maximum Essence
11th +5 24 Maximum Essence
12th +5 26 Maximum Essence
13th +6 28 Maximum Essence
14th +6 30 Maximum Essence
15th +6 32 Maximum Essence
16th +7 34 Maximum Essence
17th +7 36 Maximum Essence
18th +7 38 Maximum Essence
19th +8 40 Maximum Essence
20th +8 42 Maximum Essence

Sorcerer Explanation

This section is repeated in the Wizard explanation.

Sorcerers fall into a unique category in this that are only shared by wizard. They are much more intertwined with magic then the other casters, and they have far less base features and in a good amount of scenarios, less class features.

This is because they rely entirely on their spells. Which is why both Sorcerer and Wizard have stronger essence tables then every other full caster class. This is also to help compensate for them having the weakest hit die.

Sorcerer focuses on having the highest regeneration rate of every caster class, because they are their magic. Despite their high essence recover rate, their essence maximum is also quite decent-being the same as Bard and Druid.


Warlock Essence
Warlock Level Essence Per Turn Essence Maximum
1st 1d4 3 Maximum Essence
2nd 1d4 6 Maximum Essence
3rd 1d4 8 Maximum Essence
4th 1d4 8 Maximum Essence
5th 1d6 12 Maximum Essence
6th 1d6 12 Maximum Essence
7th 1d6 15 Maximum Essence
8th 1d6 15 Maximum Essence
9th 1d8 19 Maximum Essence
10th 1d8 19 Maximum Essence
11th 1d8 22 Maximum Essence
12th 1d8 22 Maximum Essence
13th 1d10 24 Maximum Essence
14th 1d10 24 Maximum Essence
15th 1d10 24 Maximum Essence
16th 1d10 24 Maximum Essence
17th 1d12 26 Maximum Essence
18th 1d12 26 Maximum Essence
19th 1d12 26 Maximum Essence
20th 1d12 26 Maximum Essence

Warlock Explanation

Warlocks cast differently then every other caster class, they quite frankly just work strangely due to the nature of their magic. And in this system where every caster can much more quickly regenerate magic, their whole shtick of recovering spell slots on a short rest is no longer useful.

But I don't want to just make warlocks the same as every other caster class, they deserve to be much more special then that... In their essence per turn column, they have a dice instead, known as their "Essence Recovery Dice"

At the beginning of each of their turns, they roll the dice and recover an amount of essence equal to the number rolled. If they roll a 1 however, they recover no essence.

Once your die becomes 1d8, you do not recover essence on a roll of 1 or 2.

Your Mystic Arcanum feature remains unchanged, and you can still only cast spells of 1st through 5th level with your pact magic.

Wizard Essence
Wizard Level Essence Per Turn Essence Maximum
1st +2 5 Maximum Essence
2nd +2 8 Maximum Essence
3rd +2 11 Maximum Essence
4th +2 14 Maximum Essence
5th +3 17 Maximum Essence
6th +3 20 Maximum Essence
7th +3 23 Maximum Essence
8th +3 26 Maximum Essence
9th +4 29 Maximum Essence
10th +4 32 Maximum Essence
11th +4 35 Maximum Essence
12th +4 38 Maximum Essence
13th +5 41 Maximum Essence
14th +5 44 Maximum Essence
15th +5 47 Maximum Essence
16th +5 50 Maximum Essence
17th +6 53 Maximum Essence
18th +6 56 Maximum Essence
19th +6 59 Maximum Essence
20th +6 62 Maximum Essence

Wizard Explanation

This section is repeated in the Sorcerer explanation.

Wizards fall into a unique category in this that are only shared by sorcerer. They are much more intertwined with magic then the other casters, and they have far less base features and in a good amount of scenarios, less subclass features.

This is because they rely entirely on their spells. Which is why both Sorcerer and Wizard have stronger essence tables then every other full caster class. This is also to help compensate for them having the weakest hit die.

Wizard focuses on having the highest maximum essence of every caster class, because they have studied magic more in depth than anyone else. Despite their high essence maximum, they still have an essence recovery rate equal to Bard and Druids.


Arcane Trickster/Eldritch Knight Essence
AT/EK Level Essence Per Turn Essence Maximum
1st 0 0 Maximum Essence
2nd 0 0 Maximum Essence
3rd +1 3 Maximum Essence
4th +1 3 Maximum Essence
5th +1 5 Maximum Essence
6th +1 5 Maximum Essence
7th +1 7 Maximum Essence
8th +1 7 Maximum Essence
9th +1 7 Maximum Essence
10th +1 7 Maximum Essence
11th +2 9 Maximum Essence
12th +2 9 Maximum Essence
13th +2 11 Maximum Essence
14th +2 11 Maximum Essence
15th +2 13 Maximum Essence
16th +2 13 Maximum Essence
17th +2 15 Maximum Essence
18th +2 15 Maximum Essence
19th +2 15 Maximum Essence
20th +2 15 Maximum Essence

AT and EK Explanation

Ah the glorious 1/3rd caster, the subclasses for those who want to play a full martial but at the same time still want spells. Boasting the weakest essence recovery rate and essence maximum, this is easily compensated by the fact that they are still full martial classes.

This starts at 1 essence regained before increasing to 2 at level 11. Then their maximum starts at 3 and increases by 2 every odd level except for levels 9 and 19.

Miscellaneous Additions

This page contains a variety of changes/updates to features that require adjusting with this new system of magic, and the Desperate Casting feature.

Conversion of Slots

A number of classes have features that rely on spell slots, however they may not even be inherently magical, they expend spell slots to produce other effects.

Refer to the New Spell Costs table on the first page of Mythical Magic when determining how much essence to expend for these features.

Examples of features this effects is things such as Paladins Divine Smite, creating a new Eldritch Cannon from the Artillerist Artificer subclass after you already expended your uses, Moon Druids bonus action healing, and such.

Sorcery Points

Sorcery points heavily interacts with spell slots when using the Font of Magic feature. The intention of this adjustment is to still make Font of Magic feel useful while not overpowered.

Update. As a bonus action on your turn, you may convert 1 or more sorcery points into essence. For every sorcery point expended, you regain essence equal to your proficiency bonus (You are unable to exceed your essence maximum as normal)

You can not convert essence into sorcery points.

Multiclassing

This part is a mini-guideline for multiclassing two caster classes that use essence casting together.

Level Dominance. When multiclassing two caster classes, add the levels of all your caster classes together, then look at the table for whichever caster class you have the most levels in (You choose if it is a tie) You use that table for determining your essence per turn and essence maximum.

If you were previously tied in caster class levels, and you chose one class to use the table for but then another caster class surpasses the current one used, then you must switch to the surpassing one.

Half-Casters. As a reminder, half-casters (Paladin/Ranger) have their caster level treated as half their actual level (Rounded down) when it comes to multiclassing. Artificer is the same, however it rounds up instead of down.

Arcane Tricksters and Eldritch Knights are one third of their level (Rounded down) when it comes to multiclassing

Spell Level Casting. These rules remain unchanged, if you are a 6th level bard and 5th level druid, while you may be an 11th level caster, the strongest spells you can cast are 3rd level (Although you may still upcast up to 6th if you wish)

Warlock. Track Warlock separately from your other caster classes, pact magic is different than spellcasting. It'll get confusing, but your warlock essence is separate from your regular essence.


Desperate Casting

I mentioned at the beginning of this that I wanted to make magic feel more visceral, and while I do feel these rules help magic feel more flexible and wild... It's not really nailing the visceral feeling, at least not yet. That's the purpose of this.

When a mage is low on essence and they desperately need to cast a spell, they are still able to cast the spell!.. But at dire cost. They expend all their current essence and then keep in mind the required essence remaining for the spell.

They cast the spell as normal, but then the consequences strike them, roll on the following table:

d8 Affected Trait
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma
7 Maximum Health
8 Roll Twice More

Depending on whatever is rolled, you lose an amount of that ability score equal to the remaining essence needed for the spell. If you roll maximum health, you instead lose an amount equal to 5 times the essence remaining.

If you roll an 8, you roll two more times, ignoring future 8's. However the penalty to each score is halved (Rounded up) so the overall penalty is still basically the same, just split amongst two scores.

Say a mage wanted to cast a 5th level spell but they only had 5 essence remaining, they could cast the spell but that 8 essence would need to come from somewhere. So they roll 1d8 and roll a 3, meaning their Constitution score receives a -8 penalty.

A mages ability score can not be reduced below 1 from this feature, if they would be reduced below 1, then they roll again and apply it to a new score. If every score of theirs is at 1, they die.

At the end of every long rest, a mage restores lost stats of their choice equal to their proficiency bonus. Their Maximum health restored is multiplied by 5.

Mythical Magic Beyond Level 20

Everything mentioned before was made for levels 1 to 20, as it was made before I gave every class a total revamp (Making them levels 1-30 and giving rules for leveling beyond 30) However, the rules are still completely usable for my class reworks.

Below you can find the rules for improving each classes EPT and Essence Maximum beyond 20th level:

Artificer

Artificer is not applicable since it is no longer a caster when using my rework of it.

Bard and Druid

Bard and Druid share the exact same essence tables, so for leveling beyond 20, they use the same rules.

Essence Per Turn. At 21st level it becomes 7, and it increases by 1 every four levels afterwards (25, 29, 33, ect)

Essence Maximum. It increases by 2 every level.

Cleric

Cleric regenerates essence slower but has a high maximum for it.

Essence Per Turn. At 21st level, it becomes 6, and it increases by 1 every four levels afterwards (25, 29, 33, ect)

Essence Maximum. Every even level (22, 24, 26, ect) it increases by 2. Every odd level (21, 23, 25, 27, ect) it increases by 3.

Paladin and Ranger

Paladins and Ranger share the exact same essence tables, so for leveling beyond 20, they use the same rules.

Essence Per Turn. At 23rd level, it becomes 4, and it increases by 1 every eight levels afterwards (31, 39, 47, ect)

Essence Maximum. At odd levels (21, 23, 25, 27, ect) it increases by 2. You can alternatively just have it increase by 1 every level.


Sorcerer

Sorcerer boasts the highest recovery while still possessing a good essence maximum.

Essence Per Turn. At 22nd level, it becomes 9, and it increases by 1 every three levels afterwards (25, 28, 31, ect)

Essence Maximum. It increases by 2 every level.

Warlock

Warlocks essence function differently than every other classes essence does.

Essence Per Turn. Their dice never changes, however starting at 25th level, your die now recovers essence even if it rolls a 2.

Essence Maximum. At 21st level, it increases by 2, and it does so again every 4 levels afterwards. You can alternatively just have it increase by 1 every level.

Wizard

Wizard boasts the highest essence maximum while still possessing a good amount of recovery.

Essence Per Turn. At 21st level it becomes 7, and it increases by 1 every four levels afterwards (25, 29, 33, ect)

Essence Maximum. It increases by 3 every level.

Martial Spellcasting Subclasses

Instead of using the AT/EK essence table, refer to the spellcasting class your subclass is based on. Use the essence totals for that class as if your level in your martial class was equal to have that spellcasters level (For example, if you were a level 20 Rogue and you were a Justicar, you would be consider a 10th level Cleric for the purposes of essence)

Epic Magic

Epic magic is unaffected by this variant rule, even if you are using mythical magic, you still gain epic magic spell slots, and you cannot cast spells of level 10 or higher using essence.





















Signs of Labors

One of the many famous stories of Heracles (Or Hercules, however you'd like to put it) is the 12 labors he had to endure to atone for murdering his wife while under the influence of Hera. Each was a monumental task that showed for his immense strength.

This feature is a reference to that, as your character completes incredible tasks, they will receive what is known as a Mark, a non-physical representation of their incredible deed.

What is a Mark?

A mark is a medal upon the soul or spiritual energies that a legendary being possesses. Only a legendary creature may earn and wield marks. It is said that they are earned upon completing a significant task, such as killing a mighty creature like a dragon or giant.

Legendary beings use these marks to heighten their own abilities and grow their power. A legendary beings soul possesses 7 indents in which they can bare the power of marks, although some may possess more.

Earning Marks

Every mark has a different requirement to earn, that's listed in the marks description. It is highly recommended that as a DM, you make your own marks to reward your player for ludicrous feats that aren't available as marks here!

Examples of requirements to earn marks are as follows (But not limited to of course): Slay an adult chromatic dragon, kill 1000 goblinoids of CR 1/8 or higher, come back to life after having been killed, live for at least twice as long as your races expected lifespan, and many more!

Keep in mind that just because they are all listed here, a character would often not be aware of the requirements. Out of character of course you are both aware, but in character a player should have to find out through trial and error, or being told by NPCs.






















Baring Marks

Every mark has a cost to bare and reap the benefits of, this cost is represented by their indenture cost. Every legendary character has 7 indents as previously mentioned that can be used to benefit from the power of marks, this does not mean that they can bare 7 different marks however.

Many marks have a different identure cost, meaning how many indents they require to gain the benefits of. For example, the mark of Chromatic Dragonslaying could cost 4 marks to gain the benefits of, while the mark of the Troll Hunter would cost 3.

A creature can not have marks equipped whose total indenture cost exceeds their total indents.

Upon completing a long rest, you may equip a mark that you have enough available indents for. However to remove an equipped mark, you must complete 7 long rests (Or 1 week) with having the intention to remove it. If you do, you unequip it and no longer gain its benefits.

Keep track of all the marks you get however-even if you aren't using one or you unequip it, you still have completed the legendary task to be worthy of it! You can re-equip it following the rules listed above.

Future Marks

The marks listed below are not at all the only ones, they are just the ones present in the current version of the document.

List of Marks

Below you can find every mark, how you earn them, nad their indenture cost to equip them.

Apex Mind

Unlock Requirement: You have uncovered and learned a piece of knowledge thought lost.

Indent Cost: 5 Indents

  • Your Intelligence score and Intelligence score maximum increases by an amount equal to your proficiency bonus while this mark is equipped.

Archfey's Dexterity

Unlock Requirement: You have observed fey of CR 10 or higher in combat or other dextrous activities for a collective time of 3 months.

Indent Cost: 5 Indents

  • Your Dexterity score and Dexterity score maximum increases by an amount equal to your proficiency bonus while this mark is equipped.

BBEG or HERO

Unlock Requirement: A group of sentient creatures totaling no less than 10,000 sees you as a villain or hero. The creatures don't need to be alive for this requirement to be met, but they must've seen you as a villain or hero while they were alive.

Indent Cost: 7 Indents

  • You gain the benefits of 3 other marks you have, regardless of their indent cost. You may change an active mark from this feature as an action.

Brand of Summer

Unlock Requirement: The Fey Queen Titania has willingly bestowed this mark upon you.

Indent Cost: 3 Indents

  • You are immune to fire damage.

  • You are immune to the charmed condition.

  • You have advantage on ability checks for interacting with Good aligned fey.

Brand of Winter

Unlock Requirement: The Queen of Air and Darkness (Mab) has willingly bestowed this mark upon you.

Indent Cost: 3 Indents

  • You are immune to cold damage.

  • You are immune to the frightened condition.

  • You have advantage on ability checks for interacting with Evil aligned fey.


Celestial Wisdom

Unlock Requirement: A celestial of CR 10 or higher has spent a year or longer teaching you.

Indent Cost: 5 Indents

  • Your Wisdom score and Wisdom score maximum increases by an amount equal to your proficiency bonus while this mark is equipped.

Chromatic Dragonslayer

Unlock Requirement: You have dealt the killing blow to an adult or older chromatic dragon.

Indent Cost: 2 Indents, +1 per specific dragon feature beyond the first you benefit from (You may choose whether to benefit from a feature or not when you equip this)

  • As an action, you may detect the location of all chromatic dragons within 1 mile of you. Once you have used this feature, you may not use it again until the next dawn.

  • If you've slain an adult or older black dragon, you gain resistance to acid damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain an adult or older blue dragon, you gain resistance to lightning damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain an adult or older green dragon, you gain resistance to poison damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain an adult or older red dragon, you gain resistance to fire damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain an adult or older white dragon, you gain resistance to cold damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain all 5 types of appropriately aged chromatic dragons, anytime you deal damage to a creature with the Dragon creature type, you deal an additional 3d6 damage of the same type.

Giants Pride

Unlock Requirement: You have defeaten a CR 10 or higher giant in a trial of strength.

Indent Cost: 5 Indents

  • Your Strength score and Strength score maximum increases by an amount equal to your proficiency bonus while this mark is equipped.

Gods Champion

Unlock Requirement: A deity has declared you to be their champion.

Indent Cost: 3 Indents

  • When you die by a means other than old age, you discorporate and return to your deities domain. After 1d10 days have passed, you resurrect in a location of your deities decision, as per the True Resurrection spell. Every time you resurrect using this feature, you roll an extra 1d10 for the next time you calculate when you resurrect.

  • You gain the Cleric classes Divine Intervention feature, with a guaranteed chance of success. After you use this feature however, you cannot use it again until 1d12 months have passed, or until you properly thank your god for the help with tributes.

God Slayer

Unlock Requirement: You have killed a deity, if you become a deity yourself you can not equip this mark.

Indent Cost: 7 Indents, reduced by 1 (To a minimum of 0) for every deity beyond the first you have slain

  • You are immune to divine effects, such as divine intervention or a deity attempting to use divine powers on you. This does not give you immunity to divine spells.

  • Creatures you kill (Including deities) can not be brought back to life by any means until you have died, or you allow them to be brought back.

  • You ignore resistances and immunities to damage if the target is a deity, celestial or fiend.

Invincibility

Unlock Requirement: You have taken a single instance of damage of 100 or more without being reduced to 0 HP.

Indent Cost: 5 Indents

  • Your Constitution score and Constitution score maximum increases by an amount equal to your proficiency bonus while this mark is equipped.

Kings Brand

Unlock Requirement: You must become the ruler or lord of a population of at least 1000 sentient creatures. You retain this mark even if you lose your rulership of the population.

Indent Cost: 5 Indents

  • Your Charisma score and Charisma score maximum increases by an amount equal to your proficiency bonus while this mark is equipped.

Metallic Dragonslayer

Unlock Requirement: You have dealt the killing blow to an adult or older metallic dragon.

Indent Cost: 2 Indents, +1 per specific dragon feature beyond the first you benefit from (You may choose whether to benefit from a feature or not when you equip this)

  • As an action, you may detect the location of all metallic dragons within 1 mile of you. Once you have used this feature, you may not use it again until the next dawn.

  • If you've slain an adult or older brass dragon, you gain resistance to fire damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain an adult or older bronze dragon, you gain resistance to lightning damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain an adult or older copper dragon, you gain resistance to acid damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain an adult or older gold dragon, you gain resistance to fire damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain an adult or older silver dragon, you gain resistance to cold damage and can use one of their lair actions by expending 1 or more legendary actions (DM discretion)

  • If you've slain all 5 types of appropriately aged metallic dragons, you may use the Polymorph action in their statblocks as an action.

Planar Sense

Unlock Requirement: You have spent at least 24 hours on three different planes.

Indent Cost: 1 Indent

You are always aware of what plane of existence you are currently on.

Skilled One

Unlock Requirement: You have succeeded 15 or more checks in a specific skill check. This is considered a different mark for every skill.

Indent Cost: 1 Indent

  • You gain proficiency in the skill check you used to unlock this mark. If you are already proficient in it, you instead double your proficiency bonus.

Balancing Encounters

I'm personally of the opinion that experience in 5e is a horrid way to progress, it makes things extremely abusable and just... Really awkward in many scenarios. I think milestone leveling is a much better way to progress.

Having said that, experience still holds an important role in 5e... And that's to calculate how much per day a character can handle. In base 5e, this is often referred to as the "experience allotment" (It is assumed that you run multiple encounters in one day, not one singular large one)

Typically, a character can undergo an amount of encounters equal to or at least around their experience allotment before they need to take a long rest to recover... With Legendary PCs however, the base allotment no longer really works, since the characters become much stronger.

If you are unfamiliar with it, I'd highly recommend using Kobold Fight Club when balancing encounters, and I'll be making references to the website in this section.

To keep things simple, 1 Legendary PC is considered the same as 3 regular PC's.

If you are using experience in regards to leveling, adjust how much is earned. Otherwise they'll level too quickly in solo play. I still recommend using milestone leveling for solo play however.

New Power

It can be really difficult to calculate what the new proper allotment is... What with the increased HP, significant power brought from legendary feats and actions, not to mention Auric Emotions and Signs of Labors... It's a bit of a head scratcher to nail right.

Especially given the fact that every character is different, some characters will be able to handle much more then others... For example, a level 5 Legendary Barbarian would be much more capable in frequent daily encounters than a level 5 Legendary Wizard.

I'm saying all this because you should really alter these depending on the character you are running for, this is a very vague framework that should be adjusted to fit the character that you are running a game for.

Something I'd recommend is running a few "test" combats with the player and their character, outside of traditional gameplay. Throw three different encounters of differing strengths at them and see how they can handle each one. Now you have at least a pretty decent idea of what they can and can't handle.

Experience Limits
Character
Level
Daily
Limit
Average Easy
Encounter
Average Medium
Encounter
Average Hard
Encounter
Average Deadly
Encounter
1st 900 75 150 225 300
2nd 1800 150 300 450 600
3rd 3600 225 450 675 1200
4th 5100 375 750 1125 1500
5th 10500 750 1500 2250 3300
6th 12000 900 1800 2700 4200
7th 15000 1050 2100 3150 5100
8th 18000 1350 2700 4200 6300
9th 22500 1650 3300 4800 7200
10th 27000 1800 3600 5700 8400
11th 31500 2400 4800 7200 10800
12th 34500 3000 6000 9000 13500
13th 40500 3300 6600 10200 15300
14th 45000 3750 7500 11400 17100
15th 54000 4200 8400 12900 19200
16th 60000 4800 9600 14400 21600
17th 75000 6000 11700 17700 26400
18th 81000 6300 12600 18900 28500
19th 90000 7200 14700 21900 32700
20th 120000 8400 17100 25500 38100

Oldschool Level by Level Creation Guide

This section was made before Legendary Races was made and is also intended for levels 1 to 20.

In order to alleviate any confusion there may be regarding creating a Legendary PC and the steps you need to take, below you can find a level by level guide for how you create a Legendary PC! We will be using the character previously mentioned as the example, Lin Rouanet.

Even without Legendary Races being here, here's all you need to remember with them: Select a race, culture, and then make your background.

Starting Out

Level 1 - Lin determines her stats as normal (Up to DM how that is, whether point buy or rolling) ending up with the stats below. She chose the Fallen Aasimar race, and the stats listed use Aasimar stat adjustments.

18 Strength

8 Dexterity

14 Constitution

13 Intelligence

10 Wisdom

18 Charisma

She chooses the Far Traveler background, and chooses her languages and skill proficiencies as she normally would. She decides to be a paladin, meaning her starting HP is 18, since the legendary paladins hit die is 2d8 and her constitution modifier is +2.

Now, Lin chooses her first auric emotion trait. She chooses Explosive Aggression from the Anger emotion.

Level 2 - Lin gains spellcasting and divine smite from Paladin, and her new maximum HP becomes 30. I won't often mention it, but her spellcasting trait is increasing as normal.

Level 3 - Lin chooses her Paladin oath, deciding on Conquest. She then takes Fight through Pain from the Determination emotion. Her new maximum HP becomes 42.

Level 4 - Lin takes the tough feat, making her new maximum HP 62.

Level 5 - Lin gains her legendary actions, choosing Overcome, Strike and Move as her starting ones. She can now use 1 Legendary action per round, choosing from her list. She chooses the Skin of Regrets trait from Sadness at level 5, and now she can't take a trait from any emotion other then Anger, Determination or Sadness. Her new maximum HP is 76.

Level 6 - Lins new maximum HP is 90.

Level 7 - Lin chooses the Pitable trait from Sadness, and her new maximum HP is 90.

Level 8 - Lin uses her ASI to increase her strength score to 20. Her new maximum HP is 104.

Level 9 - Lin learns a new legendary action as her proficiency bonus increases, she chooses Ever Watchful. She also gains a legendary feat, as Paladin gets it at that level-she chooses Swift Strikes. Finally she chooses Numb to Pain from Sadness for her emotion trait as her new tier limit is 3. Her new maximum HP is 118.


Level 10 - Lins new maximum HP is 134.

Level 11 - At level 11, Lin can now use 2 legendary actions per round. She also takes the I refuse trait from the Determination emotion. Her new maximum HP is 148. She can now take Paladin legendary actions that require 2 expended actions.

Level 12 - At level 12, Lin stops taking Paladin levels and multiclasses into Bard. She gains those features as normal, and her new maximum HP is 160 (Bards hit die is smaller than Paladins ofc)

Level 13 - At level 13, Lins emotion tier limit becomes 4, and she chooses the Alone trait from Sadness. She also learns a new legendary action, and she chooses True Smite. Her new maximum HP is 172.

Level 14 - At level 14, Lins new maximum HP is 184.

Level 15 - At level 15, Lin chooses the Weaponize Despair trait from the Sadness emotion. Her new maximum HP is 196. Lin gains an ASI from Bard, and uses it to increase her Charisma to 20.

Level 16 - At level 16, her new Maximum HP is 208. She additionally can now choose Bard legendary actions that only require 1 expended action.

Level 17 - At level 17, Lin can now take 3 legendary actions per round, however she is still limited to only taking Paladin legendary actions that require 1 or 2 expended actions, and Bard actions that require 1 expended action. Her new tier limit is 5, and she chooses the Anxiety Bubble trait from Sadness. Her new maximum HP is 220. She learns the Discord legendary action from bard.

Level 18 - Lin is now a level 7 bard, and she gains the legendary feat from the class. She takes Swift Strikes a second time. Her new maximum HP is 232.

Level 19 - Lin gains her final emotion trait, and chooses Shared Depression from Sadness. She also gains an ASI from Bard, and uses it to increase her Constitution to 16. Her new maximum HP is 263.

Level 20 - Lin has reached level 20, the point where she can't grow anymore (Unless you're using epic levels or some similar system) Her new maximum HP is 276. She ends as a level 11 Paladin and level 9 Bard. She takes the Material Bane mythic feat as you always get one upon hitting level 20.

Lins Labors

Lin's Signs of Labors and her bared marks are not listed because those are things that are earned depending on the campaign, like magic items, and aren't apart of traditional character creation.

Changelog Part 1

Version 4.1

  • Added the Pride Auric emotion.

  • Added a variant to the overpowered Athedite race in which you can turn it into a regular race.


Version 4.0 (August 15th 2023)

An update that was originally labelled as 3.1, it became so large that I ended up changing it to 4.0. This update mostly features expansions to what was added in 3.0 and make many requested changes.

  • Removed "Meta" mentions of hyperlinks not working in this document on Google Drive (Because they do now! Score! And you can copy paste stuff from it!)

  • Renamed the abilities you expend legendary actions for to legendary arts (It was getting really confusing to say stuff like "In order to use this legendary action, you expend two legendary actions)

  • Added links to the complete Legendary versions for every Legendary Class aside from Rogue, Fighter, Warlock and Paladin (As those four were already linked)

  • Adjusted the HP for those who wish to use the 1-20 versions of the classes.

  • Changed the art of each class to match its full document counterpart.

  • Added a new section of feats known as "Normal Feats", these are feats that can be taken normally with ASI's. Currently, all feats there are updated versions from the PHB-every feat from the PHB is present and has received some sort of change, for a total of 39 feats.

  • Added the Polearm Myth mythic feat.

  • Regular races now properly has the 'H' races come after the 'G' races (I'm surprised no one noticed this)

  • Added the following new Regular Races: Aarakocra, Bugbear, Centaur, Changeling, Dhampir, Gith, Gnome, Goblin, Hobgoblin, Kobold, Lizardfolk, Satyr, Shifter, Tabaxi, Thri-kreen and Warforged.

  • Added the following new Otherworldly Races: Doppelganger, Erinyes, Hag, Golem, Lamia, Oni, Rakshasa and Troll.

  • Added the following new Overpowered Races: Archomental, Asgardian, Athedite, Death Knight, Empyrean, Inevitable, Marilith, Tarrasquekin and Xrinakin.

  • Added the following new Cultures: Duplicitous, Inventive, Noble, Royal and Savage

  • All instances of Legendary Resistance within the document (The feat and overpowered races) Has been changed to half of proficiency bonus rounded up rather than rounded down.

  • Added the following new Auric Emotions: Bravery, Greed and Tranquility.

  • Mythical Magic now has an extra page added on the end that details how it works with epic magic and levels 21+.

Changelog Part 2

Version 3.0 (January 9th 2023)

A huge update introducing various new systems, massive sprucing up to the document and references to the newly made Legendary classes. This update is largely focused on adding to existing features (Such as Auric Emotions, Signs of Labors and the Feats) and adjusting existing features to work with Legendary classes.

  • Added links to the complete Legendary versions for Rogue, Fighter, Warlock and Paladin.

  • Added links to Fable Demigod, and removed the Fable Vampire from the base document, replacing it with a link.

  • Changed the art for the following classes: Barbarian, Bard, Druid, Fighter, Monk, Paladin, Rogue, Sorcerer and Warlock. These art changes were done to better reflect what their cover art is/will be in their full legendary version.

  • Added legendary actions at levels 23 and 29, the levels at which you learn legendary actions were also adjusted (It is no longer based on your Proficiency bonus)

  • Added Epic Magic and 24 new Epic Magic spells! (8 spells for each of the three levels) More will be added in the future, I just wanted these as a base before working on other things.

  • Added the following Legendary feats: Art of Combat, Attuned to Death, Ethersoul, Evermind, Holy Blood, Maximum Decibel, Oozeborn, Staticblessed, Summerlight, Toxicologist, and Winterbound.

  • Adjusted the following Legendary feats: Supernatural Influence, Swift Strikes, and Wall of Iron. Trained Resistance and Immunity were removed as they were replaced with more interested versions.

  • Added the following Mythic feats: Colossal Weapon Wielder, Epic Ward, Fastest Alive, Master of Twin Blades, Steel Shell, and Weak Divine Spark.

  • Added 19 Skill feats! (Feats that can be taken with either regular or Legendary ASI's, receiving improved benefits for Legendary ASI's)

  • Added Legendary Races in their entirety!

  • Made it clearer that Auric Emotions, Mythical Magic and Signs of Labors are optional, and how using these optional features would adjust your character.

  • Performed various adjustments on how the base auric emotions rules work.


Version 2.0 (January 26th 2022)

The main goal of this update was to improve the strength of characters before receiving their Legendary Actions and Feats. As previously the only bonus was just more health.

  • Added a new class type known as Fable Classes!

  • Added the Fable Vampire class.

  • Added the Darach, Incarnate and Siphoner classes!

  • Added a new skill tree-style system known as Auric Emotions! Alongside 7 Emotions to choose from.

  • Added a new system known as Signs of Labors! Alongside 15 marks to unlock and equip.

  • Added a variant magic rework called Mythical Magic!

  • Adjusted Supernatural Influence Legendary Feat to be more build inclusive.

  • Added the Following Legendary Feats (13): Chaos Caster, Dark Stalker, Genius Wordsmith, Great Weapon Empyrean, Latent Magical Power, Legendary Polearm Master, Mage Punisher, Peak Athlete, Pit Fighter, Precise Shooter, Soul Crusher, Soul Piercer, and Soul Slasher.

  • Every Class received new class specific legendary actions! Now each class has at minimum 6 Legendary actions unique to the class.

  • Fixed up some wording and various typos.

  • Added the variant Fatigue rule for legendary actions that involve weapon attacks.

  • Added a Level by Level creation guide.

  • Added a balancing metric for encounters with Legendary PCs.

  • Legendary actions you can take per round is now determined by overall level rather than class level.

  • Overhaul to credits page, you can now click on the artists name and instantly be brought to their post on the artwork in particular that was used.

Version 1.0 (October 27th 2021)

The first version of this document. Contained the following:

  • All 13 Base Classes

  • 21 Legendary Feats

  • 12 Mythic Feats

  • Base legendary action rules and at least 2 unique actions to each class.

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Living Legend: Kiphea

  • Living Legend: O-5

  • Living Legend: Trains

  • Savior: Xabbu

  • Renowned Hero: Cynical Sorcerer

  • Renowned Hero: InsaneInsanity

  • Folk Hero: Xenostar

  • Mercenary: Deathknight

  • Mercenary: Echo-Arashi

  • Mercenary: Miraak

  • Mercenary: Rdrgm

  • Mercenary: RobynHoodWest

    
    

Co-Contributors

The people below have helped in the making of this document! (What they helped in is beside their name)

Anything without a Co-Contributer listed for it was entirely created by me.

  • u/23BLUENINJA, owner of the Incarnate class and helped with the creation of its legendary version.