Advanced Adventurers

Advanced Adventurers is an alternate character building system for 5th Edition Dungeons & Dragons. This system removes the ease and simplicity of classes from original 5E design in favor of diversity through the purchasing of specific abilities to create the exact character you want to play.

Contents

  • Forging a Hero
    • Hit Points
    • Skills & Proficiencies
    • Ability Scores
    • Weapons & Armor
  • Spellcasting
  • Abilities
    • Combat
    • Adventuring
    • Ability Trees

                  Jana Schirmer & Johannes Voss


Forging a Hero

Create a character by choosing a race, background, and ability scores as normal, gaining any features of those options. The DM will decide how much experience you will start with, and that experience is used to buy everything from skills and abilities, to abiltiy score increases, and even hit points. It is recommended that characters begin with 60 exp or more, as many early game signiture abilities tend to be quite powerful and have high costs.

The level of your character is still important in Advanced Adventures in order to keep track of proficiency bonuses as well as for any abilties that are based on a character's level. Every 20 experience is 1 level, so if characters start at 60 experience they are starting at level 3. Your maximum level is 20, though you can still gain experience and new abilities past that point.

Hit Points

You start with 10 hit points +/- your Constitution modifier, and can aquire more by spending experience. You can spend 5 experience to gain hitpoints equal to 6 (1d10) +/- your Constition modifier. All hit dice are d10s, you start with one and gain one when you purchase hitpoints. Any permanent change to Constitution is retroactive to your hit points.

Skills & Proficiencies

In addition to any skill proficiences from your race or background, you can choose two additional skills to become proficient in during character creation. Additional skill proficiencies past what you start with can be purchased for 3 experience each.

Your proficiency bonus is based on your level, and is the same as in the Player's handbook. Starting at a +2 and increasing by 1 at 5th, 9th, 13th, and 17th level.

Ability Scores

You can raise your ability scores by spending experience.     Be sure to include your racial modifiers first.

Current Score Cost for 1 More
< 10 1 exp
10 / 11 2 exp
12 / 13 3 exp
14 / 15 5 exp
16 / 17 6 exp
18 / 19 8 exp
20 / 21 10 exp
22 / 23 13 exp
24+ 17 exp

After character creation your two highest ability scores become your savings throw proficiencies. If there is a tie you may choose between them.

Weapons & Armor

You start with simple weapon proficiency, but must train to use martial weapons, armor and shields.

Weapon & Armor Proficiencies
Exp Proficiency Requirment
3 exp Martial Weapons -
1 exp Shields -
1 exp Light Armor -
2 exp Medium Armor Light Armor Proficiency
3 exp Heavy Armor Medium Armor Proficiency

Clint Cearley


Spellcasting

To cast a spell you must have learned the spell and have an unused spell slot of the appropriate spell level or higher. No need to prepare the specific spells you want to cast that day ahead of time.

When you first gain the ability to cast a cantrip or spell, choose Intelligence, Wisdom, or Charisma to be the attribute with which all of your spells are cast and with which your spell modifier and save DC are determined.

Learning Spells & Cantrips (1 exp)

The first time you gain a spell slot of each level you learn one spell of that level for free. You can learn additional spells or cantrips for 1 experience each. This means that powerful spells and cantrips that were originally only for certain classes, such as Swift Quiver and Eldritch Blast are now available to anyone that can cast spells (at the discretion of your DM).

Cantrips (6 exp)

You gain the ability to cast cantrips. When you gain this ability you learn two cantrips of your choice.

Gaining Spell Slots

To purchase a spell slot you must first have at least one spell slot of the previous level and meet the minimum experience requirement. The experience cost of the first spell slot you obtain at each level is shown in the middle column of the following table, while each addiitonal spell slot of the same level you purachase afterwards costs the amount shown in the right column. Spell slots are regained from a long rest.

Spell Slots Experience Cost
Slot Level First Additional Minimum level
1st 6 exp 2 exp -
2nd 7 exp 3 exp 2
3rd 8 exp 4 exp 4
4th 9 exp 5 exp 6
5th 10 exp 6 exp 8
6th 11 exp 8 exp 10
7th 12 exp 11 exp 12
8th 13 exp 15 exp 14
9th 14 exp 20 exp 16

Abilities

  • Combat
    • Offensive
    • Defensive
    • General
    • Spells
  • Adventuring
  • Ability Trees
    • Martial Arts & Ki
    • Otherworldly Patrons, Pacts & Invocations
    • Rage
    • Channel Divinity
    • Sneak Attack
    • Draconic Ancestery
    • Font of Magic
    • Wild Shape
    • Bardic Inspiration
    • Combat Superiority
    • Arcane Shot
    • Race Specific

As you go on your adventures your DM will award you with experience to show how your character is improving and learning new skills. You can spend that experience on a wide variety of abilities to help make your character unique and fun. Just make sure not to take too many fun abilities and neglect spending experience on health, or you may not get to play your stealthily raging spellslinging healer for too long.

Note that the amount of experience you gain is not related to the experience values of creatures in the Monster Manual. If it was, you would likely ascend to godhood after clearing out your first cave of goblins.

Is This System Balanced?

No, certainly not. In creating and testing this system through multiple campaigns I have tried to cost all abilities appropriately and eliminate anything clearly broken. However, a system with this much freedom will never be as balanced as a linear class format. Not that classic 5th Edition does not also have its imbalances.

I would only suggest using Advnaced Adventures with a group of players that are interested in taking the time to create interesting and fun characters without trying to find every broken combination of abilities. Though it is always interesting to see what sort of crazy builds the min/maxers can come up with.

The abilities listed here are just the start of what is possible, and a baseline to work off of. I suggest coming up with your own abilties to add to this list in your games to make your characters even more unique.



Combat

Offense

War Priest (3 exp)

Your god delivers bolts of inspiration to you while you are engaged in battle. When you make a single attack using the attack action, you can make one weapon attack as a bonus action.

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

Empowered Strikes (3 exp)

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Fell Handed (4 exp)

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

  • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target, and the target is your size or lower.

  • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to twice your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.

Pinning Shot (4 exp)

You have mastered the art of pinning people into walls with a toss of a knife or a shot from a bow. Once per turn, when you hit with a bow or thrown dagger attack against a Large or smaller creature, you can attempt to pin them. There must be a wall or a similar hard obstacle within 5 feet behind the creature for you to use this ability. The creature must make a Dexterity saving throw against your attack roll if they fail they are pinned and must make a Strength saving throw with a DC of 16 as an action on future turns to break free.

Over and Around (4 exp)

When attacking with a flail or scythe you ignore the AC bonus enemies get from shields.

Brutal Critical (5 exp)

You can roll your weapon damage dice an extra time when determining the extra damage for a critical hit with a melee attack.

Opportunist (5 exp)

You can exploit a creature's momentary distraction when they're under attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Tavern Brawler (5 exp)

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

  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage, unless it was already higher.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target

Cloak of Flies (5 exp)

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this ability, you can’t use it again until you finish a short or long rest.

Interdimensional Attack (6 exp)

Prerequisite: or the ability to cast Misty Step, Dimension Door, or another teleportation spell. Once per short or long rest you can choose a creature within 300 feet of you and take the attack action with a melee weapon against them. You are never considered to have left your original position as it is just your weapons that are reaching through dimensions.

Distant Strike (8 exp)

Prerequisite: Interdimensional Attack. You gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Dread Ambusher (6 exp)

You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Guard Break (6 exp)

When you take the attack action and hit an enemy with a melee or ranged weapon you can forgo all damage you would do with that action to give all attacks targeting that creature advantage until the start of your next turn. You must choose to use this ability before seeing the results of any damage dice you would otherwise be rolling. You may use this ability up to 2 times per short or long rest plus 1 extra time for each extra 5 exp you spend on this ability.


                                                                              Craig Spearing

Close-Quarters Shooting (6 exp)

Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll . In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can’t take reactions until the end of this turn.

Magical Ambush (6 exp)

If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Master Duelist (6 exp)

Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.

Insightful Fighting (6 exp)

You gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you have advantage on attack rolls against the target and your sneak attack deals an additional 2d6 damage. If you fail on this check the target is immune for 24 hours.

This benefit lasts for 1 minute or until you successfully use this feature against a different target. Once you successfully use this ability you must finish a short or long rest until you can use it again.

Cleave (6 exp)

Once on your turn, when you reduce a creature to 0 hit points with a melee weapon, you can immediately make an attack against another creature within reach with the same weapon.

                                                          Wayne Reynolds

Pierce (6 exp)

Once on your turn, when you reduce a creature to 0 hit points with a ranged weapon, you can immediately make an attack against another creature behind the original target in a straight line from yourself.

Ferocious Charger (7 exp)

Your sheer power is enough to run down your foes. If you hit with your first melee attack against a creature after moving at least 10 ft towards them on the same turn, that creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Retaliation (7 exp)

When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Opportunistic (8 exp)

You have learned how to react faster than most can think, and this carries over to your combat capabilities with the following benefits:

• If you use your reaction to make an attack of opportunity, you gain an additional reaction that round that can only be used on another attack of opportunity.

• You can use both of your opportunity attacks at the same time to make a single opportunity attack with advantage.

• You can use both of your opportunity attacks at the same time to make an opportunity attack against an opponent who has taken the Disengage action.

All Out Assault (8 exp)

When you miss an attack you recieve a cumulative +2 (Max +10) to future attack rolls against the same target. This bonus lasts until you hit the target or go a full turn without attacking that target.

When you hit a creature you recieve a cumalative +1d4 (Max 4d4) bonus to damage rolls against the same creature until you miss or attack a different target.

Ogre's Grip (8 exp)

Prerequisite: Strength 16+ You gain the following benefits:

• When attacking with a weapon that has the versatile property in one hand, you may roll damage as if you were holding it in both hands.

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

• You ignore the heavy property of weapons.

• You may wield weapons with the two-handed property in one hand and roll damage normally. When wielding this type of weapon in one hand, you may not hold a second weapon in your other hand. However, you may hold a shield.

Giant's Grip (5 exp)

Prerequisite: Strength 20+, Ogre's Grip You may hold a two-handed weapon in each hand, they are considered light for the purposes of two-weapon fighting.

Stand Against the Tide (8 exp)

When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within its range.

Steady Aim (8 exp)

As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

  • The attacks ignore half and three-quarters cover.
  • You may reroll any number of your damage dice once, you must take the new roll.

Giant Killer (8 exp)

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Savage Attacker (9 exp)

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Shield Master (9 exp)

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

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • 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, interposing your shield between yourself and the source of the effect.

Great Weapon Master (10 exp)

You’ve learned to put the weight of a weapon to your advantage, letting its momentumem power your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Scornful Rebuke (10 exp)

Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you’re not incapacitated.

Charger (10 exp)

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

Divine Smite (12 exp)

Before making a melee weapon attack, you can expend one spell slot to charge your weapon with radiant energy. If you hit, the target takes extra radiant damage, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Improved Divine Smite (8 exp)

Prerequisite: Divine Smite. After using Divine Smite your weapon remains infused with radiant energy, the next attack you make deals an additional 1d8 radiant damage if it hits. This effect goes away even if your next attack misses or if you do not attack before the end of your next turn.

























Reckless Attack (12 exp)

When you take the attack action on your turn you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but all attack rolls against you are rolled with advantage until the beginning of your next turn, even if they would not otherwise be able to have advantage.

Crossbow Expert (12 exp)

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbow s with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a onehanded weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding in the other hand.

Polearm Master (12 exp)

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, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Sharpshooter (12 exp)

You have mastered ranged weapons and can make shots that others find impossible. 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 an attack with a ranged w eapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

                                                                               Zack Stella

A Note on Source Material

Here you will find many of the abilities you know from the players handbook as well as many new ones, sorted into catagories based on their effect. A good number of these abilities were taken from community sources through the years of this systems creation before there was any intention of releasing it publicly. If you see an ability or spell listed that you have created, please message me so I can credit you properly.                                                                                      I would love your suggestions for things to add or change, and I suggest any DM using this system to encourage their players to come up with their own abilities and spells for even greater character freedom.

Colossus Slayer (12 exp)

Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.


Improved Critical (14 exp)

Your weapon attacks score a critical hit on a natural roll of 19 or 20.

Volley (14 exp)

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack (14 exp)

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Horde Breaker (14 exp)

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Death Strike (14 exp)

You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Assassinate (16 exp)

You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Extra Attack (30 exp)

When you take the attack action you can attack an additional time. You may aquire this ability an additional time for 50 more experience, and a third time for 60 experience.

                                                                  Andreas Rocha

Defense

Born to the Saddle (1 exp)

Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Countercharm (1 exp)

You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Purity of Body (2 exp)

You have advantage on saves against disease or poison.

Nature's Sanctuary (3 exp)

Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against 8 + your nature skill. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Stillness of Mind (3 exp)

You have advantage on saves against being charmed or frightened.

Tranquility (3 exp)

You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

    Magali Villeneuve


                                          Sandara

Aura of Courage (3 exp)

You and friendly creatures within 10 feet of you have advantage on saves against being frightened as long as you are conscious. You may spend an additional 1 experience to increase the range to a 30 foot radius.

Aura of Devotion (4 exp)

You and friendly creatures within 10 feet of you have advantage on saves against being charmed as long as you are conscious. You may spend an additional 1 experience to increase the range to a 30 foot radius.

Lay on Hands (4 exp)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

When you first aquire this ability you have 5 points of healing in your pool, you may spend 3 additional experience any amount of times to add 5 hitpoints to the pool.

Escape the Horde (4 exp)

Opportunity attacks against you are made with disadvantage.

Inspiring Leader (4 exp)

Prerequisite: Charisma 13+ You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain tem porary hit points from this feat again until it has finished a short or long rest.

Medium Armor Master (4 exp)

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

  • Wearing medium arm or doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you w ear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Undying Sentinel (5 exp)

When you are reduced to 0 hit points and not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest

Indomitable (5 exp)

You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You may take this ability any number of times, gaining an additional use per long rest each time. The second time you take this ability it costs 4 exp, then 3 exp for each additional use.

Warding Flare (5 exp)

You can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare and distract the attacker. You must use this feature before the attack is rolled. An attacker that can't be blinded is immune to this feature.

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

Improved Flare (5 exp)

Prerequisite: Warding Flare You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Healer (5 exp)

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

Blessed Healer (6 exp)

The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level

Disciple of Life (6 exp)

Your healing spells are more effective. Whenever you cast a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Unarmored Defense (6 exp)

Choose any of your ability score modifiers other than dexterity. As long as you are not wearing armor your Armor Class equals 10 + your Dexterity Modifier + your chosen ability score Modifier. The maximum AC you can gain from this ability is 20, before other bonuses. You may still use a shield and gain this benefit.

Second Wind (6 exp)

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level. Once you use this feature, you must finish a short or long rest before you can use it again.

Skrimisher (6 exp)

You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Instinctive Charm (6 exp)

When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. If there are no available other targets the attack is still at you.

On a successful save, you can't use this feature on the attacker again until you finish a long rest.

You must declare use of this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to the effect. You can use this ability a number of times equal to you Intelligence Modifier (min 1).

                                                                         Bram Sels

Heavy Armor Master (6 exp)

Prerequisite: Proficient with Heavy Armor While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Protector (6 exp)

You gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

Danger Sense (7 exp)

You have an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Alert (8 Exp)

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Confidence (8 exp)

As a bonus action you can gain temporary hit points equal to your Charisma modifier.

Aura of Confidence (8 exp)

Prerequisite: Confidence. Any ally within 30 feet may, as a bonus action, gain temporary hitpoints equal to your Charisma modifier.

Ice Block (8 exp)

As a reaction when you take damage, you can entomb yourself in ice, which melts away in one minute or until you remove it as a bonus action. You gain half your maximum health as temporary hit points, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts. Once you use this ability, you can’t use it again until you finish a short or long rest.

Trickster’s Escape (8 exp)

As a free action you gain the benefits of the Freedom of Movement spell for 1 minute. You regain the ability to do so when you finish a long rest.








Stay Away From The Light (8 exp)

All allies (not including yourself) that could hear you if they were concious have advantage on death saving throws.

Adrenaline Rush (8 exp)

You gain a burst of energy now at the expense of future resting. As a bonus action you may expend any number of hit dice and then roll half of them to regain that number of hitpoints.

Shrug It Off (8 exp)

Prerequisite: Strength 17+ & Constitution 17+ Whenever you take damage reduce that damage by an amount equal to your proficiency bonus. Apply this reduction before other modifiers such as resistance.

Dampen Elements (10 exp)

When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Aura of Protection (10 exp)

You and friendly creatures within 10 feet of you have a bonus to saving throws equal to half your charisma modifier (rounded up) as long as you are conscious. You may spend an additional 4 experience to increase the range to a 30 foot radius.

Cleansing Touch (10 exp)

You can use your action to end one spell on yourself or on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Multiattack Defense (10 exp)

When a creature hits you with an attack, you gain a cumulative +2 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Dungeon Delver (10 exp)

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

Defensive Duelist (12 exp)

When you are wielding a finesse weapon with which you are proficient in one hand, and nothing in the other, and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Deflect Missiles (12 exp)

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a martial arts weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Evasion (13 exp)

Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Zack Stella


Shadowy Dodge (14 exp)

You can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Uncanny Dodge (15 exp)

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Survivor (18 exp)

You attain the pinnacle of resilience in battle. At the start of each of your turns, if you have no more than half of your hit points left, you regain hit points equal to your Proficiency Bonus + your Constitution modifier. You don't gain this benefit if you have 0 hit points.

Supreme Healing (25 exp)

When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

General

                                          Jason Rainville

Mounted Combatant (3 exp)

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • You can force an attack targeted at your mount to 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.

Skulker (3 exp)

You are expert at slinking through shadows. You gain the following benefits:

  • 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.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Mobile (4 exp)

You are exceptionally speedy and agile. You gain the following benefits:

  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you hit a creature with a melee attack, you don’t provoke opportunity attacks from that creature for the rest of the turn.

Instinct (5 exp)

Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Reversal (5 exp)

Once per short rest, before rolling the dice, you can choose to turn any roll you make with disadvantage into a roll with advantage.

Reversal Master (5 exp)

Prerequisite: Reversal You may choose to use the reversal ability after rolling dice you rolled with disadvanatge rather than before rolling them.

Thunderbolt Strike (5 exp)

When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you. This can't affect the same creature more than once per turn.

Elegant Manuever (5 exp)

You can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Command Undead (5 exp)

You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you with CR less than or equal to your level. That creature must make a Charisma saving throw against your spell save DC. If it succeeds, it becomes immune to the effects of this ability. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. Once you successfully use this ability you can't use it again until after a short or long rest.

                                                                Ryan Yee

Staying Positive (6 exp)

When you use inspiration for a roll and that roll is a success, you do not lose your inspiration.

Spirit Totem (6 exp)

You gain the ability to call forth nature spirits. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you choose to summon from the options below. You can choose a different spirit each time you use the ability.

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to your level + your proficiency bonus. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When another creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Svetlin Velinov


Drunken Technique (6 exp)

Gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester. You also learn how to twist and turn quickly as part of your attacks. Whenever you hit a creature with a melee attack, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Drunkard's Luck (6 exp)

Prerequisite: Drunken Technique. You always seem to get a lucky bounce at just the right moment to save you from doom. As a reaction when you make a Dexterity saving throw, you can give yourself advantage on that roll. If you succeed you can immediately move up to 10 feet.

Intixicated Frenzy (6 exp)

Prerequisite: Drunken Technique & Flurry of Blows. You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional unarmed attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Tipsy Sway (10 exp)

Prerequisite: Drunken Technique. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, within 5 feet of you.

Fancy Footwork (6 exp)

You have advantage on opportunity attacks against enemies, and enemies have disdvantage on opportunity attacks against you.

Monkey Grip (6 Exp)

When you grapple an opponent, you may use acrobatics instead of athletics. In addition, creatures grappled by you have disadvantage on attack rolls against you.

Wondrous Item Mastery (6 exp)

You can activate a magic item that usually takes an action as a bonus action. Once you use this ability you must finish a short or long rest before using it again.

Grappler (7 exp)

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • You may attempt to grapple creatures up to two size catagories larger than yourself.

Mage Slayer (7 exp)

You have practiced techniques useful in melee combat against spellcasters, gaining 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.

Fighting Style (8 exp)

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can take this ability multiple times but must choose a different style each time.

  • Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense - While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection - When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Shadow Step (8 exp)

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows (8 exp)

You have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Holy Nimbus (8 exp)

As an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes radiant damage equal to your level. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead. Once you use this feature, you can’t use it again until you finish a long rest.


Intimidating Presence (8 exp)

You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours

                  Clint Cearley

Panache (8 exp)

Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Hold the Line (10 exp)

Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, they can't leave your reach until the end of their turn.

Lucky (10 exp)

You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, or an attack roll is made against you, 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, but only if the original roll was not a 1 or a 20. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

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.

Finisher (10 exp)

You are an inspiration on the battlefield, bolstering the resolve of yourself and your allies with each foe you fell. Whenever you reduce a creature to 0 hit points, you can grant yourself or another creature of your choice within 30 feet of you a bonus equal to the Challenge Rating of the creature you reduced to 0 hit points. Choose one of the following benefits to grant the chosen creature:

• Add the bonus to your next attack roll.

• Add 2x bonus to the dmg of your next hit with a weapon.

• You regain hit points equal to 2x bonus.

• You gain temporary hit points equal to 2x bonus.

Cunning Action (12 exp)

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Dual Wielder (12 exp)

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the onehanded 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.

Sentinel (12 exp)

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

  • When you hit a large or smaller creature with an opportunity attack, that creature can not leave your reach for the rest of their turn using normal movement.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • 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.




Action Surge (12 exp)

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

Arcane Charge (2 exp)

Prerequisite: Action Surge You gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Wrath of the Storm (12 exp)

You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your spellcasting ability modifier (a minimum of once). You regain all expended uses when you finish a long rest.

                                                                 Wesley Burt

Spells

Ritual Casting (2 exp)

You can cast any spell you know with the ritual tag as a ritual.

Wild Magic Surge (2 exp)

Your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

Controlled Chaos (3 exp)

Prerequisite: Wild Magic Surge You gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Tides of Chaos (6 exp)

Prerequisite: Wild Magic Surge You can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a spell of 1st level or higher. You then regain the use of this feature.

Focused Conjuration (2 exp)

While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Alter Memories (2 exp)

you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your enchantment spell.

Improved Minor Illusion (2 exp)

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

Spell Sniper (3 exp)

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

  • 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.

Malleable Illusions (3 exp)

When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.


Mounted Casting (4 exp)

Any spell you cast with a range of self can also be cast on a creture you are riding, providing that creature is willing. In addition when you cast a spell on yourself while mounted you may expend an additional spell slot of the same level to cast it on the creature you are riding as part of the same action.

Blood Magic (4 Exp)

When you cast a spell requiring material components with no listed cost you can instead spend one hit die. If a spell requires components with a listed cost you can spend any number of hit dice, each one counts as 200 GP towards the cost of the components.

Wonderous Item Recharge (4 exp)

You can recharge a magic item that has charges, as long as those charges can only be used to cast spells. To restore charges, you perform a ritual that takes one minute and expends a spell slot of equal or higher level then a spell slot level of a spell cast by the item.

Close Quarters Casting (4 exp)

Attacking with a spell or cantrip while within 5ft of a hostile creature does not give you disadvantage on that attack.

Improved Abjuration (4 exp)

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

Durable Summons (4 exp)

Any creature that you summon or create with a conjuration spell is created with temporary hit points equal to your level.

Split Enchantment (4 exp)

When you cast an enchantment spell of 1st level that targets only one creature, you can have it target a second creature. You can aquire this ability multiple times, each time you do increase the level of the spell able to target the creatures by 1.

Focused Fire (4 exp)

When you cast a spell that causes more than one enemy to make a saving throw you can give one enemy disadvantage on that save by giving every other enemy advantage.

Specialist (3 exp)

You may take this ability multiple times. Each time you do choose a school of magic. Every third spell or cantrip from that school costs you 1 less exp. The experience cost reduction retroactive if you have already learned spells in that school.

Expert Divination (5 exp)

Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

Arcane Ward (5 exp)

You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Projected Ward (4 exp)

Prerequisite: Arcane Ward. When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Expert Divination (5 exp)

Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

War Caster (7 exp)

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Bound to the Weave (6 exp)

You are a conduit of arcane energy. Magic flows into you freely, but is more difficult to keep a grasp on. Your 5th level and lower spell slots now recharge on a short or long rest.

When you aquire this ability you lose half your 5th level or lower spell slots of each slot level (rounded up). For example, if you had four level 1 spell slots and three level 2 slots, you now have two level 1 slots and one level 2 slot. Whenever you aquire a new spell slot of 5th level or lower it costs you extra experience equal to the amount of buying an additional spell slot of that level.







Spell Bombardment (6 exp)

The harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Spellbook (6 exp)

You create a magical tome in which to record your many spells. Whenever you find a scroll or another spellbook you can spend time copying the spells into your book, allowing you to learn the spell without spending experience for it. Spells you learn in this way are not memorized and can not be cast without first preparing them. After each long rest you can prepare a number of spells from your spellbook equal to your Intelligence Modifier (minimum of 1). You can cast those spells as if they were normal spells known until your next long rest.

                                                                                Winona Nelson

Grim Harvest (6 exp)

You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Spell Thief (6 exp)

When a hostile creature misses you with the attack roll of a spell or you succeed on a saving throw of a spell cast by a hostile creature you learn that spell for free.

Corona of Light (7 exp)

You can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage. You can use this ability once per long rest.

Natural Recovery (7 exp)

You have learned to regain some of your magical energy through study, meditation, or some other means. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your level (rounded up), and none of the slots can be 6th level or higher. For example, if you're 4th level, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Spell Mastery (7 exp)

Prerequisite: 5th level spell slot. You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that you have learned. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. The spells chosen can not have any healing effects.

Potent Cantrip (8 exp)

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Spell Stealer (8 exp)

When you successfully counter a spell using counterspell you may immediately cast that spell as part of your reaction by expending a spell slot of the same level. You do not require any material components the spell normally needs as they were already used in the initial casting by the other creature. You are simply redirecting the spell.


Infuse Magic (8 exp)

You gain the ability to channel your spells into objects for later use. When you cast a 3rd or lower level spell with a casting time of 1 action, that does not require concentration, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

A creature holding the item can then use an action to activate the spell if they have an Intelligence of at least 7. The spell is cast using your spellcasting ability, but as if the person holding the object was the caster. Items infused this way have their magic fade away over time. Whenever you regain a spell slot of the same level used to cast the spell the magic in the item fades away. You can only have a number of infused items equal to your intelligence modifier + 1 at any one time (minimum 1).

Infuse Ammunition (5 exp)

Prerequisite: Infuse Magic You may use this ability to infuse your magic into a piece of ammunition. As a bonus action you can activate a piece of ammo infused this way. If you attack using that ammo this turn the spell is cast at the location or on the target the ammo hits. Ammo containing spells with a target of self can only affect willing creatures.

                                                                  Daniel Kamarudin

Sculpt Spells (9 exp)

You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Illusory Reality (10 exp)

You have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object semi-real. Createrures that can percieve it in some way can make a Perception check against your spell save DC if they fail, or choose to not make the check they are able to interact with the object as if it were real. Any creature that saves can see that it is an illusion and can dispel it by touching it. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.

Elemental Adept (11 exp)

When you gain this ability, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Reach into the Aether (12 exp)

When you cast a spell, you tear a hole in the Aether allowing you to see the potential of all types of magic. You may cast a spell even if you do not know it, in order to do so you must spend additional spell slots equal to the spells level. For example to cast a Fireball, a 3rd level spell that you do not know, you must spend extra spell slots with a total level of 3. The normal level of the spell is all that matters, not the level you are casting it at, so you still only need to spend 3 levels worth of spell slots even if you wanted to cast Fireball at 6th level.

Undead Thralls (12 exp)

When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your level.
  • The creature adds your proficiency bonus to its weapon damage rolls.






Arcane Smite (12 exp)

When you cast a damaging spell you can increase that damage by expending an additional spell slot.

If the spell can only target one creature the extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.

If the spell can target more than one creature or has an area of effect the damage is 1d4 for a 1st level spell slot, plus 1d4 for each additional Spell Level higher than 1st, maximum of 5d4.

Spell Secrets (13 exp)

When you cast a spell that deals cold, fire, or lightning damage, you can substitute that damage type with one other type from that list. You replace one energy type for another by altering the spell’s formula as you cast it.

When you cast a spell that requires a saving throw, you can change the saving throw from one type of ability to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest. You should describe how you have changed the spell to fit with the new damage type and/or saving throw.

Battle Magic (14 exp)

When you use your action to cast a spell or cantrip, you may use your bonus action to make a single weapon attack.

Eldritch Strike (5 exp)

Prerequisite: Battle Magic You learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Epiphany (14 exp)

Once per long rest you can cast a spell that you do not know. You must still expend the proper spell slot for it.

Multitasker (15 exp)

You can hold concentration on up to two different spells. Roll seprately for each when make concentration saves.

Adventuring

Keen Mind (1 exp)

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

  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Spirit Seeker (2 exp)

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts.You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Aspect of the Beast (2 exp)

You gain a magical benefit based on the totem animal of your choice. You may take this ability multiple times, you must choose a different animal each time.

  • Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
  • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't im pose disadvantage on your Wisdom (Perception) checks.
  • Wolf, You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).

































Weapon Bond (2 exp)

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence,you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Divine Intervention (2 exp)

You can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice to see if you succeed at convincing your diety. Your chance to succeed when you first aquire this ability is 5%, you can pay 2 additional experience any amount of times to increase you success chance by 5% each time. If you roll a number equal to or lower than your percent chance to succeed, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Druidic (2 exp)

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

                                                                      Dmitry Burmak

Thieves' Cant (2 exp)

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or w ill provide a safe house for thieves on the run.

Fast Hands (2 exp)

You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Infiltration Expertise (2 exp)

you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and officiallooking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

                                                    Matt Stewart


Divine Sense (2 exp)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the sam e radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a num ber of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Voyager (2 exp)

You become proficient with either land or sea vehicles. You can pick this ability twice to get both proficiencies.

Improved Magical Crafting (2 exp)

Your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take.

Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest.

Favored Enemy (2 exp)

You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. You may aquire this ability multiple times, each time you do choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. Your choices should reflect the types of monsters you have encountered on your adventures.

Foe Slayer (4 exp)

Prerequisite: Favored Enemy. You become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

This ability costs 4 experience per favored enemy you have when aquiring it. Once you have this ability it costs 6 experience rather than 2 to gain a new favored enemy.

Natural Explorer (2 exp)

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. You may aquire this ability multiple times, each time you do choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Spirit Walker (3 exp)

You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of an animal appears to you to convey the information you seek.

Slow Fall (3 exp)

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

Timeless Body (3 exp)

You suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however you age at a rate 10 times slower than usual for your race.

Aspect of the Moon (3 exp)

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend 4 hours doing light activity, such as reading and keeping watch.

Hide in Plain Sight (3 exp)

You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are cam ouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.































                                                                                    Aleksi Briclot

Land's Stride (3 exp)

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Imposter (3 exp)

You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Mage Hand Legerdemain (3 exp)

Prerequisite: Mage Hand Spell. When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container w orn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

Ear for Deceit (3 exp)

You develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Enthralling Performance (3 exp)

If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of creatures within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one).

Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Yang Mansik

Song of Rest (4 exp)

You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.


Expertise (4 exp)

You may aquire this ability multiple times, each time you do choose a different skill you are proficient with. Your proficiency bonus is doubled for any ability check you make with that skill.

Remarkable Athlete (4 exp)

Add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution checks you make that don't already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Know Your Enemy (4 exp)

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities com pared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Level / CR

Flow Like Wind (4 exp)

You can use a Move Action to move as if you cast the spell Misty Step. When you do so you move any distance up to you movement speed, if you dash you may move up to twice your speed using this ability. You may use this ability a number of times equal to your Wisdom Modifier. You regain all uses when you finish a short or long rest.

Favored Ally (4 exp)

Choose one creature type with the ability to speak a language, if you choose humanoid you may choose a single race (Choosing Humans costs an extra 10 exp). You have advantage on all Charisma checks against creatures of that type. You may choose this ability multiple times, choose a different type, or humanoid race, each time.

Feral Senses (4 exp)

You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Visions of the Past (5 exp)

You can call up visions of thepast that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glim pses of recent events. You can meditate in this way for a number of minutes equal to your W isdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can’t use it again until you finish a short or long rest.

Blessing of the Trickster (5 exp)

You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again

Second-Story Work (5 exp)

You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Minor Conjuration (5 exp)

When you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Athlete (5 exp)

You have undergone extensive physical training to gain the follow ing benefits:

  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't half your speed
  • You can make a running long jump or running high jump after only 5 feet of movement, rather than 10 feet.

Quick Movement (5 exp)

Your speed increases by 10 feet. You can aquire this ability multiple times, it costs 1 more experience each time.

Water Walk (3 exp)

Prerequisite: Quick Movement. You are fast enough to run across liquid surfaces without falling in. You still fall as usual if you end your movement on a liquid.

Wall Climb (4 exp)

Prerequisite: Quick Movement. You are fast enough to propel yourself up vertical surfaces without falling. You still fall as usual if you end your movement on a vertical surface.





















Actor (5 exp)

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

  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Observant (5 exp)

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

  • 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 +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Ghostly Gaze (5 exp)

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images. Once you use this ability, you can’t use it again until you finish a short or long rest.

                                                                                Chase Stone

Gift of the Depths (5 exp)

You can breathe underwater, and gain a swimming speed equal to your walking speed. You can cast water breathing without expending a spell slot. Once you cast it using this ability, you can’t do so again until you finish a long rest.

Speech of the Woods (6 exp)

You learn Sylvan. In addition, beasts can understand you and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to gain favor with them as you would with any nonplayer character.

Supreme Sneak (6 exp)

You have advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.

Umbral Sight (6 exp)

You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Unerring Eye (6 exp)

Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Superior Attunement (6 exp)

You may attune to an additional magic item for each time you take this ability. Costs 1 addiitonal exp each time.

Minor Alchemy (6 exp)

When you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Indomitable Might (6 exp)

If your total for a Strength check is less than your Strength score, you can use that score in place of the total.



Benign Transposition (6 exp)

You can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Vanish (6 exp)

You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Jack of All Trades (7 exp)

You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Animal Comapnion (7 exp)

You gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. If it has a multiattack ability it loses that ability. It can not take the help action. Its hit point maximum equals its normal maximum or four times your level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, and acts on its own according to your commands.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

KJKallio

Stroke of Luck (8 exp)

You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.

Thousand Forms (8 exp)

You have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

The Third Eye (8 exp)

You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

  • Darkvision. You gain darkvision out to a range of 60 feet.
  • Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
  • Greater Comprehension. You can read any language.
  • See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.













































Blindsense (9 exp)

As long as you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Portent (10 exp)

When you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. You may spend an additional 5 experience any amount of times, each time you do you can roll and record an extra d20 when you use this feature.

Flight (16 or 20 exp)

You either gain a pair of wings of whatever type you choose (Bird, Angel, Bat, Demon) for 16 exp. Or gain magical flight that does not require wings for 20 exp. Either way your flying speed is equal to your regular land speed.

                                                                           Johannes Voss

Ability Trees

Rage (16 exp)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and saves.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Exp Cost Rages per Long Rest Extra Damage
16 exp 2 +2
+7 exp 3 +2
+6 exp 4 +2
+6 exp 4 +3
+5 exp 5 +3
+5 exp 5 +4
+5 exp Unlimited +4

Persistent Rage (5 exp)

Prerequisite: Rage Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Mindless Rage (6 exp)

Prerequisite: Rage You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Totemic Attunment (9 exp)

Prerequisite: Rage. You gain a magical benefit based on the totem animal of your choice. You may take this ability multiple times, you must choose a different animal each time.

  • Bear, While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
  • Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with m elee weapon attack.





Relentless Rage (10 exp)

Prerequisite: Rage Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Totem Spirit (14 exp)

Prerequisite: Rage. You gain a magical benefit based on the totem animal of your choice. You may take this ability multiple times, you must choose a different animal each time.

  • Bear. While raging, you have resistance to all damage except psychic. The spirit of the bear makes you tough enough to stand up to any punishment.
  • Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
  • Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Frenzy (10 exp)

Prerequisite: Rage Once per long rest you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.

Runes of Anger (8 exp)

Prerequisite: Rage You carve magical runes in your own skin that activate when you need them most. While raging you may cast spells with a range of self, or spells with a target, if the target is within 5 feet of you. You are not required to perform the somatic actions of those spells. In addition you have advantage on Consitution saving throws that you make to maintain your concentration on a spell when you take damage.

Runes of Pennance (6 exp)

Prerequisite: Runes of Anger Runes carved into flesh are bound to the power of blood and life, and shine when it is shed. You touch your slain foe and draw part of their fleeting soul into your scars. When you reduce a creature to 0 hit points with an melee attack, you may use a bonus action to regain one expended 1st level spell slot. Once per short rest, you may instead regain one expended 2nd level spell slot. Once per long rest you may instead regain one expended 3rd level spell slot.

Runes of Protection (7 exp)

Prerequisite: Runes of Anger While raging you have advantage on saves against spells.

Channel Divinity (2 exp)

This ability has no effect by itself, but must be purchased in order to use any Channel Divinity ability. The DC for any effect from a channel divinity ability is 8 + your Proficiency + your Wisdom Modifier.

You have one use of Channel Divinity per long rest when you first aquire this ability. You can gain an addiitonal use of Channel Divinity per long rest by spending more experience as shown in the Channel Divinity Uses Table.

Channel Divinity Uses
Experience Uses per Long Rest
2 exp 1
+3 exp 2
+3 exp 3
+4 exp 4
+4 exp 5
+5 exp 6
+5 exp 7
+6 exp +1

CD: Radiance of the Dawn (3 exp)

Prerequisite: Channel Divinity You can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

CD: Charm Animals and Plants (3 exp)

Prerequisite: Channel Divinity You can use your Channel Divinity to charm animals and plants. As an action, you present your holy sym bol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Master of Nature (2 exp)

Prerequisite: Channel Divinity: Charm Animals and Plants You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

CD: Knowledge of the Ages (4 exp)

Prerequisite: Channel Divinity You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.




CD: Turn the Unholy (4 exp)

Prerequisite: Channel Divinity When you aquire this ability choose a creature type from: Undead, Fiends, Abberations, Fey, Demons, and Devils. You may spend an addiitonal 2 experience at any time to add another of those creature types to this spells affected targets.

As an action, you present your holy symbol and speak a prayer censuring the chosen creature type. Each of those creatures that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Any creature that passes their saving throw becomes immune to the effects of this ability for 24 hours.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

CD: Cloak of Shadows (5 exp)

Prerequisite: Channel Divinity You can use your Channel Divinity to vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

CD: Nature's Wrath (5 exp)

Prerequisite: Channel Divinity You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

CD: Abjure Enemy (5 exp)

Prerequisite: Channel Divinity As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

CD: Invoke Duplicity (6 exp)

Prerequisite: Channel Divinity You can use your Channel Divinity to create an illusory duplicate of yourself. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Improved Duplicity (4 exp)

Prerequisite: Channel Divinity: Invoke Duplicity you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

Channel Divinity: Read Thoughts (7 exp)

Prerequisite: Channel Divinity You can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

CD: Vow of Enmity (8 exp)

Prerequisite: Channel Divinity As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Soul of Vengeance (10 exp)

Prerequisite: Vow of Enmity. The authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

CD: Guided Strike (8 exp)

Prerequisite: Channel Divinity When you or another creature within 30 feet of you makes an attack roll, you can grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.



























                                         Johannes Voss

CD: Champion (8 exp)

Prerequisite: Channel Divinity As an action you are granted powers from your god, allowing you to become their chosen champion for a short period of time. For one minute you gain the following benefits:

  • At the start of each of your turns you regain hitpoints equal to your level.
  • When you use a Channel Divinity ability that regularly takes an action, it takes a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your Channel Divinity effects.

CD: Destructive Wrath (11 exp)

Prerequisite: Channel Divinity You can use your Channel Divinity to wield the power of the storm with unchecked ferocity. When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Channel Divinity: Sacred Weapon (13 exp)

Prerequisite: Channel Divinity As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Blessing of the Forest (7 exp)

You gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:

  • Your size becomes Large, unless you were larger.
  • Your speed becomes 5 feet, unless it was lower.
  • Your reach increases by 5 feet.
  • Once per turn you deal an extra 1d6 piercing damage with any melee weapon attack. You must declare you are using this before attacking.
  • You gain a number of temporary hit points at the start of each of your turns equal to your level. You lose any temporary hit points you have from it.
  • You have vulnerability to fire damage.

You may use this ability a number of times equal to your Wisdom Modifier + 1 and regain all uses on a short or long rest.

Thick Bark (5 exp)

Prerequisite: Blessing of the Forest. While using you Blessing of the Forest ability, your Constitution Saving throw and Armor Class increase by 2.

Rooted Defense (5 exp)

Prerequisite: Blessing of the Forest. While using you Blessing of the Forest ability, the ground around you in a 30 foor radious becomes difficult terrain for enemies and you may cast Grasping Vine once per turn as a bonus action.

Falling Leaves (5 exp)

Prerequisite: Blessing of the Forest. While using you Blessing of the Forest ability, allies within 30 feet of you are considered to have half cover against enemies further than 30 feet from you.

                                                                                  Laura Sava


Combat Superiority (14 exp)

You learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Exp Manuevers Dice
14 3 4 d8's
+10 5 5 d8's
+10 7 6 d10's
+10 9 7 d12's

Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Disarming Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature before the end of your turn. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Relentless (4 exp)

Prerequisite: Combat Superiority When you roll initiative and have no superiority dice remaining, you regain 2 superiority die.

Ki (6 exp)

Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. When you aquire this ability you gain 2 ki points, you may gain additional ki points by spending 2 exp for each.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + proficiency + your Wisdom modifier

Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Animal Styles (10 exp)

Prerequisite: Ki. You learn to fight by mimicking the grace of the animals around you. You learn the following abilities:

  • Tiger Style. If you move at least 10 feet straight towards a creature and then hit it with a melee attack, you may spend 1 ki point to impose a Strength saving throw to knock it prone. You may also spend a ki to gain an additional attack on prone creatures.

  • Wolf Style. As a reaction during an ally's turn, when both you and your ally are adjacent to the same creature, you can expend 1 ki point to grant your ally advantage on all melee attack against that enemy this turn.

  • Crane Style. You can expend 1 ki point when you roll the highest possible number on the damage die of an unarmed strike. You may roll the damage die two additional times for extra damage once.

  • Snake Style. As a bonus action while you are grappling a creature, you can expend 1 ki point and attempt to apply pressure to their weak points. The creature must make a Constitution Save; on a failed save the creature is poisoned for 1 minute, they can repeat the save at the end of each of their turns.

  • Hornet Style. When you take the Dodge action you may spend 2 ki points to prepare to strike out at anyone that misses you with an attack. Until the start of next turn, whenever a creature misses you with an attack while within 5 feet, you can make a single unarmed attack against them without spending your reaction. If you have the Deflect Missiles ability when you use this feature, you can also throw back any ranged weapon attacks that miss you, as if you had reduced an attack that hit's damage to 0 whith that ability, when you do so it does not cost you an extra ki point or your reaction.

Shadow Arts (6 exp)

Prerequisite: Ki. You can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material com ponents. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Open Hand Technique (7 exp)

Prerequisite: Ki. Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take reactions until the end of your next turn.

Stunning Strike (8 exp)

Prerequisite: Ki, Open Hand Technique. You can interfere with the flow of ki in an opponent’s body. Once per turn when you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Empty Body (8 exp)

Prerequisite: Ki. You can use your action to spend 3 ki points to become invisible for 1 minute, or until you make an attack or cast a spell. During that time, you also have resistance to all damage except force damage. Additionally, you can spend 6 ki points to cast the astral projection spell, without needing material components. When you do so, you can’t take any other creatures with you.

 Magali Villeneuve

Martial Arts (12 exp)

Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial arts weapons (not to be confused with martial weapons), which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only martial arts weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage of unarmed strikes and martial arts weapons.
  • You can roll a d4 in place of the normal damage of unarmed strike or martial arts weapons. You can spend additional experience to increase this die as shown in the Unarmed Damage Table.
  • When you use the Attack action with an unarmed strike or a martial arts weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
Unarmed Damage
Exp Damage Die
12 D4
+4 D6
+4 D8
+4 D10
+4 D12

Quivering Palm (4 exp)

Prerequisites: Ki, Martial Arts You gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your level. The vibrations are harmless for 1 minute afterwhich you can use an action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it takes 1d8 x your level necrotic damage, or half as much on a success.






















Elemental Stances (18 exp)

Prerequisite: Ki, Martial Arts. You have trained in the way of the four elements, you have access to the 4 elemental stances of Air, Fire, Water and Earth. Every stance grants different abilities, the damage for any of these abilities is your martial arts die + your Wisdom modifier.

At the start on each of your turns you can stay in or switch your stance for free as long as your are not grappled, prone, restrained, paralyzed, incapacitated, petrified, stunned or unconscious.

  • Air As long as you are in the Air Stance you can choose to strike out with condensed bursts of air. Your unarmed strikes reach extend to 15 feet. As a bonus action you can spend 1 ki point to deal thunder damage to one target in your range and try to push them away. The target has to make a Strength saving throw. On a failed save the target is pushed 20 feet away from you, on a successful save you deal half damage and it's not pushed.

  • Fire As long as you are in the Fire Stance you can choose to strike out with tendrils of flames. Your unarmed strikes deal an extra 1d4 fire damage. As a bonus action you can spend 1 ki point to deal fire damage and attempt to set a target within 5 feet on fire. The target has to make a Dexterity Saving Throw. On a failed save your attack causes the target to ignite in flames and deals the fire damage again at the end of its next turn. On a successful Save they take half damage and are not set on fire. The target can use his action to put out the flames.

  • Water As long as you are in the Water Stance you can switch between defense and offense in a blink of an eye. You can use your Deflect Missiles feature on melee weapon attacks using your reaction. You cant send the attack back. As a bonus action you can spend 1 ki point to deal cold damage and attempt to knock a target within 20 feet prone. You create a water whip in your hand and aim at the feet of your foe. The target has to make a Dexterity Saving Throw. On a failed save your attack knocks the target prone. On a successful Save you deal half damage and its not knocked prone.

  • Earth As long as you are in the Earth Stance you're sturdy as the earth itself. Whenever you take damage you can reduce the amount taken by your proficiency bonus. Apply this reducion before any resistances or vulnerabilities. As a bonus action you can spend 1 ki to surround yourself with a protective layer of earth and rocks gaining temporary hit points equal your level + Wisdom Modifier until the start of your next turn and each creature within 5 feet must make a Dexterity Saving Throw or take bludgeoning damage.

Otherworldly Patrons

Patron: Hexblade (10 exp)

You have made a pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

You gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

  • If the cursed target dies, you regain hit points equal to your level + your Charisma modifier (minimum of 1 hit point).

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

Hex Warrior (13 exp)

Prerequisite: Patron: Hexblade The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Armour of Hexes (13 exp)

Prerequisite: Patron: Hexblade If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d20. On a 13 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes (13 exp)

Prerequisite: Patron: Hexblade You can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Patron: The Great Old One (5 exp)

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Ward (4 exp)

Prerequisite: Patron: The Great Old One You learn to magically ward yourself against attack and turn an enemy’s failures into your success. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Thought Shield (6 exp)

Prerequisite: Patron: The Great Old One Your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Create Thrall (8 exp)

Prerequisite: Patron: The Great Old One You gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charm ed creature as long as the two of you are on the same plane of existence.

Patron: The Fiend (8 exp)

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include dem on lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your level.

Dark One's Own Luck (6 exp)

Prerequisite: Patron: The Fiend You can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur. Once you use this feature, you can't use it again until you finish a short or long rest.

Fiendish Resilience (14 exp)

Prerequisite: Patron: The Fiend You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance. bludgeoning, piercing, and slashing are three distinct types of damage.

Hurl Through Hell (8 exp)

Prerequisite: Patron: The Fiend When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes psychic damage as it reels from its horrific experience, equal to 1d6 x your level. Once you use this feature, you can't use it again until you finish a long rest.



























Patron: The Archfey (7 exp)

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and som etimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your spell save DC. The creatures that fail their saving throws are all charm ed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Misty Escape (7 exp)

Prerequisite: Patron: The Archfey When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

Beguiling Defenses (4 exp)

Prerequisite: Patron: The Archfey Your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delerium (6 exp)

Prerequisite: Patron: The Archfey You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.

Pact Boons

Prerequisite: One or more Otherworldly Patrons

Pact of the Chain (4 exp)

You learn the find familiar spell and can cast it as a ritual. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Pact of the Blade (6 exp)

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Tome (6 exp)

Your patron gives you a grimoire called a Book of Shadows. You can use this book as your spellbook, writing down any spells you learn within its pages. When you cast a spell you can ask your patron to help you cast it instead of using your own power. When you do you take 1d12 necrotic damage for each level of the spell then roll 1d20, on an 11-20 you do not expend the spell slot, on a 1 you take twice the amount of necrotic damage. Necrotic damage taken from this ability can't be resited or negated.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Pact of the Coin (6 exp)

You have recieved a coin from your patron. You can summon this coin as a bonus action, causing it to teleport instantly into your hand. As long as it is on the same plane as you, you are aware of its location and can communicate telepathically with any creature holding it if they share a language with you.

Once per long rest you can teleport to the coin if it is within 100ft of you.















































































Helge Balzer

Eldritch Invocations (17 exp)

Prerequisite: One or more Otherworldly Patrons In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

When you choose this ability for the first time it costs 17 exp and you choose two invocations from the list. You may aquire this ability aditional times, it costs you 7 additonal experience each time after the first and you gain one more invocation.

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

Agonizing Blast Prerequisite: Eldritch Blast cantrip. When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech You can cast speak with animals at will, without expending a spell slot.

Book of Ancient Secrets Prerequisite: Pact of the Tome You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag. The spells magically appear in your book. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of the Deodand Prerequisite: Pact of the Chain You can cast hold monster at will targeting a celestial, fiend, or elemental without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Chronicle of the Raven Queen Prerequisite: Pact of the Tome You can place a corpse’s hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature’s death, and a given creature can only be asked one question in this manner.

Claw of Acamar Prerequisite: Pact of the Blade* You can create a black, lead flail using your Pact of the Blade feature. The flail’s head is sculpted to resemble a pair of grasping tentacles. The weapon has the reach property. When you hit a creature with it, you can expend a spell slot to deal an additional 1d8 necrotic damage to the target per spell level, and if the creature is large or smaller it can not move normally out of your reach until the start of your next turn.


Cloak of Baalzebul As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. You can dismiss the swarm with another bonus action.

Devil's Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Eldritch Sight You can cast detect magic at will, without expending a spell slot.

Eldritch Spear Prerequisite: Eldritch Blast cantrip When you cast Eldritch Blast, its range is 300 feet.

Eyes of the Rune Keeper You can read all writing.

Fiendish Vigor You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Coin Flip Prerequisite: Pact of the Coin Before you roll a d20 you can activate this feature, if you do any roll of 1-10 is considered a natural 1 and any roll of 11-20 is considered a natural 20. You may use this feature a number of times equal to your Charisma modifier, you regain all uses after a short or long rest.

Gamble Prerequisite: Coin Flip Invocation Once per short rest, your Coin Flip invocation can be used after making an attack roll, ability check, or saving throw to re-roll. The result of the new roll is determined using the Coin Flip invocations ability.

Gaze of Two Minds You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Gaze of Khirad You gain the piercing gaze of the blue star Khirad. As an action, you can see through solid objects to a range of 30 feet until the end of the current turn. During that time, you perceive objects as ghostly, transparent images.

Grasp of Hadar Prerequisite: Eldritch Blast cantrip Once during your turn when you hit a creature with your eldritch blast cantrip, you can move that creature in a straight line 10 feet closer to yourself.

**Green Lord's Gift The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.

Lithic Resilience You can cast stoneskin without using a warlock spell slot. You can't do so again until you finish a long rest.

Locus of Two Minds You have advantage on concentration saves while only concentrating on a single spell. Once per long rest you may cast a second spell that requires concentration while already holding concentration on another spell. If you must make a concentration save while both spells are in effect you must make a seperate save for each spell.

Mask of Many Faces You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms You can cast alter self at will, without expending a spell slot.

Misty Visions You can cast silent image at will, without expending a spell slot or material components.

Mace of Dispater Prerequisite: Pact of the Blade* When you create your pact weapon as a mace, it manifests as an iron mace forged in Dis, the second of the Nine Hells. When you hit a creature with it, you can expend a spell slot to deal an additional 1d8 force damage to the target per spell level, and you can knock the target 10 feet away from you if it is large or smaller.

Moon Bow Prerequisite: Pact of the Blade* You can create a longbow using your Pact of the Blade feature. When you draw back its string and fire, it creates an arrow of white wood, which vanishes after 1 minute. You have advantage on attack rolls against lycanthropes and undead with the bow. When you hit a creature with it, you can expend a spell slot to deal an additional 1d8 (or 2d8 if the target is a lycanthrope or undead) radiant damage to the target per spell level.

One with Shadows When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap You can cast jump on yourself at will, without expending a spell slot or material components.

Repelling Blast Prerequisite: Eldritch Blast cantrip When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.



Rift Walk You can cast misty step at will, when you do it uses your bonus action and move action.

Sea Twin's Gift The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can’t do so again until you finish a long rest.

Visions of Distant Realms You can cast arcane eye at will, without expending a spell slot.

                                                                          Victor Adame

Voice of the Chain Master Prerequisite: Pact of the Chain You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Whispers of the Grave You can cast speak with dead at will, without expending a spell slot.

Witch Sight You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Bardic Inspiration (8 exp)

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

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

You can spend additional experience to change the dice you roll for this ability as shown in the following table:

Exp cost Dice
8 D6
+3 D8
+3 D10
+3 D12

Font of Inspiration (5 exp)

Prerequisite: Bardic Inspiration You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Superior Inspiration (2 exp)

Prerequisite: Bardic Inspiration When you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Cutting Words (6 exp)

Prerequisite: Bardic Inspiration You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Peerless Skill (3 exp)

Prerequisite: Bardic Inspiration When you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.





Combat Inspiration (5 exp)

Prerequisite: Bardic Inspiration You learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Blade Flourish (6 exp)

Prerequisite: Bardic Inspiration You learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes:

  • Defensive Flourish. You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.
  • Trick Shooter’s Flourish. This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.
  • Unnerving Flourish. Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point. The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.

Wild Shape (14 exp)

You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice plus once for each time you pay an additional 4 exp. You regain expended uses when you finish a short or long rest. Your level determines the beasts you can transform into, as shown in the Beast Shapes table. At 1st level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Level Max CR Limitations Example
1 1/4 No flying or swimming speed Wolf
4 1/2 No flying speed Crocodile
8 1 - Giant Eagle

You can stay in a beast shape for a number of hours equal to half your level (rounded down, minimum 1). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain your other abilities and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.


Primal Strike (2 exp)

Prerequisite: Wild Shape Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Combat Wild Shape (6 exp)

Prerequisite: Wild Shape You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Beast Spells (12 exp)

Prerequisite: Wild Shape You can cast your spells while in Wild Shape.

Circle Forms (15 exp)

Prerequisite: Wild Shape The rites of your circle grant you the ability to transform into more dangerous animal forms. You can spend two uses of your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 4th level, you can transform into a beast with a challenge rating as high as your level divided by 2, rounded down.

Wild as the Elements (4 exp)

Prerequisites: Circle Forms When you spend two uses of your wild shape as per the Circle Forms ability, you can transform into elementals as well as beasts, following the same CR and other restrictions.

Kekai Kotaki

Font of Magic (5 exp)

You have 2 sorcery points when you aquire this ability and can spend 2 more experience any amount of times to gain an additional sorcery point each time. You regain all spent sorcery points when you finish a long rest.

You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Sorcery Points & Spell Slots table shows the cost of creating a spell slot of a given level. You can't create 6th level or higher spell slots in this way.

Sorcery Points & Spell Slots
Spell Slot Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Bend Luck (6 exp)

Prerequisite: Font of Magic You have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.







































Metamagic (6 exp for the first two, 2 per additional)

You gain the ability to twist your spells to suit your needs. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number o f the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heighteed Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Sorcerous Restoration (8 exp)

Prerequisite: Font of Magic. You regain half of your maximum sorcery points whenever you finish a short rest.

Eyes of the Dark (8 exp)

Prerequisite: Font of Magic You have darkvision with a range of 120 feet.

You can cast Darkness by spending 2 sorcery points, you can see through the darkness created by the spell when you cast it this way.

Draconic Ancestory (10 xp)

You choose one type of dragon as your ancestor. You gain resistance to the associated damage type.

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

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Daarken


Draconic Presence (7 exp)

Prerequisite: Dragon Ancestor. You can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw against 8 + your proficiency + your Charisma Modifier or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. You may use this ability once per long rest.

Elemental Affinity (8 exp)

Prerequisite: Dragon Ancestor. When you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage for a single target it effects.

Dragon Wings (12 exp)

Prerequisite: Dragon Ancestor. You gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Sneak Attack (11 exp)

You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

You may aquire this ability multiple times, each time you do increase the damage by 1d6, to a maximum of 10d6.

Sleeper Hold (4 xp)

Prerequisite: Sneak Attack You can benefit from sneak attack when using unarmed attacks. When you do and the damage is enough to reduce the creature to 0 hitpoints, you can instead leave them at their current hitpoints and silently knock them unconcious for 10 minutes.

Manic Strikes (4 exp)

Prerequisite: Sneak Attack of 3d6 or more Your strikes are more passionate but less precise. For every 3d6 you would roll for sneak attack damage you instead roll 1d20. If you normally roll 8d6 for sneak attack damage you would now roll 2d20 + 2d6.













































Shadowcaster (6 xp)

Prerequisite: Sneak Attack Your sneak attack also works with spells that require attack rolls and only have a single target as long as you meet all other requirements. The sneak attack damage can even be added to spells that normally do not deal damage.

Rakish Audacity (10 exp)

Prerequisite: Sneak Attack You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Deep Strikes (8 exp)

Prerequisite: Sneak Attack Whenever you roll the highest number on one of your sneak attack damage dice, that die explodes (you add its damage to your damage total then reroll it, adding the new roll to the total damage. If the new roll is also the maximum repeat this process).

Meat Shield (14 exp)

Prerequisite: Sneak Attack As a bonus action after hitting an enemy with your sneak attack you can attempt to grapple the target if they are still conscious. If you successfully grapple the target attacks against you have disadvanatge until the start of your next turn and any attack that misses you hits the taregt you are grappling instead.

                                                                                 Scott Murphy

Arcane Shot (6 exp)

You learn to unleash special magical effects with some of your shots. You may aquire this ability multiple times, each time you do you gain two uses of this ability and choose two Arcane Shot options from the list below. You regain all uses of this ability after finishing a short or long rest.

Once per turn when you hit a target with a ranged weapon you can apply one of your Arcane Shot options in addition to the attacks normal damage. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your spell modifier (Choose an ability score for your spell modifier if you have not already done so, as per the rules in Spellcasting).

Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Brute Bane Shot. You weave necromantic magic into your shot. The target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.

Bursting Shot. You imbue your shot with a blast of force energy drawn from the school of evocation. The target and each creature within 10 feet of it also take 2d6 force damage.

Grasping Shot. When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.


Mind-Scrambling Shot. Your enchantment magic causes this shot to temporarily beguile its target. Choose an ally within 30 feet of the target. The target takes an extra 2d6 psychic damage, and must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.

Piercing Shot. You use transmutation magic to give your shot an ethereal quality. Use this option before making an attack instead of after hitting. You don’t make an attack roll for the attack. Instead, the shot fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

Teleportation Shot. You use conjuration magic to imbue your shot with a teleportation spell. You teleport to the location where your arrow strikes. If it hit a creature they must make a Wisdom save or teleport to your original location. Objects that are hit weighing less than 500lbs are also teleported in this manner, providing the are not attached to something.

Storm Shot You can shoot an arrow straight in to the air to change the weather in the surronding 10 miles arrow to anything from calm and sunny to a sevre storm.

Seeking Shot. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. Use this option before making an attack instead of after hitting. Don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. This shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

Shadow Shot. You weave illusion magic into your shot, causing it to occlude your foe’s vision with shadows. The target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything further than 5 feet away until the start of your next turn.

Racial Abilities (4 exp)

Barbed Hide

Prerequisite: Tiefling. You have small barbs protruding all over your body. At the start of each of your turns you deal 2d6 piercing damage to any creature grappling you or being grappled by you.

Bountiful Luck

Prerequisite: Halfling. Once per short or long rest you can cause any d20 rolled by an ally or enemy to be rerolled once.

Critter Friend

Prerequisite: Gnome. You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest.

Fade Away

Prerequisite: Gnome. When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Orcish Aggression

Prerequisite: Half-Orc. Your speed is increased by 15 feet when you take a move action that brings you closer to an enemy that you can see.

Bringer of Wind

Prerequisite: Aarakocra You have learned to control the power of Elemental Air mastered by your ancestors. You learn the gust of wind spell and can cast it at will.

Drow High Magic

Prerequisite: Drow. You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest.

Dwarf Resilience

Prerequisite: Dwarf. Whenever you take the Dodge action in combat, you can spend up to 3 Hit Dice to heal yourself. Roll the dice, add your Constitution modifier for each die rolled, and regain a number of hit points equal to the total (minimum of 1).

Human Adaptability (1 exp)

Prerequisite: Human. You ignore the race prerequisites of other abilities.







Elven Accuracy

Prerequisite: Elf or Half-Elf. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma you can reroll one of the dice once.

Severely Mutated

Prerequisite: Simic Hybrid You may choose an additional 1st level mutation, and when you would normally gain a 5th level mutation you can gain another.

Dracophobia

Prerequisite: Dragonborn. Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Windform

Prerequisite: Air Genasi Drawing on the power of your Djinn ancestry, you have learned to become one with the wind. As an action on your turn, you can fade into a single gust of wind. While in air form, you have a flying speed of 30 feet, you can move through any space that is not air tight, including through the space of hostile creatures. You cannot attack or cast spells while in air form. This transformation lasts for 1 minute. Once you use this feature, you must finish a long rest before you can use it again.

Stone Glide

Prerequisite: Earth Genasi From your dao parent, you have gained the ability to move through earth and stone. You gain a burrowing speed of 30 feet. In addition, when you burrow through nonmagical, unworked earth or stone, you don't disturb the material as you move through it.

Spark of Imix

Prerequisite: Fire Genasi When you were born, you were infused with a spark of Imix, the Elemental Prince of Evil Fire. Over time, you have learned to control this power, mastering greater fire magic than others of your kind. You know the fire bolt and control flames cantrips. In addition, you can cast heat metal and scorching ray. When you cast one of these spells, you can't cast that spell again until you finish a long rest.

Wave Rider

Prerequisite: Water Genasi As a descendant of the marids, you have gained the ability to walk on water as if it were solid ground. You can cast water walk at will.

On Thier Level

Prerequisite: Goblin You have advantage on Wisdom (Animal Handling) checks made with rats, giant rats, worgs, or wolves. In addition you have advantage on the first attack roll you make against beast creatures.

Ancestral Protectors (6 exp)

Some adventurers hail from cultures that revere their ancestors. Where they teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. Some that follow these teachings can contact the spirit world and call on these guardian spirits for aid. In order to cement ties to their ancestral guardians, many who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

As a Bonus Action you cause spectral warriors to appear around you. These warriors protect your allies and hinder your enemies attempts to harm your companions. For the next minute the first creature you hit with a melee attack each turn while within 5 feet becomes the target of your Ancestral Protectors. Until the start of your next turn, or until you move more than 5 feet from the creature, that target has disadvantage on any attack roll against creatures other than you, and all other creatures have resistance to the damage of the target’s attacks. You may use this ability once, it reacharges every short or long rest. You may spend an additional 4 exp any amount of times to gain an additional use each time.


Consult the Spirits (2 exp)

Prerequisite: Ancestral Protectors. You may spend one use of you Ancestral Protectors ability to consult with your ancestral spirits and use them to scout far off areas. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell.

Spirit Shield (12 exp)

Prerequisite: Ancestral Protectors If Ancestral Protectors are active and another creature you can see within 30 feet of you takes damage, you can, as a reaction, reduce that damage by 1d6 for every 3 levels you have gained (minimum 1d6).

Vengeful Ancestors (12 exp)

Prerequisite: Spirit Shield. Your ancestral spirits are powerful enough to strike foes that dare to harm you or your allies. When you use your Spirit Shield ability to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.

                                                                               Willian Murai