Jarviskjir Players Guide - Classes

Dungeon Master Note : The custom rules in this book are designed for Dungeons and Dragons game with a heavy focus on roleplaying and exploration rather than combat. These rules are not designed to be perfectly balanced, instead these rules are designed to give unique play styles that fit the lore and depth of the world. This document is being constantly updated which means anything might be changed and some things might not work perfectly. All content created for Jarviskjir is made in accordance to the Dungeons and Dragons Open Gaming Licence meant as a supplement for existing Dungeons and Dragons content.

Everything in this document, rules and art has been created by Olirant / Oli Smith, and you can support and find out more here ;




New Classes


The magic of a witch is old, older than most civilizations that still stand on Jarviskjir. The first witches forged the first primal magics, when the magics of the arcane, fey and fel were all one. They pre-date wizardary and those that attempt to understand magic through categorization and because witches have always understood magic in a deep and personal level. Witches draw from the powers of the world itself, blurring the already confusing lines of most magical understanding.

What witches have in common with most mages is their dedication to their magic. They spend lifetimes learning more witchcrafts, repeating old rituals time and time again to achieve perfection. The old generation teaches the new, Witches taught by their elders how to commune with the spirits of the world and call upon their power. Most Witches are found in small villages on the corners of civilizations, where their ways are passed down in secret from old, tattered texts. When a witch leaves into the open world they seek to learn more about it. How best can they harness the power of Jarviskjir, than to explore it?


Magic does not come naturally to a witch at first. While comparable to a wizard in some ways a witch learns how to control magic via their emotions and their instincts. This study takes years, and the master must know the student well. The raw nature of a witches magic it makes it a personal and powerful thing. But their magic is not all of the mind. are countless numbers of specific rituals and words of power that must be learned and perfected. Each Witch knows different fractions of the old magic, and few are willing to share for free. The primal magic no longer has a place in Jarviskjir as it once did, the powers of a witch are more confusing to most folk. Of course, in Jarviskjir a commoner rarely knows the difference between a witch and a warlock, and most witches pass their powers as potent herbalism.

The first Witches were Hags, beings who realised that they could harness Elder Magic via opening their souls to the spirits of nature. This is the secret to a Witch’s power. As their power grows their soul is slowly changed and ‘opened’ by their magic. This leads to the unfortunate nature that truly powerful Witches have their souls linked to the world and no longer have a place in the afterlife.

The Nature of Elder Magic is one of protection of life in all its forms. Witches are a testament to that wanting to protect life and using the elder magic to do so.

The Witch
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Elder Magic 3 2 2
2nd +2 Occult Schooling 3 3 3
3rd +2 Friendship is Witchcraft 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 4 6 4 3 2
6th +3 Subclass Feature 4 7 4 2 3
7th +3 4 8 4 3 3 1
8th +3 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 Subclass Feature 5 11 4 3 3 3 2
11th +4 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 5 13 4 3 3 3 2 1 1
14th +5 Blood Wards 5 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Witch Queen 6 15 4 3 3 3 3 2 2 1 1

Creating a Witch

A witches place in the world is somewhere between that of a druid and of a wizard. Their Elder Magic ability allows them to situationally get more out of their more traditional spellcasting, and each subclass grants a new interesting way to assist their party.

Their magic comes from the world and so a witch must care about their homelands. A witches magic is centered around their emotions and personal feelings and you must decide how that shapes their magic and how their magic has in turn shaped them. The way of a witch is for those who are driven. A witch can be a manipulative master who controls those around them, or a powerhouse who focuses on destruction. They could be seeking to protect those they care about, or destroy those they hate. Often a witch is the most vocal and friendly member of a party, and yet just as often a witch is a dark and dour individual who stays to the back of their group avoiding eye contact. A witch is not a person to do anything by halves, that is for sure.

Class Features

As a Witch, you gain the following class features

Hit Points

  • Hit Dice: 1d6 per witch level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st


  • Armor: None
  • Weapons: Blowguns, Daggers, Darts, Slings, Quarterstaffs, Sickles
  • Tools: Herbalism Kit, Poisoners Kit

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Nature, Religion, Survival


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

  • (a) 2 daggers or (b) a quarterstaff
  • a component pouch
  • (a) a wand or (b) an orb
  • (a) a dungeoneers pack, or (b) a scholar’s pack

All of these classes are complete test material and are subject to change. They are meant for games focused heavily on roleplay and are not built with perfect balance in mind. If you do use them in your games let me know how it goes.


The Witch table shows how many spell slots you have to cast spells, expending a spell slot to do so and regaining all expended spell slots once you finish a long rest. A Witch prepares the spells they have available after each long rest, choosing a number of spells to prepare equal to their Wisdom Modifier + their Witch Level. The Spells Known column of the Witch table shows when you learn more Witch spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the Witch spells you know and replace it with another spell from the Witch spell list, which also must be of a level for which you have spell slots. Witches draw their powers from the dark corners of nature magic, places where druids dare not tread and wizards cannot see. Wisdom is your spellcasting ability for your Witch spells.

Spell Save DC = 8 + Proficiency bonus + Wisdom Modifier

Spell Attack Modifier = Proficiency bonus + Wisdom Modifier.

Spellcasting Focus

A Witch must use either a staff (quarterstaff) , wand, rod or orb as their Spellcasting focus.

Ritual Casting

You can cast a Witch spell as a ritual if that spell has the ritual tag and is a spell you have learned, even if that spell is not prepared.

Elder Magic

When you take this class at 1st level you gain access to the ancient arcane elder magic. When you cast a Witch Spell of 1st level or higher, you may choose one of the Elder Magic effects to take place choosing from Elder Magic you know. Elder Magic effects take place after you cast the spell and You may only be under one Elder Magic effect at a time. You have a number of Elder Magic casts equal to your Wisdom Modifier + half your Witch Level, restoring your Elder Magic charge on a long or Short Rest.

When you choose this class you gain 2 Elder Magic of your choice, and gain another at levels 4, 8, 12 and 16.

  • Earthen Assurance, Stone and rock rises around your body, securing your physical body to the ground and giving your mental body structure. You gain advantage on Constitution checks and saves until the end of your next turn.

  • Bladestorm, With a scream of primal rage, shards of ethereal magic fly in all directions from your form. All creatures within 5 feet of you must make a Dexterity save or take 1d4 piercing damage. This increases to 2d4 at 5th level, 3d4 at 10th level and 4d4 at 15th level.

  • Wild Ice, All creatures within 10 feet of must make a Constitution save or have their speed halved until the start of your next turn.
  • Footfall, With a cascade of bright magic, you teleport to a location you see within 10 feet. This does not provoke opportunity attacks.
  • Ancient Eye, One creature within 60 feet must make a Charisma save. On a failed save that target has disadvantage on one save of your choice for until the start of your next turn.
  • Flame Ward, Your body enwreathes in ancient fire, you gain resistance to fire and cold damage until the start of your next turn.
  • Shrike, You immediately make a dagger throw attack at a creature within range, one of your daggers teleporting to your hand.
  • Elder Form, You body reverts to a form of primal magic, clawed and fanged. Your unarmed attacks deal 1d4 piercing damage on your next turn. This goes up to 2d4 at 5th level, 3d4 at 10th level, and 4d4 at 15th level.
  • Metaphysical Hornets, One target of your choice within 15 feet takes 2 piercing damage.
  • Tanglesnap, Primal plantlife springs from the ground pulling at your foes. You make one creature within Touch range make a Strength save or fall prone.
  • Ether Totem, You create a 5 foot wide 7 foot tall totem of stone and wood in a space you can see within 30 feet of you to be used as cover. This cannot be conjured within 5 feet of a creature that isn’t yourself.

Occult Schooling

At 2nd Level you gain the powers taught from one generation to the next by your elder schooling. You may choose between the Bonded, Dollmaker or Spiritualist subclasses.

Ability Score Improvement

At 4th, 8th, 12th, 16th and 19th levels you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Friendship is Witchcraft

Once you reach 3rd Level, whenever your Elder Magic ability triggers you may choose to have the effect happen to a friendly creature within 30 feet of you instead of yourself.

Blood Wards

When you reach 14th level and you trigger your Elder Magic ability you gain resistance to a damage type of your choice until the start of your next turn.

Witch Queen

At 20th level when you trigger your Elder Magic you may trigger two effects at once, one before your spell and one after, and you gain access to all Elder Magics.

Occult Schooling

Young witches are trained by the old. Most young folk who become witches are trained by an old master who teaches them knowledge passed down for hundreds of generations. Each line of knowledge tracks back to ancient witches that harnessed the primal first magics, and each line of schooling specialises in particular occult activities.


A Bonded Witch is never alone. Early in their magical training they forge a bond with an otherworldly entity, sharing their magic and life force between them like a symbiotic relationship. These magical familiars fly between a Witches allies granting magical boons and powers.

Bonded Familiar

You may cast the Find Familiar Spell for free once per Long Rest. For you this cast time is only 1 minute and requires no component costs. Your Familiar has stronger abilities than most. It may take the form of the regular animals, or be an amalgamation of 2 animals. It also may have a flying speed of 15 feet if it did not already.

Your Familiar may join allied creatures in their spaces. At all times your Familiar has atleast one Spirit Boon active. This Boon either effects the Familiar, or a friendly creature the Familiar is touching. Spirit Boons can be either regular or Double Potency but at Level 2 you can only have 1 potency. You may use a bonus action to change Spirit Boons active on your Familiar. A Spirit Boon can only effect one creature other than your Familiar at any time.

Spirit Boons

  • Protective Aura, The creature touching the Familiar gains +1 AC. At Double Potency , this gives +3 AC to the creature.

  • Fortify Flesh, The creature touching the Familiar starts every turn with 2 temporary hit points. At Double Potency , this gives 6 temporary HP to the creature at the start of every turn.

  • Uncanny Form, Your Familiar creates an illusionary disguise around their form of your choice, no bigger than a 5 foot cube. At Double Potency this illusion also covers the creature the familiar is touching.

  • Sight Beyond, The creature touching the Familiar has +2 to Perception and Investigation Checks. At Double Potency the creature has advantage on Perception and Investigation Checks.

  • Beaming Beacon, Your familiar illuminates, creating 20 feet of bright light and 20 feet of dim light. At Double Potency, any ranged attacks against the familiar or the creature touching the familiar suffer disadvantage.

  • Whimsy, The creature touching the Familiar gains +5 speed. At Double Potency, this gives +15 speed.

  • Arrowhead, As a reaction the Familiar can give the creature they are touching advantage on their next attack, this dispels the familiar. At Double Potency this still dispels the familiar, but the attack automatically hits.

  • Stern Form, The creature touching the familiar has +2 to a Save of your choice. At Double Potency the creature touching the familiar has advantage on said save.

Paired Potency

At 6th level, your bond with your familiar strengthens. You now have 2 levels of potency that your Familiar can have access at any time. This means you can use a Boon at potency 2, or two boons at Potency 1.

Dapper Disguise

At 10th level your Familiar can now take the form of a Humanoid of small or medium size if you wish. They have 12 for all ability score attributes while in this form. When in this form they can give their Spirit Boon to one creature within Touch range.


There’s a reason why people never trust the village dollmaker. The constructs they craft are mockeries of life that leech the powers off of real creatures. A Dollmaker can use their occult effigies to twist and manipulate their foes like puppets, as long as they can steal a sprig of hair.

Weave Effigy

At first level you learn how to create effigies of your foes. As a bonus action you can use your magic to weave a voodoo effigy of a creature you can see within 120 feet of you, or if you have lock of that persons hair. The effigy fades to useless dust after one hour and you may only have one effigy at a time. The effects of an effigy cannot travel across planes. All damage done to creatures using an effigy is considered non-lethal but magical. When wielding an effigy you may use your action to perform any of the following actions. You may also use a bonus action to turn your effigy into a different creature. A creature does not know about the effigy until you start attacking them with it. You may make a number of Effigies a day equal to your Wisdom Modifier.

  • Stitch, You stab the effigy, making a melee spell attack against the creature the effigy represents. On a hit it takes 1d8 piercing damage. At 5th level this damage increases to 2d8, 3d8 at 10th level and 4d8 at 15th level.
  • Move, You may manipulate the effigy, effectively casting the spell Puppet on the creature, without using a spell slot.
  • Steal Sight, You may look through the eyes of the creature your effigy represents. If the creature passes a wisdom save they are aware this effect is taking place and can close their eyes or avert their vision.
  • Destroy, If you destroy the effigy of the creature you are holding, that creature takes 1d10 psychic damage, and then can no longer be healed in any way for 24 hours. That damage increases to 2d10 at level 5, 3d10 at level 10 and 4d10 and level 15.

    Puppet Party

    Beginning at 6th level you can create an puppet effigy of each member of your party. It takes 1 hour to create each one of these friendly effigies and you can have 6 at one time. Using these effigies you can whisper to them, the creature the effigy represents hearing the words you whisper. Once per long rest you may cast a spell on a friendly puppet and have that spell effect the allied creature it represents.

    Beyond Two Souls

    At 10th level you may create two effigies at once with one bonus action and carry both on you. You cannot use your actions on both effigies at once.


While may witches learn to forge healing potions its Spiritualists who embrace healative magic best. They can stitch together the wounds of their allies by sacrificing their own lifeforce. While this is dangerous a Spiritualist has hardened their own soul beyond that of most mortals via dedication and occult craft.

Soul Burn

When you take this subclass at 2nd level you learn the Spare the Dying cantrip. When you cast Spare the Dying on a creature, or any other healing spell on a dying or unconscious creature, you may spend your own hit dice, rolling them to grant them the extra healing.

Shared Pain

At 2nd level as a reaction, when a creature you see within 30 feet takes damage you may use your magic to absorb the damage. Reduce the damage creature takes by half, and then the Witch takes half the damage also. This cannot reduce you below 1 HP, although if you have 1 HP you cannot use this ability. You may use this ability a number of times equal to your Wisdom Modifier before taking a Long Rest.

Wind of Health

Beginning at 6th level when you cast a Healing Spell on a target, you now gain a temporary +2 bonus to your AC and to all saves until the start of your next turn. The range of Shared Pain also increases to 60 feet. You also gain access to a unique Elder Magic, Witches Kiss.

  • Witches Kiss, After the casting of a spell, you immediately heal 1d4 + half your Wisdom Modifier.

Steeled Soul

At 10th level, when you use Shared Pain, the creature that is the original target of the damage now takes no damage, and you still take half of the original damage. The range of Shared Pain also increases to 120 feet. Additionally, when casting a healing spell on any target you may Soul Burn, spending your own Hit Dice, the result added to the healing you give.

Witch Spell List


Acid Splash

Break Form

Control Flames

Create Bonfire

Dancing Lights



Magic Stone


Poison Spray

Produce Flame

Shocking Grasp

Thorn Whip

1st Level Spells




Cure Wounds

Thorn Whip





Absorb Elements

Healing Word

Animal Friendship

Charm Person


Faerie Fire

Fog Cloud

Create or Destroy Water

Speak with Animals

Armor of Agathys


Cause Fear

Color Spray

Disguise Self

Guiding Bolt

Hideous Laughter

False Life

Mage Armour

Ray of Sickness

Purify Food and Drink

Unseen Servant

Witch Bolt

Maelstrom Pull

2nd Level Spells


Alter Self

Animal Messenger

Apiculture Bomb


Beast Sense


Blindness Deafness

Calm Emotions



Enlarge Reduce


Healing Spirit

Hold Person



Lesser Restoration

Locate Animals or Plants

Maximillians Earthen Grasp

Misty Step

Ray of Enfeeblement

Rope Trick






3rd Level Spells

Bestow Curse

Call Lightnight



Conjure Animals

Create Food and Water




Gaseous Form


Hypnotic Pattern

Life Transferance

Magic Circle


Plant Growth

Remvoe Curse


Protection from Energy



Speak with Dead

Spirit Guardians

Speak with Plants

Tiny Servant


4th Level Spells

Arcane Eye


Charm Monster



Conjur Woodland Beings

Control Water

Death Ward



Fire Shield

Giant Insect

Grasping Vine

Locate Creature


Private Sanctum

Watery Sphere

5th Level Spells

Animate Objects

Antilife Shell



Commune with Nature

Control Winds






Legend Lore


Modify Memory

Tree Stride

Wall of Force

Wrath of Nature

6th Level Spells

Bones of the Earth

Chain Lightning

Create Homunculus

Find the Path

Flesh to Stone

Guards and Wards

Heroes Feast

Magic Jar

Mass Suggestion

Transport via Plants

True seeing

Wall of Ice

Wall of Thorns

Wind walk

7th Level Spells


Force Cage

Plane Shift

Prismatic Spray





8th Level Spells

Animal Shapes

Antimagic Field


Control Weather



Illusory Dragon


9th Level Spells

Astral Projection


Storm of Vengance

True Resurrection


Class Features

As an Inventor you gain the following class features

Hit Points

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


  • Armor: Light and Medium Armour
  • Weapons: Simple Melee Weapons, Darts, Slings, Light Crossbows

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Slight of Hand


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

  • (a) a handaxe and a light hammer or (b) any two simple weapons
  • a light crossbow and 20 bolts
  • (a) scale mail or (b) studded leather armor
  • An Artisan Tool kit of your choice and a dungeoneer’s pack or scholars pack
The Inventor
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Specialization, 2 2
2nd +2 Preparation Points, Sciences 2 2
3rd +2 Subclass Feature 3 3
4th +2 Ability Score Improvement 3 3
5th +3 - 4 4 2
6th +3 Spell Storing 4 4 3
7th +3 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 Subclass Feature 6 4 2 2
10th +4 Innate Magical Field 6 4 2 2
11th +4 Spiritual Biochemistry 7 4 2 3
12th +4 Ability Score Improvement, Infernal Banker 7 4 3 3
13th +5 Divinatory Mineralogy 8 4 3 3 1
14th +5 Subclass Feature 8 4 3 3 1
15th +5 9 4 3 3 2
16th +5 Ability Score Improvement, Plasma Outlaw 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Form Beyond Reality 11 4 3 3 3 2


At 1st level your character has Blueprints, which is a mix of books, papers and experiments. An Artificer must have their Blueprints on their person to cast spells, able to use it akin to an arcane focus, aside from Cantrips. An Artificer always has all of their known spells Prepared. Furthermore, all Artificers know the Break Form Cantrip, an artificer’s magic that can disrupt materials to their base elements.

Ritual Casting.

An Artificer can Ritual Cast like a wizard.

Spell Themes

There are many ways for an Artificer to cast their spells! It is up to you how your character casts, it could be clockwork machinery thrown together, alchemical concoctions, arcane knowledge like a wizard or even summoning from another plane. Either way Artificers cast their spells with extreme knowledge and often consider their magic like a science.

Preparation Points & Sciences

An Artificer is constantly working. They are either trying to improve their machines or magic or pondering on the ways of the world. Artificers are always building, tinkering and thinking and Preparation Points represent that.

Once you reach 2nd level an Artificer can spend 1 hour of their time to generate a Preparation Point. Preparation Points can be spent by Artificers in multiple ways to activate abilities called Sciences, or other abilities.

An Artificer spends 1 hour creating a Preparation Point, in which time they are working and reading. An Artificer can have a number of Preparation Points ready equal to their Intelligence Modifier, and they do not have a time limit. An Artificer can instead of healing during a Short Rest instead generate a Preparation Point and when they take a Long Rest, they generate one Preparation Point at the end of the rest. An Artificer can have a max number of Science equal to their Intelligence Modifier, and a Preparation Point has no time limit and lasts until it is spent.

Artificers keep their Sciences that they can use in their Blueprints, although unlike their spells do not need their Blueprints with them to activate a Science. An Artificer has access to all Sciences that they meet the requirements for. (when a science references level, it references levels in Artificer)


Each Inventor must choose a specialization, Alchemist, Weaponsmith, Magus or Fleshsculptor.


  • Emergency Planning

Requirements : None

Casting Time : Bonus Action

An Artificer my spend a Preparation Point to cast a Spell without their Research being on their person.

  • Ritualisation

Requirements : At least 1 Ritual Spell

Casting Time : Instant

An Artificer may spend a Preparation Point to instantly cast a Ritual Spell as an action without using a spellslot, similar to casting a ritual.

  • Forge Magazine

Requirements : None

Casting Time : Bonus Action

An Artificer my spend a Preparation Point to instantly cobble together ammunition for any personal ranged weapon, creating 10 units of ammunition.

  • Improvomancy

Requirements : None

Casting Time : 1 Action

An Artificer may spend a Preparation Point to grant any weapon, armour or toolkit a magical +1, until the end of your next Long Rest. You may not apply this to the Tinker’s Arcanatech Weapon.

  • Magical Assistance

Requirements : 2nd Level

Casting Time : 1 Bonus Action

An Artificer may spend a Preparation Point to give an ally advantage on one skill roll. They must be within Touch range of that ally and you may not grant it to yourself.

  • Propery Preparation

Requirements : None

Casting Time : 1 Action

An Artificer may spend a Preparation Point to grant themselves Proficiency with a Skill for 10 minutes. If you already have Proficiency, you instead gain Expertise.

  • Weapon Readying

Requirements : Tinkerer Subclass or proficiency with any Martial Weapon

Casting Time : Bonus Action

An Artificer may spend a Preparation Point to teleport their weapon to their hands. This weapon must be in your inventory or the inventory of one of your allies provided they are on the same plane of existence as you.

  • Sudden Arcanum Requirements : 3rd Level

Casting Time : Bonus Action

An Artificer my spend a Preparation Point to cast an Artificer spell with your next action that is not in your Spells known, only able to cast a spell of a level of which you have and it casts using one of your Spell Slots. To cast a spell higher than level 1 you must expend Preperation Points equal to the spells level.

  • Trap Lock

Requirements : None

Casting Time : 10 Minutes

An Artificer my Spend a Preperation Point to trap a door, box, lock or similar object. If that doorway is opened by anyone the person opening it must make a Dex save equal to your spellcasting DC or take a number of D8 force damage + your Artificer Level or half if they save. At 5th, 10th 15th and 20th level you gain an extra D8 damage.

  • Cobble Together

Requirements : None

Casting Time : 1 Minute

An Artificer my Spend a Preperation Point to create a simple handheld object or tool such as a crowbar, lock, lantern that serves a simple mechanical or physical purpose. The tool falls apart after 1 hour. It can only ever function as an improvised weapon. You may use more Preperation Points to make it last double the time, and can do that multiple times. Such as 2 to have it last 2 hours, or 3 to have it last 4.

  • Protective Aura

Requirements : 5th Level

Casting Time : 1 Action

An Artificer my Spend a Preperation Point to grant a target within touch range Resistance to a type of damage for 1 minute.

Spell Storing

Starting at 6th level, an Artificer may spend Preparation Points to store a spell in an object, that can then be used later when the object is activated. They may store any spell that they know, or with the help of another spellcaster store any of that spellcaster’s spells. The object may be any item provided it can be carried by yourself, and it is triggered with a mental command essentially becoming a one time use wand. The object appears as magical to those who can see magic.

If the spell is of 1st level or higher, you or that spellcaster expends a spell slot creating this magical item. An Artificer must expend 1 Preparation Point to store a Cantrip of 1st level spell. To store a higher level spell they must expend Preparation Points equal to the spells level.

A Spell Stored Item does not have a time limit, but an Artificer may only have as many spells stored equal to their Intelligence Modifier, and if they go over this limit the first Spell Stored is lost.

Innate Magical Field

Once you reach 10th level, you are considered to always be under the effect of either the Mage Armour OR False Life Spell, your choice at the start of each day after a Long Rest. Dispelling Magic spells can end this effect.

Form Beyond Reality

At 20th level, you may grant yourself Immunity to a type of damage of your choice at the start of each day after a Long Rest. When you take a new immunity it replaces your last immunity.


Any old fool can brew a simple potion. Inventors who turn to alchemy create works of art, magic in liquid form that holds grand power. In Jarviskjir Alchemy can take two forms. Some fold magic into an ingestible form using catalysts where as others use herbalism and brew powerful concoctions.

Applied Alchemy

As an Alchemist when taking this specialization, you always have with you an Alchemists Pouch with your Artificer Blueprints. This pouch similar to a component pouch includes the components needed to cast your alchemical spells.

At 1st Level you gain access to two spell-like abilities, Curative Vial and Baleful Concoction.

Extra Sciences

At Second Level you gain the following extra Alchemist Sciences,

  • Rogue Alchemy

Requirements : Alchemist

Casting Time : 10 Minutes

An Artificer my Spend Two Preparation Points to create an Alchemy that isn’t one of their known Alchemy’s.

  • 5 years in Medical School

Requirements : Alchemist

Casting Time : 1 Minute

An Artificer my Spend a Preparation Point to grant a number of creatures it can see equal to its Intelligence Modifier the ability to re-roll their Hit Dice for 1 hour.

Curative Vial

As a standard action consuming a 1st level spell slot you create a temporary potion of healing magic. When consumed, this potion heals 2d4 health. If this is administered during a Short Rest, you may re-roll the dice result. This mixture is destroyed if not consumed within 1 hour, turning into a foul black sludge.

Casting this 'spell' at a Spell Slot higher than 1st adds 2d4 healing for each slot above 1st.

Baleful Concoction

When you take this specialisation you also learn the spell Baleful Concoction. You in 1 bonus action create a flask of magical damaging energy, consuming a 1st level spell slot. This flask can be thrown as a standard action at a single target within 30 feet. The target must make a Dexterity Save against your Spellcasting DC. This deals 2d6 damage, either fire or poison damage your choice on creation. This potent alchemical mixture only lasts for 1 hour if not thrown, before fizzling away into nothing.

Casting this ‘spell’ with a Spell Slot higher than 1st adds an extra 2d6 damage for each slot above 1st.

Custom Brews

Once you reach 3rd level, whenever you cast Curative Vial or Baleful Concoction, you may give it one of the following properties.

Curative Vial Brews
  • Whoever consumes this potion gains +1 AC for 1 hour.
  • Whoever consumes this potion gains the healing as temporary hit points instead.
  • Whoever consumes this potion gains Darkvision 30 feet for 1 hour. If they already have dark vision their vision increases by 30 feet.
  • Whoever consumes this potion heals additional healing equal to your Artificer level.
  • Whoever consumes this potion is immune to the effects of fear for 1 hour.
  • Whoever consumes this potion is cured of all diseases or poisons effecting them.
    Baleful Concoction Brews
  • A creature damaged by this attack suffers -1 AC for 1 minute. This effect does not stack with other uses of Baleful Concoction.
  • The Baleful Concoction now explodes with a 5 ft radius. It can be thrown at any target within range.
  • The Baleful Concoction now has a range of 60 feet.
  • It deals additional damage equal to your Artificer Level.
  • A creature damaged by this attack has disadvantage on either Dexterity or Constitution Saves for 1 minute.
  • A creature damaged by this attack has its movement reduced to 0 until they pass a Strength Save against their DC, at the end of their turns.
  • This attack now deals half damage when the creature saves against the attack.

    Advanced Potioneering

    At 9th level, you may apply two bonuses to your Healing Potion and Baleful Concoction.

    Constant Brew

    Beginning at 14th level you create 1d6 Potions each morning after a Long Rest. This may be any combination of Curative Vials and Baleful Concoctions.



When you choose this specialisation at 1st level you gain Proficiency with Smiths tools and learn the Mending cantrip.

Arcanatech Arsenal

A Tinkerer is a master of invention, and each one invents their own personalised Arcanatech weaponry. The form and element of this weapon is your choice on creation and can be tweaked later. Each form has slightly different mechanics. It then with each successful attack also deals 1d6 elemental damage. Each form weighs 5 lbs.

Name Damage Properties
Arcane Cannon 1d6 piercing Ammunition (range 150/500), loading, two-handed
Hand Cannon 1d8 piercing Ammunition, (range 60, 120), loading
Power Hammer 1d6 bludgeoning Versatile (1d8), Thrown (range 20/60)
Pointspear 1d8 piercing Two-handed, Reach
Power Blade 1d8 slashing Versatile (1d10), two-handed,
War Staff 2d4 bludgeoning Melee, Two-handed

The Arcane Cannon is very similar to a Firepowder weapon, using arcane energies to fire slugs of metal at enemies. Its smaller brother the Hand Cannon is just small enough to be held in one hand, although that lessons its ranged abilities.

Power Hammers, Pointspears and Power Blades work very similarly, but each one is designed for a different niche of combat. The War Staff is a weapon of stealth for an artificer. Unlike the other weapons a War staff resembles just a regular staff, and without a DC 14 Intelligence check, it resembles just a regular, if not fancy, staff or walking stick.

The weapon is always attuned to an element, it can either be thunder, lightning, necrotic, radiant, fire, cold, acid, or poison. You may during a Short or Long Rest alter your Arcanatech Arsenal, once you have Preparation Points unlocked. It costs 2 Preparation Points to change its elemental type or its weapon type. You may also pre-emptively load a Science that effects the weapon (such as Elemental Overload) into your Arcanatech weapon during your rest, using a Preparation Point, which can be one gained by the rest.

Extra Sciences

At Second Level you gain the following extra Tinkerer Sciences,

  • Twinification

Requirements : Tinkerer Subclass

Casting Time : Bonus Action

An Artificer my spend a Preparation Point to make their next Attack with their arcane weapon now count as Two Attacks, even if it usually has the loading property, although both attacks suffer a -5 penalty.

  • Elemental Overload

Requirements : Tinkerer Subclass

Casting Time : Bonus Action

An Artificer my spend a Preparation Point to overload their Arcanatech weapon, causing it to deal an extra 1d6 damage on a hit, the damage type the same as the weapons.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Energy Blast

At 9th level, using a Preperatation Point and 1 action you unleash force energy in a 15-foot cone from the prototype. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

Overcharge Weaponcraft

At 14th level a Tinker learns how to enchant and upgrade weapons to temporarily boost their effectiveness. You may use a Preperation Point to upgrade a weapon of your choice, making it count as Magical, , have a +2 to attack rolls but more importantly re-roll all damage rolls and take the higher result. This effect lasts for 1 hour and takes 1 minute to apply to a weapon, but can be cast as an action for an extra Preperation Point.


A Magus is a master of magic. They don’t sling it around like a simple wizard, instead learning about the concepts and science behind magical theorems of not just the arcane, but all forms of magical craft and existence itself. Magus invent new forms of magic.

Simple Magic Craft

Beginning at 1st level you know three cantrips, predestination and two wizard cantrips of your choice.

Spell Mastery

When a Magesmith completes a Long Rest they may choose 1 spell from the Wizard, Warlock, Witch or Sorcerer Spell list and temporarily add it to their own, providing they have a spell slot that can cast it. This spell is additional to the spells you already know, and lasts until your long rest where you may replace it with another. When the Magesmith has access to Preparation Points, they may spend 1 Preparation Point and 1 minute to use this ability.

Extra Sciences

At Second Level you gain the following extra Magus Sciences,

  • Master Minor Arcana

Requirements : Magus Subclass

Casting Time : Bonus Action

An Artificer my spend a Preparation Point to gain knowledge of how to cast a Wizard Cantrip of their choice for 10 minutes.

  • Siphon Mana

Requirements : Magus Subclass

Casting Time : Bonus Action

An Artificer my spend Preparation Points to regain Spell Slots, spending Preparation Points equal to the Spell Slot they wish to restore.

Planar Precision

Starting at 3rd level, when you cast a spell with a spell slot and that spell deals acid, cold, fire, poison, lightning, necrotic, or thunder damage, you can substitute that damage type with one other type from that list. (you can only change one damage type per casting of a spell) You may do this a number of times per Long Rest equal to your Intelligence Modifier.

Expanded Spell Mastery

Once you reach 10th level, you can now choose a spell from any Spell List when using your Spell Mastery Ability.

Magical Magus

At 14th level your mastery of magic grows stronger. You choose five spells from the wizard spell list, one from each of the following levels, 4th, 5th, 6th, and 7th. These spells are now always prepared. When you gain a new level in Artificer you may change the spells you gained from Magical Magus.


Perhaps one of the most old and ancient magic is that of Fleshsculpting. An artform now completely lost, Fleshsculptors are the last who wield such magic. Learnt from ancient tomes and rituals, these keen minds learn a science of ancient worlds that can create and manipulate living beings. A Fleshsculptor is a more learned and knowledgeable form of a Blood Mage that focuses on the academic but taboo side of the magic. A truly brilliant Fleshsculptor learns not just how to heal and create diseases, but also how to create life itself.

Ancient Initiate

When you take this Subclass at first level you learn the Cantrip Spare the Dying. You also gain access to the spell Wind of Respite, and that spell is always counted as an extra spell known. You may cast this spell once per long rest without using a spell slot.

Extra Sciences

At Second Level you gain the following extra Fleshsculptor Sciences,

  • Repair Form Requirements : Fleshsculptor Subclass Casting Time : 1 Action An Artificer my spend a Preparation Point to cast the spell Cure Wounds at 1st level without using a spell slot.
  • Pox Upon You Requirements : Fleshsculptor Subclass Casting Time : 1 Action An Artificer my spend a Preparation Point to grant a magical disease to a creature they touch. That creature must make a Constitution Save against your DC and if it fails has disadvantage on an Ability Save of your choice for 1 hour. You may cast this spell on food or water to poison someone who consumes it, but cannot poison large water sources.

Blood Reasoning

Once you reach 3rd level you know the spell Revivify and it is added beyond your Spells known. Additionally, you may take samples of blood and use one Preparation Point and 1 minute to find out what creature left that blood and up to 2 details about that creature of your choice, such as emotional state, gender, size and so on.

Corpse Blossom

At 10th level you may use a Preparation Point and 10 minutes to alter the body of a dead creature into another similar form. For example you can transform humanoids into a humanoid of the same size, or a monstrosity into a similarly sized monstrosity. This form passes inspection aside from with a Arcana check equal to your DC, and does leave a magical stain in the corpse for 1d4 days. You also gain the spell Animate Dead added beyond your Spells Known.

Lifeform Spark

Once you create 14th level you learn how to create life forms. It takes 1 Preparation Point to start making a Lifeform. The Lifeform can be any tiny, small or medium form you choose, although attempting to make a duplicate of someone is near impossible. The Lifeform has HP equal to your Artificer Level plus a number of D6 equal to the Preperation Points spent on the creature, and has a Statistics spread of your choice choosing to place 16, 14, 12, 10, 8, 8 where they wish. The Lifeform has a life span of 1 day, although that can be extended with a Prep Point making it double in time. Its attacks are D6 or it can be granted weapons if its form allows. A Lifeform is mindless or for one extra Preperation Point obeys their masters commands to the letter, if they understand them.

When you first make a Lifeform it takes a number of minutes equal to the Preperation Points you put into it. If you attempt to make the same Lifeform again in the future it only takes 1 action.

Inventor Spell List

1st Level Spells

Absorb Elements





Comprehend Languages

Create or Destroy Water

Detect Magic

Detect Poison and Disease

Disguise Self

False Life

Floating Disk

Fog Cloud


Hellish Rebuke

Illusionary Script



Inflict Wounds

Mage Armour

Purify Food and Drink


Unseen Servant

2nd level Spells

Capture Image



Arcane Lock

Magic Aura



Apiculture Bomb

Find Traps

Gentle Repose

Heat Metal



Locate Object

Rope Trick

See Invisibility


3rd Level Spells

Adhesive Arcanum



Dispell magic

Feign Death



Create Food and Water

Tiny Hut



Tiny Servant


Water Walk

4th Level Spells

Arcane Eye



Greater Invisibility

Secret Chest

Locate Creature

Resilient Sphere

Private Sanctum

5th Level Spells

Animate Objects

Antilife Shell



Modify Memory



Blood Mage

Masters of a magic ancient and unknowable to most, a Blood Mage harnesses the power of life within their own blood and their foes. Locked away in dark churches and in forbidden halls the secrets of Blood Magic are ones that must be learnt by study. This arcana comes naturally to no-one even those blessed with more potent life force than others. The arcane knowledge of a Blood Mage is in the function of a bodies life force, both ones own and the lifeforce of one’s energies. Creatures of blood and shadow with a tireless constitution any Blood Mage is a horror on the battlefield.

The morality of Blood Magic is questionable. Many people and places consider the arcane craft a form of necromancy while others argue that use of blood magic is a form of life magic similar to a cleric’s magical healing. Pursuit of blood magic involves putting ones self in danger in order to summon more magical power, pushing your body and will to the limit. This leads Blood Mages to have a stalwart fearless nature because the weak have no right to their dark magic.

Every spell that a Blood Mage beckons is morbid and macabre. Vital essences in blood red hue twist and dance around the caster each droplet of raw red blood becoming the arcane energy of each spell they cast. Commonfolk run in fear of even the most benevolent Blood Mage’s spellcasting.

A Blood Mage is a High Risk High Reward spellcaster similar to a Warlock. Where a warlock has very few spellslots at higher level, a Blood Mage can in theory can cast many spells but must always put themselves at risk of death in order to bring forth more magic to the battlefield. The mechanics of a Blood Mage are vastly different to any other spell caster, and currently the balance of a Blood Mage is unknown.

The Blood Mage
Level Proficiency Bonus Features Cantrips Known Waking Blood Points Spells Known Spell Level Known
1st +2 Blood Magic 4 2 2 1
2nd +2 Dark Order 4 4 3 1
3rd +2 Sanguineous Spells 4 6 4 2
4th +2 Ability Score Improvement 5 7 5 2
5th +3 5 8 6 3
6th +3 Subclass Feature 5 9 7 3
7th +3 5 10 8 4
8th +3 Ability Score Improvement 5 11 9 4
9th +4 5 12 10 5
10th +4 Don't Fear the reaper 6 13 11 5
11th +4 6 14 12 5
12th +4 Ability Score Improvement 6 15 12 5
13th +5 6 16 13 5
14th +5 Subclass Feature 6 17 13 5
15th +5 6 18 14 5
16th +5 Ability Score Improvement 6 19 14 5
17th +6 6 20 15 5
18th +6 6 21 15 5
19th +6 Ability Score Improvement 6 22 15 5
20th +6 Master of Life 6 23 15 5

Class Features

As a Blood Mage you gain the following class features

Hit Points

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


  • Armor: Light Armour
  • Weapons: Simple weapons, Shortswords

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose three from Arcana, History, Insight, Deception, Intimidation, Persuasion, Stealth, Religion.


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

  • (a) 2 daggers or (b) a quarterstaff
  • (a) a component pouch or (b) arcane focus
  • (a) a shortsword or (b) a light cross bow and 20 abolts
  • (a) a dungeoneers pack, or (b) a scholar’s pack

Blood Magic

A Blood Mage casts magic via Blood Points that represent the magic flowing through their blood available for use.

You start each day at the end of a Long Rest with Blood Points equal to your Waking Blood Points statistic. Your maximum amount of Blood Points is double that amount. If you start a long rest with a number of Blood Points over your waking, the excess is lost.

Blood Points are how Blood Mages uses spells using the following chart. Casting a spell of 1st level or higher uses a number of Spell Slots referenced on the chart and you must cast a spell of your Spells known. When you gain a level in this class you can choose one of the Blood Mage Spells you know and replace it with another spell from the Blood Mage Spell List.

Blood Casting
Spell Level Blood Point Cost
1 2
2 4
3 8
4 12
5 16

If a spell has a Blood Point cost as part of it (say for Sanguinous Spells) then that cost overrules the above costs. The Spellcasting Ability for Blood Mages is their Constitution and they can use an arcane focus.

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

Spell Attack modifier = your proficiency bonus + your constitution modifier.

Blood Letting

You can generate Blood Points in multiple ways. First is an action called Blood Letting. Blood Letting is a standard action where your character takes 1d4 plus your Blood Mage Level in damage and generates 2 Blood Points. This damage is either slashing or piercing damage and can be resisted, but if used on a target immune to damage it will gain no benefit.

At 5th level this increases to 2d4 plus your Blood Mage Level damage but generating 4 Blood Points. At 10th Level it increases to 4d4 plus your Blood Mage Level damage generating 6 Blood Points. At 15th level it changes to 5d4 plus your Blood Mage Level generating 8 Blood Points and at 20th level it changes to 6d4 plus your Blood Mage Level generating 10 Blood Points

Blood Draw

You can secondarily generate Blood Points when a creature near you takes damage from any source. When a creature within 5 feet of you takes any form of damage you may make a Constitution Check vs the Constitution Score of that creature. If you succeed you gain 1 Blood Point. You can do this only once a Creature takes damage in a turn, for example only once during a multi-attack, but multiple times per round. At 5th Level the range of this ability increases to 10 feet, 20 feet at 10th level, 30 feet at 15th level and 40 feet at 20th level.

Dark Order

At 2nd level you may choose a subclass of your choice, from Vampiric Knight, Sanguineous Savant or Shade.

Sanguineous Spells

At 3rd level you can start learning Sanguineous Spells. These spells are unique to the Blood Mage class and work via their Blood Magic mechanics. If you have access to the spell level to use them, you may include them as one of your Spells known as if they were in the Blood Mage List.

Bloody Barrage

1st level Sanguineous Spell

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: Instant

This Sanguineous Spell fires blood like a high-powered projectile weapon. This spell costs as many Blood Points as you wish up to a limit equalling your Constitution Modifier, dealing 1d6 necrotic or fire damage for each Blood Point spent, plus half your Blood Mage Level. The target creature must make a Constitution Saving Throw equal to your Spellcasting Modifier, taking full damage on an unsuccessful save and half damage on a successful one.

Pain Syphon

1st level Sanguineous Spell

  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, V
  • Duration: Instant The target must make a Strength Saving throw or take 1d8 necrotic damage. You then gain heal HP equal to half of the damage dealt. If the target is missing any of its HP, the damage dice is a d12.

Accursed Healing

1st level Sanguineous Spell

  • Casting Time: 1 action
  • Range: Touch
  • Components: S, V
  • Duration: Instant

You may expend a number of Blood Points to a maximum of your Constitution Modifier, healing a target 1d4 for each Blood Point spent. A Blood Mage cannot target themselves when using this Sanguineous Spell.

Don’t Fear the Reaper

At 10th Level, if you have more than 10 Blood Points you may spend all of your Blood Points when you are reduced below 0 HP to remain at 1 HP instead.

Master of Life

At 20th Level your blood magic allows you to master life or death. If a creature within 40 feet of you would die, be it from a spell effect or death saves, you may spend 10 Blood Points as a reaction and cause that Creature to fall Unconscious instead.

Dark Orders

Those who learn Blood Magic learn it passed down from generation to generation. Ancient rituals in dark order halls make up magic that can rival any modern arcanist, but each order of Blood Mage has learnt to harness the natural life energy in blood in uniquely different ways.

Vampiric Knight

With Shield in hand a Vampiric Knight charges into battle eager to taste the blood in the air. These terrifying combatants focus on absorbing the blood of their foes to empower their abilities and charge to the centre of combat so to better charge their magical means.

Crimson Armaments

When you take this Subclass at 2nd, you gain proficiency in all simple weapons and all melee martial weapons. Beyond this you gain proficiency in medium armour and shields.

Stride through Pain

Once you reach 6th level you gain access to a new way to generate Blood Points. When you take damage from any source aside from your Blood Draw ability or any Blood Magic, you may use your reaction to make a Constitution check VS a check of 12. If you succeed you generate 1 Blood Point.

Vitae Return

At 14th level you can use your Blood Mage abilities to enter a healing trance where you absorb the blood of your foes. Using this ability after a 10 minute period you can expend 16 Blood Points to heal yourself to full health with Temporary HP equal to your Constitution Score. Once you use this ability you cannot use it again until you end a long rest.

Sanguineous Savant

While other Blood Mages learn how to use blood magic it is a Sanguineous Savant who truly understands the dark arcana of the art form. These spellcasters know ancient rites and mantras of long fallen peoples and harness raw magical power that a wizard jealously dreams of. Such potency of magic comes with study of history, arcane arts and biology.

Strength in Blood

When you choose this spell at 2nd level, when casting a Spell of 1st level or higher you may spend a number of Blood Points equal to the Spells Level to re-roll its damage or healing roll, taking the higher result. You can decide to do this after the damage has already been rolled. You may also spend 1 Blood Point to reroll a Cantrips damage roll.

Dark Meditation

Starting at 6th Level you gain access to a new way to generate Blood Points. When you take a Short Rest you may gain a number of Blood Points equal to your half Blood Mage Level.

Red Mist

At Level 14 the Sanguineous Savant gains access to the Red Mist Sanguineous Spell.

Red Mist

Sanguineous Spell

  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, varies.

The Blood Mage creates an aura of blood, that turns into blades and attacks any enemy nearby. The Aura is a 10ft radius circle around the caster. Creatures starting their turn in the circle or entering the circle must take a Constitution Save equal to the casters Spell Save DC, taking damage if they fail the save. The damage they take is equal to the Blood Mages current Blood Points. This spell costs half of your current Blood Points to cast, and an additional 2 Blood Points as a bonus action at the start of your next turn to continue it. You can still generate Blood Points while casting this aura.


Twisted and dark, a Shade draws their power by sapping the lifeforce from the still warm corpses of their foes. A shades magic is cold the very antithesis of life itself. As a Shade gains power, it too becomes a creature of shadow that shy’s from the light and gains power in the darkness.

Silent Shadow

When you take this Subclass at 2nd level you gain proficiency in light armour and with all ranged martial weapons. If you did not already have it you gain Darkvision 60 feet, or your Darkvision extends by 60 feet. A shade may expend 2 Blood Points to give themselves Advantage on Stealth checks for 1 minute.

Lifeblood Pouring

Starting at 6th Level A Shade gains 2 Blood Points whenever they land the killing blow on an creature with a melee attack, or they can also you can move to their corpse within one Round of the creatures death provided the Shade also dealt damage to that target within a Round of its Death..

Umbral Casting

At 14th level a Shade can now cast their spells from any area of complete darkness, including magical darkness, within 60 feet of them. This does not include Spells with Range Touch.

Blood Mage Spell List


Spare the Dying

Toll the Dead





Poison Spray

Ray of Frost

Shocking Grasp

Acid Slash

Chill Touch

Create Bonfire



Break Form

Primal Savagery



Blade Glide

Infinite Pouring

1st Level Spells

Burning Hands

Bastillion Firework

Essence Trap

Ray of Sickness


Hideous Laughter



Absorb Elements

Armour of Agathys

Arms of Hadar


Cause Fear

Chromatic Orb


False Life

Find Familiar

Fog Cloud

Hellish Rebuke

Ice Knife

Inflict Wounds

Zephyr Strike

2nd Level Spells

Murder of Crows

Aganazzars Scorcher


Continual Flame

Cloud of Daggers


Dragon Breath



Flame Blade

Flaming Sphere

Hold Person


Misty Step

Phantasmal Force

Ray of Enfeeblement

Scorching Ray

Shadow Blade

Spider Climb

Snillows Snowball Swarm


3rd Level Spells

Adhesive Arcanum

Twisting Felstorm

Animate Dead

Bestow Curse




Gaseous Form

Hunger of Hadar

Lightning Bolt

Speak with Dead

Summon Lessor Demons

Thunder Step

Vampiric Touch

Wall of Water

4th Level Spells


Black Tentacles


Charm Monster

Fire Shield

Freedom of Movement

Ice Storm

Phantasmal Killer

Shadow of Moil

Summon Greater Demon

Vitriolic Sphere

Wall of Fire

5th Level Spells

Arcane Hand


Conjure Elemental


Danse Macabre

Destructive Wave


Hold Monster


Infernal Calling


Negative Energy Flood

Raise Dead

Steel Wind Strike

Synaptic Static

Existing Classes


Path of the Devastator

Some people are born with natural magic within them. More often than not those people hone their powers becoming Sorcerers. The Path of the Devastator is a path forged by those whose natural firey magic came with an equally burning rage.

Devastators usually gain their power from a connection to the Elemental Planes, their body able to generate great heat or burning steam. The power is hard to control leading to Devastator’s body always crackling with uncontrolled energy that can only be focused on the battlefield.

Surging Rush

Starting when you choose this bath at 3rd level, your innate energy is focused into your attacks when you rage. When you take this path you choose to be attuned to either fire or lightning energy. When you rage, you may make unarmed attacks that channel this energy, your unarmed attacks dealing 1d6 fire or lightning damage. You may make unarmed attacks while wielding your weapon, as you can still punch and kick. You may not change which damage type you are attuned to.

Burnt Flesh

At 6th level you gain resistance to the damage type you attuned your Surging Rush ability to, either fire or lightning. You also no longer suffer the adverse effects of extreme heat.

Elemental Nova

Beginning at 10th level, you can channel the energy within you into focused explosions. On your action, you may use a Nova Attack. You have a pool of D6 equal to your Barbarian level, and may choose how many D6 to use on your Nova attack, and must declare how many before your roll. All creatures within a 10ft radius of you must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). The nova is the damage type you are attuned to. If they succeed they take half damage. On a long rest, your pool refreshes a number of D6 equal to half of your barbarian level.

Overheat Aura

Starting at 14th level, enemies who hit you with a metal melee weapon while you are raging must make a Constitution check ( DC equal to 8 + your proficiency bonus + your Wisdom Modifier). If the succeed nothing happens. If they fail they take 1d6 damage, of the damage type you are attuned too. If they fail by 5 or more they take 2d6.

Path of the Resilient

Walking through fire and feeling no cold, the Path of the Resilient is walked by those who leave their civility aside to become true unbreaking killing machines. When those on the path of the resilient enter their trance like rage they feel no pain and can be stopped by no weapons nor monsters.

These barbarians are often spiritualists who isolate themselves from the bonds of society, in order to further disconnect from the weakness of life.

Ignore Wounds

Beginning when you take this subclass at 3rd level, your resistance to pain can allow you to shrug off damage. When you rage you gain temporary hitpoints equal to your Barbarian Level plus your Constitution Modifier. When you end your rage you lose these temporary hitpoints.

Walk by Fire

At 6th level while you are raging if you take damage from an effect caused by a Strength, Dexterity or Constitution save you can reduce the damage taken by your Barbarian Level.

True Resilience

Once you reach 10th level your body becomes resilient to time and mortality. You can hold your breath indefinitely, and you don’t require food water or sleep, although you still require to rest to reduce exhaustion and benefit from short and long rests. You also have advantage to any exhaustion checks.

Shield of Will

At 14th level you can use your reaction to completely ignore all damage and effects from one attack or spell targeting you. You may declare this before or after the damage is rolled. You may use this ability once per long rest.


College of the Cards

Stacked Deck

Starting when you take this subclass at 3rd level you are granted with your magical deck of cards. This can be a deck of standard playing cards or a deck of Call of the Mountain Guard. As an action you can throw a magical card, which counts as a Finesse Magical Weapon that deals 1d4 slashing damage with a range of 60 feet. You are proficient in using your Magical Deck of Cards in combat. These cards return to your deck either flying to it or phasing to it after one minute. If you lose your magical deck you can enchant a new deck of cards during a Long Rest.

Game of Hearts

Beginning at 3rd level you become skilled at weaving simple magic into your actions and words while playing with others. You gain proficiency in all gaming sets and when you are playing a game with someone they start to feel more include to speak truthfully. In a gaming session a target must make a Charisma save equal to your spell save DC. If they fail you may ask 1d4 questions casually that the target will answer back as if it was normal conversation, perhaps spilling secrets they shouldn’t be talking about. Nearby people may notice this is strange behaviour and this ability does not work with people who have known you for a week or more, working best on strangers.

Eye’s on Them

At 6th level you gain the ability to sense where your cards are at all time. After taking 5 minutes to charge extra magic into one of your magical cards, you can then sense where that card is relative to you for 24 hours. You do not know its exact location but can feel its relative direction and the rough emotions of anyone in direct contact with the card, say if you slipped it into someones pocket. You may make the card disappear and phase back into your deck at any time. If the card goes into another plane than the one you are currently in you are aware of it as the spell fails. You may only use this ability once per long rest.

All Aces

When you reach 14th level you gain a mastery of your magical cards and create magical Ace cards. When an Ace card touches a target, they must make a Charsima save verses your spell save DC. The effects of the Ace card last for 8 hours or until you say a command word to dispel them. You may not throw these cards they must be physically applied where they stick to the target magically. This ability can only be used once per Long Rest.

Ace of Clubs

If target fails a save against the Ace of Clubs, they are knocked prone under the card. The card does not physically feel heavy as it does not change weight, but becomes unliftable and forces the target to stay down. They are concious during this time but struggling will not help them. Creatures that can blink cannot blink when pinned by the Ace of Clubs.

Ace of Spades

If a target fails a save against the Ace of Spades, they are overwhelmed with the desire to dig and a perverted sense of dread. They will start to think on their own imminent death and they begin digging their own graves, using their hands if they must. The target will use common sense and try to gather appropriate tools and go to a graveyard if they can. If they come across any issue, they will do whatever they can other than entering combat, to reach their goal of digging.

Ace of Hearts

If a target fails a save against the Ace of Hearts, they are charmed to you and will start to tell you their deepest darkest desires. Under the effect of the Ace of Hearts, the target becomes passive towards you and will not attack unless forced and will start talking about their hopes, dreams and goals. After the effect ends the target makes another Charisma save, on failure they do not realise they were charmed for the duration.

Ace of Diamonds

If a target fails a save against the Ace of Diamonds, they are filled with a supernatural sense of charity. They will go out of their way to give away their riches, handing coins and gemstones to people in the street. They will not give their riches to you, focusing on the public. A target charmed by the Ace of Diamonds takes these actions as if it was their own choice, but may regret them after the effect ends.


Plague Domain

Either doctors who care little for gods, or those who realise the diseases of the worlds serve a higher purpose, in times of epidemic one can find Plague Doctors stalking ports. Their powers are a mixture of prayer and alchemy that can conjure forth horrible disease or cure it, depending on their whim. Those that turn to prayer find support in the Fey Patron known as The Miasma, as well as Myrkul and other Gods of Death. Plague Doctors can be found anywhere a disease is all while wearing their unnerving beaked masks and extravagant if not dirty leather robes.

Plague Domain Spells
Cleric Level Spells
1st ray of sickness, fog cloud
3rd ray of enfeeblement, dust devil,
5th fear, gaseous form
7th blight, confusion
9th antilife shell, cloudkill

Coughing Carrier

At 1st level you cannot be effected by disease, unless you choose to be. If you are infected by a disease you can choose whether or not you are infectious to others. You also gain the poison spray cantrip.

Channel Divinity : Scurrying Swarm

Starting at second level, the cleric can use Channel Divinity to summon a plague of rats to torment their foes. As an action, you summon a Swarm of Rats within 20 feet of you in an area you can see. These rats follow a simple command you order, such as ‘Attack the orcs’ and you can issue other commands as a bonus action. These rats swarm to the location from cracks in walls or the undergrowth, and disappear in a similar way after 1d4 minutes. You can use multiple divinity charges to summon multiple swarms on the same turn.

Potent Poisons

At 6th level, when you deal poison damage to an enemy you can choose for it to deal acid damage instead.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison. On each of your turns when you hit a creature with a weapon attack, you can cause that attack to deal an extra 1d8 poison damage to the target. When you reach 14th level the extra damage increases to 2d8.

Choking Haze

Starting at 17th level, you can use your action to activate an aura of disease that lasts for one minute or until you dismiss it using another action. In a 30 ft radius around you all creatures of your choice in the aura gain disadvantage on Constitution saves and must made a Constitution save against your spell save DC. If they fail they are poisoned for 1 minute.

Prayer to the Other

The worship of strange beings is commonplace in Jarviskjir even if behind closed doors. Many of these rulesets are designed for Clerics and Priests that gain their powers of faith from these sources. Often these powers come from strong Elemental Powers, Fey and even Demons and Fel creatures. Prayer brings power, so in return for worship these secret forces of power grant a shadow of their strength to the faithful. In Jarviskjir I encourage imaginative uses of such subclasses, for example agressive Earth Elementals creating War Domain Clerics, and Archfey creating Trickster Clerics.

Air Domain

In Jarviskjir many have turned against the gods. A prayer to a god will go unanswered but if you turn your voice otherwise, you may just get an answer. Clerics of Air are those that dedicate their prayer and worship to a powerful spirit of air. Such practice is common place in the tall jagged mountains of Mothers Horn, among the Minotaur and the Aarokacra. A Cleric of Air may seem like perhaps any other adventurer, maybe even a sorcerer, but their faith comes from the air and the air urges those who covet it to travel. Clerics of Air have a wanderlust following only the whisperings of the wind.

Air Domain Spells
Cleric Level Spells
1st featherfall, expeditious retreat
3rd cloud of daggers, gust of wind,
5th stinking cloud, haste
7th fly, windwall
9th conjure elemental (Air), hold monster

Walk with Wind

Starting at 1st level you may use your action to bless another creature granting it advantage on Acrobatics. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity : Reckless Charge

Starting at 2nd level, the cleric can use Channel Divinity to travel at incredible speeds. As an action you send yourself recklessly flying in target direction of your choice. You travel from your point of origin 40 feet in a straight line and stop at the end of the line or if you hit terrain. You travel through creatures, that must make a Dexterity Save or fall prone. While charging you may make one weapon attack to a target in your charge range.

Messenger of Mother Horn

At 6th level you learn how to carry your voice on the elemental wind. While speaking in a whisper your voice may carry to a target up to a mile away, although they must be in a location you know well.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with thunder. On each of your turns when you hit a creature with a weapon attack, you can cause that attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level the extra damage increases to 2d8.

Leaf on the Wind

Starting at 17th level, you become swift as the wind. Your walking speed is increased by 15 and if an enemy makes an opportunity attack against you may once per hour choose for that attack to miss.

Earth Domain

Great spirits of ore and gemstones hold grand power. In return for faith, followers of these grand elementals are gifted glimpses of great power. Many dwarven families worship a nature spirit in the earth much like these, believing it will grant them good fortunes. Many turn from worshipping gods of gold and greed to respecting the power in earth fey, elementals, and even demons. In fact many Clerics of Earth are traders and travellers, people you wouldn’t think twice are secretly following the words of an earthen spirit. The powers of Earth are often those of protection and courage, as long as your feet touch the ground you are with friends.

Earth Domain Spells
Cleric Level Spells
1st snare, heroism
3rd magic weapon, shatter,
5th elemental weapon, meld into stone
7th fabricate, hallucinatory terrain
9th conjure elemental (earth), wall of stone

Strong Stone

Beginning at 1st level you gain proficiency with heavy armour and gain the Mending cantrip.

Channel Divinity : Sand Skin

Starting at 2nd level, the cleric can use Channel Divinity to grant your friends extra protection. As an action you may call upon the earth to protect your allies, coating them in a layer of stones, sand and dirt. Each ally within 30 feet of you gains 1d8 temporary HP. While they have this temporary HP their AC goes up by 1.

Allies Eyes

At 6th you may see through the ground itself. With 10 minutes of preparation time you may grant yourself 30 feet of tremorsense, allowing you to see through the earth and vibration.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with acid. On each of your turns when you hit a creature with a weapon attack, you can cause that attack to deal an extra 1d8 acid damage to the target. When you reach 14th level the extra damage increases to 2d8.

Warden Protector

Once you reach 17th level your strength is in the protection of your allies. Any ally within 5 feet of you gains +2 AC. This effect does not work if you are blinded, incapacitated or prone.

Gold Domain

Clerics of the Gold Domain are ingenious travellers and makers of money. They worship wealth and ways to use it, and use those who have great greed for it. Gold Domain clerics are cunning tricksters who are fast with their tongue and smart on the field of battle. Such clerics are rarely members of a grand religious order, but inspired and often selfish individuals who walk a private path perhaps worshiping a saint, or a dwarven god of trade. The spells and abilities a Gold domain cleric learns to master are based around the creation of crafts, making the most of others, their own survival before all other. The largest group of Gold Domain clerics are the followers of Laranway, a goddess favoured in the merchant republic of Trahn and credited with the first trade deal between human and dwarf. In a party a Gold Domain cleric plays almost like a warlock, but even if their focus is themselves they need to keep their bodyguards alive and for that they learn healing magics like none other.

Cleric Spells
Cleric Level Spells
1st disguise self, find familiar
3rd knock, resplendent shrapnel ,
5th tiny servant, slow
7th fabricate, secret chest
9th mislead, magic hand

Golden Tongue

At 1st level at each morning you may choose either Deception, Intimidation or Persuasion. A number of times equal to your Wisdom modifier you may grant yourself advantage on the pre-chosen check. You regain uses after a long rest.

Channel Divinity : Unlucky Coin

One you reach second level the cleric can use their channel divinity to bless a coin, trinket or piece of jewellery. You can do this as a full action. You now know where the coin is as long as it remains on the same plane as you. You can spend a bonus action if you are within 120 feet of your Unlucky Coin to have a creature holding the coin, or who has it in their possession, make a Dexterity save against your DC or they take 1d8 acid damage plus your Cleric levels. The effect lasts for 8 hours.

Bribe Fate

At 6th level as a reaction when you are hit by an attack, you can choose a target within 30 feet of you. That creature must make a Wisdom save against your DC or they take half of the damage you would of taken, and you reduce the damage taken by half. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra psychic damage increases to 2d8.

Midas Touch

Beginning at 17th Level when you kill a target you may, if you choose, have their body turn into solid gold. A creature turned into gold cannot be raised as undead.


Arbalest Archetype

With the tight strings of crossbow and the explosive power of firepowder, more and more soldiers on the battlefield are trained for long range combat. Arbalests are soldiers trained to deftly notch an arrow even in the heaviest of armour while setting up trenches for combat defences.

Arching Shot

Starting when you take this archetype, when you make a ranged attack against a target in your weapons long ranged that attack avoids cover.


At 3rd level you gain the ability to stand your ground in the battlefield and hone your focus. As a bonus action you can entrench yourself. This counts as a status effect and lasts until the ability is disabled, which also takes a bonus action. While entrenched your proficiency bonus is doubled on ranged attack rolls, but attacks against you and your own melee attacks are at disadvantage. You cannot move while Entrenched.

Arrow Carving

At 7th level, you may craft your own ammunition. This costs 1 silver and 2 hours to craft 5 ammunition for any ranged weapon. This ammunition takes a unique appearance that marks it as yours.

Duck and Cover

Starting at 10th level, you can gain resistance to one attack that hits you while entrenched as a reaction.


Beginning at 15th level, all ranged weapons score a critical hit on a 18-20, including thrown weapons.

Pushed Edge

Once you reach 18th level, when using a ranged weapon that weapon can fire up to its long range value without disadvantage. Plague doctor


Forge Mage

In countries lacking in natural resources its the Forge Mage who turns the tide of war. Military Wizards who fight with etherial blade in hand they make up front lines for places such as Bastillion and Trahn.

Way of War

When you take this tradition at 2nd level, you gain proficiency in light armour and gain proficiency in 2 martial weapons of your choice.

Arcane Weapons

Starting at 2nd level, you can summon forth magic to create temporary magical arms. As a standard action, you may create temporary arcane weapons. You may create any weapon you are proficient in, and they are formed in your hands ready to be used. The magical weapon takes an appearance of your choice, and may appear mundane. If an ally is within 5 feet of you while you cast this ability, you may hand the arcane weapon to them for free as this is done. This ability counts as conjuration magic. You may do this a number of times equal to your Intelligence Modifier, refreshing on a long rest. If you create a ranged weapon, you also create 5 ammo for said weapon. These weapons count as magical, and these weapons last for one hour, disappearing when their time is up.

Form Purpose

Beginning at 6th level, you can create blades infused with specialised magic. When creating an arcane weapon, you may designate that its modifier instead of being strength or dexterity is any other core ability modifier.

Blade Call

At 10th level you may instantly create any number of arcane weapons on your action, and grant those to targets within 15 ft of you for free.

Font of Energy

Starting atr 14th level when you wield an arcane weapon you may cause its attacks to deal either bludgeoning, piercing, slashing, thunder, fire, lightning, cold, acid, necrotic or radiant damage.


A Medicae studies magic not with the intention to harm, but to heal. Medicae are extremely valuable all over the world as their arcane knowledge allows brilliant healing beyond most other capabilities. A druid or cleric might heal but doesn't understand healing magics the way a Medicae Wizard does.

Medical Studies

Starting when you take this schoolat 2nd level, you add additional spells to your Wizard Spell list. Furthermore the gold and time spent to copy these into your spellbook is halved.

Spare the Dying
Cure Wounds
Healing Word
Prayer of Healing
Beacon of Health
Death Ward
Mass Cure Wounds
Mass Heal

Great Restore

At 2nd Level due to your mastery of healing magic you can weave powerful restorative magic to your allies. As an action target a creature within 60 feet of you. You heal that creature a number equal to your Intelligence Modifier times your Wizard Level all at once. You may use this ability once per Long Rest.

Second Skin

Starting at 6th Level, at the end of a long or short rest you wake up with temporary hit points equal to your Wizard Level, or you may grant this bonus to another creature you spent the Long Rest with.

Improved Healing

Once you reach 10th level whenever you cast a spell that causes Healing you may add your Intelligence modifier to the healing received.

Restorative Saturation

Beginning at 14th level you are so saturated with your own healing magic that multiple magics effect you passively. At the start of each of your turns you naturally heal 2 HP. You no longer age and cannot be aged by magical means, and are immune to disease. And when you fall below 0 HP you are automatically stabilised once back up to 0 HP, once per long rest.

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