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<div class='wide' style="text-align: center">
# Table of Contents
</div>

<div class='toc'>
- ### [<span>2</span><span>Othos H.B. Changelog</span>](#p2)
 - #### [<span>2</span><span>**Character Creation**</span>](#p2)
 - [<span>2</span><span>Character Creation, Races</span>](#p2)
 - [<span>2</span><span>Character Creation, Classes</span>](#p2)
 - [<span>2</span><span>Character Creation, U.A.</span>](#p2)
 - #### [<span>3</span><span>**Combat**</span>](#p3)
 - #### [<span>3</span><span>**Roleplay**</span>](#p3)
 - #### [<span>3</span><span>**Exploration and Travel**</span>](#p3)
 - #### [<span>3</span><span>**Items**</span>](#p3)
 - #### [<span>4</span><span>**Spells**</span>](#p4)
 - #### [<span>4</span><span>**Resting**</span>](#p4)
 - #### [<span>4</span><span>**Puzzles**</span>](#p4)
 - #### [<span>4</span><span>**Other**</span>](#p4)
 - #### [<span>4</span><span>**Exhaustion**</span>](#p4)
 - #### [<span>5</span><span>**Spell Point System, Variant**</span>](#p5)
 - [<span>5</span><span>Wizard: Arcane Recovery</span>](#p5)
 - [<span>5</span><span>Druid (Land): Natural Recovery</span>](#p5)
 - [<span>5</span><span>"Expend a Spell Slot of X-Level or Higher..."</span>](#p5)
 - [<span>5</span><span>Spell Point Tables</span>](#p5)
 - ### [<span>6</span><span>Additional Subclasses</span>](#p6)
 - #### [<span>7</span><span>**Path of Maal**</span>](#p7)
 - #### [<span>8</span><span>**College of War**</span>](#p8)
 - #### [<span>9</span><span>**Valour Domain**</span>](#p9)
 - #### [<span>10</span><span>**Marauder**</span>](#p10)
 - #### [<span>11</span><span>**Sentinel**</span>](#p11)
 - #### [<span>12</span><span>**Silverblade**</span>](#p12)
 - #### [<span>13</span><span>**Vanguard**</span>](#p13)
 - #### [<span>14</span><span>**Way of the Mountain**</span>](#p14)
 - #### [<span>15</span><span>**Oath of Radiance**</span>](#p15)
 - #### [<span>16</span><span>**Iceborn Soul**</span>](#p16)
 - #### [<span>17</span><span>**Stone Soul Sorcerer**</span>](#p17)
 - [<span>18</span><span>Stone Soul Sorcerer (Monoliths)</span>](#p18)
 - #### [<span>19</span><span>**School of Hexes**</span>](#p19)
 - #### [<span>20</span><span>**School of Planar Magic**</span>](#p20)
 
 <br><br><br><br><br><br><br><br><br><br><br><br><br>
 
 - ### [<span>21</span><span>**Additional Feats**</span>](#p21)
 - #### [<span>21</span><span>**Chaos Inoculation**</span>](#p21)
 - #### [<span>21</span><span>**Glancing Blows**</span>](#p21)
 - #### [<span>21</span><span>**Iron Reflexes**</span>](#p21)
 - #### [<span>21</span><span>**Martial Savant**</span>](#p21)
 - #### [<span>22</span><span>**Resolute Technique**</span>](#p22)
 - #### [<span>22</span><span>**Revised: Dual Wielder**</span>](#p22)
 - #### [<span>22</span><span>**Rising Assault**</span>](#p22)
 - #### [<span>22</span><span>**Unwavering Stance**</span>](#p22)
 - #### [<span>23</span><span>**Versatile Weapon Master**</span>](#p23)
 - #### [<span>23</span><span>**Void Barrier**</span>](#p23)
 - ### [<span>24</span><span>**Keystones**</span>](#p24)
 - #### [<span>24</span><span>**Blood Magic**</span>](#p24)
 - #### [<span>24</span><span>**Elemental Equilibrium**</span>](#p24)
 - #### [<span>25</span><span>**Elemental Overload**</span>](#p25)
 - #### [<span>25</span><span>**Mind Over Matter**</span>](#p25)
 - #### [<span>25</span><span>**Pain Attunement**</span>](#p25)
 - #### [<span>25</span><span>**Power of Purpose**</span>](#p25)
 - #### [<span>25</span><span>**Second Soul**</span>](#p25)
 - #### [<span>25</span><span>**Supreme Ego**</span>](#p25)
 - #### [<span>26</span><span>**Wind Dancer**</span>](#p26)
 - #### [<span>26</span><span>**Zealot's Oath**</span>](#p26)
 - ### [<span>27</span><span>**Notes**</span>](#p27)
 - #### [<span>27</span><span>**Notes**</span>](#p27)

</div>

<div class='pageNumber'>1</div>
<div class='footnote'>Table of Contents</div>

\page

# Othos H.B. Changelog
Detailed below is a mostly comprehensive list of the changes I have made to DND 5e's format in order to facilitate the style of game I would like to run. Many of these changes are to the benefit of the players. The player characters are the stars of the story, and I feel that a good way to go about expressing that idea is by giving the players more options through which to customize their character(s) and actions. Moreover, I wanted a space to detail a variety ideas in a succinct format. I have organized these ideas into their relevant categories below.

### Character Creation
Everything related to the initial creation of a character.

- Players will have access to a bonus feat of their choice at level one. They must meet any prerequisites in order to acquire said feat. Players may instead take a Keystone rather than a feat. Players cannot take both at level 1.

- Please do not pick classes based on the level 20 capstone ability as this campaign will probably not make it that far. In the fringe case scenario where it does. I'll work with Players who possess lackluster capstones in order to rebalance the capstones and make them useful / interesting.

- Players roll for stats using the 3d3+5 method.

- Players who roll *terribly* for stats will have the option to utilize the Point Buy System using a 23 Point Buy, with a 14 Score Maximum. (Rather than a 27 Point Buy and 15 Score Maximum)

- When rolling for HP during level up, Players have the option to roll the dice normally, or pick the suggested average number - i.e. d8 = 5. Players are allowed to reroll 1s. This decision must be made before the roll is made.

- Multiclassing and Feats are allowed.

- The Crossbow Expert, Great Weapon Master, and Sharpshooter feats are not permitted. *(See Resolute Technique in the Additional Feats section)*

```
```

### Character Creation, Races
Specific rulings relevant for Races.
- Aasimar’s Racial Wing Transformation Ability(s) requires a Bonus Action instead of an Action.

- Human [Normal] gains a +2 to one ability score, and three +1s to their other ability scores. They also gain proficiency in 2 skills of their choice. Everything else remains the same.

- Human [Variant] gains its normal stat increases. However, under their Skills section, they instead gain proficiency and expertise in one skill of their choice. Everything else remains the same.

- Lizardfolk breath holding time is equal to 15 minutes + 1 minute / per Con Mod.

- Lizardfolk can craft bone or wooden arrows using their Cunning Artisan Racial Trait.

### Character Creation, Classes
Specific rulings relevant for various classes.
- The Fighter's *Indomitable* class feature is no longer a reroll; instead, it is an "auto-success" similar to *Legendary Resistance*.

- The Sorcerer's *Font of Magic* class feature now causes all spell slots to be converted to sorcery points by default, and spell slot casting requirements can be directly satisfied by sorcery points in all instances. This change intends to homogenize the various sorcerer resources.

- Monk's gain a bonus number of Ki Points equal to their Wisdom modifier (minimum of 1).

### Character Creation, U.A.
How I plan on handling additional homebrew content.
- Unearthed Arcana source materials are welcome at the table - as long as the player meets with the DM first to discuss any possible balancing or world theme concerns. Do not show up to the session with a new Unearthed Arcana based Character without first consulting the DM. *Surprise Rounds are meant for in game, not at the table.*

<div class='pageNumber'>2</div>
<div class='footnote'>Page 2 | Character Creation</div>

\page

### Combat
Everything broadly related to combat.
- When Players roll Death Saving Throws, they do so in a manner that is visible only to the player making the roll and the DM.

- Natural 20s count as a critical success on a Saving Throw, while Natural 1s count as a critical failure.

- Flanking as a variant rule is enabled.

- Opportunity attacks allow a Player, NPC, or Enemy with Extra Attack or Multi-Attack to make a number of attacks equal to half the amount of attacks they could have made with their Extra Attack or Multi-Attack normally (rounded up). **Example:** *The Goblin runs away from the Fighter [Level 11] without disengaging. The Fighter can make 2 attacks against the goblin.*

- When a Player, NPC, or Enemy hold their action to attack with their weapon, they do so utilizing their Extra Attack or Multi-Attack feature.

- Skill checks during combat are free to attempt, but may require your action or bonus action at the DM’s discretion should you succeed. A failure on such a check will still leave the Player with their action, bonus action, etc. This is to encourage experimentation and creativity.

- There will be efforts made to facilitate Surprise Rounds.

- PVP is tolerated, however excessive and futile PVP will be regulated.

- Critical Hits will allow the rolling of double the dice as normal, or doubling of the initial roll. This must be decided before the damage roll is made.

- The "-5/+10" feature of *Great Weapon Master* and *Sharpshooter* have been changed to -Prof. Bonus/ +*2x* Prof. Bonus, and have been made a universal feature.

### Roleplay
Everything broadly related to roleplay.
- Money (coins) do not have weight in the mechanical sense.

- Players are only required to roll for things they could realistically fail at; subject to DM interpretation.

- Players, NPCs, and Enemies can roll variant skill checks, such as STR (Intimidation) check to bend the Guard’s sword with your hands in an attempt to… Intimidate the guard. Voila.

- The alignment system is used, but *almost* completely disregarded. Classify yourself as whatever you want. I will classify you based on how you act.

- No excessively sexual content. Its a game, not a fetish.

```
```

### Exploration and Travel
Everything broadly related to exploration and travel.
- The formula for passive skill checks is 5 + modifiers. **Example:** The Passive Perception of a level 1 character with Proficiency in Perception and a 12 in Wisdom; is 8.

- Encumbrance is ruled through “Reasonability” rather than strict math. I don’t want to perform Algebra Mid Game. But if the scrawny wizard says he is going to lift the anvil and take it with him - there’s going to be a problem.

- Game Travel Pace has been adjusted from 18/24/30 for Slow, Medium, Fast Travel Pace in that order, to: 12/18/24 for Slow, Medium, Fast Travel Pace. A Travel Pace of ~30 miles in an 8-hour travel period is well above the human average even before accounting for packs of gear such as cooking utensils, sleeping bags, weapons, armor, tents, etc.

### Items
Everything broadly related to items.
- Potions require only a bonus action to use, rather than an action by default. Feeding a potion to another creature still requires an action.

- Choosing to utilize an action to consume a potion for yourself, will incur the maximum healing possible.

- Players can attune to a maximum number of items equal to their proficiency bonus.

- Masterwork weapons and armor exist throughout the world. They are generally non magical variations of standard equipment. This results in the weapon or armor gaining a +1/+2/+3 bonus to its attack / damage rolls or protection level - however it is not considered magical for the purpose of overcoming resistance or immunity to certain damage types. Such equipment will be far more expensive and rare.

- Characters who utilize ammunition such as Arrows or Crossbow Bolts are not required to keep track of their ammunition. This bogs down the game with no benefit. However, firearm ammunition is expensive and rare. Be prepared to make your own.

- The *Thrown (Range 5/15)* of Nets has been increased to 10/20.

- Crossbows are now Strength based weapons by default, with the Hand Crossbow being Finesse.

- *New Weapon:* War Flail - 2d4 Bludgeoning damage, Heavy, Reach, Two-Handed (6 pounds, 30 gp)

<div class='pageNumber'>3</div>
<div class='footnote'>Page 3 | Combat, Roleplay, etc.</div>

\page

### Spells
Everything broadly related to spells.
- Players, NPCs, and Enemies are not limited to casting only a cantrip if they have already cast a spell on their turn. Example: Player casts Misty Step [Bonus Action] to reposition, they can still cast Fireball [Action] given that they meet typical prerequisites. The Player ends their turn and is attacked. They can still cast Shield [Reaction] to protect themselves. *The candle that burns twice as bright, lasts half as long.*

- Casting with your hands full is possible, if you give up your item interaction to do so.

- It is possible to stealthily cast spells in the presence of others without being noticed. However it will generally require some sort of check in order to perform successfully. This will generally be a Stealth, Sleight of Hand, or Deception roll.

- Players have the option of using the Spell Point System instead of the Spell Slot System. The decision to use the alternative system is done on a player by player basis. Some players may prefer Spell Slots. Some may prefer Spell Points. Regardless, sticking with the choice is important for consistency. For those unfamiliar with the Spell Point System, refer to Page 4 of this document.

### Resting
Everything related to resting.
- Long Rests require two consecutive Short Rests in a *safe haven*. Successfully completing a Long Rest restores all ability uses, spell resources (points / slots), hit points and hit die, as well as reducing your Exhaustion level by 1.

- A *Safe Haven* is generally considered to be an area free of danger and stress. *Safe Havens* can often be lodging within a town, a roadside tavern, or a place of refuge in the wild, like an abandoned cave or ruin.

- Short Rests require a full 8 hour break from adventuring, including downtime and rest. Successfully completing a Short Rest restores all hit points and hit die, as well as certain ability uses.

- A *Breather* requires a 15 minute break from the action. A *Breather* allows Players to roll (without expending) a number of hit die up to their Proficiency Bonus in order to regain hit points.

- Level-ups grant the benefits of a Long Rest.

```
```

### Puzzles
Everything broadly related to puzzles.
- Puzzles will exist throughout the world. They will require a combination of skill checks and player intuition to solve. They will generally be focused around *outside the box* thinking. However, there will be a conscious attempt to include many Player Characters in puzzles, instead of just the party Four-Eyes.

### Other
Anything that wasn't specific enough to fit under a single category.
- Advantages and Disadvantages can stack. However, they do so in an unconventional manner. The first source of advantage / disadvantage results in the extra d20 roll as normal. The second source of ADV / DisADV results in a +2 bonus / -2 penalty to the roll. These sources can cancel each other out. This rewards stacking of resources in order to influence outcomes.

- The DM and Players roll publicly for everything - except Death Saving Throws, as outlined in the Death Saving Throws rule.

- Inspiration will be utilized through the campaign. Generally for “shout-out” worthy moments or properly remembering important information.

- If you are playing a Beast Master Ranger or other Character that can summon minions / allies, you have full control over them in terms of mechanical gameplay, such as determining their actions, movement, etc. As the DM, I already have enough things to keep track of. If needed, I can roleplay the additional summon / minion from a purely flavor standpoint, if the Player wants me to do so. Otherwise, control of summons / minion type allies is up to the Player who summoned them.

- I will be referring to *Force* Damage as *Arcane* Damage interchangeably.

### Exhaustion


##### Revised Exhaustion
| Level | Effect(s) |
|:----:|:-------------|
| 1 | -2 penalty on Attacks, Saves, Checks, and DCs. |
| 2 | Speed is halved. |
| 3 | -5 penalty on Attacks, Saves, Checks, and DCs. |
| 4 | Speed is reduced to 5 ft. |
| 5 | Become vulnerable to all damage. |
| 6 | Death |




<div class='pageNumber'>4</div>
<div class='footnote'>Page 4 | Spells, Resting, etc.</div>

\page

### Spell Point System, Variant
An optional rule to be enabled for characters with access to the Spellcasting class feature.

Sometimes spell slots feel too limiting in their usage. Some players yearn for a system closer to *Mana* from traditional RPGs. And sometimes, spell slots as a system are too convoluted and just don't click for some people.

The Spell Point System exists to alleviate those issues.

<br>

In the following section, I have created a table that will provide guidance for those who wish to use the Spell Point System.

##### Spell Points by Spell Level Table
| Spell Level | Spell Points |
|:----:|:-------------|
| 1st  | 2 |
| 2nd  | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |

Level 6/7/8/9 spells are still limited by Spell Slots. This is due to how powerful and taxing those spells are to cast.

Upcasting spells works by spending the associated point cost with the level of the upcasted spell. 

For example, casting Cure Wounds at 2nd level would require 3 Spell Points instead of 2.

If you intend to cast Cure Wounds at 6th level, you would expend a 6th level spell slot instead of spending any Spell Points.

<br>

### Wizard: Arcane Recovery
Wizards no longer gain back spell slots in any combination. Instead, Wizards gain back a number of expended spell points equal to their Wizard level.

### Druid (Land): Natural Recovery
Druids no longer gain back spell slots in any combination. Instead, Druids gain back a number of expended spell points equal to their Druid level.

### "Expend a spell slot of X-level or higher..."
If a class feature or ability requires you to expend a spell slot of... for example, first level or higher in order to regain use of the ability: You would instead expend a number of spell points at least equal to the indicated spell slot level.

<br><br><br><br><br><br><br><br><br>

##### Spell Points for a Full Caster
| Class Level | Total Spell Points |
|:-----:|:-------------------------|
| 1st | 4 |
| 2nd | 6 |
| 3rd | 14 |
| 4th | 17 |
| 5th | 27 |
| 6th | 32 |
| 7th | 38 |
| 8th | 44 |
| 9th | 57 |
| 10th to 20th | 64 |

##### Spell Points for a Half Caster
| Class Level | Total Spell Points |
|:-----:|:-------------------------|
| 1st | 0 |
| 2nd | 4 |
| 3rd to 4th | 6 |
| 5th to 6th | 14 |
| 7th to 8th | 17 |
| 9th to 10th | 27 |
| 11th to 12th | 32 |
| 13th to 14th | 38 |
| 15th to 16th | 44 |
| 17th to 18th | 57 |
| 19th to 20th | 64 |

##### Spell Points for a Third Caster
| Class Level | Total Spell Points |
|:-----:|:-------------------------|
| 3rd | 4 |
| 4th to 6th | 6 |
| 7th to 9th | 14 |
| 10th to 12th| 17 |
| 13th to 15th | 27 |
| 16th to 18th | 32 |
| 19th to 20th| 38 |

<div class='pageNumber'>5</div>
<div class='footnote'>Page 5 | Spell Point System</div>

\page

# Additional Subclasses
Listed below are additional subclasses for the Players to choose in surplus to those provided by official Wizards of the Coast 5th Edition content. I've curated a list of subclasses that cement better playable roles of those present in the land of Othos.

<br>

##### Additional Subclasses
| Class | Subclass |
|:----:|:-------------|
| Artificer | N/A |
| Barbarian | Path of Maal |
| Bard | College of War |
| Cleric | Valour Domain |
| Druid | N/A |
| Fighter | Marauder, Sentinel, Silverblade, Vanguard |
| Monk | Way of the Mountain |
| Paladin | Oath of Radiance |
| Ranger | N/A |
| Rogue | N/A |
| Sorcerer | Iceborn Soul, Stone Soul |
| Warlock | N/A |
| Wizard | School of Hexes, School of Planar Magic |

### Guide
- Subclasses marked with N/A do not have additional content provided at the time of reading.

- Subclasses listed above are on the following pages.

<div class='pageNumber'>6</div>
<div class='footnote'>Page 6 | Additional Subclasses</div>

\page

# Path of Maal
Those who follow the Path of Maal were born to fight. They have an intrinsic understanding of battle and what is required to succeed. They have a way of thinking differently, calculating each of their strikes even in their furious stupor. As the battle wears on, a Chosen of Maal learns and becomes a stronger fighting force against their High Lord's enemies.

<br>

*"Grind their bones to dust for the High Lord's Honor!"*

<br>

These barbarians are always learning how best to defeat Dominion garrisons, probing and striking at their southern neighbors' weaknesses where they can. Unlike the wild beasts of the Northern Limit, the Chosen of Maal are both savage and cunning. This combined with their natural resilience and raging abilities makes them a frightening force on the battlefield.



##### Path of Maal Features
| Barbarian Level | Feature |
|:----:|:-------------|
| 3rd  | Battle Sense, Tactical Warfare |
| 6th  | Combat Experience |
| 10th | High Lord's Inspiration |
| 14th | Conqueror's Resolve |

#### Battle Sense
When you choose this path at 3rd level, you are always ready to fight. You gain a bonus to your Initiative rolls equal to your Proficiency Bonus.

#### Tactical Warfare
Also at 3rd level, you study how your opponents fight, allowing you to use peculiar techniques against them. You gain a series of states known as Tactics, that you choose to activate on your turn(s).

As a Bonus Action on each of your turns while you are _Raging_, you can choose one of your Tactic options, which are detailed under "Tactics" below. You must meet the requirements when you choose the option in combat. You gain the benefits of that option until your rage ends.

You can have a maximum of two Tactics active at a time. This increases by one when you reach 5th level (3), 9th level (4), 13th level (5), and 17th level (6) in this class. You can choose to end any of your active tactics on your turn (no action required).

#### Combat Experience
Beginning at 6th level, your experience allows you to recall specific Tactics. When you start _Raging_, you can choose one of your Tactics to gain the benefits from until your rage ends.

```
```

#### High Lord's Inspiration
When you reach 10th level, you can temporarily share your knowledge with those around you. When an allied creature starts its turn within 15 feet of you, you can choose one of your active Tactics. That creature gains the benefits of that active Tactic until the beginning of their next turn.

#### Conqueror's Resolve
Starting at 14th level, when you fail a saving throw while _Raging_, you can use your Reaction to end one of your active Tactics and succeed on the saving throw instead.

#### Tactics
The following tactics are presented in alphabetical order.
- **Battle Hardened:** When you make a saving throw against an effect that would cause you to be _Charmed_ or _Frightened_, you can choose to do so with Advantage.

- **Cleaving Whirlwind:** When you miss a creature with a melee weapon attack, you can use your Reaction to make another attack with the same weapon against a different creature that is within 5 feet of the original target and within your Reach.

- **Clipped Wings:** When you hit a Large or smaller creature with a weapon attack, they can't benefit from a flying speed until the beginning of your next turn.

- **Critical Threat:** When you make a weapon attack with Advantage, your weapon attacks score a critical hit on a roll of 19 or 20.

- **Divert Focus:** Hostile creatures within 15 feet of you have Disadvantage on attack rolls against creatures other than you.

- **Escapist:** Opportunity attacks against you are made with Disadvantage.

- **Fleet Footed:** Your speed is increased by 10 feet.

- **Overmatch:** You can make a single melee weapon attack as a Bonus Action on each of your turns.

- **Ruptured Tendons:** When you hit a creature with a weapon attack, their speed is halved until the beginning of your next turn.

- **Shield Break:** When you hit a creature with a weapon attack, they can't benefit from a shield until the beginning of your next turn.

- **Stand Tall:** When you make a saving throw to resist being *Grappled* or *Restrained*, you can roll 1d4 and add it to the result of the saving throw.

- **Sturdy Body:** Your Armour Class increases by an amount equal to half your Proficiency bonus (rounded up).

<div class='pageNumber'>7</div>
<div class=footnote>Barbarian | Classes</div>

\page

# College of War
Bards of the College of War are often known as War Chanters.  The drums of war rage as their voices echo across the battlefield. War Chanters entertain and inspire their audiences with aggressive war dances, involving drums, stomping, shouting, and numerous displays of mock fighting, but for a War Chanter, there is no greater stage than the battlefield.  The passion, the rage, the loss, the gain, and the glory are all the makings of a perfect performance.  A performance where a bard of the College of War finds themselves center stage, inspiring their allies to fight on with even greater ferocity.

#### Bonus Proficiencies
At 3rd level, you gain proficiency with Martial Weapons.

#### Unarmored Defense
Also at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

#### Battle Cry
When you join the College of War at 3rd level, you weave magic through your battle cries, bolstering yourself and your allies. 

When you hit a creature with a melee weapon attack, you can expend one spell slot of 5th level or lower to deal Thunder damage to the target.  The extra damage is equal to your Bardic Inspiration Die for a 1st-level spell slot, plus 1 additional die for each spell level higher than 1st.

Additionally, choose one of the following effects to be applied along with the extra damage:

**Staggering Roar.** The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take Reactions until the end of its next turn.

**Crushing Howl.** The target must succeed on a Constitution saving throw or be _Deafened_ and _Muted_ until the end of its next turn. A _Muted_ creature cannot speak and cannot cast a spell with a verbal component.

**Rallying Cry.** Choose one ally within 60 feet of you who can hear you, and who can see you and the target of your attack.  That ally gains a number of temporary hit points equal to the thunder damage dealt.

#### Vitalizing Chant
Through victory or death, the battle rages on. At 6th level, you learn the _Aura of Vitality_ spell, which counts as a Bard spell for you and is always prepared, but doesn't count against the number of Bard spells you know.

Casting _Aura of Vitality_ from this feature uses a Bonus Action instead of an Action for you.


```
```

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#### Echoes of Battle
Beginning at 14th level, you gain 3 additional effects from which to choose when you use your battle cry:

**Thunderous Howl.** The target must succeed on a Strength saving throw or be knocked _Prone_ and have its speed reduced to 0 until the end of its next turn.

**Commanding Shout.** Choose one ally within 60 feet of you who can hear you, and who can see you and the target of your attack. That ally can immediately use its Reaction to make one weapon attack against the target of your attack.

**Dragon's Roar.** Choose one ally within 60 feet of you who can hear you, and who can see you and the target of your attack.  Until the end of your next turn, that ally benefits from the effects of the _Haste_ spell.

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# Valour Domain
Valour is shown when bravery is observed and heroic acts are made in the face of evil and certain death. Clerics of the valour domain embody this ideology, protecting their allies in the heat of battle and bolstering their resolve against the strongest of adversaries. They hold courage and resilience as their strongest values, always determined to continue when the path seems dark. Gods of Valour hold firm to their beliefs of protection, honour, integrity, and hold their own values in high regard. Valour domain deities believe in the power of courage and bravery no matter the situation.

##### Valour Domain Features
| Cleric Level | Feature |
|:----:|:-------------|
| 1st  | Domain Spells, Bonus Proficiencies, <br> Aegis of Faith |
| 2nd  | Channel Divinity: Rally |
| 6th | Bastion of Hope, Steel Will |
| 8th | Divine Strike |
| 17th | Vigilant Champion |

### Domain Spells
You gain domain spells at the cleric levels listed in the Valour Domain Spells table. See the Divine Domain class feature for how domain spells work.

##### Valour Domain Spells
| Cleric Level | Spells |
|:----:|:-------------|
| 1st  | *Compelled Duel, Heroism* |
| 3rd | *Branding Smite, Magic Weapon* |
| 5th | *Aura of Vitality, Crusader's Mantle* |
| 7th | *Aura of Life, Guardian of Faith* |
| 9th | *Holy Weapon, Steel Wind Strike* |


#### Bonus Proficiencies
At 1st level, you gain proficiency with Martial Weapons and Heavy Armor.

#### Aegis of Faith
From 1st level, you can protect yourself and others with a powerful shield. If you or an allied creature you can see within 30 feet is hit with an attack roll, you can use your Reaction to increase the target's AC until the end of the turn, including against the triggering attack. The bonus equals your Wisdom modifier (minimum of +1). 

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 short or long rest.

```
```

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#### Channel Divinity: Rally
Starting at 2nd level, you can use your Channel Divinity to inspire an ally with resolve and hope.
As an Action, you can present your holy symbol and select a creature you can see within 60 feet. Until the end of your next turn, the target makes all attack rolls and saving throws with Advantage.

#### Bastion of Hope
Starting at 6th level, when you are hit by an attack, you can choose to gain temporary hit points equal to twice your cleric level, plus your Wisdom modifier (minimum of +1). These temporary hit points last for 1 minute.

You can then move up to half your movement speed towards the attacker and make a single melee weapon attack against them if they are within reach.

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

#### Steel Will
Also at 6th level, you are immune to being _Charmed_ or _Frightened_.

#### Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

#### Vigilant Champion
Beginning at 17th level, you always stand vigilant no matter the opposition. Whenever you or a friendly creature within 15 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (minimum of +1). You must be conscious to grant this bonus.

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# Marauder
There are fighters who find themselves on the battlefield, becoming a warrior of savagery and brutality. These terrors are known as Marauders. Their kind often fall into the profession of banditry as thugs or highwaymen, with many some even joining brigands at sea. A select few seek mercenary work in exchange for government services. Marauders train themselves to be relentless forces of conflict, striking at the heart of their enemies, aiming to break both their spirits and their bones.

Marauders are a common sight beyond the Northern Limit, controlling much of the wilderness and badlands beyond  Voll's Wall with their bandit kin. The plains and steppes of the Korvondjk region is a haven for their kind, with many trading caravans at risks of raids by these folk.

##### Marauder Features
| Fighter Level | Feature |
|:----:|:-------------|
| 3rd  | Bandit Expertise, Raider's Assault |
| 7th  | Hardened Terror |
| 10th | Brigand's Gamble |
| 15th | War Path |
| 18th | Marauder's Mastery |

#### Bandit Expertise
When you choose this archetype at 3rd level, you gain Proficiency in Intimidation and you double your Proficiency Bonus with it. In addition, you learn Thieves' Cant.

Also at 3rd level, you learn to smash, scare, and strike with brutal power in ways few can match. You gain three new attack options that you can use with the Attack action. When you gain the Extra Attack feature, one of these special attacks can be used for any of the attacks you make as part of the Attack action. You can use each of these options once on each of your turns.

- **Pillaging Strike:** You make a weapon attack against a nonmagical object that isn't being worn or carried. If the attack hits, it is a critical hit.

- **Furious Slash:** You make a weapon attack against a creature. If the attack hits, you can choose another creature within 30 feet that can see or hear you. This creature must succeed a Wisdom saving throw or become _Frightened_ of you for 1 minute. A target can repeat this saving throw at the end of each of their turns. 

*The DC for this saving throw is equal to 8 + your proficiency bonus + your Strength modifier.*

- **Mortal Wound:** You make a weapon attack against a creature. If the target is missing any of its hit points, you add an additional 1d4 weapon damage to the attack.

*This damage increases by 1d4 at 7th level (2d4), 15th level (3d4), and 18th level (4d4).*

```
```

#### Hardened Terror
Beginning at 7th level, you gain the following three benefits:

- Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Strength modifier.

- You are immune to being _Frightened_.

- You can add a d6 to Strength saving throws you make.

#### Brigand's Gambit
When you reach 10th level, you can gamble accuracy for lethality. When you make your first Attack on your turn, you can give yourself disadvantage on all weapon attack rolls until the end of the current turn.

During this time, your weapon attacks score a critical hit on a 15-20; and when you hit with an attack, you deal additional damage equal to half your Fighter level.

#### War Path
Starting at 15th level, as a Reaction to when you roll for Initiative, you and up to six other creatures of your choice that can see or hear you within 30 feet can add your Charisma modifier (minimum 1) to the roll.

Moreover, you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

#### Marauder's Mastery
Finally, at 18th level you have mastered your craft. You gain the following three benefits:

- When you score a critical hit against a non-magical object that isn't being worn or carried, you roll the attack's damage dice three times instead of twice.

- You have Resistance to all damage dealth by creatures who are _Frightened_ by you.

- When you reduce a creature to 0 hit points, you gain temporary hit points equal to your Fighter level.

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# Sentinel
There are many reasons that one would fight. Freedom, power, money, or fame. Sentinels are a different breed, fighting to protect others. They are watchful guardians, moving in to defend and guard individuals from threats much greater than them. They are towering warriors, with broad shields and thick armor that few can match. A Sentinel will sometimes dedicate an entire lifetime to their Ward, if they believe in their cause or importance.

##### Sentinel Features
| Fighter Level | Feature |
|:----:|:-------------|
| 3rd  | Guardian's Ward, Shared Experience |
| 7th  | Watchful Sentry |
| 10th | Synergy with the Protected |
| 15th | Defender's Vow |
| 18th | Army of Two |

#### Guardian's Ward
When you choose this archetype at 3rd level, as a bonus action, you can designate an ally you can see as your Ward. When you declare a creature as your Ward, you can move up to half your speed towards the ally, without spending any movement. You must end this movement closer to the Ward than you started. The target remains your ward until you use this bonus action to target a different creature, you end the Ward on your turn (no action required), you die, or your Ward dies. You gain the following benefits while you have a Ward:

- While you are within 5 feet of your Ward, your Ward gains the benefits of half cover. At 15th level, this benefit increases to three-quarters cover.

- You always know the exact distance and direction between you and your Ward when within 30 feet of each other. Once beyond 30 feet, you are only aware of the general direction. These functions only work so long as you and your Ward are on the same plane of existence.

- When you and your Ward roll initiative, you can choose to take your Ward's initiative roll instead of your own.

#### Shared Experience
Also at 3rd level, you've been trained to assist your Ward and anticipate their needs. If your Ward makes a skill or tool check while they are within 15 feet of you, you may use your reaction to allow them to use your skill bonus instead.

```
```

#### Watchful Sentry
At 7th level, when you are within 5 feet of your Ward, and a creature you can see enters within 5 feet of your Ward, you can use your reaction to swap places with your Ward and make an opportunity attack against that creature. This movement doesn't provoke opportunity attacks.

You also gain the ability to cast _Warding Bond_ without expending spell slots. You can cast _Warding Bond_ using this feature a number of times equal to your Constitution modifier (a minimum of once). Charisma is your spellcasting ability for this spell. You regain any expended uses when you finish a long rest.

#### Synergy with the Protected
Beginning at 10th level, you have advantage on any attacks you make against creatures that your Ward has damaged since the end of your last turn.

Also, if you hit a creature that has made an attack against your Ward since the end of your last turn, you can add an additional weapon damage die to the attack. You can do so no more than once per turn.

#### Defender's Vow
Starting at 15th level, as a bonus action, you can position yourself in front of your Ward and brace incoming strikes. You gain temporary hit points equal to twice your Fighter level, which last until the beginning of your next turn. While these temporary hit points persist, your Ward gains the benefits of total cover while they remain within 5 feet of you.

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

#### Army of Two
Finally, at 18th level, when you and your Ward make a Strength, Dexterity, or Constitution ability check or saving throw against the same effect while within 5 feet of each other, you can substitute your Ward's d20 roll for your own. You can wait until after both of you roll the d20 before deciding to use this feature, but you must decide before the DM says whether the roll succeeds or fails.

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# Silverblade
In the darkest regions of Othos monsters terrorize the population. Corrupted mutants, rampaging beasts, lycanthropes, the risen dead, or even the forces of the Nine Hells encroach on territory of those weaker than them. Against this constant impending doom, there stand a select few. With the help of vestigial, ancestral techniques, they hunt these monsters. For some, it's a matter of duty. For others, all that matters is the coin it earns them.

Silverblades practice a technique called *Silverweaving*. Their unbreakable resolve allows them to call upon minor magics that mimic the supernatural properties of silver and the moon. This pale, glowing energy can be shaped by a strong will to protect or to harm, or even to reveal hidden truths.

#### Silverweaving
When you choose this archetype at 3rd level, you learn the art of enchanting your weapons with magic that mimics the properties of silver. Any weapon you are wielding or ammunition fired from a weapon you are wielding is treated as though it were silvered.

#### Slayer's Quarry
When you choose this archetype at 3rd level, choose either aberrations, beasts, dragons, fiends, monstrosities, or undead. Whenever you hit a creature of your chosen type with an attack using a weapon you are proficient with, you deal an additional 1d6 weapon damage.

This damage increases to 2d6 at 10th level, and to 3d6 at 16th level.

Additionally, as a Bonus Action, you can target a creature. Until the end of your next turn, that creature counts as your chosen type for the purposes of this feature. Once you do, you must finish a short or long rest to do so again.

```
```

#### Filigree Ward
Starting at 7th level, you are constantly protected by a silvery sheen that overlays your armor like a fine filigree. You have Advantage on all saving throws against spells.

#### Truthseeker
At 10th level you gain the ability to cast the *Detect Magic* and *Identify* spells without expending spell slots.

Additionally, you can cast the *Augury* once with this feature, and regain the ability to do so once you finish a long rest.

#### Captured Moonlight
Starting at 15th level, whenever you deal damage to another creature with a weapon you are proficient with, you can release a blinding flash of moonlight as a Bonus Action. The target and all other creatures within 5 feet of it are _Blinded_ until the end of your next turn.

You can use this feature a number of times equal to your Constitution modifier (minimum of once) and regain all expended uses upon completing a short or long rest.

#### Relentless Pursuit
Starting at 18th level, you can choose a specific creature of the type you chose as your Slayer's Quarry to be your Nemesis. Once you choose a creature this way, you can't choose a new one until the one you chose is dead. You have advantage on all attack rolls against that creature, and you always know which direction to go to find it, but not the distance.

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# Vanguard

Always in the front of the army. Vanguards are fearless warriors who rush to meet the enemy face to face, they advance and stop at nothing. Tales of their heroic deeds often become matter of legends. Vanguards fulfill the role of leaders of both, small elite groups and vast disciplined armies alike, and they make sure to be the first thing that the enemy gets to see.


#### Frontline Fighter

After choosing this archetype at 3rd level, you always lead the charge. You can add your Proficiency Bonus to your Initiative checks.

During your first turn of each combat, you can use your Bonus Action to move up to your speed toward a hostile creature you can see and make one melee weapon attack against it.


#### Mighty Charge

Starting at 3rd level, if you move at least 15 feet straight toward a creature right before hitting it with a melee weapon attack, the target must succeed on a Strength saving throw (DC equals 8 + your Proficiency Bonus + your Strength modifier) or be knocked _Prone_. 

While you are wielding a shield you can add your shield's AC bonus to the DC of *Mighty Charge*.


#### Unstoppable Force

When you reach 7th level, nothing can halt your advance. You have Advantage on saving throws against being forcibly moved, knocked _Prone_, and against effects that would reduce your speed.

Starting at 10th level, if you are _Grappled_ by a creature that is no more than one size larger than you, your speed is halved rather than reduced to 0 and the creature can't forcibly drag or carry you, instead, you drag the creature along with you when you move.


#### Versed Combatant

At 10th level, you can choose a second option from the Fighting Style class feature.

Moreover, you add the AC bonus of your equipped shield to the attack and damage rolls of any weapon you are wielding.


#### Heroic Surge

Starting at 15th level, you can come out victorious against all odds of the battlefield. When you use Action Surge on your turn, you gain number of temporary hit points equal to your Constitution modifier for each hostile creature within 15 feet of you.


#### Last Stand

After reaching 18th level, you can turn the tides of battle in the darkest moment. If you take damage that would reduce you to a number of hit points equal to your Fighter level or lower, you can use your Reaction to gain Advantage on all melee weapon attacks until the start of your next turn and regain a number of hit points equal to your Fighter level plus your Constitution modifier.

Once you use this feature, you can't use it again until you finish a short or long rest.

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# Way of the Mountain

Monks who follow the Way of the Mountain are diligent defenders of sacred sites, timeless temples, and peaceful peaks. While many monastic traditions prefer to tuck themselves into the unexplored pockets of the world, Stones as they are often called, of the Mountains, seek out challenges below their lofty peaks. This often results in Stones cascading into the surrounding lands, picking unnecessary brawls and conquering any who lift a finger. 

*"The subjugated cannot be enlightened."* - Bakari proverb.

#### Disciplined Traditions
Beginning at 3rd level, you learn to reject severe punishment and how to retaliate against an assault. A Stone who cannot block or fight, has no authority - no might.

If you are hit by a melee weapon attack, you can spend 1 Ki Point to use your Reaction to block the blow. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your Monk level. If you reduce the damage to zero; you nullify the blow.

If you nullify the blow in this way, you can make an unarmed strike as part of the same Reaction.

<br>
Additionally, you can use Strength instead of Dexterity for your *Deflect Missiles* Monk class feature.

#### Relics of War
At 3rd level, A Stone's training is expanded to include the tools necessary to achieve enlightenment. Armament and education are synonymous in mountain cultures.

For you, a Monk weapon can include martial weapons that lack the two-handed, heavy, or special properties.

Moreover, you gain all the benefits of the Monk's *Martial Arts* class feature so long as you are not wearing heavy armor or wielding a shield.

#### Inexorable Ardor
Starting at 6th level, your focus has increased beyond measure, allowing you to respond with blistering speed.

Once per round, if you've already taken your Reaction, you may spend 1 Ki Point to take an additional Reaction. You can only use one Reaction per triggering effect

<br>
You now also benefit from your *Unarmored Movement* class feature, so long as you are not wearing heavy armor or wielding a shield.

#### Resonating Hymns
Upon reaching 11th level, the first of many truths becomes visible. Freedom comes from a striking palm, but peace returns when you relinquish.

When you see a creature of CR 1/2 or greater die, you can use a Bonus Action to touch the corpse and absorb the latent Ki held within, freeing the creature's soul and restoring one of your expended Ki point(s).



#### Thunder on the Valley
Finally, at 17th level, you embody the legends who conquered the valleys beneath them. Your bellowing strikes etching monastic chants upon the minds of all who can hear.

You can cast *Thunderstep* without expending spell resources a number of times equal to your Wisdom modifier (minimum of 1). You recover all expended uses after completing a Long Rest.

After casting *Thunderstep*, you can use your *Flurry of Blows* ability, expending Ki as normal to do so. If you use your *Flurry of Blows* in this way, your melee attacks deal additional Thunder damage equal to your Martial Arts die until the end of your turn.

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# Oath of Radiance
The Oath of Radiance is an ancient creed found in nearly every civilization that could see the Sun's brilliance. While the institutions that harbored them varied, the core beliefs were nearly unanimous throughout all - that the Sun was, is, and always will be the source of goodness in Othos. Often called dawn knights or sunlight saviors, paladins that take this oath seek to uphold their part of an age old balance in the world. Cultivated within Duesterra, held by the Celestial Concord are the oldest records and the remaining lineage of the Followers of the Sun, the Solari. But whether bound by flag or faith, those who take the Oath of Radiance aim to exert goodness as far as the reaches of the Sun herself.

#### Tenets of Radiance
Those that follow the teachings of Solaris, adhere to these core tenets:

***Bountiful as the Sun.*** Your actions and judgements should be gracious. The difficulties of the world oft blend the binary view we seek to paint. The Sun nourishes all within her rays.

***Disperse the Dark.*** But when the wicked show their true face, you must not hesitate to act. Many evils fester in dark places and the Sun gives them their due, she burns the rot away.

***Constant as the Cycle.*** Your strive to be reliable for yourself, for your people, and all who cross your path. There are good days, and then there are bad, but not one has ever stopped the setting or rising of the Sun.

***Balance in all Things.*** Good and Evil. Life and Death. Light and Dark. None can exist without the other. So long as one exists, so must the other. Shine bright, but heed your shadow.

##### Oath of Radiance Features
| Paladin Level | Feature |
|:----:|:-------------|
| 3rd  | Oath Spells, Channel Divinity |
| 7th  | Shine Boldly |
| 15th | Sunlight Presence |
| 20th | Radiant Champion |

### Oath Spells
You gain oath spells at the paladin levels listed.

##### Oath of Radiance Spells
| Paladin Level | Spells |
|:----:|:-------------|
| 3rd  | *Guiding Bolt, Protection from Evil and Good* |
| 5th  | *Flaming Sphere, See Invisibility* |
| 9th  | *Beacon of Hope, Daylight* |
| 13th | *Aura of Purity, Sickening Radiance* |
| 17th | *Dawn, Holy Weapon* |

```
```

#### Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.

<br>

***Nourishing Light.*** As an Action, you can use your Channel Divinity to heal yourself and others. You raise your holy symbol into the air, speak a prayer, and choose a number of creatures you can see, up to your Charisma Modifier (minimum of 1) within 30 feet of you.

They all regain hit points equal to your Paladin level + your Charisma Modifier (minimum of 1).

<br>

***Blinding Intervention.*** As an Action, you can use your Channel Divinity to teleport to an unoccupied space within 5 feet of a creature you can see within 30 feet of you. That creature must succeed on a Constitution saving throw or become *Blinded* for up to 1 minute. The creature can repeat this save at the end of each of its turns, ending the effect on a success.

Also, other creatures of your choice within 5 feet of you after you teleport must also make Constitution saving throws. On a failed save, a creature has Disadvantage on attack rolls until the start of your next turn.

#### Shine Boldly
Starting at 7th level, you emit an aura of invigoration to the benefit of your allies within your *Aura Range*, so long as your are not *Incapacitated*.

Whenever you deal Radiant damage to a creature using your Divine Smite class feature or a *Smite* spell, any ally within your *Aura Range* is revitalized, regaining hitpoints equal to 1d8 plus your Charisma modifier.

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#### Sunlight Presence
At 15th level, your Channel Divinity options are empowered in the following ways so long as you are in sunlight.

When using Nourishing Light, the range increases to 60 feet and you are always included as a target at no extra cost.

When using Blinding Intervention, the range increases to 60 feet and your allies have Advantage on the saving throws to avoid being *Blinded*.

#### Radiant Champion
At 20th level, you assume a more heavenly form, symbolic of the Sun. You are granted the following enhancements.

- While in sunlight, you gain a Flying speed of 60 feet.

- While in sunlight, your attacks deal an additional 1d8 Radiant damage.

- Whenever you deal Radiant damage to a creature using your Divine Smite class feature or a *Smite* spell, that creature is basked in solar energy until the start of your next turn. For the duration, the creature can't benefit from being *Invisible*, attacks made against it are made with Advantage, and it emits Dim Light out to a range of 10 feet.

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# Iceborn Soul
Your ancestors have practiced cryomancy: the art of manipulating water droplets in the environment and freezing them to create ice. This power may have been gifted to you by an ice primordial, or perhaps it was bestowed by Vrrom for surviving a most brutal winter. Whatever the case, ice runs through your veins.

Iceborn find themselves working alongside others who may need to chill out: particularly among hot headed warlords and mages who seek to increase their power. Their magic may make them cold hearted, thus inclined to choose logic over emotion. Or perhaps they have become isolated in an attempt to not burden others. Whatever the case may be, cryomancers are a valued commodity in the far reaches of the Northern Limit.

##### Cryomancy Features
| Sorcerer Level | Feature |
|:----:|:-------------|
| 1st  | Creeping Frost, Glacial Steps |
| 6th  | Frozen Soul |
| 14th | Cryostasis |
| 18th | Permafrost |

#### Creeping Frost
Beginning at 1st level, your freezing spells chill your targets to the bone. When you deal Cold damage with a sorcerer spell of 1st level or higher, you reduce the creatures' speed by 10 feet. A spell that already reduces the target's speed increases the reduction by this amount. 

This feature can stack multiple times. This effect lasts for 1 minute after the final instance of Cold damage, until the target takes Fire damage, or until an effect would restore the creatures' speed.

Creeping Frost's movement speed reduction increases to 15 feet at 10th level.

```
```

#### Glacial Path
At 1st level, you can cause the ground to freeze where you walk. For the next minute, every 5-foot square you exit becomes glazed in ice and is treated as difficult terrain. Nonmagical flames in the spaces you walk over are extinguished. Any water that you move through freezes and becomes solid ice that can support the weight of a Large or smaller creature. The ice caused by this feature lasts for 10 minutes, melting when it expires. 

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

#### Frozen Soul
When you reach 6th level, you gain resistance to Cold
damage and are unaffected by difficult terrain created by ice or snow, as well as the effects of Extreme Cold. 

#### Cryostasis
At 14th level, as a Reaction you can expend two sorcery points and encase yourself in ice, which melts at the beginning of your next turn. 

You gain temporary hit points equal to three times your Sorcerer level plus your Charisma modifier, which take as much of the triggering damage as possible. 

Immediately after you take damage, you gain Vulnerability to Fire damage, your speed is reduced to 0, and you are _Restrained_. 

These effects, including any remaining temporary hit points, all end when the ice melts.

#### Permafrost

Beginning at 18th level, your ice magic bites at the core of your targets. When you reduce a creatures speed with your Creeping Frost feature, the creature must succeed a
Constitution saving throw or gain a level of Exhaustion.

Regardless of whether this is a success or a failure, the target becomes immune to this feature for the next 10 minutes.

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# Stone Soul Sorcerer

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor back to a kinship with Stone Giants, your family might have been granted a boon in kind, or perhaps you ventured to Jotunheim and inscribed the runes directly into your psyche. Whatever your past, the powers of the Runic Mountain are yours to command.

Sorcerers who have come to embrace of the powers of the Runic Mountain are particularly hardy folk, similar to the Giants; particularly Stone Giants, who hail from Jotunheim. The fabled Runic Mountain, the Mountain of Giants, and other fantastical names. Power wielded by these Runebearers is oft used in manipulation of the surrounding earth for reasons both practical and nonsensical. In one moment, aiding in the construction of great projects. In the other, boulder-hurling contests and everything in between.

##### Stone Soul Features
| Sorcerer Level | Feature |
|:----:|:-------------|
| 1st  | Runic Monoliths, Reactive Armor |
| 6th  | Arsenal of Runes |
| 14th | Stone Aegis |
| 18th | Way of the Mountain |

#### Runic Monoliths
Beginning at 1st level, you have mastered the art of molding Runic Monoliths, hereby refered to as Monoliths. These stone obelisks serve a variety of purposes ranging from simple defensive structures to runes of debilitating capability.

As an Action on your turn, you can sculpt a Monolith from the surrounding earth summoning it in an unoccupied space you can see within 30 feet. A Monolith lasts for 1 minute or until destroyed.

Additionally as an Action, you can incite volatility within one of your Monoliths, causing it to explode. All creatures within 5 feet of the Monolith must make a Dexterity saving throw. A creature takes 2d10 plus your Charisma modifier (minimum of 1) Bludgeoning damage on a failure, or half as much on a sucess.

You can sculpt Monoliths using 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. Alternatively, you can choose to expend 2 sorcery points in order to regain a use of this ability.

*(Information about Runic Monoliths can be found at the end of this document)*

<br><br><br><br><br><br><br><br><br><br>

#### Reactive Armor
Starting at 1st level, you've mastered the art of incorporating your stone sorcery into your defensive habits. 

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Charisma modifier.

As a Reaction to being hit by an attack roll, you can conjure forth a barrier of stone to reduce the brunt of the incoming damage.  When you do so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier.

Then, if the attack roll came from an attacker within 5 feet, you can launch hardened earth from the ground, pushing the attacker 5 feet away from you in a straight line.

You can use your Reaction in this way a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses after completing a short or long rest.

#### Arsenal of Runes

Upon reaching 6th level, you have become skilled at imbuing your Monoliths with the power of specific runes.

When sculpting a Monolith, select an additional Passive effect with which to bolster your new Monolith; choosing from either *Malady*, *Malice*, *Might*, *Mind*, or *Mountain*. 

You may possess up to one imbued Monolith with a special Passive effect at a time, per unique special Passive effect in your Arsenal of Runes.

If a Monolith is imbued with a special Passive effect already in use by another Monolith, the older Monolith crumbles, and is replaced by the newer one.

#### Stone Aegis

At 14th level, you develop a method of protecting your allies using the very earth beneath your feet.

As a Reaction, when an ally within 30 feet is targeted by an attack roll, you can interject a slab of stone between your ally and the incoming attack. Doing so imposes Disadvantage on the attack roll. If the attack roll still hits your ally, reduce the incoming damage by half.

Once you use this feature, you can't do so again until you finish a short or long rest, unless you spend 1 sorcery point to use it again.

#### Mountain Soul

Finally, at 18th level, you learn the _Investiture of Stone_ spell if you did not already know it and it doesn't count against your number of spells known. This spell can’t be replaced when you gain a level in this class.

You can cast _Investiture of Stone_ as a Bonus Action on your turn and it does not require Concentration for you.

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> ## Runic Monolith
>*Medium Object, unaligned*
> ___
> - **Armor Class** 17
> - **Hit Points** equal to 5 times your Proficiency Bonus
> ___
> - **Damage Immunities** Poison, Psychic
> - **Condition Immunities** All
> ___
> ### Passives
> ***Help.*** The Monolith provides Half Cover to allied creatures within 5 feet.
> ___
> ***Hinder.*** The Monolith imposes difficult terrain on hostile creatures within 5 feet.
> ___
> ***Debilitate (Malady Only).*** Hostile creatures within 5 feet of the Monolith are _Slowed_.
> ___
> ***Suffer (Malice Only).*** Hostile creatures within 5 feet of the Monolith cannot heal, and instead take necrotic damage equal to the amount of healing they would have received.
> ___
> ***Empower (Might Only).*** Allied creatures within 5 feet of the Monolith can add their Proficiency Bonus to the damage rolls of their melee weapon attacks.
> ___
> ***Alacrity (Mind Only).*** Allied creatures within 5 feet of the Monolith gain a bonus to Intelligence, Wisdom, and Charisma saving throws equal to your Charisma modifier (with a minimum bonus of +1).
> ___
> ***Steadfast (Mountain Only).*** Allied creatures within 5 feet of the Monolith gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources.
> ___
> *Monolith Passive effects immediately end on a creature if that creature is no longer within the Monolith's range.*

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# School of Hexes
From witches to hexmages, the School of Hex Magic has gained an unsavory reputation among both scholarly and regular folk alike. It is regarded as a cruel and twisting style of the arcane, manipulating the very fabric of magic to inflict debilitating conditions and restrictions on others. However, those who have taken the time to research this field have realised that the school of hex magic is more than just maledictions, as it reaches into every school of magic through rituals and other incantations.

The reputation of the school of hex magic isn't unwarranted as most of their practitioners are among the evil folk in the world, particularly hags and hexbloods. Some ostracized scholars have taken to researching the school, hoping that by understanding and documenting it they can restore their place in one of the arcane institutions they were once respected by.

##### School of Hexes Features
| Wizard Level | Feature |
|:----:|:-------------|
| 2nd  | Ritual Initiate, Cruel Malediction |
| 6th  | Apprentice of the Dark Arts |
| 10th | Ritual Rites |
| 14th | Master of Curses |

#### Ritual Initiate
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the ritual tag into your spellbook is halved.

#### Cruel Malediction
Also at 2nd level, you learn a special curse known as a Malediction that you can use to hex your enemies. As a Bonus Action, you attempt to curse a creature you can see within 90 feet. The target must succeed a Charisma saving throw against your wizard spell save DC or become cursed by you. Whenever a creature with your Malediction makes an attack roll or a saving throw before the curse ends, the creature must roll a d6 and subtract the number rolled from the attack roll or saving throw.

The Malediction lasts for 1 minute. It ends early if you end it on your turn (no action required), you are _Incapacitated_, the target dies, or a _Remove Curse_ spell is cast on the target. You can only curse one creature at a time in this way, and a creature can only be affected by one Malediction at a time.

Once you use this feature you cannot use it again until you have finished a short or long rest, unless you expend a 1st-level or higher spell slot to use it again.

```
```

#### Apprentice of the Dark Arts
When you reach 6th level, you have gained an increased understanding of your curses, allowing you to manipulate them with ease. You add the _Bestow Curse_ and _Remove Curse_ spells to your spellbook if they are not there already. These spells are always prepared for you, and they don't count against the number of spells you can have prepared.

Furthermore, you can spend 1 minute touching a creature or an object and learn whether the target is under the effects of _Bestow Curse_ or a similar magical effect.

#### Ritual Rites
Starting at 10th level, you have learned to twist your rituals through various dark magic rites. When you are ritual casting a spell, you can choose to use one of these Rites to enhance the casting of that spell. You can only use one Rite on a spell when you ritual cast it.

- **Rite of Acceleration:** The ritual casting of the spell takes 1 minute longer to cast than normal, instead of 10 minutes.

- **Rite of Endurance:** If the spell has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.

- **Rite of Extension:** If the spell has a range of 5 feet or greater, you can double the range of the spell.

- **Rite of Substitution:** You ignore material components for the spell's casting.

Once you use a Rite, you can't ritual cast a spell using the same Rite again until you finish a short or long rest, unless you expend a 1st-level or higher spell slot to use it again.

#### Master of Curses
Finally, at 14th level, you have perfected your understanding of curses. If you fail a saving throw against a spell or magical effect initiated by a target cursed by your Cruel Malediction, you can use your Reaction to roll a d4. On a 3 or higher, you succeed your saving throw, regardless of its roll.

Also, a creature under the effects of your Cruel Malediction rolls a d8, instead of a d6, when taking a penalty to an attack roll or saving throw. Additionally, a creature cursed by your Cruel Malediction cannot gain additional temporary hit points until the curse ends.

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# School of Planar Magic

The multiverse has many planes of existence with an uncountable number of people, places, and things to learn. The school of planar magic understands the vast knowledge that permeates through these realms, seeking to venture to use that information to empower their own magic. Planar mages learn to step through portals and bend the fabric of reality to their will from the various forces in the multiverse. These often include dragons, elementals, fey, and many otherworldly beings.

In the world, planar mages are rare, but usually powerful spellcasters that never stay in one reality for long. Some choose to travel the multiverse alone, wandering the many realms in search for new knowledge. Others tie themselves to a guild or organisation, using their power for the betterment of the mortals.

##### Planar Magic Features
| Wizard Level | Feature |
|:----:|:-------------|
| 2nd  | Planar Initiate, Arcane Rift |
| 6th  | Reality Ward |
| 10th | Enduring Rifts |
| 14th | Dimensional Walk |

#### Planar Initiate
Starting at 2nd level, you gain Proficiency in the Arcana skill. If you already have Proficiency in this, you can choose one Intelligence skill instead. In addition, you have Advantage on any Intelligence check you make related to the identification or lore of planes or creatures not from the Material Plane.

<img 
  src='https://i.imgur.com/s8R6ssh.jpg' 
  style='position:absolute;top:580px;right:200px;width:708px;height:885px' />

<img 
  src='https://i.imgur.com/5PSCQzJ.png' 
  style='position:absolute;top:0px;right:0px;width:820px;height:1200px' />

```
```

#### Arcane Rift
When you reach 2nd level, you can create rifts in reality. As a Bonus Action on your turn, you can target an unoccupied space you can see within 90 feet and conjure a Rift. The Rifts are ethereal, 5-feet wide spheres, that reflect a distorted and cloudy reflection of the nearby terrain.

Only one Rift can be active at a time and it lasts for 1 minute or until you end it early. While a Rift persists, you can cast spells through the Rift as if you were standing at that location. Under certain conditions, you can end a Rift early and produce a magical effect. The following options are available to you:

<div style='margin-top:-20px'></div>
- **Displacement:** As a Reaction to when you are targeted by an attack or you make a saving throw to avoid an area of effect, you can end a Rift and teleport yourself to the nearest unoccupied space of that Rift, causing the triggering attack to automatically miss or potentially avoid the saving throw.

- **Disruption:** As an Action, you can end the Rift, creating a shockwave that strikes nearby creatures. Each creature within 15 feet of the Rift must make a Constitution saving throw. On a failed save, a creature takes force damage equal to 1d10 + your Intelligence modifier and is knocked _Prone_. On a successful save, the creature takes half as much damage and isn’t knocked _Prone_. This damage increases by 1d10 at 6th level (2d10), 10th level (3d10), and 14th level (4d10).

- **Translocation:** As a Bonus Action, you can end a Rift and teleport yourself or a willing creature you touch to the nearest unoccupied space of that Rift after casting the spell.

You can use this feature a number of times equal to your Intelligence Modifier (a minimum of once). You regain all expended uses of it when you finish a short or long rest.

#### Reality Ward
At 6th level, when you end a Rift, you gain temporary hit points equal to your wizard level.

#### Enduring Rifts
Starting at 10th level, when you roll Initiative and have no uses of Arcane Rift remaining, you regain one use.

In addition, you can have two Arcane Rift's active at a time. This bonus increases to three Arcane Rifts at 14th level.

#### Dimensional Walk
Starting at 14th level, you can periodically warp the plane around yourself and adjust your position. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see. 

In addition, you add the _Plane Shift_ spell to your spellbook if it is not there already. For you, the spell doesn't require material components.

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# Additional Feats
Listed below are additional feats for the Players to choose in surplus to those provided by official Wizards of the Coast 5th Edition content. I've curated a list of homebrew feats that allow for more creative character building opportunities to truly capture the unique aspects found among the creatures of Othos.

<br>

##### Additional Feats
| Feat | |
|:----:|:----|
| Chaos Inoculation |
| Glancing Blows | |
| Iron Reflexes | |
| Martial Savant | |
| Resolute Technique | |
| Revised: Dual Wielder | |
| Rising Assault | |
| Unwavering Stance | |
| Versatile Weapon Master | |
| Void Barrier | |

### Chaos Inoculation
You have accepted a profane truth or made an occult deal. In either case, you are scorned. You fear not the tenebrous shadows for the cold light of day has marked you a heretic.

- Increase your Constitution score by 1, to a maximum of 20.

- You have Immunity to Necrotic damage.

- You have Vulnerability to Radiant damage.

### Glancing Blows
*(Prerequisite: Strength 13 or higher)*

<br>
You've learned how to shrug off some truly devastating blows. Turning your opponents excessive force into a weakness, you are a bastion of protection.

- Increase your Strength or Constitution score by 1, to a maximum of 20.

- Attack rolls made against you that meet your AC but do not exceed it deal half damage.

- When you are hit by an attack roll: You roll a d12, and if you roll a 1, the attack roll as well as its damage and additional effects are nullified. <br> *(Critical Strikes are **Not** affected.)*

```
```

### Iron Reflexes
*"Why should you dodge blows that you do not fear?"*

Training proverb of Gideon Stonehart, Chieftain of the Bakari.

- Increase your Strength score by 1, to a maximum of 20.

- You can use your Strength modifier instead of your Dexterity modifier for Initiative rolls.

- You can use your Strength modifier instead of your Dexterity modifier for AC calculation methods, including those gained from class features, spells, and other methods.

### Martial Savant
*(Prerequisite: The Extra Attack class feature)*

<br>
Perhaps you studied hard to get into the Academy of Silver, but ultimately flunked out and joined the army. Or you spent many years acting as a bodyguard to an Azunite sage who graced you with some fragments of their wisdom. In any case, you have access to some magical prowess that you otherwise may not.

When you obtain this feat, you gain access to one spell from each of the following categories.

You learn these spells, always have them prepared, they do not require material components, and can cast these spells a combined total number of times equal to your Proficiency Bonus per long rest.

If you obtain this feat multiple times, you can select an additional spell from each category, as long as you do not already know that spell.

___
**Lesser:** *Absorb Elements, Alarm, Feather Fall, Jump, Longstrider, Shield*

___
**Adept:** *Enhance Ability, Enlarge/Reduce, Find Traps, Knock, Misty Step, Spider Climb*

___
**Greater:** *Clairvoyance, Elemental Weapon, Haste, Leomund's Tiny Hut, Motivational Speech, Water Breathing*

<br>
These spells use your spellcasting ability if you have the *Spellcasting* class feature, otherwise they all use your choice of Intelligence, Wisdom, or Charisma. 

You can also cast these spells using spell slots you have of the appropriate level, otherwise they are cast at their base level.



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### Resolute Technique
*(Prerequisite: Proficiency with Martial Weapons)*

<br>
Across the lands, armies and militia alike must stand against supernatural forces that seek to undo the progress of civilization. Hope is not enough. When prayers fall on deaf ears and offerings bring only dry crops, stalwart individuals
must take up the mantle of protection through sheer determination and discipline.

- Increase your Strength or Dexterity score by 1, to a maximum of 20.

When you obtain this feat, you gain one of the following *Specialist* benefits of your choice. If you obtain this feat multiple times, you can select an additional *Specialist* benefit that you do not already possess.

___
**Crossbow Specialist:** 

- Crossbows you wield deal an additional weapon damage die. 

- You can satisfy the *Loading* property of a crossbow you are wielding by expending an attack or Bonus Action when you take the Attack Action on your turn to reload the crossbow.

___
**Great Weapon Specialist**

- You can roll one additional weapon damage die when determining the extra damage for a critical hit with a *Heavy* melee weapon attack.

- On your turn, when you score a critical hit with a *Heavy* melee weapon or reduce a creature to 0 hit points with a *Heavy* melee weapon, you can make an additional melee weapon attack that deals an extra weapon damage die on a hit.

___
**Toxotes Specialist**

- Your critical hit range is expanded by 1 when determining critical hits with ranged weapon attacks.
___
 *(Example: Crit on a Nat 20 --- Now Crit on a Nat 19 or 20)*

- As a Reaction, when a hostile creature enters your Reach, you can immediately move up to half your movement speed without provoking an opportunity attack and make a ranged weapon attack against the creature.

```
```

### Revised: Dual Wielder
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 one handed melee weapons you are wielding aren't *Light*, so long as they aren't *Heavy*.

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

- You no longer need to expend a Bonus Action in order to gain the additional attack granted by Two-Weapon Fighting.

### Rising Assault
*(Prerequisite: Proficiency with Martial Weapons)*

<br>
Violence is the language of action. There are many who are content to squabble over petty disputes, but when push comes to shove, they are ill prepared to speak plainly. Sometimes unadultered aggression is a suitable answer, and you are a fluent speaker.

- Increase your Strength or Dexterity score by 1, to a maximum of 20.

- Successfully damaging a target with a melee or ranged weapon attack roll causes you to deal an additional 1d4 weapon damage on your next attack roll against the same target.

- The size of the *Rising Assault* die grows larger by one size category (max 1d12) for every successful consecutive melee or ranged weapon attack roll, against the same target, that deals damage.

- Failing to damage the same target with a melee or ranged weapon attack roll before the end of your next turn causes the *Rising Assault* die to reset completely.

### Unwavering Stance
"Fancy armor and sturdy shields are nice and all, but Ma always said: *Jus' keep a strong constitution and a hardy belly on han' - the gods'll do the rest!*"

- The maximum for your Constitution score is increased by 2, then increase your Constitution score by 1, up to your maximum.

- While your Constitution score is above 20, you are immune to the *Stunned* condition and have Advantage on saving throws to avoid being *Restrained* or *Incapacitated*.



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### Versatile Weapon Master
*(Prerequisite: Proficiency with at least one Versatile Weapon)*

<br>
You have mastered the art of flowing in the heat of battle. It takes a special individual to understand when it is appropriate to amp up the aggression, and when to ease back and let your opponent make a mistake. You are one such individual.

When you wield a Versatile Weapon, and no other weapons or shield in your off-hand, you gain the following benefits and attack options with the Versatile Weapon:

<br>

**Power Attack:** When you roll the Versatile damage die (1d8/1d10) for your weapon with this attack, you roll the damage die with Advantage.

**Precision Strike:** When you roll the Regular damage die (1d6/1d8) for your weapon with this attack, you gain a +1 to attack rolls with this attack.

- You passively gain a +1 bonus to your AC and attack rolls with your Versatile Weapon.

While wielding a Versatile Weapon and a creature targets you with an attack, you can use your Reaction to impose Disadvantage on the attack roll, potentially causing it to miss.

If the attack misses, you can immediately make an Attack of Opportunity against the creature if it is within Reach.

### Void Barrier
*(Prerequisite: The Spellcasting or Pact Magic class feature)*

<br>
Your connection to the entropy that preceded thought and form grants you a protective measure. When casting more powerful spells, you pull forth negative energy from the void and create unstable barriers to ward off assaults.

- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

- Casting a spell of 2nd level or higher gives you a bonus to your AC equal to half the spell’s level (rounded up) until the start of your next turn.

- While you possess an AC bonus from this feat, you are immune to the *Stunned* condition.

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# Keystones
With great power comes even greater responsibility. Keystones are the mechanical embodiment of this philosophy. Often times a character requires a unique spin that the traditional customization options of 5th Edition fail to truly illustrate. Keystones are a measure to address this quirk.

<br>

"But what *is* a Keystone?"

<br>

A Keystone is mostly comprable to a feat! The major difference is that while feats in 5th Edition focus on improving character power or roleplaying opportunities, they do so with little to no downside. 

Keystones break this mold by establishing a strong downside. They then take one of two possible paths. They are either paired with a stronger upside; *or* their downside can become a benefit given some creative tinkering.

Keystones are not designed with a specific class interaction in mind. Instead, they usually interact with mechanics at a more baseline level, such as things that are available to a wide variety of classes. This means a Keystone may have little or no benefit for one class, but could be very potent for another.

<br>

Players may adopt a Keystone at level 1 if they forgo obtaining their complimentary feat. Otherwise, opportunities to obtain Keystones are subject to DM approval.

<br>

Below is a list of the available Keystones.

<br>

##### Available Keystones
| Keystone | |
|:----:|:----:|
| Blood Magic | |
| Elemental Equilibrium | |
| Elemental Overload | |
| Mind Over Matter | |
| Pain Attunement | |
| Power of Purpose | |
| Second Soul | |
| Supreme Ego | |
| Wind Dancer | |
| Zealot's Oath | |

```
```

### Blood Magic
*(Prerequisite: The Spellcasting or Pact Magic class feature)*

<br>
You are privy to a sacrilegious secret. Where others would turn up their nose and sneer, you see opportunity. The body and soul conjoined entities, and when one hungers the other must abide.

- You can satisfy the spell slot requirement of a spell's cost by instead expending a number of hit dice equal to the level of the spell. A hit die expended in this way is rolled, and you suffer Necrotic damage equal to the roll.

- If you ever expend your last hit die using this feature, you are reduced to 1 hit point and gain 1d4 levels of Exhaustion.

### Elemental Equilibrium
*"Dancing is a universal language. Everyone loves to dance! I like to compliment my ferocious flames with a static shock or two. It really adds to the flare. And when its time to chill out, I sprinkle some relaxing rime onto the fire and that brings it all back to square one. Oh come on now, you can at least pretend to be interested!"* - Natasha, The Elemental Entertainer on her profession.

- Immediately after you deal Fire damage to a creature, it gains Resistance to Fire damage and Vulnerability to Cold and Lightning damage until it has been damaged by either Cold or Lightning damage.

- Immediately after you deal Cold damage to a creature, it gains Resistance to Cold damage and Vulnerability to Fire and Lightning damage until it has been damaged by either Fire or Lightning damage.

- Immediately after you deal Lightning damage to a creature, it gains Resistance to Lightning damage and Vulnerability to Fire and Cold damage until it has been damaged by either Fire or Cold damage.

A creature suffering from any of these effects is cleansed of them after completing a short or long rest.



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### Elemental Overload
Raw power is not an end goal, it is merely a means to a greater purpose. Command the elements not to decimate reality, but to instead weave your will into being.

- Your Critical Strikes no longer inflict extra damage.

___
Now, when you Critically Strike a target, you instead inflict the following effect(s), depending on the type(s) of damage you dealt.

<br>
**Fire:** The target takes extra Fire damage equal to your character level once per turn for the following minute, or until the target uses an Action to *Extinguish* the flames.

<br>
**Cold:** The target's movement speed is reduced to 0 and melee attack rolls against the target have Advantage until the start of your next turn.

<br>
**Lightning:** The target can't take Reactions and has Disadvantage on attack rolls until the start of your next turn.

### Mind Over Matter
*(Prerequisite: The Spellcasting or Pact Magic class feature)*

<br>
You gain a regenerating mystical shield formed of pure mental energy. Why should the body suffer when the mind is willing?

<br>
At the start of each of your turns, if you are not *Incapacitated* or *Concentrating* on a spell or effect: 

- You gain Temporary Hit Points equal to your spellcasting ability modifier plus half your your character level (rounded down).

<br>
*This Keystone is incompatible with Power of Purpose and Zealot’s Oath.*


### Pain Attunement
*"On the edge of death, my heart races. I have never felt more alive!"* - Sirus, The Lone Messenger.

<br>
While you are at or under an amount of hit points equal to half your hit point maximum (rounded down):

- You add double your Proficiency Bonus to the damage rolls of your attacks and spells. 

- You may not add the modifier more than once per attack roll or saving throw forced upon a target.


```
```


### Power of Purpose
Your goal is clear. Whatever it may be and wherever it may lead, you are strong of heart and mind. The trials and tribulations at hand only serve to strengthen your resolve.

- You cannot gain or benefit from Temporary Hit Points in any way. 

- When you would gain Temporary Hit Points, you instead gain a bonus to your AC equal to the amount of Temporary Hit Points divided by 5 (rounded down), until the end of your next short or long rest.

- Whenever you are successfully hit and damaged by an attack roll or fail a saving throw, your bonus AC from this Keystone is cumulatively reduced by one. 

- You lose the AC bonuses and reductions after you complete a short or long rest.

*This Keystone is incompatible with Mind Over Matter and Zealot’s Oath.*


### Second Soul
*(Prerequisite: The Spellcasting or Pact Magic class feature)*

<br>
*"Admittedly lacking the charming nature of the original, Prototype #308 has shown increased aptitude when manipulating the weave, albeit with some very minor quirks."* - Administrator Nora, of the Syndicate.

- You can *Concentrate* on up to two spells at the same time.

- For every spell you are currently *Concentrating* on, you receive a temporary **-1 penalty to your AC** and a **-1 penalty to any saving throw** you make.

- The penalties are removed when your *Concentration* on the spell(s) end.

### Supreme Ego
*(Prerequisite: The ability to cast at least one Concentration spell.)*

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*"Why seek help when I can do it all on my own?"* - Lonesome Lorell, of the Frigid Outskirts.

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At the end of a long rest you can select one *Concentration* spell that you know and have prepared. That spell becomes known as your *Ego Spell*. You may only have one *Ego Spell* selected and active at any given time.

- You automatically succeed on *Concentration* Checks to maintain your *Ego Spell*.

- While *Concentrating* on your *Ego Spell*, you do not benefit from any other spell that requires *Concentration*, even those cast by your allies.

- You can still be negatively impacted by a *Concentration* spell(s).



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### Wind Dancer
*"Invite the enemy when you are strong; evade them when you are weak."* - Wisdom of the Maraketh.

- You have Resistance to Bludgeoning, Piercing, and Slashing damage if you have **not** taken damage from the aforementioned type(s) since the end of your last turn.

- You have Vulnerability to Bludgeoning, Piercing, and Slashing damage if you have taken damage from the aforementioned type(s) since the end of your last turn.

- As a Reaction, when you are targeted by an attack or subjected to a saving throw, you can roll a d6 and add the result to your AC or the result of your saving throw. 

You can expend a hit die to restore your Reaction for use with this ability. You can only use one Reaction per triggering effect.

### Zealot's Oath
It is often mused that zealots of the celestial do not feel pain. The wintry winds and scorching sun do little to dissuade their fervor. If such rumors are to be true, that begs a very important question indeed. Where do your beliefs reside?

- You cannot gain or benefit from Temporary Hit Points in any way.

- When you would gain Temporary Hit Points, you instead regain an equal number of hit points, in a method akin to conventional healing.

*This Keystone is incompatible with Mind Over Matter and Power of Purpose.*



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### Notes

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