Classes
Avanturističke profesije i njihovi arhetipi
- Artificer
- Barbarian
- Barbarian overview
- Barbarian features
- Path of the fractured
- Path of the primal spirit
- Path of the hero
- Path of the faded
- Path of the ancestors
- Path of the dreadnought
- Witch
- Witch overview
- Witch features
- Green magic
- Curses
- Hexes
- Grand hexes
- Witch spell list
- Black magic
- Blood magic
- Purple magic
- Wizard
- Wizard overview
- Wizard features
- Bladesinger
- School of philosophy
- Wizard spell list
- Plague doctor
- School of sangromancy
- Clockwork adept
- Mage
- Leyline magic
- Technomancy
- Sorcerer
- Demigod bloodline
- Haunted
- Wretched bloodline
- Sorcerer spell list
- Blackstorm bloodline
- Ju-Wai Shu bloodline
- The network
- Cleric
- Fate domain
- Eldritch domain
- Inquisition domain
- Cleric spell list
- Community domain
- Night domain
- Kami domain
- Technology domain
- City domain
- Druid
- Circle of beasts
- Circle of blood
- Circle of mutation
- Druid spell list
- Circle of blight
- Circle of shifting
- Circle of the warden
- Circle of the city
- Monk
- Way of the gladiator
- Way of the leaden crown
- Way of pride
- Martial artist
- (Monastic) priest
- Tattooed monk
- Way of the gun fu
- Way of the vigorous shot
- Fighter
- Hoplite
- The bulwark warrior
- Living crucible
- Scofflaw
- Bushibot
- Commando
- Street samurai
- Clanking mercenary
- Edjet (Dragon warrior)
- Ghost knight
- Ranger
- Rogue
- Trickster
- Highway rider
- Misfortune bringer
- Detective
- Herbalist
- Ninja
- Shinobibot
- The sawbones
- Infiltrator
- Enforcer
- Shadow stitched
- Paladin
- Oath of judgment
- Oath of pestilence
- Oath of zeal
- Paladin spell list
- Samurai sacred path
- Oath of the vigilante
- Oath of Hexes
- Bard
- College of the muse
- College of adventurers
- College of requiems
- Bard spell list
- College of the road
- College of gunpriest
- College of fame
- College of venture
- College of entropy
- Greenleaf college
- Warlock
- The dead king
- Warlock spell list
- The first vampire
- The parasite
- Wu-Jen
- The predator
- Eldritch invocations
- The superintelligence
- Ghost in the machine
- Pact boon
- Samhain
- Martyr
- Martyr overview
- Martyr features
- Burden of Atonement
- Burden of Discord
- Burden of the End
- Burden of Mercy
- Burden of Rebirth
- Burden of Revolution
- Burden of Truth
- Burden of Tyranny
- Martyr spell list
- Class list
- Necromancer
- Necromancer overview
- Necromancer Features
- Blood Ascendent
- Death Knight
- Overlord
- Pale Master
- Pharaoh
- Plague Lord
- Reaper
- Reanimator
- Warmage
- Warmage overview
- Warmage features
- Warmage tricks
- House of Bishops
- House of Cards
- House of Dice
- House of Kings
- House of Knights
- House of Lancers
- House of Pawns
- House of Rooks
- Warmage cantrips
- Investigator
- Auxilary levels
- Mist Walker
- Evolutionist
- Evolutionist overview
- Evolutionist features
- Method of inovation
- Method of mutation
- Method of infusion
- Upgrades
- Monster Hunter
- Jaeger
- Jaeger overview
- Jaeger class features
- Absolute Chapter
- Heretic Chapter
- Marauder Chapter
- Salvation Chapter
- Sanguine Chapter
- Additional Focus Arts
- Finishers
- Jaeger feats
- Apothecary
- Apothecary overview
- alienist
- chemist
- Exorcist
- Mutagenist
- Pathogenist
- Reanimator
- Apothecary features
- Apothecary Esoteric Theories
- Apothecary Spell List
- Vagabond
Artificer
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
Artificer overview
1d8 per artificer level
Proficiencies
Light armor, medium armor, shields
Simple weapons, firearms
Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Constitution, Intelligence
Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any two simple weapons
- a light crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail
- thieves’ tools and a dungeoneer’s pack
Artificer features
Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Spellcasting
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.
Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Infuse Item
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Artificer Specialist
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
Specialty | Source |
---|---|
Alchemist | Tasha's Cauldron of Everything Eberron: Rising from the Last War |
Armorer | Tasha's Cauldron of Everything |
Artillerist | Tasha's Cauldron of Everything Eberron: Rising from the Last War |
Battle Smith | Tasha's Cauldron of Everything Eberron: Rising from the Last War |
The following domains are unofficial content developed by Eberron writer Keith Baker and released on the Dungeon Master's Guild | |
Forge Adept | Exploring Eberron |
Mastermaker | Dread Metrol |
Maverick | Exploring Eberron |
Archived Unearthed Arcana | |
Archivist | Unearthed Arcana 58 - Artificer |
Armorer | Unearthed Arcana 69 - Subclasses, Part 3 |
The Right Tool for the Job
At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Ability Score Improvement
When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Tool Expertise
At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius
At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Magic Item Adept
When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
- You can attune to up to four magic items at once.
- If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Spell-Storing Item
At 11th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).
While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
Magic Item Savant
At 14th level, your skill with magic items deepens more:
- You can attune to up to five magic items at once.
- You ignore all class, race, spell and level requirements on attuning to or using a magic item.
Magic Item Master
Starting at 18th level, you can attune up to six magic items at once.
Soul of Artifice
At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
- You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
- If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
Infusions
Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.
Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.
Unless an infusion's description says otherwise, you can't learn an infusion more than once.
Arcane Propulsion Armor
Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)
The wearer of this armor gains these benefits:
- The wearer's walking speed increases by 5 feet.
- The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
- The armor can't be removed against the wearer's will.
- If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
Armor of Magical Strength
Item: A suit of armor (requires attunement)
This armor has 6 charges. The wearer can expend the armor's charges in the following ways:
- When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
- If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
The armor regains 1d6 expended charges daily at dawn.
Armor of Tools (UA)
Item: A suit of armor
As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.
Boots of the Winding Path
Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
Enhanced Arcane Focus
Item: A rod, staff or wand (requires attunement)
While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Defense
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.
Helm of Awareness
Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)
While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.
Homunculus Servant
Item: A gem or crystal worth at least 100 gp
You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Homunculus Servant | |||||
---|---|---|---|---|---|
Tiny construct | |||||
Armor Class: 13 (natural armor) | |||||
Hit Points: 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level) | |||||
Speed: 20 ft., fly 30 ft. | |||||
STR | DEX | CON | INT | WIS | CHA |
4 (-3) | 15 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 7 (−2) |
Saving Throws: Dex +2 plus PB | |||||
Skills: Perception +0 plus PB x 2, Stealth +2 plus PB | |||||
Damage Immunities: poison | |||||
Condition Immunities: exhaustion, poisoned | |||||
Senses: darkvision 60 ft., passive Perception 10 + (PB x 2) | |||||
Languages: understands the languages you speak | |||||
Challenge: — | |||||
Proficiency Bonus (PB): equals your bonus | |||||
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated. | |||||
Actions | |||||
Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage. | |||||
Reactions | |||||
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you. |
Mind Sharpener
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Radiant Weapon
Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.
Repeating Shot
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
Replicate Magic Item
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.
In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.
If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
Replicable Magic Items (2nd-Level Artificer) | |
---|---|
Magic Item | Attunement |
Alchemy Jug | No |
Bag of Holding | No |
Cap of Water Breathing | No |
Goggles of Night | No |
Rope of Climbing | No |
Sending Stones | No |
Wand of Magic Detection | No |
Wand of Secrets | No |
Replicable Magic Items (6th-Level Artificer) | |
---|---|
Magic Item | Attunement |
Boots of Elvenkind | No |
Cloak of Elvenkind | Yes |
Cloak of the Manta Ray | No |
Eyes of Charming | Yes |
Gloves of Thievery | No |
Lantern of Revealing | No |
Pipes of Haunting | No |
Ring of Water Walking | No |
Replicable Magic Items (10th-level artificer) | |
---|---|
Magic Item | Attunement |
Boots of Striding and Springing | Yes |
Boots of the Winterlands | Yes |
Bracers of Archery | Yes |
Brooch of Shielding | Yes |
Cloak of Protection | Yes |
Eyes of the Eagle | Yes |
Gauntlets of Ogre Power | Yes |
Gloves of Missile Snaring | Yes |
Gloves of Swimming and Climbing | Yes |
Hat of Disguise | Yes |
Headband of Intellect | Yes |
Helm of Telepathy | Yes |
Medallion of Thoughts | Yes |
Necklace of Adaptation | Yes |
Periapt of Wound Closure | Yes |
Pipes of the Sewers | Yes |
Quiver of Ehlonna | No |
Ring of Jumping | Yes |
Ring of Mind Shielding | Yes |
Slippers of Spider Climbing | Yes |
Ventilating Lungs (Eberron: Rising from the Last War) | Yes |
Winged Boots | Yes |
Replicable Magic Items (14th-level artificer) | |
---|---|
Magic Item | Attunement |
Amulet of Health | Yes |
Arcane Propulsion Arm (Eberron: Rising from the Last War) | Yes |
Belt of Hill Giant Strength | Yes |
Boots of Levitation | Yes |
Boots of Speed | Yes |
Bracers of Defense | Yes |
Cloak of the Bat | Yes |
Dimensional Shackles | No |
Gem of Seeing | Yes |
Horn of Blasting | No |
Ring of Free Action | Yes |
Ring of Protection | Yes |
Ring of the Ram | Yes |
Repulsion Shield
Prerequisite: 6th-level artificer
Item: A shield (requires attunement)
A creature gains a +1 bonus to Armor Class while wielding this shield.
The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.
Resistant Armor
Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Returning Weapon
Item: A simple or martial weapon with the thrown property
This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.
Spell-Refueling Ring
Prerequisite: 6th-level artificer
Item: A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
Armorer
An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
Source: Tasha's Cauldron of Everything
Tools of the Trade
When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Armorer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Armorer Spells | |
---|---|
Artificer Level | Armorer Spells |
3rd | Magic Missile, Thunderwave |
5th | Mirror Image, Shatter |
9th | Hypnotic Pattern, Lightning Bolt |
13th | Fire Shield, Greater Invisibility |
17th | Passwall, Wall of Force |
Arcane Armor
Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.
You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
The armor continues to be Arcane Armor until you don another suit of armor or you die.
Armor Model
Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
Guardian. You design your armor to be in the front line of conflict. It has the following features:
- Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
- Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Infiltrator. You customize your armor for subtle undertakings. It has the following features:
- Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
- Powered Steps. Your walking speed increases by 5 feet.
- Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Armor Modifications
At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
Perfected Armor
At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.
Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
Barbarian
Barbarian overview
Hit Dice: 1d12 per barbarian level
Proficiency:
Light armor, medium armor, shields
Simple weapons, martial weapons
Strength, Constitution
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer's pack and four javelins
Barbarian features
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path | Source |
---|---|
Ancestral Guardian | Xanathar's Guide to Everything |
Battlerager | Sword Coast Adventurer's Guide |
Beast | Tasha's Cauldron of Everything |
Berserker | Player's Handbook |
Storm Herald | Xanathar's Guide to Everything |
Totem Warrior | Player's Handbook |
Wild Magic | Tasha's Cauldron of Everything |
Zealot | Xanathar's Guide to Everything |
D&D Beyond Partnered Content | |
Depths | Legends of Runeterra: Dark Tides of Bilgewater |
The following subclass is unofficial homebrew created by WOTC affiliated DM, Matthew Mercer | |
Juggernaut | Tal'Dorei Campaign Guide |
Primal Knowledge (Optional)
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Instinctive Pounce (Optional)
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Path of the fractured
Barbarians are defined by their rage, channeling emotion to unleash brief but potent destruction on their enemies. A rare few study esoteric psychological techniques that split their rage off from the rest of their psyche, dividing their identity into two parts: ego and id. When their ego is in control, the Fractured—as these barbarians are known—are capable of a degree of self-control and cunning few other barbarians are. When they allow their id to take control, their countenance turns monstrous and their bodies swell with the power of rage made physically manifest.
Face of Rage
Starting at 3rd level, when you enter your rage, your features distort and your body swells such that your appearance completely changes. Creatures who don’t witness your transformation and have not witnessed it in the past do not recognize you. In addition, while raging, you gain the following benefits if you aren’t wearing heavy armor:
• You can roll a 1d8 in place of the normal damage of your unarmed strike, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
• When you use the attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action.
• You count as one size larger when determining who you can target and who can target you with grappling, and your reach with unarmed attacks increases to 10 feet.
Mask of Civility
Also at 3rd level, you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Medicine, Nature, Persuasion, or Religion. In addition, you gain proficiency with one artisan’s tool kit of your choice or learn to read, speak, and write one language of your choice.
Brains and Brawn
At 6th level, while you are not raging, you have resistance to psychic damage. While you are raging, you have resistance to all damage except psychic damage.
Cunning and Brutal
At 10th level, while you are not raging, you can take a bonus action on each of your turns to take the Disengage or Help action. While you are raging, your unarmed strikes score a critical hit on a roll of 19 or 20.
Better Half
At 14th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. In addition, if you were raging your rage ends, and if you weren’t raging, you enter a rage (even if you have no remaining uses of your rage). You lose all remaining temporary hit points after 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.
Path of the primal spirit
Many barbarians are in tune with the natural world, but few are as mystically intertwined with it as those who walk the Path of the Primal Spirit. These barbarians forge powerful connections with the beasts and natural spirits of the world, inspiring such ethereal beings to manifest and journey with them on far-flung adventures. Barbarians who follow this path have a deep reverence for the ecological cycle of the natural world. Such barbarians are as likely to accept quests and pleas for aid from local wildlife as they are other humanoids. This respect for animals doesn’t cross into naivety—no barbarian better understands the circle of life and the delicate balance between the needs of predator and prey better than those who walk the Path of the Primal Spirit.
Primal Companion
At 3rd level, you gain a primal companion, a spirit that accompanies you on your adventures and instinctively fights alongside you. Select either the Guardian or Striker, and one of land, sea, or sky. Its in game statistics can be found on one of the following cards, which uses your proficiency bonus (PB) in several places. You determine your companion’s appearance; however, this does not affect its game statistics. Despite taking on a physical form, your primal companion does not need to breathe, eat, or sleep. You and your primal companion can communicate with one another telepathically while you are both on the same plane. As an action, you can temporarily dismiss your primal companion or summon it within 30 feet of you. In combat, your primal companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action
it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion can take any action of its choice. You can spend one minute caring for your primal companion. When you do, the spirit regains 2d6 hit points. Your primal companion regains all lost hit points at the end of a long rest. If your primal companion dies, the spirit manifests in a form of your choice the next time you finish a long rest.
Shared Rage
Also at 3rd level, while you are raging, your primal companion has resistance to bludgeoning, piercing, and slashing damage.
Kin to Beasts
At 6th level, you can cast the animal friendship and speak with animals spells using Constitution as your spellcasting ability. Once you cast a spell using this feature, you can’t cast either spell until you finish a short or long rest.
Skinrider’s Trance
At 10th level, you can use an action and choose your primal companion or one beast currently under the effect of your animal friendship spell to enter a trance. For the duration of this trance, you possess the chosen creature. While possessing a creature, you sense the world through the target’s senses, you have total control over its movement and actions, you use the beast’s physical statistics and abilities instead of your own, and keep your mental attributes. This possession ends if you choose to exit the trance (no action required by you), the beast you’re possessing is reduced to 0 hit points, or you and the beast are on different planes of existence. While in this trance, you are blinded and deafened in regard to your own senses and cannot move or take actions. You can remain in the trance for a number of hours up to half your level in this class + your Constitution modifier. Once you use this feature to enter the trance, you cannot do so again until you finish a long rest.
Shape of the Wild
At 14th level, you can use a bonus action on your turn to choose a new form for your primal companion, causing it to transform instantaneously. When you cause your primal companion to transform in this way, its current hit points change to its new maximum hit points. Once you use this feature, you can’t use it again until you finish a short or long rest.
Primal Guardian
Medium (Large if Land or Sea) beast, neutral
Armor Class 12 plus PB (natural armor)
Hit Points 5 + six times your barbarian level
Speed 30 ft.; fly 45 ft. (Sky only); swim 45 ft. (Sea only)
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 4 (-3) 12 (+1) 6 (-2)
Saving Throws Str +2 plus PB, Con +3 plus PB
Skills Athletics +2 plus PB, Intimidation -2 plus PB x 2,
Perception +1 plus PB
Senses Darkvision 60 ft., passive Perception 11 plus PB
Languages Understands your languages but cannot speak.
Challenge equal to your PB
Protective Instinct. When the guardian’s hit points fall
below half its maximum, it’s enraged for 10 minutes, gaining
temp hit points equal to half of its maximum. While
enraged, hostile creatures within 5 feet have disadvantage
on attack rolls against creatures other than the guardian.
Vigilant. The guardian can’t be surprised.
Actions
Natural Weapon. Melee Weapon Attack: +2 plus PB,
reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning, piercing,
or slashing damage (based on form chosen).
Reaction
Body Block. When an ally within 5 feet of it is hit by an
attack, the guardian takes the damage instead.
Primal Striker
Medium Beast, neutral
Armor Class 12 plus PB (natural armor)
Hit Points 5 + four times your barbarian level
Speed 40 ft.; fly 60 ft. (Sky only); swim 60 ft. (Sea only)
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 7 (-2)
Saving Throws Dex +2 plus PB, Wis +1 plus PB
Skills Perception +1 plus PB, Stealth +2 plus PB
Senses Darkvision 60 ft., passive Perception 11 plus PB
Languages Understands your languages but cannot speak.
Challenge equal to your PB
Flyby (Sky Only). The striker doesn’t provoke opportunity
attacks when it flies out of an enemy’s reach.
Aquatic Assault (Sea Only). While the striker is
submerged in water it has advantage on natural weapon
attacks made against other creatures without a swim
speed submerged in water.
Enraged Strikes. While you are raging, the striker’s
natural weapon attacks gain a damage bonus equal to
your Rage Damage.
Actions
Natural Weapon. Melee Weapon Attack: +2 plus PB,
reach 5 ft., one target. Hit: 1d8 + PB bludgeoning, piercing,
or slashing damage (based on form chosen).
Reaction
Harry (Land Only). When a creature within 5 feet of the
striker is attacked, the striker gives that attack roll advantage.
Path of the hero
The Path of the Hero is a journey into legend, as the barbarian seeks fame and glory through feats of great daring and herculean strength. Your deeds and very reputation stir courage in the hearts of your companions and those you champion.
Heroic Presence
Starting when you choose this path at 3rd level, your formidable presence emboldens your allies. When you enter your rage, choose up to six friendly creatures within 30 feet of you (including yourself) to gain temporary hit points equal to your proficiency bonus + your Strength modifier. Additionally, you may add your Strength modifier instead of your Charisma modifier to Intimidation, Performance, and Persuasion checks.
Undaunted Resolve
Beginning at 6th level, your might becomes unmatched. You have resistance to all damage while you have temporary hit points gained from your Path of the Hero features.
Bolstering Tale
By 10th level you have accomplished many great victories and feats of strength. You can spend 10 minutes telling a tale of your prowess. When you do so, choose up to twelve friendly creatures (including yourself) who can hear and understand you. Each
creature becomes immune to being frightened for one hour. You can’t use this feature again until you finish a long rest.
Avatar of Strength
At 14th level you become a paragon of mortal strength.When you would gain temporary hit points from your Path of the Hero features, the temporary hit points are doubled. While creatures have temporary hit points gained from your Path of the Hero features, they have advantage on attack rolls against any hostile creature within 5 feet of you.
Path of the faded
Great power hides within the Mists of Akuma
and you are not afraid of calling on it to lay
waste to your foes.
Faded
Starting when you choose this path at 3rd level,
a dark mist weeps off your body when you
rage, sapping the strength of your enemies. For
the duration of your rage, whenever you take
damage from a creature that is within 5 feet of
you, that creature takes an amount of necrotic
damage equal to your proficiency bonus. When
your rage ends, you suffer a level of the misted
condition.
These levels of the misted condition dissipate
at a rate of one level per long rest and
they cannot trigger your death and transformation
into adeddo-oni; instead, any misted levels
beyond the 7th count as levels of exhaustion
that are removed when you take a long rest.
Fearless
Beginning at 6th level,
you cannot be frightened.
Master of the Mists
Beginning at 10th
level, whenever you
rage you may
choose an
attribute other
than Dignity. For
the duration of your
rage, this attribute uses
your Haitoku score
instead of its normal score.
You cannot be transformed
into adeddo-oni by
accumulating levels of the
misted condition.
Striker of the Mists
Starting at 14th level, while you are raging the
damage of your melee weapon attacks increases
by your proficiency bonus. You cannot withhold
any damage when damaging a
creature below 0 hit points.
Path of the ancestors
While other barbarians lose themselves to their fury, the Path of the Ancestors channels the power of the ancient spirits of a tribe through rage. When the rage takes you, the spirits of the ancients flow through your body, granting you their strength and wisdom. Barbarians on the Path of the Ancestors are often leaders, or respected advisors, with the strength to bring greater tempers to heel.
Wisdom of the ancients
Starting when you choose this path at 3rd level, when you rage, the spirits of your ancestors inhabit your body and lend you their might. You have advantage on Wisdom saving throws against spells and other magical effects.
Spiritual leader
Beginning at 6th level, you can cast calm emotions once. You regain the ability to do so when you finish a short or long rest. The save DC for this spell is equal to 8 + your proficiency bonus + your Wisdom modifier.
Wrath of the ancients
Beginning at 10th level, while raging, your melee weapon attacks deal additional psychic damage equal to your Wisdom modifier (minimum of 1).
Unfettered soul
Starting at 14th level, while raging you are under the effect of a freedom of movement spell. You don’t need to concentrate to maintain this effect.
Path of the dreadnought
You are a merciless, destructive and unstoppable force. When it comes to fighting, you are at the forefront. A dreadnought generally approach combat in the most direct way possible, rarely carrying only one gun and leaving a path of devastation behind. In the midst of battle, you are capable to take a great deal of punishment while dealing out far more to any who dares to go against you.
Juggernaut
Starting when you select this path at 3rd level, when you are targeted by an attack or a spell while you're raging, you can use your reaction to gain a bonus to your Armor Class equal to your rage damage until the end of this turn. Additionally, you gain advantage in saving throws against being knocked prone or moved against your will.
Draw Fire
At 6th level, you can use your reaction to distract opponents and convince them that you are the most dangerous target in the area. Choose one creature that you can see within 15 feet of you which is attacking one friendly creature. If the creature can see or hear you, it must succeed on a Charisma saving throw (DC equals to 8 + your proficiency bonus + your Charisma modifier) or attack you instead.
Body Guard
At 10th level, while you're raging, any creature within 5 feet of you that's hostile to you have disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
Devastating Rage
At 14th level, when you have half or less hitpoints while raging, you can add your Rage Damage bonus to attack rolls.
Witch
Three old crones stoop over a boiling cauldron filled with all manner of bizarre filth, churning and bubbling with a noxious fume. In the smoke and vapor above the pot, the trio can make out shapes and figures of great import, and one cackles loudly at what she sees.
A young girl sits underneath a tree, far from where the other children play. She glances about to make sure noone is watching, and snaps her fingers once to the empty air. After a moment of silence, a black cat appears around the tree’s bend and locks eyes with the girl, staring with a strange intelligence for a long moment. She gestures at one of the playing children, a heavy-set boy with a permanently affixed scowl; the cat understands. It wanders close to the boy, stretches its claws, and gets very low, ready to pounce for the boy’s eyes.
A young elf intently mutters something underneath his breath each time he exhales. Visible only to him, a string of the foulest magic winds out from him and seizes a charging orc, which drops to its knees in agony.
Witches are stricken by magic so dark it imprints a lasting shadow upon their essence. Through force of personality alone, they can spin this darkness outward, hexing creatures, casting manipulative spells, and even
commanding a familiar with their thoughts.
Cursed
While others are blessed with magic, witches are
cursed by it. Afflicted by some hateful arcana, whether
accidentally or intentionally, witches are twisted inside
and out by its daily tortures. With gruesome effort,
they can warp this power into spells to wrack others
with the same torture which plagues them.
Pariahs and Outcasts
Almost without exception, witches are feared and
hated. They are victim to a number of misconceptions,
usually relating them to hags and other evil creatures
of the night which prey on innocent people. As a
result, known witches are in great personal danger
and can usually be found dwelling on the outskirts of
civilization where townsfolk seldom tread. This does
little to stop witch hunting and burnings, but provides
some measure of safety from them.
In reality, very few choose to become witches, and
many of them can hide adeptly in society, using their
magic to fill a number of roles, from seer, to healer,
to apothecary. Being accused as a witch carries grave
consequences, no matter the validity of the claim, so
wise witches relocate frequently, never residing in one
place for too long.
Familiar Masters
It is rare to find a witch without his or her constant
companion, the familiar. Though familiars might be
conjured by other spellcasters as well, a witch’s familiar
is ubiquitous to common folk for good reason. Witches
command intuitive magic, and have a deep link to
their familiars. As a result, they can conjure more
exotic familiars, and command them more swiftly than
other spellcasters.
Witch overview
1d8 per witch level
Light armor
Simple weapons, blowguns, shortswords, and whips
Alchemist supplies, poisoner’s kit
Charisma, Wisdom
Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, Nature, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a whip and blowgun, (b) a light crossbow and 20 bolts or, (c) any simple weapon
• (a) a component pouch or (b) an arcane focus
• (a) a scholar’s pack or (b) a dungeoneer’s pack
• Leather armor, any simple weapon, and a dagger
the witch | ||||||||||||||
level | prof. | features | hexes known |
cantrips known |
spells known |
|||||||||
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1 | 2 | Hexes, Spellcasting, Witch’s Curse | 2 | 4 | 2 | 2 | ||||||||
2 | 2 | Cackle, Familiar | 3 | 4 | 3 | 3 | ||||||||
3 | 2 | Witch's Craft | 3 | 4 | 4 | 4 | 2 | |||||||
4 | 2 | Ability Score Improvement | 3 | 5 | 5 | 4 | 3 | |||||||
5 | 3 | Insidious Spell | 4 | 5 | 6 | 4 | 3 | 2 | ||||||
6 | 3 | Craft feature | 4 | 5 | 7 | 4 | 3 | 3 | ||||||
7 | 3 | Improved Familiar | 4 | 5 | 8 | 4 | 3 | 3 | 1 | |||||
8 | 3 | Ability Score Improvement | 4 | 5 | 9 | 4 | 3 | 3 | 2 | |||||
9 | 4 | Dying Curse | 5 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | ||||
10 | 4 | Craft feature | 5 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | ||||
11 | 4 | Grand Hex | 5 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | |||
12 | 4 | Ability Score Improvement | 5 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | |||
13 | 5 | Grand Hex | 6 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
14 | 5 | Craft feature | 6 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
15 | 5 | Grand Hex | 6 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
16 | 5 | Ability Score Improvement | 6 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
17 | 6 | - | 7 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 6 | Grand Hex | 7 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 6 | Ability Score Improvement | 7 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 6 | Hexmaster | 7 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Creating a witch necessarily involves a powerful, malicious curse in your backstory. Who cast it? Did you take a curse upon yourself for power? Was your entire lineage cursed generations ago, leading to a bloodline of witches, or did another spellcaster use sinister, forbidden magic to curse you for life? Decide on the nature of your witch’s curse and think about how you relate to it. Do you feel like the curse was secretly a blessing, or does the desire for vengeance burn in your heart? What negative effects does the curse leverage on your personality and mind? Are you haunted by spirits, or is your mind plagued by destructive thoughts? How do you feel manipulating the power of this curse outwards into hexes and spells? Work with your GM to determine how witches are perceived in the world. Are they feared, burned, and persecuted? Are you an openly-known witch? Do the other characters in your party know of your witchhood? Some witches keep the source of their magic a secret, or claim to be wizards or sorcerers to conceal the true darkness of their magic.
Quick Build
To build a witch quickly, make Charisma your highest ability score, followed by Constitution. Then, choose the chill touch and minor illusion cantrips, and the spells hideous laughter and thunderwave. Lastly, choose the Hideous witch’s curse, and the hexes Evil Eye and Misfortune.
Witch features
Spellcasting
You have learned to mold and reshape the magic that curses you into spells.
Cantrips
You know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your
choice at higher levels, as shown in the Cantrips Known column of the Witch table.
Spell Slots
The Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell bane and have a 1st-level and a 2nd-level spell slot available, you can cast bane using either slot.
Spells Known of 1st Level or Higher
You know two 1st-level spells of your choice from the witch spell list. 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, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the 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.
Spellcasting Ability
Charisma is your spellcasting ability for your witch spells. Your magic originates deep within yourself, where your insidious curse stirs restlessly. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your witch spells.
Witch’s Curse
You are wracked by a terrible curse which infects your body and soul. At 1st level, choose the form that this curse takes
Hexes
You can learn a number of powerful incantations, known as hexes, derived from the same insidious magic which cursed you. At 1st level, you gain two hexes of your choice. Your hex options are detailed at the end of the class description. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table. Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex. Unless otherwise stated, if a hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. All hexes require verbal or somatic components (caster’s choice at the time of casting.) Unless otherwise noted, if a hex lasts for a duration, you concentrate on it as you would a spell. You can concentrate on a hex and a spell at the same time, and you make only one check to maintain your
concentration on both. A witch casts their terrible hexes as an extension of their curse. As their curses are magical in nature, their hexes are considered 0th-level spells for the purposes of feature and spells, such as counterspell or dispel magic, which interact with magic. Furthermore, all hexes cease while in the area of an antimagic field or similar effect.
Cackle
At 2nd level, you can use your bonus action to cackle. The duration of your hex extends by 1 round for each creature affected within 60 feet of you. Not all witches laugh maniacally when they cackle, but all cackles require a verbal component, as a spell. These range from mundane curses and insults, to the murmuring of dead languages and speaking backwards.
Familiar
At 2nd level, you learn the find familiar spell and can cast it as a ritual without material components. The spell doesn’t count against your number of spells known. The spell is improved in the following ways:
• Once per turn as an action or a bonus action, you can mentally command your familiar to use its reaction to make one attack.
• Your familiar uses your spell attack bonus instead of its own attack bonus on attack rolls.
• Your familiar adds your proficiency bonus to its Armor Class, saving throws, and damage rolls.
• You add twice or 3 times (Green craft) your witch level to your familiar’s maximum hit points.
• When you cast a spell, you can deliver it through your familiar as if it had cast the spell, even if the spell doesn’t have a range of touch. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: homunculus, pet rock, pseudodragon, and sprite.
Witch’s Craft
A witch’s craft is distinct from a school of magic. Whereas magical schools seek to categorize spells, crafts are defined by the use of magic, and seek to capture the essence of spells. There are dozens of varieties, from those practiced by covens in secret, to those plied in marketplace potion shops. When you reach 3rd level, choose one Witch’s Craft. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.
The options for the Witch's craft are as follow:
Black Magic-Practices the necromantic arts uses dark spells of suffering
Blood Magic-Lays terrible curses and draws power from blood sacrifices
Green Magic-Practices magic associated with plants, animals, the living world
Purple Magic-Wields illusions and enchantments in equal measure
Red Magic-A destructive spellcaster wielding magic that ruins and burns
Steel Magic-Melds swordsmanship with wicked hexes
Tea Magic-A peaceful witch that practices tea ceremonies and divination
Technicolor Magic-Makes friends with just about everyone they meet
White Magic-A natural healer and practitioner of restorative magic
Craft Spells
Each craft is associated with a branch of arcana, represented by a number of spells which you learn. The levels of these spells are noted in the craft description. These spells count as witch spells for you and don’t count against your total number of spells known.
Insidious Spell
Starting at 5th level, when you cast a witch spell that affects a creature that is under the effect of your hex, that creature has disadvantage on its first saving throw against the spell. This feature only applies to a hostile creature which is the sole target of your hex.
Improved Familiar
At 7th level, your familiar’s attacks count as magical for the purposes of overcoming damage resistance and immunity. Additionally, you can choose the following forms for your familiar: brass dragon wyrmling (without breath weapons), fright, grep, imp, or quasit.
Dying Curse
Beginning at 9th level, when a creature reduces you to 0 hit points but does not kill you outright, you can lay a nefarious curse upon them. The creature is cursed for up to 24 hours. While cursed, the creature has disadvantage on attack rolls, ability checks, and saving throws. This curse ends early if you regain consciousness, and can be ended by the remove curse spell. Once you use this ability, you can’t use it again until you finish a long rest.
Grand Hex
By 11th level, you have perfected deeply malevolent forms of magic. You learn one Grand Hex, and you learn another at 13th, 15th, and 18th level. Grand hexes are detailed at the end of the class description.
Hexmaster
By 20th level, you have mastered your foul magic. Humanoid creatures have disadvantage on saving throws against your hexes.
Green magic
Plants, nature, and things that grow are the domain of green magic. Normally a type of arcana championed by druids, some witches have a close tie to the powers of green magic, and can coax plants and animals into their bidding.
Green Magic Bonus Spells
Spell Level Spells
1st entangle, goodberry
2nd barkskin, beast sense
3rd conjure animals, plant growth
4th conjure woodland beings, stoneskin
5th awaken, tree stride
HEX: ELDER TONGUE
Starting when you choose this craft at 3rd level, you know the speech of the forest. As a bonus action, you can attune yourself to the forest, granting you the ability to speak with beasts and plants in a limited manner until the end of your next turn. Most beasts and plants lack the intelligence to convey or understand sophisticated concepts, but could relay what they have seen or heard in the recent past. While you can speak with them, you have advantage on all Charisma checks you make to influence beasts and plants.
PRIMAL ALLY
Also at 3rd level, whenever you summon your familiar, you conjure one that is hardier than normal. Add three times your witch level, instead of twice your witch level, to your familiar’s maximum hit points.
TWIN FAMILIAR
By 6th level, when you summon your familiar, you can divide its spirit into two bodies. When summoned this way, your familiar is two identical creatures which share a single pool of hit points. Your twin familiars roll only once for initiative and act on subsequent turns. You can use your bonus action to command one twin to attack and your action to command the other to attack. A spell or feature which targets or dismisses your familiar affects both twins.
VITAL NOURISHMENT
By 10th level, you exude an aura of Green Magic that restores and reinvigorates life around you. When you finish a long rest, plant life within 100 feet of where you finished your long rest grows as if a month had passed with abundant food, water, and other necessities. If the plants would produce fruits, berries, or vegetables, the plants grow enough food to feed six creatures for one day. Additionally, choose up to six creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your witch level + your Charisma modifier. You can also end one disease affecting each creature, or end one of the following conditions: blinded, deafened, paralyzed, or poisoned.
SACRIFICIAL FAMILIAR
At 14th level, whenever you are targeted by a melee attack while your familiar is within 5 feet of you, you can use your reaction to command it to dive in the way of the attack. This attack targets the familiar instead. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Curses
Burned. Almost all of your body has been scorched by arcane flames, leaving you with striking black scars and embers of magic that burn under the skin. As a result, you have resistance to fire damage, and you know the cantrip produce flame, which does not count against your total number of cantrips known.
Drowned. Water fills your lungs, and yet you do not die. You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.
Feral. Through your curse, you have forgotten the manners and customs of civilized men and gone to live among beasts in the wild. Hunting and fighting daily, you have become savage. You have proficiency in the Survival skill. Additionally, while
you are wearing no armor and not wielding a shield, your AC equals 12 + your Dexterity modifier.
Hideous. Your appearance is ghastly to behold. You have proficiency in the Intimidation skill. When you roll initiative, you can choose one humanoid you can see to scare. That creature must make a Wisdom saving throw against your spell save DC or be frightened until the end of your next turn.
Hollow. Your soul has been divorced from your body, trapping you in a limbo between life and death. When you or your familiar reduces a hostile creature to 0 hit points, you drain some of its life force, and gain temporary hit points equal to your witch level + Charisma modifier (minimum of 1).
Infested. You are constantly followed by vermin, like insects and rats, which crawl on your skin and swarm in your wake. As a result, you are immune to being diseased. Additionally, you can command these pests as your own. Starting at 2nd level, you can choose the form of a swarm of rats for your familiar. Starting at 7th level, you can choose a swarm of insects.
Loveless. You are cursed to never find true love. Jaded and disaffected, not even magic can turn your heart; as a result, you are immune to being charmed.
Possessed. Your soul is occupied by a foreign spirit that sometimes tries to wrest away your consciousness. However, while you sleep, the spirit whispers magical secrets to you. You learn an additional witch spell at a level for which you have spell slots at 1st level, and again at 4th level, 8th level, and 12th level. These spells do not count against your total number of spells known.
Starving. No matter how much you eat, food turns to ash in your mouth. Your curse nourishes you, but only at the edge of starvation, and you are constantly wracked by pangs of hunger. You don’t need to eat or drink, but can still imbibe and benefit
from potions. Additionally, you are immune to being poisoned.
Visions. You are cursed to have terrible visions of the future, presaging the death of your friends, family, and yourself. However many of these visions are cruel deceptions, they are sometimes grimly accurate. You can add your Charisma modifier, in addition to your Dexterity modifier, to your initiative rolls.
Whispers. Unseen voices murmer in your ears at all times. As such, you can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but the creature must be able to understand at least one language.
Hexes
ABATE
As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, the creature can’t take reactions until the end of your next turn.
APATHY
As an action, choose one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, until the end of your next turn, the creature becomes indifferent toward one creature of your choice that it is hostile towards. This indifference ends if the target is attacked or harmed by a spell by the creature to which it is indifferent. When the hex ends, the creature becomes hostile again, unless the GM rules otherwise.
BECKON FAMILIAR
You can cast the find familiar spell as an action without expending a spell slot or spell components. Once you cast this spell in this manner, you can’t do so again for 1 minute. You must have the Familiar feature to choose this hex.
BLEEDING
As an action, choose one creature you can see within 60 feet of you to make a Constitution saving throw. On a failed save, each time this creature takes damage, it loses an additional 1d4 hit points. This effect lasts until the end of your next turn.
CHARM
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature is charmed by you until the end of your next turn. When the hex ends, the creature knows it was charmed by you.
DIRE FAMILIAR
As an action, you can bolster your summoned familiar. For 1 minute, your familiar’s current and maximum hit points is increased by twice your witch level and it gains a bonus to its damage rolls equal to your Charisma modifier. You can cast other hexes while this hex is in effect. Once you cast this hex, you can’t cast it again until your familiar is dismissed, or until its duration expires. You must have the Familiar feature to choose this hex.
DISORIENT
As an action, choose one creature that you can see within 60 feet to make a Constitution saving throw. On a failed save, whenever this target makes an attack roll before the end of your next turn, it must roll a d6 and subtract the number rolled from the attack roll.
DOOMWARD
As an action, choose one friendly creature other than yourself you can see within 60 feet. If this creature drops to 0 hit points before the end of your next turn and doesn’t die outright, it drops to 1 hit point instead. This hex then ends and can’t be used to target the same creature until you finish a short or long rest.
DUPLICITY
As an action, you can create an illusory duplicate self, composed of shadowstuff, to confuse your enemies. When a creature attacks you, roll any die. On an odd number, the attack strikes the duplicate and misses, regardless of its roll, and the hex ends. On an even roll, the attack targets you as normal. This effect lasts until the end of your next turn.
EVIL EYE
As an action, choose one creature you can see that can see you within 60 feet to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn.
FORTUNE
As an action, choose one friendly creature other than yourself you can see within 60 feet. The creature has advantage on saving throws until the end of your next turn.
GO UNSEEN
As an action, you and your familiar become invisible. The effect ends at the end of your next turn, or if you or your familiar attack or cast a spell. Once you cast this hex, you can’t cast it again for 1 minute.
HOBBLE
As an action, choose one creature you can see within 60 feet of you to make a Strength saving throw. On a failed save, the creature’s movement speed is reduced to 10 feet until the end of your next turn. If the creature is flying, it falls.
KNOWING
As an action, you open your third eye and become intuitively aware of your surroundings. You have advantage on Wisdom (Insight) rolls until the end of your next turn. Additionally, choose of the following pieces of information:
• If a creature can speak a language
• If a creature is at or below half its maximum hit points
• What a creature’s lowest ability score is
You learn that piece of information for each creature within 30 feet. You can only learn one of these things about a creature, even if you cast this hex more than once.
MIRE
As an action, you can transform the ground within 30 feet of where you cast this hex into murky swamp, which is difficult terrain. You can move without penalty in this area. This effect lasts until the end of your next turn.
MISFORTUNE
As an action, choose one creature you can see within 60 feet. Until the end of your next turn, whenever this creature rolls a 20 on a d20 roll, the roll instead becomes a 1.
OBFUSCATE
As an action, you create a 20-foot radius sphere of fog centered on yourself. The sphere spreads around corners, and its area is heavily obscured. This effect lasts until the end of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
PEACEBOND
As an action, you can lock weapons to their owners. The weapons and ammunition of each creature within 30 feet become locked in their sheaths, quivers, or holsters until the end of your next turn. During this time, a creature can use its action to free its weapon with a Strength check, opposed by your spell save DC.
POX
As an action, choose one creature you can see within 5 feet to make a Constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn.
RUIN
As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature’s Armor Class decreases by 3, to a minimum of 10, until the end of your next turn.
SCURRY
As an action, a nonmagical object you choose within 30 feet sprouts legs and runs away. You can’t target an object that weighs more than 10 pounds, nor can you target one that is being worn as clothing or armor; however, you can target certain objects that are being carried, as long as they are not affixed entirely around a creature’s body and are not being held in a hand. For example, you can’t target a creature’s helmet or a sword it is wielding, but you can target a drawstring pouch it is wearing or a dagger that is
sheathed at its side. The object animates, wriggles free of its owner, if it has one, sprouts two legs, and moves 20 feet in a direction you choose. At the beginning of your turn, you can choose which direction the object moves. The object has an AC of 10, if its AC was not already higher, and remains animated until the end of your next turn, or until it is picked up.
SHRIEK
As a bonus action, you can release a thunderous, blood-curdling screech. Each Large or smaller creature you choose within 5 feet of you is pushed 5 feet away from you.
SLUMBER
As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the target falls unconscious until it takes damage, or until the end of your next turn. Undead, creatures which are immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect.
SLUR
As an action, choose one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature can’t speak coherently until the end of your next turn. If the creature attempts to cast a spell that requires a verbal component, it must roll a d20. On an odd roll, the casting fails.
TREMORS
As an action, you can create a small quake. Each creature on the ground within 10 feet of you must succeed a Dexterity saving throw or be knocked prone.
WARD
As an action, choose 1 creature you can see other than yourself within 60 feet. Each time the creature takes damage before the end of your next turn, it reduces the damage it takes by 3.
Grand hexes
The Grand Hexes below are presented in alphabetical order. Unless otherwise stated, if a grand hex calls for an attack roll or saving throw, it uses your spell attack bonus or spell save DC. Grand hex features do not count as hexes.
CAULDRON
You can brew potions in a bubbling cauldron using raw components scavenged from nature. To this end, you have a pool of alchemy points equal to half your witch level, rounded down. You regain all expended alchemy points when you finish a long rest. You can spend 10 minutes and expend an number of alchemy points to brew potions. These potions retain potency for 24 hours, after which they become inert. If a potion calls for a saving throw, it uses your spell save DC. The potions available for you to brew are given on the Cauldron Potions table below.
Cauldron Potions
Potion Alchemy Points
Potion of Animal Friendship 1
Potion of Growth 1
Potion of Healing 1
Potion of Water Breathing 1
Oil of Slipperiness 2
Philter of Love 2
Potion of Greater Healing 2
Potion of Heroism 2
Potion of Resistance 2
Potion of Clairvoyance 3
Potion of Diminution 3
Potion of Gaseous Form 3
COVEN
You can induct others into your insidious coven. By performing a special ritual over the course of 8 hours, which can be done during a long rest, you can intermingle your cursed magic with a willing creature which has the Spellcasting or Pact Magic feature. This creature enters into your coven. You can have up to two creatures other than yourself in your coven at one time. While two or more members of your coven are within 30 feet of one another, they gain the ability to cast additional spells, as shown on the Coven Spellcasting table. Additionally, members of your coven gain access to a shared pool of 5 spell slots— one of each level, from 1st to 5th level—which they can use to cast any spell known to them. Expended spell slots are regained when all members of the coven finish a long rest. Coven members use their own spellcasting ability to determine spell attack bonuses and spell save DCs. A coven member can’t cast spells of a level for which they do not have personal spell slots, even if using a higher level shared spell slot. A shared spell slot can be used, for instance, to cast a lower level spell at higher levels, but it can’t be used to cast a spell normally too high-level for a spellcaster.
Coven Spellcasting
Spell Level Spells
1st bane, hideous laughter
2nd invisibility, ray of enfeeblement
3rd bestow curse, counterspell
4th banishment, polymorph
5th contagion, scrying
(VARIANT COVEN FROM HAGS? DEATH, NATURE...)
DUAL HEX
When you cast a hex which targets one creature, you can target two creatures instead. While both targets are under the effect of your hex, you gain the benefits of your Insidious Spell feature against each of them.
FORCEFUL PERSONALITY
Your Charisma score increases by 2, to a maximum of 22.
HYBRID
As a bonus action, if your familiar is within 5 feet of you, you can meld with it, transforming into a magical hybrid. For the next minute, you gain the following benefits:
• You gain temporary hit points equal to your familiar’s hit points.
• Your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier, as long as you are not holding a shield.
• You gain two natural melee weapons, corresponding to your familiar’s attacks. You have proficiency with these weapons, and use Charisma for the attack and damage rolls. On a hit, these natural weapons deal 1d10 bludgeoning, piercing, or slashing damage (your choice).
• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
• You can use any action or movement your familiar possesses.
This transformation lasts one minute or until you dismiss it on your turn (no action required). When it ends, your familiar is dismissed, and you can’t summon it again until you finish a short or long rest.
POISON APPLE
As an action, you can produce a magical apple out of thin air. This apple can possess whatever appearance you wish, be that a ruby red coloration, a golden skin, or the appearance of crystal. On your turn, you can use your action to eat the apple, granting you the
following benefits:
• You regain hit points equal to twice your witch level, plus your Charisma modifier.
• You regain an expended spell slot of 5th level or lower.
• You can end one of the following conditions affecting you: blinded, deafened, paralyzed, or poisoned.
However, the apple is suffused with your insidious magic. If a creature other than yourself eats the apple, it does not gain any benefits and instead must make a Wisdom saving throw against your spell save DC with disadvantage. On a failed save, the creature becomes poisoned for up to 24 hours. For each hour the creature is poisoned, it loses 4d8 hit points. This loss can’t be reduced or avoided. If this reduction causes the creature to drop to 0 hit points, the creature instead drops to 1 hit point and falls
into a catatonic sleep, remaining unconscious for up to 7 days. A remove curse spell or similar magic can awaken this creature early. The apple shrivels and become nonmagical if it isn’t eaten in 24 hours. Once you produce a magic apple, you can’t produce another one until you finish a long rest.
POSSESSION
As an action, your body becomes immaterial, and your spirit dives into a Large or smaller creature you can see within 10 feet of you in an attempt to possess it. This target must make a Charisma saving throw. A creature with a challenge rating greater than your witch level automatically succeeds on this save. On a failed save, you disappear and the target becomes incapacitated and possessed; you gain control of its body but don’t deprive the target of its awareness. While possessing the creature, you can’t be targeted by any attack, spell, or other effect. You maintain your Intelligence, Wisdom, and Charisma ability scores and your alignment, but otherwise use the creature’s statistics. You don’t gain access to the target’s knowledge, class features, or proficiencies. For the purposes of spells and effects which can end possession, such as the spell dispel evil and good, you are treated as an undead spirit and can be banished from the target, returning to your own body, which rematerializes within 5 feet of the target. This possession lasts for 1 hour, or until the body drops to 0 hit points or you are forced out by a spell or other magical effect that ends possession. Once you use this ability, you can’t do so again until you finish a long rest.
WAR HEX
When you cast a hex that targets a single creature, you can use your bonus action to cast a cantrip targeting the same creature.
WITCH'S BROOM
You can use your action to enchant a mundane object—like a broom, cauldron, or rug—to fly for you. You gain a flying speed of 60 feet while holding this item with one hand, as long as you are not wearing medium or heavy armor, or wielding a shield. You can only enchant one object using this ability at a time. If you target another object using this effect, the enchantment on the previous object ends.
WITCH'S HUT
You can perform a 24-hour long ritual to enchant a structure which can fit within a 15-foot cube, animating it as a Huge object, as per the animate objects spell. The structure rises up on a pair of magical legs and follows your commands. The entrance to the structure is linked to an extradimensional abode, as per the magnificent mansion spell. You can command the structure
from inside this abode. If the structure is destroyed, the extradimensional abode is unharmed, but its occupants are ejected to unoccupied spaces adjacent to the structure. As an action, you can teleport the structure to an unoccupied space within 60 feet of you. Once you teleport the structure, you can’t do it again until you finish a long rest. You can repeat the 24-hour ritual to end the
enchantment on your previous structure and enchant a new one.
Witch spell list
Cantrips (0 Level)
Acid Splash
Candy Blast
Card Trick
Cheat
Chill Touch
Cryptogram
Dancing Lights
Eldritch Orb
Eye of Anubis
Hocuspocus
Mage Hand
Message
Minor Illusion
Minor Lifesteal
Prestidigitation
Produce Flame
Resistance
Spare the Dying
True Strike
1st Level
Accursed Act
Action
Animal Friendship
Arcane Anomaly
Bane
Blood Print
Charm Person
Clue
Comprehend Languages
Curse of Chains
Detect Magic
Disguise Self
Expeditious Retreat
Faerie Fire
Flawed Reconstruction
Hideous Laughter
Hollowing Curse
Prehensile Hair
Protection from Evil and Good
Psychedelics
Rumor
Silent Image
Sleep
Speak with Animals
Thunderwave
Unseen Servant
Whispering Wind
2nd Level
Aberrate
Aerial Alacrity
Animal Messenger
Blindness/Deafness
Calm Emotions
Curse Ward
Darkness
Darkvision
Delay
Detect Thoughts
Enthrall
Hold Person
Intrusive Thought
Invisibility
Jam Weapon
Knock
Levitate
Locate Object
Misty Step SRD
Nondescript
Petal Storm
Protect Threshold
Ray of Enfeeblement
See Invisibility
Shatter
Spider Climb
Suggestion
Swift Flight
3rd Level
Benign Dismemberment
Bestow Curse
Clairvoyance
Counterspell
Curse of Blades
Dispel Magic
Fear
Fly
Glitterdust
Hypnotic Pattern
Magic Circle SRD
Major Image SRD
Nondetection SRD
Phantasmal Beauty
Remove Curse SRD
Ruby-Eye Curse
Rusting Grasp
Séance
Sending SRD
Slow SRD
Speak with Dead SRD
Speak with Plants SRD
Stinking Cloud SRD
Tongues SRD
4th Level
Arcane Eye SRD
Banishment SRD
Black Tentacles SRD
Compulsion SRD
Confusion SRD
Dimension Door SRD
Dire Charm
Dominate Beast SRD
False Vision
Gahoul’s Scapegoat
Greater Invisibility SRD
Hallucinatory Terrain SRD
Invisibility Purge
Locate Creature SRD
Mandy’s Enchanted Carriage
Mandy’s Feral Follower
Mandy’s Marvelous Dress
Phantasmal Killer SRD
Polymorph SRD
5th Level
Contagion SRD
Dispel Evil and Good SRD
Dominate Person SRD
Dream SRD
Frolicking Fountain
Geas SRD
Hold Monster SRD
Insect Plague SRD
Mislead SRD
Modify Memory SRD
Pharaoh’s Curse
Planar Binding SRD
Scrying SRD
Seeming SRD
Telekinesis SRD
6th Level
Corruption Curse
Demand
Elemental Curse
Eyebite SRD
Flesh to Stone SRD
Frenzy
Guards and Wards SRD
Mass Suggestion SRD
Programmed Illusion SRD
True Seeing SRD
7th Level
Abduct
Curse of Binding
Etherealness SRD
Mirage Arcane SRD
Project Image SRD
Plane Shift SRD
Sequester SRD
Symbol SRD
Teleport SRD
8th Level
Antipathy/Sympathy SRD
Dominate Monster SRD
Feeblemind SRD
Glibness SRD
Mind Blank SRD
Power Word Stun SRD
9th Level
Astral Projection SRD
Foresight SRD
Identity Curse
Imprisonment SRD
True Polymorph SRD
Weird SRD
Black magic
Black magic is associated with hexes that cause pain and suffering, and spells which give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept
Black Magic Bonus Spells
Spell Level Spells
1st exhume*, inflict wounds
2nd gentle repose, magic weapon
3rd animate dead, vampiric touch
4th blight, death ward
5th cloudkill, contagion
HEX: DECAY
When you adopt this craft at 3rd level, you learn to drain the vitality from a living being. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, the creature takes 1d4 necrotic damage at the beginning of its next turn and its hit point maximum is reduced by the amount of necrotic damage taken. This reduction lasts until the hex ends. The target dies if this effect reduces its hit point maximum to 0. This hex ends at the end of your next turn.
UNDEATH COMMAND
Starting at 6th level, you have intertwined the magic of your familiar with the magic you use to animate the dead. When you use your bonus action to command your familiar, you can use the same bonus action to issue a command to any undead you control via the animate dead spell or similar magic.
LIFE TETHER
At 10th level, as a reaction when you take damage from a creature you can see, you can transfer some of that damage to a creature which is the sole target of your hex. You take half the damage (rounded down) and the hexed creature takes the remaining damage. Once you use this ability, you can’t use it again until you finish a short or long rest.
BLACK SACRIFICE
Beginning at 14th level, if your familiar is within 10 feet of you, you can use your action to command it to dissolve its magical bond to this plane, which unleashes a torrent of necromantic energy. Each creature you choose within 20 feet must make a Dexterity saving throw against your spell save DC. A creature takes 8d10 necrotic damage on a failed save, or half as much on a successful one, and its hit point maximum is reduced by the amount of necrotic damage taken. A target dies if this effect reduces its hit point maximum to 0. Once you use this ability, you can’t summon your familiar again until you finish a long rest.
Blood magic
Forbidden by most witch covens, blood magic centers on the use of dark spells and mortal hexes that draw from the spellcaster’s very essence. It is fundamentally more perilous than other witch crafts, but its many risks come with copious rewards.
Blood Magic Bonus Spells
Spell Level Spells
1st hellish rebuke, hollowing curse*
2nd acid arrow, hold person
3rd ruby-eye curse*, vampiric touch
4th blight, dominate beast
5th cloudkill, dominate person
HEX: BLOOD CURSE
Starting when you choose this craft at 3rd level, you can mark a creature with a sinister blood curse. As an action, choose one creature you can see within 60 feet to make a Constitution saving throw. On a failed save, this creature is on the brink of death until the end of your next turn. If the creature at any point in this duration has less than its maximum hit points and has fewer hit points than twice your witch level, it immediately drops to 0 hit points.
NOVICE HEMOMANCY
Also at 3rd level, when you cast a spell which requires material components that do not have a specific cost, you can replace the material components with a drop of blood.
ARCANE BLOODLETTING
Lastly at 3rd level, you can impel your magic with a measure of your own blood. When you cast a spell that has a casting time of 1 action, you can choose to lose 5 hit points to change the casting time to 1 bonus action for this casting.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
DEATHSEEKER
At 6th level, you can see those near death shrouded in a crimson aura. Even in heavily obscured conditions, you can detect the location of creatures within 60 feet that have less than their maximum hit points. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Additionally, you have advantage on ability checks you make to track a creature you or your familiar has damaged.
HEMOMANTIC RECOVERY
Beginning at 10th level, you can perform a blood ritual to bolster your magic. Once per day when you finish a short rest, you can spend hit dice to recover expended spell slots. The cost for each spell slot is given on the table below. You can’t use this ability to recover spell slots of 6th level or higher.
Spell Level Hit Dice
1st 2
2nd 3
3rd 5
4th 6
5th 7
SANGUINE
By 14th level, you can wield your own blood like a vicious lash. Once per round, when you cast a spell which deals damage to a creature that is under the effect of your hex, you can choose to lose hit points to increase the amount of damage dealt. For every 5
hit points you lose you can add 2d8 necrotic damage to the damage roll, up to a maximum of 6d8 damage. This feature only applies to a hostile creature which is the sole target of your hex.
Purple magic
Purple magic holds sway over the domains of illusions and enchantments that take hold over people’s minds, and anything that is not quite as it seems. Practitioners of this form of magic are puppet masters, shaping the apparent reality of those around them to their advantage.
Purple Magic Bonus Spells
Spell Level Spells
1st charm person, silent image
2nd enthrall, invisibility
3rd hypnotic pattern, major image
4th confusion, private sanctum
5th modify memory, seeming
HEX: HALLUCINATION
Starting at 3rd level, you can infect the minds of other creatures. As an action, choose one creature you can see within 60 feet to make a Wisdom saving throw. A creature that is immune to being charmed automatically succeeds on this saving throw. On a failed save, the target’s perspective of the world distorts into a horrific and alien place. The creature has a −1 penalty on all attack rolls and ability checks it makes. Whenever the creature begins its turn, the penalty on all attack rolls and ability checks increases by 1, up to a maximum penalty of −5. This effect lasts until the end of your next turn.
DECEITFUL TRANSPOSITION
Starting at 10th level, you can use your bonus action to create an illusory disguise over two creatures within 60 feet of you, making it seem as if they have teleported and switched places. The disguise makes it seem that the creatures are in one another’s spaces, moving all sounds, smells, and other effects caused by each creature to their correct points of origin. Creatures under the effect of the disguise do not perceive any part of the illusion. A creature can use its action to examine a magically disguised creature and make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can see both illusory creatures for what they are. This illusion lasts for 1 minute, and ends early when one of the illusory creatures takes damage, or if one of the creatures performs any physical interaction which reveals itself to be an illusion.
Once you use this ability, you can’t use it again until you finish a short or long rest.
WAKING NIGHTMARE
By 14th level, you can warp everything a creature sees into a hellscape, full of terrible creatures that wish them harm. When a creature fails its saving throw against your Hallucination hex, you can further distort its mind, causing it to lose the ability to distinguish friend from foe, regarding all creatures it sees as enemies until the hex ends. Whenever the hexed creature chooses a target for an attack, spell, or other ability, it must choose the target at random from among the creatures it can see within range.
The hexed creature must always use its reaction to make an opportunity attack, if a creature provokes one.
This effect ends after 1 minute. Once you use this ability, you can’t use it again until you finish a long rest.
Wizard
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
Wizard overview
1d6 per wizard level
Proficiencies
Daggers, darts, slings, quarterstaffs, light crossbows
Intelligence, Wisdom
Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A spellbook
Wizard features
Spellcasting
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.
Cantrips
At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Preparing and Casting Spells
The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Learning Spells of 1st Level and Higher
Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Arcane Tradition
When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of the following schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Cantrip Formulas (Optional)
At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Spell Mastery
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Signature Spells
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Bladesinger
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
Sources: Tasha's Cauldron of Everything
Training in War and Song
When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
You also gain proficiency in the Performance skill if you don’t already have it.
Bladesong
Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
While your Bladesong is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Song of Defense
Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Song of Victory
Starting at 14th level, you can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
School of philosophy
As a member of the School of Philosophy you are as much a theorist as you are a practitioner of arcane arts. A student of magic, you do not focus on a single school but seek to use logic and methodology to explore all mystical secrets. Other schools denounce the rhetoric of these so-called philosophers, often faulting them for sharing the esoteric teachings that most seek to keep to themselves.
Master’s Teachings
When you choose this school at 2nd level, you replace your spellbook with a magical scroll. The scroll acts as an arcane focus.
When you prepare your spells each day, you can prepare an additional number of spells equal to your Intelligence modifier (minimum 1).
Philosopher’s Rebuke
Starting at 6th level, your mastery of magical discourse allows you to efficiently counter hostile magic. Whenever you use dispel magic or counterspell to successfully end a spell, you regain one expended spell slot. The slot you regain must be of a lower level than the spell you cast and can’t be higher than 5th level.
Arcane Symposium
Beginning at 10th level you gain the ability to share your arcane teachings with others. When you prepare a 1st level wizard spell during a long rest you may choose a number of willing creatures who can hear and understand you, up to your Intelligence modifier (minimum 1). These creatures gain the ability to cast this spell once at its lowest level without expending a spell slot and requiring no material components. Intelligence is the spellcasting ability for spells cast in this way. Creatures lose the ability to cast the spell in this way 8 hours after the spell is prepared.
Magnum Opus
By 14th level your scroll has become a masterwork of arcane philosophy. You gain the ability to cast a spell of 3rd level or lower with a casting time of one action as if it were your highest level spell slot. Casting a spell in this way does not expend a spell
slot. You must complete a long rest before you can use this feature again.
Wizard spell list
Cantrips
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Gust Barrier
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st level
Alarm
Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Elevated Sight
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Fog Cloud
Grease
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Protection from
Evil and Good
Ray of Sickness
Shield
Silent Image
Sleep
Tasha’s Hideous Laughter
Tenser’s Floating Disk
Thunderwave
Unseen Servant
Witch Bolt
2nd level
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Cloud of Daggers
Continual Flame
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Melf’s Acid Arrow
Mirror Image
Misty Step
Nystul’s Magic Aura
Phantasmal Force
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd level
Animate Dead
Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Feign Death
Fireball
Fly
Gaseous Form
Glyph o f Warding
Haste
Hypnotic Pattern
Leomund’s Tiny Hut
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Tongues
Vampiric Touch
Water Breathing
4th level
Arcane Eye
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Evard's Black Tentacles
Fabricate
Fire Shield
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Leomund’s Secret Chest
Locate Creature
Mordenkainen’s
Faithful Hound
Mordenkainen’s
Private Sanctum
Otiluke’s Resilient Sphere
Phantasmal Killer
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th level
Animate Objects
Bigby’s Hand
CloudkilI
Cone of Cold
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Rary’s Telepathic Bond
Scrying
Seeming
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th level
Arcane Gate
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Drawmij’s Instant
Summons
Eyebite
Flesh to Stone
Globe of Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
Move Earth
Otiluke’s Freezing Sphere
Otto’s Irresistible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
7th level
Delayed Blast Fireball
Etherealness
Finger of Death
Forcecage
Mirage Arcane
Mordenkainen's
Magnificent Mansion
Mordenkainen’s Sword
Plane Shift
Prismatic Spray
Project Image
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport
8th level
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Demiplane
Dominate Monster
Feeblemind
Incendiary Cloud
Maze
Mind Blank
Power Word Stun
Sunburst
Telepathy
Trap the Soul
9th level
Astral Projection
Foresight
Gate
Imprisonment
Meteor Swarm
Power Word Kill
Prismatic Wall
Shapechange
Time Stop
True Polymorph
Weird
Wish
Plague doctor
Blending spellcasting with science, you distill your magic into concoctions that harm or heal. Plague Doctors often wear grotesque masks protecting them from toxic ingredients. Many regard the mask with fear as a sign of pestilence, making Plague Doctors a source of both hope and trepidation.
Potion Craft
Beginning when you select this arcane tradition at 2nd level, you gain proficiency in Medicine and with alchemist’s supplies and herbalism kits. Additionally, you have learned to create magical concoctions. You can create any number of concoctions using your alchemist supplies or herbalism kit for 10 minutes, expending a spell slot for each concoction created. When you do, for each concoction created, choose a spell from your wizard’s spell book that targets only one creature. The chosen spell must be of an equal or lower level than the expended spell slot. When a creature consumes the concoction, it becomes the target of the spell as if you had just cast it. If the spell requires concentration, the creature that consumes the potion needs to concentrate on it. Concoctions created this way lose their magical effect at the end of your next long rest.
Good Medicine
Also at 2nd level, when you craft a concoction, you can choose to expend a spell slot without choosing a spell, instead creating good medicine. When a creature consumes your good medicine, you roll 1d8 per level of the spell slot expended casting the spell, and the creature regains an equal number of hit points. If you expended a spell slot of 3rd level or higher, you also end all diseases afflicting the creature.
Bad Medicine
Starting at 6th level, when you craft a concoction you can choose to expend a spell slot without choosing a spell, instead crafting bad medicine. When you create a dose of bad medicine, choose one effect per level of spell slot expended.
• The creature is poisoned.
• The creature’s movement speeds are halved.
• The creature takes an additional 1d4 necrotic damage the first time it takes damage each turn.
• The creature takes 1d6 poison damage each time it takes an action, bonus action, or reaction on a turn.
• The creature takes acid damage equal to the level of the spell slot expended at the start of each of its turns.
As an action, you can hurl a dose of bad medicine at a point you can see within 30 feet. Creatures within 10 feet of that point must make a Constitution saving throw against your wizard spell save DC. On a failure, the creature suffers all of the chosen effects for the next minute. As an action, the affected creature can attempt another Constitution saving throw to end any effects early.
Breathe It In
Beginning at 10th level, being persistently exposed to the most deadly ailments known has given you some small measure of resistance to them. After you take necrotic or poison damage, you gain temporary hit points equal to the damage. In addition, you are immune to disease and have advantage on saving throws against being poisoned.
Medicinal Master
Starting at 14th level, when you heal with your Good Medicine or deal damage with your Bad Medicine, roll an additional 2d8 to determine the amount of hit points regained or necrotic damage dealt.
School of sangromancy
You study an uncommon subschool of magic known as sangromancy or blood magic. Despite its dark reputation, there’s nothing inherently evil about the practice of sangromancy, though its demands on its practitioners are gruesome. As a sangromancer, your chosen magic demands more than knowledge—it demands sacrifice as well. Other wizards may view you with skepticism or even outright hostility, but none can deny the potency of your art.
Sangromancy Savant
Beginning when you select this arcane tradition at 2nd level, all sangromancy spells are added to the wizard spell list for you. In addition, the gold and time you must spend to copy a sangromancy spell into your spellbook is halved.
Full-Blooded
Starting at 2nd level, you gain a pool of d12s that you can expend instead of a hit die when you cast sangromancy spells. The number of dice in the pool equals 1 + your wizard level. Your pool regains all expended dice when you finish a long rest.
Sanguine Vigor
Starting at 6th level, your hit point maximum increases by 6 and increases by 1 again whenever you gain a level in this class. In addition, when you cast a sangromancy spell, you regain a number of hit points equal to the level of the spell.
Blood for Blood
At 10th level, when you deal damage to a creature with a spell you cast, you can expend and roll a hit die, or a d12 from your Full-Blooded feature, to add its result to the damage dealt to that creature.
Red Renewal
Starting at 14th level, when you finish a short rest, you can choose expended hit dice to recover. When you do, choose a number of expended hit dice equal to half your wizard level and regain them. You regain an equivalent number of dice from your Full Blooded feature. Once you use this feature, you can’t use it again until you finish a long rest.
Clockwork adept
Masters of invention, clockwork adepts are specialists that blend precision craftsmanship, arcane knowledge, and clockwork understanding into a seamless art. Whether modifying developing technologies or creating entirely new ones from the ruins around them, these individuals combine their arcane talents and their specialized knowledge to repair technology and build new ingenious devices. Trained extensively in the arcane arts and engineering, these men and women use their intimate understanding of both magic and mechanics to unravel the heresy surrounding technology in Soburin (and sometimes, the realms beyond)—for good or ill.
Clockwork Components
Beginning when you select this school at 2nd level, you start to unlock the secrets of artifice. You learn the mending cantrip and gain proficiency with augmetics (as a tool kit proficiency). Every day when you prepare your spells, choose a number of spells equal to your proficiency bonus. You may spend an extra hour while preparing spells to fashion devices using clockwork components that enable you to cast these chosen spells without the need for verbal or material components (though any components costing 1 gp
or more are required to craft a device). Additionally, these spells and their effects are immune to counterspell, detect magic, dispel magic, and other spells that affect magic. You must choose what level spell slot a spell occupies when you prepare a spell this way, and the clockwork components required cost 5 gp per spell level prepared.
Greater Clockwork Components
Starting at 6th level, you increase the number of spells you are able to prepare with clockwork components by your Intelligence modifier. You also learn how to craft augmetics and technological devices of Uncommon rarity (including pistols and muskets), but unlike normal you are able to craft these items at a rate in gold piece value equal to your wizard level + your proficiency bonus + your Intelligence modifier each day.
Bonded Tool
Beginning at 10th level, choose a number of cantrips equal to half your Intelligence modifier. You craft an artisan’s tool that allows you to cast these cantrips as if you had prepared them with clockwork components. Your bonded tool has 20 hit points and an AC of 5 + your wizard level. You also learn how to craft augmetics and technological devices of Rare rarity.
Clockwork Companion
Starting at 14th level, you are able to craft a clockwork companion. Choose any creature of a CR up to your proficiency bonus that is of the humanoid or beast type. You create a copy of that creature, whose type changes to construct. It gains immunity to the charmed, exhaustion, frightened and poisoned conditions, and to poison damage, but otherwise it retains all of its normal statistics. It always follows your commands to the best of its ability, even self-destructive ones. Crafting this clockwork companion requires one week and 400 gp per CR of the created creature. You also learn how to craft augmetics and technological devices of Very Rare rarity.
Mage
Your understanding of magic is one entirely borne from dissecting its intricacies when it is wrought in script, given form by symbols and words. Through the power of scrolls you wield the arcane with terrible deftness, leaving your own distinct mark on every spell you cast.
Scroll Caster
Beginning when you select this tradition at 2nd level, all of your spells require a special material component that is consumed upon casting the spell: a scroll containing your personalized magical signature, a special rune or symbol of your own creation. Creating these signature scrolls costs 1 gp times the spell’s level. Any spells that you cast display your symbol near the point of origin—even illusion spells, which show your signature as the figments you create (or lack thereof) dissipate. Identifying a signature requires the use of the detect magic spell and an Intelligence (Arcane) check (DC 8 + spell level).
Magical Author
Beginning at 2nd level, you do not have to pay any gold to scribe new spells into your spellbook and the process only takes you ten minutes per spell level.
Well Read
Beginning at 6th level, your proficiency bonus is doubled on any ability check you make that uses Arcana, History, Nature, or Religion.
Lustrous Calligraphy
Beginning at 10th level, you can scribe scrolls that are much more potent than normal but cost twice as much gold to produce. At any time you may only possess up to your level times 10 gp in lustrous calligraphy scrolls. Your proficiency bonus on spell attacks or to determine spell saves is doubled when casting a spell using a lustrous calligraphy scroll.
Overwhelming Interpretation
Beginning at 14th level, you are able to call forth the magic from two spells using one action. Each spell cast this way must have a casting time of an action or bonus action. After casting the spell, you take an amount of damage equal to triple the combined spell levels. You may not use a lustrous calligraphy scroll with this feature. You can’t use this feature again until you complete a short or long rest.
Leyline magic
The primal forces which comprise nature have their own magical energy, one which can be harnessed by wizards with proper training. By drawing their power from nature, leyline wizards can tap into primordial reservoirs of magic to gain access to new spells, empower their own spellcasting, or disrupt opposing forces which attempt to take root in their domain. The most powerful of such wizards can sew new leylines, transforming unnatural or inhospitable places into natural paradises with time. These wizards work closely with druids, and they can gradually heal environments that have been blighted or corrupted.
Natural Attunement
When you choose this arcane tradition at 2nd level, you learn how to attune yourself to the magic of leylines which course through nature. Each day when you prepare your spells in a natural setting, you may also attune yourself to the energy of a leyline. When you do, choose a list of circle spells from the druid’s Circle of the Land which match the environment in which you prepared your spells. These become your leyline spells, and the druid level shown on each list represents the minimum wizard level you must have to access the listed spells. In some cases, you can choose from multiple options based on the terrain (for example, a frozen shoreline might provide you with either the Arctic or the Coast spell lists). You can only be attuned to one leyline at a time. While attuned to a leyline, you gain access to any spells on your current list of leyline spells for which you meet the level requirement. For as long as you are attuned to a leyline, you always have these spells prepared, and they don’t count against the number of spells you can prepare each day. Leyline spells are not copied into your spellbook.
Leyline Spells
Add the following spells to each leyline spell list. These are available to wizards at 2nd level. Spells marked with an asterisk can be found in the Humblewood Campaign Setting book.
Circle Spells Added Spells
Arctic: grease, spiny shield*
Coast: create or destroy water, thunderwave
Desert: color spray, create or destroy water
Forest: entangle, veil of dusk*
Grassland: burning hands, elevated sight*
Mountain: fog cloud, thunderwave
Swamp: faerie fire, veil of dusk*
Thrum of the Land
Also at 2nd level, you learn how to channel energy from leylines to supplement your spells, infusing them with power. Whenever you are in an environment that matches a leyline to which you are attuned, you can apply one of the following benefits to any leyline spell you cast (chosen when you cast the spell):
- You gain a +2 bonus to attack rolls made with this spell.
- You gain a +1 bonus to your spell save DC for this spell.
- You have advantage on Constitution saving throws youmake to maintain concentration on this spell, and you canconcentrate on this spell for up to twice as long as it wouldnormally allow.
At 14th level, you can apply one of these benefits to a single spell of 6th level or higher when you cast it, so long as you are in an environment that matches a leyline to which you are attuned. You can’t use this feature again until you have completed a long rest.
Biorhythm
At 6th level, you learn how to channel the leyline’s energies to augment your body’s natural healing. As long as you are attuned to a leyline, whenever you use your Arcane Recovery feature to regain expended spell slots, you regain 1d8 hit points for each spell slot you recover.
Additionally, when you complete a short rest in a natural setting, you can attune yourself to a different leyline, following the rules of your Natural Attunement feature.
Natural Disruption
By 10th level, you can channel energy from your leyline to disrupt opposing magic. You can cast counterspell or dispel magic, without expending a spell slot, at the level of the highest spell slot available to you. Once you use this feature, you can’t use it again until you finish a long rest.
Leyline Weaving
At 14th level, you have learned how to alter the properties of magic around you, temporarily infusing even unnatural or hostile environments with the power of your leyline. By spending 1 hour in meditation, you can create a new leyline. This new leyline affects a 1-mile-radius area from the spot you meditated upon, which counts as the environment of the list of leyline spells you are attuned to for the purposes of using your leyline abilities. It is hard for a leyline to take root in unfamiliar spaces, and in 24 hours this effect dissipates. However, by using this ability to create the same type of leyline on the same spot each day for a full year, you can cause the effect to be permanent. This will forever alter the natural landscape within the zone you created, and you can choose whether the environment within this zone matches your leyline or combines the features of your leyline’s environment with those naturally present.
Technomancy
A new world brings new opportunities as the magical and the
mundane fuse into novel patterns. The technomage combines
the rising power of magic with a deep understanding of
technology. The technomage has a roster of spells that she
may cast, and in addition gains new powers that meld magic
and machinery.
Technomancy Savant
Beginning when you select this school at 2nd level, you
change your spellbook into a E-book device infused with
magic, allowing you to save spells on it in a special format
called "spellfiles". The gold or the time you must spend to
copy a spell in your E-book device is halved (your choice).
Machine Empathy
Also at 2nd level, you gain proficiency with one of the
following tools: engineering kit, hacking tools or mechanic
tools. In addition, whenever you make an ability check using
the chosen tool, you can twice your proficiency bonus to that
roll.
Program Spell
At 6th level, you can cast a 5th-level spell or lower while
touching an electronic device. When you do so, you expend
the spell slot, but none of the spell's effects occur. Instead, the
spell is programed into the device for later use if the item
doesn't already contain a spell from this feature. When you
program it, you determine the method of activating the spell,
such as typing a specific word, flicking a switch or similar.
After that, a creature that has an Intelligence score of at
least 6 can use an action to activate the spell and cast the
programmed spell in the device. The creature must know the
method of activation to cast the spell (for example, you can
program the haste spell to be casted in a creature when it hits
Control-Alt-H in the keyboard). A concentration spell placed
in a device cannot be activated while you are concentrating
on another spell.
When you program a spell in this way, it must be used
within 8 hours. After that time, the magic fades and is wasted.
The programmed spell is also lost if the device is destroyed
or after you finish a long rest.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Online Casting
At 10th level, you can cast spells through electronic devices,
including cameras, smartphones, tablets and computers. If a
spell requires the caster to be seen, the target must see you,
and if it requires the caster to be heard, then the target must
be able to hear you.
The range is determined from the caster to the device and
then from the device to its target. You must be able to see or
otherwise be able to determine the location of your target.
You can only use this feature to cast spells that target a
specific creature.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain
expended uses when you finish a long rest.
Download Spell
At 14th level, you can download temporary spellfiles into your
E-book device to cast them once.
When you prepare your spells, you can choose four spells
of 4th level or lower you know. These spells don't count
against the total number of spells you can prepare and you
can cast each of them once without expending a spell slot
until you finish a long rest.
Sorcerer
Demigod bloodline
Your innate magic comes from your ancestral ties to the gods themselves. Often, such sorcerers do not know the details of their descent, save that ancient power flows through their veins from a time when gods and mortals once freely mingled. Some lineages pass down myths or legends about their origin, while others claim direct descent from the coupling of a mortal and deity.
Favor of the Gods
Beginning at 1st level, you can use Charisma instead of another attribute for an ability check. You can use this a number of times equal to your Charisma modifier (minimum 1). You regain any expended uses when you finish a long rest.
Force of Will
From 6th level onwards, your foes find it an act of will to resist the force of your spells. If a creature succeeds a saving throw against a spell you cast of 1st level or higher, it has disadvantage on its next attack made before the start of your next turn.
Shrouded Passage
Starting at 14th level, you gain the ability to conceal your brilliant presence from mortal eyes. As an action, you may become invisible. Anything you are wearing or carrying is invisible as long as it is worn or carried. This effect ends if you attack or cast a spell.
Ascendant Presence
At 18th level you gain the ability to appear as a glorious deity to those around you. You can use your bonus action and spend 5 sorcery points to emanate the presence of a god. All creatures that can see you are forced to make a Wisdom saving throw or suffer disadvantage on all saving throws caused by your spells and abilities for the next hour. The target succeeds automatically if it is immune to being charmed.
Haunted
Unlike many other sorcerers, the circumstances of your birth were mundane and you have no arcane inheritance passed down from strange ancestors. Instead, you gained your sorcerous powers after you managed to survive an experience that left you on the brink of death. Since that experience you’ve had a preternatural sense for danger and a ghostly companion that either can’t or won’t leave you alone. Some Haunted, as sorcerers who share your origin are called, develop cordial relationships with their phantom, while others find their spectral companion to be a relentless nuisance.
Haunted Spells
You learn additional spells when you reach certain levels in this class, as shown on the Haunted Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. When you cast a spell you know from the Haunted Spells table, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell’s level.
Sorcerer Level Spell
1st unseen servant
3rd see invisibility
5th speak with dead
7th death ward
9th little death
Phantom Companion
At 1st level, you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, you can only choose the form of a specter, which becomes your phantom companion. Instead of a celestial, fey, or fiend this familiar’s creature type is undead. As an action, you can command your phantom companion to turn invisible until it attacks or you cast a spell through it. While invisible, it leaves no physical evidence of its passage, so it can be tracked only by magic. Any equipment or objects it is holding remains visible. Additionally, at 3rd level, when you take the Attack
action, you can forgo one of your own attacks to allow your familiar to make its Life Drain attack with its reaction.
Sixth Sense
Starting at 1st level, when you make a Dexterity ability check to determine initiative, you gain a bonus to the roll equal to your Charisma modifier.
Strength of Spirit
At 6th level, your bond to the specter summoned by your Phantom Companion feature empowers it further.
You gain the following benefits:
• Your specter’s maximum hit points increase by four times your level in this class.
• Your specter can deliver spells of any range, not just touch. Apart from this change, it follows all the normal rules of casting a spell through your familiar.
• When you use your action to cast a spell, you can use a bonus action on the same turn to command your
specter to use its Life Drain attack against a creature within range of your choice.
Deathly Pallor
Also at 6th level, you gain resistance to necrotic damage. In addition, when you cast a sorcerer spell that deals damage, you can choose to change the damage type dealt to necrotic.
Phantom Possession
At 14th level, as an action you can direct your phantom companion to attempt to possess and enter a creature of your choice within 5 feet of your phantom. When you do, the creature must succeed on a Charisma saving throw against your spell save DC or be possessed by your phantom for 1 minute. During this time your phantom cannot be affected by spells or abilities, take actions, or interact with in any way. While the target is possessed, you have a telepathic link with it as long as the two of you are within 100 feet. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability, taking the Dodge action if it has not used its action already. Each time the target takes damage, it makes a new Charisma saving throw against the possession. If the saving throw succeeds, the possession ends and your phantom companion reappears in the closest unoccupied space. Once you use this feature, you can’t do so again until you finish a short rest.
Become Death
At 18th level, you can transmute your physical form into a spectral one when you near death. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. At the start of each of your turns, you lose 5 temporary hit points and all creatures of your choice within 30 feet take 5 necrotic damage. While you have any temporary hit points granted from this feature, you have resistance to all damage, a fly speed of 30 feet, and can move through creatures and objects provided you end your movement in an unoccupied space. Once you use this feature, you can’t do so again until you finish a long rest.
Wretched bloodline
With every promise made to a fairy, contract signed with a devil, and pact with the unquiet dead, there’s a chance someone doesn’t keep their end of the bargain. The vengeance of immortal beings lasts much longer than one lifetime, and the lingering magic of these curses can affect the mortal’s descendants. These inherited magical afflictions may manifest as a plague, deformity, or aversion to the sun. In such families, a child may be born that learns to master the latent magic within their inherited curse, turning their bloodline’s bane into a personal boon—these sorcerers are known collectively as the Wretched.
Bad Luck Charm
Starting at 1st level, you have mastered the ability to temporarily cast a small fragment of your curse onto another. You can use a bonus action to choose a creature you can see within 30 feet. The chosen creature has disadvantage on the next ability check, attack roll, or saving throw it makes. 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.
Blood Ties
At 1st level, your senses easily attune to the supernatural forces that caused your inherited affliction. You know the detect evil and good spell and can cast it without expending a spell slot. This spell counts as a sorcerer spell for you but does not count against your number of spells known. Once you cast this spell without expending a spell slot, you can’t do so again until you finish a short or long rest. In addition, choose one of the following creature types as the being who cursed your ancestor: fey, fiend, or undead. While you are concentrating on the detect evil and good spell, creatures of the chosen type have disadvantage on attack rolls against you, and you cannot be charmed, frightened, or possessed by such creatures.
Wretched Curse
Also at 1st level, you suffer from a curse inherited from an ancestor who failed to uphold their end of a bargain with an otherworldly power. Choose one of the following curses that was passed down to you.
Hulking. Your ancestor was cursed with a hulking frame. You have disadvantage on Dexterity (Stealth) ability checks made to move quietly. In addition, your maximum hit points increase by 1 and increase by 1 again each time you gain a level in this class. Finally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nocturnal. Your ancestor was cursed to shun the light of day. You have disadvantage on Wisdom (Perception) ability checks made to see while you are in sunlight. In addition, you have darkvision out to a distance of 120 feet and can see through magical darkness within that range.
Plaguebearer. Your ancestor was cursed with physical symptoms of a plague. You have disadvantage on Charisma (Persuasion) ability checks made against humanoid creatures who are not blinded. In addition, you are immune to disease and have resistance to necrotic damage.
Share the Burden
At 6th level, you learn the bestow curse spell. This spell counts as a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. When you cast the spell, you can choose to cast it by spending 3 sorcery points instead of a spell slot. If you cast the spell using sorcery points, its range changes to 60 feet for that casting and your concentration can’t be broken as a
result of taking damage.
Terrifying Visage
Beginning at 14th level, you can use a bonus action to adopt the terrifying visage of the being who cursed your ancestor for 10 minutes. During this time, you can use an action on each of your turns to cause each creature who can see you within 30 feet make a Wisdom saving throw against your sorcerer spell save DC. On a failure, a creature is frightened of you until the end of your next turn. In addition, while you have adopted the terrifying visage, you gain an additional benefit based on the creature type chosen with your Blood Ties feature.
Fey. You can use a bonus action to teleport up to 30 feet in any direction.
Fiend. You have resistance to cold and fire damage.
Undead. When you take damage that isn’t radiant, you can use your reaction to reduce that damage by an amount equal to half your sorcerer level.
Once you use this feature, you can’t use it again until you finish a long rest.
Vengeful Summons
Beginning at 18th level, your magic has become powerful enough that you can call and command a servant of those that cursed you. Choose one of the following creatures as a representative for your curse based on the choice you made with your Blood Ties feature: lamia or troll (fey only), barbed devil or incubus/succubus (fiend only), ghost or wraith (undead only).
You can use an action and spend 5 sorcery points to summon your chosen creature. The creature appears in an unoccupied space you can see within 60 feet, and disappears when it drops to 0 hit points, you use this feature to summon another creature, or after 10 minutes have passed. Roll initiative for the creature, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach.
Sorcerer spell list
Cantrips
Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Gust Barrier
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st level
Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Jump
Mage Armor
Magic Missile
Ray of Sickness
Shield
Silent Image
Sleep
Thunderwave
Witch Bolt
2nd level
Alter Self
Blindness/Deafness
Blur
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Mirror Image
Misty Step
Phantasmal Force
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd level
Blink
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Haste
Hypnotic Pattern
Lightning Bolt
Major Image
Protection from Energy
Sleet Storm
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
4th level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th level
Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th level
Arcane Gate
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th level
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th level
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th level
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Blackstorm bloodline
The ribbons and spheres of magical energy that exist in the Blackstorm are unseen by most, but not you. Sorcerers born with the ability to not only discern these energies but also harness their power to twist reality are exceedingly rare, and your abilities are often misunderstood by your fellow spellcasters. The Blackstorm holds many mysteries, but your innate understanding of the magical ribbons and spheres that stretch and drift within the tapestry of reality grant you the ability to perform magics that defy explanation. However, without needing to be told, you know that for every manipulation of great power, there are often unseen consequences.
Blackstorm Magic
You learn additional spells when you reach certain levels in this class, as shown on the Blackstorm Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
Sorcerer Level Spells
1st detect magic, sanctuary
3rd invisibility, magic weapon
5th blink, counterspell
7th banishment, black tentacles
9th creation, wall of force
Sphere Empowerment
Starting at 1st level, your ability to tap into the magical spheres that permeate the realms provides you with a chance to harness them to protect yourself, or to turn the tides on your foes. As a bonus action, you can pull a sphere from the aether and evoke one of the following two effects:
• Increase your Armor Class by 2 for 10 minutes. Beginning at level 2 , you can expend 1 Sorcery Point to increase the bonus to your AC by 1 (maximum +3 total AC bonus).
• When you cast a 1st level or higher spell that does damage, you can empower it. Choose one of the targets damaged by your spell, that target takes an additional 1d4 force damage per level of the spell cast.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Blackstorm Field Attunement
Starting at 1st level, you are attuned to the cosmic forces around you. You gain proficiency in the Arcana skill if you don’t already have it. Whenever you make an Intelligence check related to the Blackstorm, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Beginning at 2nd level, whenever you spend at least 1
Sorcery Point, you must roll on the Blackstorm Field Effects chart, below.
Ribbon Weaver
Starting at 6th level, you learn to reach out and take hold of the magical ribbons that flow and twist unseen through your immediate surroundings. By twisting, pulling, and even temporarily tying these ribbons, you may perform incredible feats of magic that strengthen or deplete the magical energy around you, your allies, or even your enemies. You can choose to use one of the
following once per long rest.
Ribbon of Surety. The magic of the Blackstorm bolsters one ally’s next attack. As a reaction, when an ally you can see within 60 feet hits a creature with an attack, you can spend 1 Sorcery Point to increase the damage. For every Sorcery Point you spend, the attack does an additional 1d6 force damage.
Ribbon of Lassitude. You manipulate the ribbons of the Blackstorm to drain the magical energy of a spell. When you take damage from a spell, as a reaction you reduce that damage by 1d6 per Sorcery Point spent.
Ribbon of Echoes. As a reaction when a creature you can see within 60 feet of you casts a spell that targets yourself or a single creature, you can spend 3 sorcery points to twist and contort the ribbons of the Blackstorm to echo the effects of one spell back onto its caster instead of the original target. Use the original caster’s Spell Attack modifier or Spell Save DC for any attack or saving throws that need to be made. If the spell has an area of effect, the reflected spell’s target is centered on the original caster.
Blackstorm Manipulator
Beginning at 14th level, when you cast a spell that deals damage you can choose to increase its potency, dealing maximum damage with that spell. Should the spell deal sequential damage, only the initial damage may be maxed. Once you use this ability, you can’t use it again until you complete a long rest, unless you spend 8 Sorcery Points. In addition, whenever you roll a natural 20 (without modifiers) on any spell for which you make a spell attack roll against an enemy target, you tap into the font of the Blackstorm and regain 1 spent Sorcery Point.
Blackstorm Traveler
At 18th level, you gain the ability to fuse your own magical energies with those of the ribbons around you to shorten the distances between spaces on the material plane to cross short and great distances. Once per short rest, you may to teleport up to 120 feet away to an unoccupied space that you can see as a bonus action. In addition, you can bring your allies with you - at a cost. For each Sorcery point you spend, one ally you can see within 20 feet of you may move with you to an empty space within 20 feet of your destination. Bending the energies of the Blackstorm also allows you to travel great distances, even crossing from one realm to
another, but not between the planes. As an Action, you may travel to any location you are familiar with on any realm. For every Sorcery Point spent, you can bring one ally with you. Once you use this feature you can’t use it again until you complete a long rest. You use this ability to travel to locations known as Sanctuaries— pockets of space among the Blackstorm maintained by sorcerers as a space of safety and neutrality. You and your allies can stay in a Sanctuary as long as you choose. However, no combat is allowed within a Sanctuary; any violations will lead to permanent expulsion from that single Sanctuary location.
Blackstorm Field Effects
1 You and one random target within 60 feet of you are pulled toward each other as if falling. Each creature must make a Dexterity saving throw. On a failure, you are pulled towards the target. If both you and the target fail, you are pulled towards each other.____
2 A sphere within your grasp radiates negative magic energy; one random magical effect within 30 feet of you is dispelled._________
3 A small, temporary tear in reality appears 10 feet in front of you; anything 1-foot in diameter or smaller that is pushed into or held inside the hole is lost forever at the beginning of your next turn.__________________________________________________________________
4 You and one other randomly chosen creature within 30 feet who is on solid ground immediately switch positions. This does not provoke an attack of opportunity._______________________________________________________________________________________________________
5 For 1d4 minutes you are polymorphed into a Puggon. If you drop to 0 hit points while in this form, you will revert back. See
the polymorph spell for details and restrictions of this form.____________________________________________________________________________
6 A sphere in your vicinity cracks open, and from it emerges an ethereal weapon that floats near you for 1 minute. Once per round, the weapon attacks any enemy that comes within 15 feet of you. The weapon attack uses your Melee Spell Attack modifier and does 1d8 + your spellcasting ability force damage on a hit. You do not control this weapon, it acts on its own, moving towards and attacking threats within range as it detects them. This effect’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)._______________________________________________________________________________________________________________
7 The Blackstorm charges you with potent energy. The next spell for which you roll a successful spell attack roll within the
next minute deals its maximum damage.________________________________________________________________________________________________
8 A random, nonmagical item or weapon within 30 feet of you explodes into fragments and dust. Should the item be carried by another creature, the bearer of the item must make a DC13 Dexterity saving throw or take 1D8 piercing damage. This effect’s damage and saving throw DC increase by 1d8 and +2 when you reach 5th level (2d8 and DC15), 11th level (3d8 and DC 17), and 17th level (4d8 and DC 19). The DM can choose at random by counting the number of eligible items and rolling a die to determine which item explodes._____________________________________________________________________________________________________________________
9 Your manipulation of a sphere causes a ripple in time. If you aren’t already first in Initiative order next round, you will be for that round. Afterward, your Initiative reverts._________________________________________________________________________________________________
10 Two ribbons have hidden ties to the one you selected; until the end of your next turn, all objects and creatures within 30 feet of you are weighed down. The movement speed of all creatures are halved and melee weapon attack rolls are at disadvantage within the area.__________________________________________________________________________________________________________________________________
11 6 pips of starlight born from the inky darkness of the Blackstorm appear and swirl around you for 1 minute. Any creature that looks at you while targeting you for an attack must make a DC13 Constitution saving throw or be blinded until the end of their next turn. Additionally, as a bonus action you can choose to fire one of the starlights at a target within 60 feet of you, using your spell attack modifier. On a hit, a starlight mote does 2d6 fire damage. This effect’s damage and saving throw DC increase by 2d6 and +2 when you reach 5th level (4d6 and DC15), 11th level (6d6 and DC 17), and 17th level (8d6 and DC 19)._______________________
12 Your manipulation of reality has caused a freak weather anomaly; you and all creatures within 15 feet of you must make a DC 13 Dexterity save or take 1d8 lightning damage. This effect’s damage increases by 1d8 and saving throw DC increases by 2 when you reach 5th level (2d8 and DC 15), 11th level (3d8 and DC 17), and 17th level (4d8 and DC 19).__________________________________________
13 A blackstorm elemental is summoned from the energies you have stirred; it appears in a random location within 60 feet of you. The elemental attacks the nearest target (including yourself) on Initiative 20. The elemental returns to its original plane of existence immediately after making this attack. The number of elementals that appear increases by 1 when you reach 5th level (2 elementals), again at 11th level (3 elementals), and 17th levels (4 elementals)._______________________________________________________________________
14 The forces of creation rejuvenate you and your allies. Up to 6 creatures you can see within 30 feet of you regain 2d8 + your Charisma modifier hit points.____________________________________________________________________________________________________________
15 You have pulled too hard on a ribbon and caused a twist; time stops for a 10-foot radius around you and resumes one hour later. Anyone entering the area of effect is also subject to the stoppage of time._______________________________________________________
16 The rare sphere you selected was tied psychically to an ally; that ally gains 9 (2d8) temporary hit points and the two of you are able to communicate telepathically for 1 hour, regardless of distance.__________________________________________________________________
17 The sphere you are working with radiates repulsive energy. Until the end of your next turn, any spell cast with you as the target will reflect back to the caster. Use your spell attack modifier or spell save DC for the reflected spell, if applicable, as per the spell type. This applies to beneficial magic as well.____________________________________________________________________________________________
18 A ribbon you are holding charges with cosmic energy and lashes out at the nearest enemy. The target must make a DC 13 Strength saving throw or have its movement reduced to 0 for 1 minute. The creature can repeat this saving throw at the end of each of its turns. This effect’s Saving throw DC increases by 2 when you reach 5th level (DC 15), 11th level (DC 17), and 17th level (DC 19).__________________________________________________________________________________________________________________________________
19 You were unable to avoid wrapping a sphere with a ribbon and have caused a ripple in reality; you and every creature within 60 feet of you is granted an extra Action on their next turn.________________________________________________________________________________
20 Roll twice on this table. Both effects rolled occur as written.
Ju-Wai Shu bloodline
You are imbued with the blood of truly powerful workers of magic, an embodiment of the underlying raw energies of the cosmos. With this great ancestral gift you can not only conjure spells, but tear away the veil of reality to stupendous effect.
Calligraphy Staff
Starting at 1st level, you gain proficiency with spears and can perform a day long ritual to imbue power into a special spear called a calligraphy staff. Your calligraphy staff grants you a magical bonus to melee attack and damage rolls equal to half your proficiency bonus. Anyone else that tries to use your calligraphy staff suffers disadvantage and cannot gain their proficiency bonus. You cast your spells by carving magic from reality with your calligraphy staff; when not using your calligraphy staff, you take 1 point of damage per spell level of any spells you cast that have somatic components (count cantrips as 1st-level spells) You treat your calligraphy staff with the same reverence you would a holy book or symbol, and you are able to use it as an arcane focus when casting spells. Accordingly, you never willingly part with your calligraphy staff—you may not sell it, lend it to others, or otherwise abandon it. If for any reason your calligraphy staff is taken from you, you must do everything in your power to recover it.
Reality Riposte
Beginning at 6th level, when you are wielding your calligraphy staff and would be hit by a weapon or spell attack, you may spend your reaction to tear open a hole in reality between you and the attack, causing the attack to miss. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Empowered Spellcasting
Starting at 14th level, you can expend 3 sorcery points as a bonus action while casting a spell to cast the spell as one level higher than the slot you expended.
Ju-Wai Shu Strike
Beginning at 18th level, when casting a spell you may double your proficiency bonus on a spell attack or double your proficiency bonus to determine the saving throw DC of a spell. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
The network
Your innate magic comes from the energy of the massive
network around the world where every device is connected.
Perhaps the constant exposure to this network through using
devices connected to the internet gave you your powers.
Social Network
Starting at 1st level, your innate connection allows you to get
information easily. Whenever you make an Intelligence check
to learn or get information about someone or something, you
may use your Charisma modifier instead.
Network Strikes
When you choose this origin at 1st level, as a bonus action
you gain the following benefits for 1 minute:
Whenever you deal damage with a spell, you can replace
the damage type to lightning damage.
Any creature within 30 feet of you that you can see that
hits you with an attack takes lightning damage equal to
your Charisma modifier.
Once you use this feature, you must finish a short or long
rest to use it again.
Arcane Firewall
At 6th level, whenever you are targeted by an spell that makes
you roll a saving throw, you can use your reaction and spend
1 sorcery point to gain advantage on that roll.
If you are targeted by a ranged spell attack, you can use
your reaction and spend 1 sorcery point to impose
disadvantage on that roll.
Metamagic Glitch
At 14th level, when you cast a spell using a 4th level slot or
higher, you can choose one metamagic option you know from
Careful, Distant, Empowered, Extended or Subtle spell. You
use that metamagic option at no cost.
Network Overload
Beginning at 18th level, when you cast a spell that requires a
single attack roll against a single target, you can expend up to
4 sorcery points to deal an additional 1d10 lightning damage
for each sorcery point you expend.
Cleric
Fate domain
Fate is seen by some as a power above the gods themselves; the cosmic force to which all, mortal and immortal, are bound. Clerics of such a force are seers, oracles, and prophets. They attempt to unravel the mysteries of destiny. Through their art they gain secret knowledge of things past, present, and future.
Fate Domain Spells
1st identify, find familiar
3rd augury, detect thoughts
5th sending, clairvoyance
7th divination, locate creature
9th commune, contact other plane
Oracle
At 1st level you learn the Thaumaturgy cantrip.
Vestal Teachings
At 1st level you become proficient in your choice of two of the following skills: Arcana, Religion, Insight.
Channel Divinity: Seer’s Omen
Starting at 2nd level, you can use your Channel Divinity to force a creature you can see within 30 feet to make a Wisdom saving throw. If the creature fails its saving throw, then for the next minute whenever it makes an attack roll or a saving throw, it must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Glimpse
At 6th level you may use your Channel Divinity as a bonus action to see things as they actually are. Until the start of your next turn, you have truesight, notice secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Seal Fate
At 17th level you gain the ability to sever a creature’s fate. As an action you choose a creature you can see, roll 1d4 and choose rounds, days, or years. The creature is forced to make aWisdom saving throw. After the chosen time has passed, the creature takes 10d10 necrotic damage on a failed save or half as much on a successful one. You can’t use this feature again until you complete a long rest.
Eldritch domain
Even the most benevolent divine beings operate outside the bounds of mortal comprehension. These eldritch forces sing a siren song that calls out for mortal worshippers through lucid dreams and the whispers of dead gods. The Eldritch domain empowers the devoted followers of unknown and distant forces of chaos, divine entities of eldritch oblivion, and dead gods.
Eldritch Domain Spells
Cleric Level Spells
1st hideous laughter, sleep
3rd detect thoughts, see invisibility
5th fear, tongues
7th confusion, phantasmal killer
9th contact other plane, dream
Eldritch Effects
d8 Effect
1 The creature cannot speak or cast spells that have verbal components.
2 The creature takes 1d8 psychic damage at the start of each of its turns.
3 The creature is disoriented. It immediately falls prone and falls prone again at the end of each turn it moves 5 feet or more.
4 The creature is distracted by visions and voices and has disadvantage on attack rolls and Wisdom (Perception) ability checks.
5 The creature is unsure of itself. It can move or take an action on its turn but not both and it cannot use reactions.
6 The creature is reckless. It has advantage on attack rolls and attack rolls against it have advantage.
7 The creature is deafened and cannot see objects or creatures further than 30 feet away.
8 The creature is frightened of you.
Unpredictable Inspiration
At 1st level, choose any cantrip. The chosen cantrip counts as a cleric spell for you but does not count against the number of cleric cantrips you know. Each time you finish a long rest you can replace the chosen cantrip with any other cantrip of your choice.
In addition, you gain proficiency in a skill of your choice. Each time you finish a long rest you can replace the chosen skill with another skill of your choice.
Eldritch Contagion
Starting at 1st level, you’ve been gifted with the ability to impart a fleeting taste of the unknowable on others. When you cast a spell with a spell slot of 1st level or higher that targets one or more creatures, you can use a bonus action on the same turn to force one of the spell’s targets to make a Wisdom saving throw. On a failure, roll on the Eldritch Effects table and the creature suffers that effect for 1 minute. At the end of each of its turns, the creature can make another Wisdom saving throw, ending the effect on a success. This effect ends early if you use this feature again.
Channel Divinity: Prophecy of Doom
Starting at 2nd level, you can use your Channel Divinity to speak a prophecy, inducing visions and hallucinations in nearby creatures. As an action, choose a point within 120 feet of you that you can see and roll on the Eldritch Effects table. Each creature in a 15-foot-radius sphere centered on the chosen point must succeed on a Wisdom saving throw or suffer the temporary effect for 1 minute. At the end of each of its turns, an affected creature can make another Wisdom saving throw, ending the temporary effect on a success.
Otherworldly Calm
Starting at 6th level, you gain resistance to psychic damage and advantage on saving throws against being charmed and frightened. Additionally, any creature that attempts to read your thoughts find them incomprehensible. The attempt automatically fails and they must succeed on a Wisdom saving throw against your cleric spell save DC or take psychic damage equal to your cleric level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Sing the Song that Ends the World
Starting at 17th level, creatures who fail a saving throw against your Prophecy of Doom feature take 10d10 psychic damage. Once a creature has taken damage in this way, it can’t take damage from this feature again for 10 minutes.
Inquisition domain
The Inquisition domain reflects the order of the multiverse and the rejection of tainted magic—at least so far as certain celestial powers see it. Only the divine casters are pure and fit for use. Since arcane magic is strong enough to challenge the gods, divine beings of this domain, such as the Arch Seraph Empyreus, demand magic-using mortals are kept in check. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn’t feasible.
Inquisition Domain Spells
Cleric Level Spells
1st detect magic, identify
3rd see invisibility, silence
5th dispel magic, remove curse
7th arcane eye, locate creature
9th creation, hallow
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Witch Hunter’s Strike
At 1st level, when you hit a creature with a weapon attack, you can deal an additional 1d8 force damage. If the creature is concentrating on a spell, you deal an additional 2d8 force damage instead. If a creature fails its saving throw to maintain concentration as a result of taking damage from this feature, you gain a number of temporary hit points equal to the extra force damage dealt by this attack. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest. At 14th level, this damage increases to 2d8, and 3d8 if the creature is concentrating on a spell.
Channel Divinity: Spell Shield
Starting at 2nd level, you can use your Channel Divinity to bestow a temporary resilience to arcane harm. As a bonus action, you present your holy symbol and choose a creature you can see (including yourself) within 30 feet. The chosen creature gains temporary hit points equal to 1d10 + your cleric level. While a creature has temporary hit points granted by your spell shield, it has resistance to damage from spells and advantage on saving throws against spells. The creature loses any remaining temporary hit points after 1 hour.
Rebuke Invoker
Starting at 6th level, as a reaction when a creature you can see within 60 feet casts a spell, you can force the creature to make a Constitution saving throw. On a failure, the creature takes force damage equal to 1d8 per level of spell slot expended casting the spell + your Wisdom modifier. Cantrips are considered first-level spells for this ability. On a successful save the creature takes half as much damage instead. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), regaining all uses upon completion of a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the power of celestial order. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supernal Safeguard
Starting at 17th level, when you use your Spell Shield feature, you can choose a number of creatures up to your Wisdom modifier (minimum 2) instead of choosing only one.
Cleric spell list
Cantrips
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st level
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Elevated Sight
Guiding Bolt
Healing Word
Inflict Wounds
Protection from
Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
2nd level
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone o f Truth
3rd level
Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Feign Death
Glyph o f Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water Walk
4th level
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
5th level
Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
6th level
Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th level
Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
8th level
Antimagic Field
Control Weather
Earthquake
Holy Aura
9th level
Astral Projection
Gate
Mass Heal
True Resurrection
Community domain
The community domain focuses on the ties that bind all people together. These are the ties of family and friendship, the ties to ancestors, as well as the ties between elders and the next generation with whom they share their wisdom. The power of the Gods of community is in the security of home and hearth, and the joy of good company. Many such gods teach the value of tradition and simple ways of living in harmony with the natural world. They also tend towards the rule of law, not as a kind of great bureaucracy, but as sacred traditions passed from generation to generation. Some gods advocate the removal of harsh or disruptive forces to this order, and proper sanctions for the violation of the goodwill that any community ought to provide.
Clerics of such gods value unity, and praise the strength that can be gained when people support each other.
Community Domain Spells
Cleric Level Spells
1st bless, goodberry
3rd aid, heroism
5th beacon of hope, spirit guardians
7th banishment, faithful hound
9th mass cure wounds, telepathic bond
Blessing of the Hearth
From 1st level, you gain the ability to conjure a small flagstone hearth with a simple iron cooking pot whenever you rest. This hearth helps warm you and your companions, and can be used to prepare hearty and nutritious meals on the road. If you or any friendly creatures you make camp with would regain hit points at the end of a short rest by spending one or more hit
dice, each of those creatures may choose to re-roll one of their resting dice, taking the higher roll between the two.
Additionally, you gain proficiency with Cook’s utensils.
Channel Divinity: Magnificent Feast
Starting at 2nd level, you may use your Channel Divinity to conjure a magical feast for the rough road ahead. By spending 10 minutes, you may create a number of delicious, well-prepared, yet simple food items equal to your Wisdom modifier (minimum of 1). These food items will last up to 8 hours or until the end of a rest, and will never spoil. Eating food created in this way takes an action, providing whomever eats it with healing equal to 2d4 + your cleric level, and can remove either the frightened or poisoned condition from that creature (chosen by the creature when consumed).
Channel Divinity: Community Watch
Starting at 6th level, you can use your Channel Divinity to instill a feeling of vigilant protection in you and your allies. You grant yourself and a number of allies, up to your Wisdom modifier (minimum of 1), a boon from your deity. Allies must be able to see you and be within 30 feet to receive the boon. Once per round, a creature benefitting from this boon can roll a d6, adding the result to a skill check, saving throw, or attack roll. This effect lasts for a number of rounds equal to your Wisdom modifier (minimum of 1 round). A creature can only
benefit from this effect if it can see at least one of its allies.
Divine Strike
At 8th level, you gain the ability to infuse your weapon with the power to punish wrongdoing. 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 psychic damage to the target. Visions of the evil they have wrought upon others flash before their eyes. You choose whether any foe reduced to 0 hit points by this attack remains stable or dies. When you reach 14th level, the extra damage increases to 2d8.
Paragon of the People
At 17th level, your Community Watch grants an additional d6 to each affected ally. It also grants immunity to fear for the duration of the effect. Additionally, your Magnificent Feast produces twice as many foodstuffs, each of which can, when consumed, remove a single curse or disease affecting the target (including attunement to a cursed item).
Night domain
The night is mysterious, and conceals many unseen dangers. However, the cover of darkness also brings protection from predators and shadows within which one can conceal themselves. The gods of night are varied, encompassing those who would use the cover of darkness to protect others from threats, to those who would use the shadows for wrong doings. The motives of night gods are often shrouded in mystery. Many teach their followers that it is only by peering through the darkness and looking beyond what is hidden that one can attain truth. Clerics of night do their best to keep themselves and their companions safe while journeying through the darkness.
Night Domain Spells
Cleric Level Spells
1st sleep, veil of dusk*
3rd darkness, moonbeam
5th nondetection, globe of twilight*
7th divination, stellar bodies*
9th dream, seeming
Spells marked with an asterisk (*) can be found in this book.
Eye of Twilight
Beginning at 1st level, a divine blessing grants you the ability to see more clearly in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were only dim light. You can’t discern color in the darkness, only shades of gray.
When you reach 6th level, you can see in dim light within 120 feet of you as if it were bright light, and in magical or nonmagical darkness as if it were dim light. You can’t discern color in the darkness, only shades of gray.
At 8th level, you can see normally in darkness, both magical and nonmagical within 120 feet.
Finally, at 17th level, your eyes are able to see the truth hiding within darkness. You gain the ability to call upon the powers of your deity to grant yourself truesight within 120 feet of you for a number of minutes equal to your Wisdom modifier (a minimum of 1 minute). Your truesight only functions while in conditions of magical or nonmagical darkness. Once you have used this feature, you cannot use it again until you have completed a long rest.
Ward of Shadows
At 1st level, you can create a ward of divine shadows to conceal yourself from an attacking enemy. When attacked by a creature you can see within 30 feet of you, you can use your reaction to impose disadvantage on the attack roll, as shadows envelop your form. An attacker that can’t be blinded is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and regain all expended uses when you finish a long rest.
Channel Divinity: Invocation of Night
Starting at 2nd level, you can use your Channel Divinity to harness the powers of night, clouding the vision of your foes in
a shroud of darkness. As an action, you present your holy symbol causing any source of mundane or magical light within 30 feet of you to be extinguished. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature
who fails the saving throw is blinded for a number of rounds equal to your cleric level. A creature blinded in this way gets a new saving throw at the end of each of its turns to remove the effect. A creature that has total cover from you is not affected.
Improved Ward
At 6th level, you can use your Ward of Shadows feature whenever a creature you can see within 30 feet of you attacks a creature besides yourself.
Veil of Dreams
When you reach 8th level, you gain mastery over magical sleep. When you cast the sleep spell, add your cleric level to the dice you roll to determine how many hit points of creatures the spell can affect. You may choose the order in which creatures within the
spell’s area are affected. If the first target chosen has too many hit points to be affected, the spell will instead target the next creature you have chosen that the spell could affect before affecting other targets. Additionally, any creature you put to sleep cannot be woken until the start of your next turn. Otherwise, the sleep spell acts as normal.
Creature of the Night
Starting at 17th level, you can use your action to activate a supernatural aura of deep night. It lasts for 1 minute, or until you dismiss it using another action. You emit heavily obscuring darkness in a 30-foot radius and lightly obscuring shadows 50 feet beyond that. The darkness and shadows overlap and smother existing sources of light. Only light produced by a 9th level spell or similarly powerful effect can negate the darkness and shadows. Enemies within the shadows constantly feel the presence of hungry predators watching them, and become frightened as long as they remain inside the affected area. Enemies in the darkness are both blinded and frightened for as long as they remain within its area.
Kami domain
Many spirits wander the world of Soburin—in addition to the tsukumogami that have become commonplace since the return of the Mists of Akuma, there are also ethereal beings known as kami. Divine scholars devoted to understanding, assuaging, or destroying these magical creatures gain superlative abilities to deal with them, making them true warriors of the supernatural.
Table: Kami Domain Spells
1st sanctuary, unseen servant
3rd invisibility, see invisibility
5th blink, nondetection
7th faithful hound, secret chest
9th animate objects, contact other plane
Kami Companion
When you choose this domain at 1st level, you find a kami spirit that becomes your companion. You may cast the find familiar spell to summon your kami spirit. Unlike a normal familiar, your kami companion can never deliver touch spells. It gains the following traits:
Etherealness. Your kami companion enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane (other than you).
Ethereal Sight. Your kami companion can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. Your kami companion can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Kami Defenses. Your kami companion is resistant to acid, fire, lightning, and thunder damage, as well as bludgeoning, piercing, and slashing damage from nonmagical weapon attacks. It is immune to cold, necrotic, and poison damage, and it is immune to the charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.
Channel Divinity: Fortify
Starting at 2nd level, your kami companion can use its action to activate your Channel Divinity to relieve you of one of the following conditions: charmed, frightened, poisoned, or prone.
Blessed Awareness
Beginning at 6th level, your kami companion can use its action to share a shred of its supernatural senses with you, granting you blindsight to a range equal to your proficiency bonus times 5 feet until the end of your next turn.
Improved Fortify
At 8th level, your kami’s ability to relieve conditions improves. It is now able to affect creatures other than you with its fortify ability and it can relieve these additional conditions: grappled, paralyzed, or restrained.
Spirit Monster
Starting at 17th level, you and your kami companion can each spend an action to transform into another creature as though using the true polymorph spell. It can spend an action to return to its normal form. Your kami companion can remain in a transformed state for a number of rounds equal to your proficiency bonus plus your Wisdom modifier. You regain expended uses when you finish a long rest.
Technology domain
Gods of technology promote the ideals of invention, city building and science. Cities, electronic and mechanical devices are the example of their ideals, empowering everyone who uses the technology in their name.
Technology Domain Spells
Cleric Level Spells
1st grease, power device*
3rd arcane lock, relay text*
5th electromagnetic pulse*, lightning bolt
7th fabricate, wire walk*
9th instant connectivity*, synchronicity*
Modern spells are marked with an asterisk.
Bonus Cantrip
When you choose this domain at 1st level, you gain the haywire cantrip if you don't already know it.
Channel Divinity: Recharge
Starting at 2nd level, you can use your Channel Divinity to power electrical devices.
As an action, you touch your holy symbol and evoke pure energy. You gain a number of energy points equal to five times your cleric level that last for 2 hours or until you finish a short or long rest.
As an action, you can touch an electrical device and transfer energy points from your pool to power it. Expending 1 energy point you can power a medium or smaller electrical device for 10 minutes, and expending 4 energy points you can power a Large or Huge-sized electrical device for 10 minutes. You can increase the duration expending more energy points, up to the maximum amount remaining of your energy points.
Urban Builder
Beginning at 6th level, while in an urban environment, you are considered proficient with the engineering kit and the mechanic tools, and you add double your proficiency bonus to checks using those tools instead of your normal proficiency bonus.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the 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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Techpriest
At 17th level, you gain resistance to lightning damage and you learn the spell chain lightning, which is always prepared and count as a domain spell for you. Additionally, all electric devices that require batteries don't expend charges when you use it.
City domain
The City domain is concerned with the
citizenry, commerce, traffic, and even
architecture of modern civilization. In the
eyes of a cleric of the city, the center of
modern life is a sense and spirit of
community, and the gravest enemies of the
city are those who seek to harm the common
weal of its citizens.
New spells introduced for the City domain are
marked with an asterisk and detailed in the
“New Spells” chapter. For all other spells, see
the Player’s Handbook.
City Domain Spells
Cleric Level Spells
1st comprehend languages, remote access*
3rd find vehicle*, heat metal
5th lightning bolt, protection from ballistics*
7th locate creature, synchronicity*
9th commune with the city*, shutdown*
Bonus Cantrip
When you choose this domain at 1st level,
you gain the on/off cantrip (see “New Spells”)
in addition to your chosen cantrips.
Bonus Proficiencies
Also starting at 1st level, you gain proficiency
with sidearms and proficiency with vehicles
(land).
Heart of the City
From 1st level, you are able to tap into the
spirit of community found in the city. While
Developed by Tiago Cristiano [kristianotiago@gmail.com] 8
you are within any city, you can gain
advantage on a single Charisma (Deception,
Intimidation, or Persuasion) check, and you
are considered proficient in the appropriate
skill. You can use this feature a number of
times equal to your Wisdom modifier (a
minimum of once). You regain any expended
uses when you finish a long rest.
Channel Divinity: Spirits of the City
Starting at 2nd level, you can use your
Channel Divinity to call on the city for aid.
As an action, you present your holy symbol,
and any city utility within 30 feet of you
either works perfectly or shuts down entirely
for 1 minute (your choice).
Additionally, each hostile creature within 30
feet of you must make a Charisma saving
throw. On a failed save, the creature is
knocked prone or restrained (your choice) by
hazards such as entangling wires, highpressure
water erupting from fire hydrants,
pavement collapsing to unseen potholes, and
so on. A restrained creature can escape by
making a successful Strength (Athletics) or
Dexterity (Acrobatics) check against your
spell save DC.
This effect is entirely local and affects only
utilities within 30 feet of you. Determination
of what utilities are available within range and
how the physical effects of those utilities
manifest are left to the GM.
Block Watch
Starting at 6th level, your awareness while in
the city extends preternaturally. While in an
urban environment, you are considered
proficient in the Insight and Perception skills,
and you add double your proficiency bonus to
Wisdom (Insight) and Wisdom (Perception)
checks, instead of your normal proficiency
bonus.
Divine Strike
At 8th level, you gain the ability to infuse
your weapon strikes with psychic energy
borrowed from the citizens of your city. 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 psychic damage to
the target. When you reach 14th level, the
extra psychic damage increases to 2d8.
Express Transit
At 17th level, you can use mass transit routes
to transport instantaneously to other points in
the city. Starting from a bus stop, train
station, subway stop, or other suitable mass
transit site within the city, you can teleport to
any other similar transit stop within the city,
as if you had cast a teleport spell whose
destination is a permanent teleportation circle
you know. Once you use this feature, you
must finish a short or long rest before using it
again.
Druid
Circle of beasts
Druids of the Circle of Beasts are shapechangers, masters of many forms capable of turning not only themselves but also their allies and even their foes into wild beasts. They often live as wanderers or secluded hermits, in deep wilds or on mist-shrouded islands. They keep company with beasts and fae, for most folk avoid these mystics and the places they call home, thinking them dangerous enchanters or witches.
Gift of Forms
When you choose this Circle at 2nd level you can use your Wild Shape on a willing creature within 30 feet to transform them into a beast with a challenge rating as high as ¼. The effect lasts for a number of hours equal to half your druid level or until they choose to end the effect early by using a bonus action on their turn.
Myriad Wild Shape
Starting at 2nd level, you can use your Wild Shape feature a number of times equal to your Wisdom modifier (minimum 2) instead of twice. You regain all expended uses when you finish a short or long rest.
Shapechanger
Beginning at 6th level, when you use your Wild Shape to transform yourself or a willing creature into a beast with a challenge rating as high as ¼, you may do so without expending a use of Wild Shape.
Wild Curse
At 10th level you gain the ability to use Wild Shape on an unwilling creature within 30 feet of you. When you use Wild Shape on an unwilling creature, the creature is forced to make a Wisdom saving throw or be transformed into a beast of your choosing with a challenge rating as high as ¼. The effect lasts for a number of hours equal to half your druid level but the creature can make a Wisdom saving throw at the end of each of its turns. On a success, the effect ends and they revert to their normal form.
Patron of Changes
At 14th level you gain the ability to change the forms of multiple creatures simultaneously. You can use Wild Shape on any number of creatures within range as a single action, expending a charge of Wild Shape for each creature.
Circle of blood
The Circle of Blood is a keeper of old ways. They remember how ancient druids performed sacrificial rituals under a blood-red moon to appease the uncaring forces of nature. The Circle of Blood druid trades blood for life in a delicate balance to bolster their allies and destroy their enemies.
Circle of blood Spells
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Blood Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Spells
3rd hold person, sense lifeblood
5th blood bound, sanguine poppet
7th circle of scarlet, dark sacrament
9th dominate person, mortality
Blood Boon
When you choose this circle at 2nd level, when a creature you can see within 60 feet of you dies, you can use your reaction to claim the last vestiges of its vitality. You regain one previously spent Hit Dice. When you do, you can grant a creature you can see within 60 feet of you a number of temporary hit points equal to your druid level. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses at the end of a long rest.
Rite of the Blood Moon
At 6th level, you learn a rite that invokes the power within a creature’s blood. As an action, you can expend one use of your Wild Shape class feature to drive yourself or a willing creature within 5 feet of you into a blood frenzy which lasts for 1 minute. The affected creature gains the following benefits:
• It gains resistance to bludgeoning, piercing, and slashing damage against weapons which are not magical.
• It gains darkvision to a range of 60 feet and advantage on Wisdom (Perception) checks.
• It can roll a d8 in place of the normal damage of its unarmed strike. When it takes the Attack action on its turn, it can make one attack with its unarmed strike as a bonus action.
• Its speed increases by 10 feet.
• It can’t speak or cast spells.
Only one creature at a time can be affected by your Blood Rite. If you use the Rite of the Blood Moon on another creature, the effects of the Rite end for any other creature.
Blood Lust
Starting at 10th level, those under the effect of your Blood Rite can sacrifice a piece of their own vitality to enhance their capacity for destruction. Once on each of its turns when a creature under the effects of your Rite of the Blood Moon feature makes a damage roll, it can expend a hit die and add the result to the damage roll.
Create Blood Elemental
Starting at 14th level, when a creature you can see within 60 feet of you dies, you can use your reaction to fully exsanguinate its corpse, conjuring a water elemental composed of its blood and bound to your service. Roll initiative for the elemental, which has its own turns. It obeys your verbal commands. The elemental remains in your service for 1 hour or until it is reduced to 0 hit points, at which point it collapses into a pool of blood. Once you conjure an elemental with this feature, you can’t use the feature again until you finish a long rest.
Circle of mutation
Druids of the Circle of Mutation believe that nature should be improved in order to compete with the unnatural world. Their order hides in the darkest corners of swamps and forests, conducting experiments to warp the structure of their domain. They go unheard from for months on end, emerging from the wild with twisted vines and mutated creatures at their side. These druids have earned the scorn of other circles, discredited as those who have lost their way. In the eyes of a mutation druid, those who wish to preserve nature as it is simply fear what change brings.
Mutate Shape
Starting when you choose this circle at 2nd level, you can use a bonus action to use your Wild Shape. In addition, while you are transformed by Wild Shape, you can use a bonus action to expend a spell slot and gain a number of mutation points equal to the level of the spell slot expended. These mutation points last until they are spent or your use of Wild Shape ends. While you are in your beast shape you can expend one or more mutation points (no action required by you) to select a mutation from the list below. When you do, your physical body contorts and changes in a gruesome display. Chosen mutations last for the duration of your Wild Shape.
Creature of the Sea. For 1 mutation point, you can breathe air and water and gain a swim speed of 30 feet. For an additional 1 mutation point, your swim speed increases to 60 feet.
Creature of the Sky. For 3 mutation points, you gain a fly speed of 30 feet. For an additional 2 mutation points, your fly speed increases to 60 feet.
Darkvision. For 1 mutation point, you gain darkvision out to a distance of 60 feet.
Echolocation. For 4 mutation points, you have blindsight out to a distance of 30 feet while you are not deafened.
Enchanted Attacks. For 1 mutation point, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Enlarge. For 1 mutation point, your size increases by one step (from Medium to Large, for example). You can spend an additional 2 mutation points to increase your size by two steps instead (from Medium to Huge, for example).
Multiattack. For a number of mutation points equal to 2 + 2 x your beast form’s CR, whenever you use your action to make a natural weapon attack you can make two natural weapon attacks instead.
Natural Armor. For 1, 2, or 3 mutation points you increase your AC by an equal amount.
Reduce. For 1 mutation point, your size decreases by one step (from Medium to Small, for example). You can spend an additional 2 mutation points to decrease your size by two steps instead (from Medium to Tiny, for example).
Unnatural Voice. For 1 mutation point, you can speak as normal, even if your beast shape lacks the anatomy for such vocalizations. This does not allow for spellcasting while in Wild Shape form.
Venomous Attacks. For 2 mutation points, attacks you make with your natural weapons deal an additional 1d4 poison damage.
Circle Forms
Also at 2nd level, your ability to transform into dangerous beasts is enhanced. Starting when you gain this feature, you can use your Wild Shape to transform into a beast with a challenge rating 1 or lower. You ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating equal to or less than your druid level divided by 3, rounded down.
Unnatural and Unnerving
Starting at 6th level, you gain proficiency with the Intimidation skill if you don’t already have it. If you are already proficient in Intimidation, you gain proficiency in one skill of your choice from the following: Athletics, Acrobatics, Perception, Stealth, or Survival. In addition, you have advantage on Charisma (Intimidation) ability checks you make while you are in your beast shape and have at least one mutation.
Endless Evolution
At 10th level, when you enter your Wild Shape you gain a number of mutation points equal to your Wisdom modifier (minimum 1). Unspent mutation points are lost when you leave your beast shape. In addition, you can use an action to touch a beast and expend a spell slot, causing it to mutate to your liking. You gain a number of mutation points equal to the level of the spell slot or the CR of the beast, whichever is lower. As part of the same action, you must spend all mutation points on mutations which manifest in the beast. Unspent mutation points are lost. Mutations remain indefinitely until the same beast is targeted by a different use of this feature or the dispel magic spell, remove curse spell, or similar magic.
Apex Predator Aura
Starting at 14th level, beasts that begin their turn within 30 feet of you must make a Wisdom saving throw with a DC equal to your druid spell save. On a failure, the creature is frightened for 10 minutes. On a success, the creature is immune to this effect for the next 24 hours. An affected creature can use its action on each subsequent turn to steel themselves and repeat the saving throw, ending and becoming immune to this fear effect for the next 24 hours on a success. You can use an action to cause this aura to affect chosen creatures within 30 feet, instead of only beasts, until the start of your next turn. Once you use this special action,
you can’t use it again until you finish a long rest.
Druid spell list
Cantrips
Druidcraft
Guidance
Gust Barrier
Mending
Poison Spray
Produce Flame
Resistance
Shillelagh
Thorn Whip
1st level
Animal Friendship
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Elevated Sight
Entangle
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Purify Food and Drink
Speak with Animals
Thunderwave
2nd level
Animal Messenger
Barkskin
Beast Sense
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Moonbeam
Pass without Trace
Protection from Poison
Spike Growth
3rd level
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Feathered Reach
Feign Death
Globe of Twilight
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th level
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Grasping Vine
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th level
Antilife Shell
Awaken
Commune with Nature
Conjure Elemental
Contagion
Geas
Greater Restoration
Insect Plague
Mass Cure Wounds
Planar Binding
Reincarnate
Scrying
Tree Stride
Wall of Stone
6th level
Conjure Fey
Find the Path
Heal
Heroes’ Feast
Move Earth
Sunbeam
Transport via Plants
Wall o f Thorns
Wind Walk
7th level
Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
8th level
Animal Shapes
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
Sunburst
Tsunami
9th level
Foresight
Shapechange
Storm o f Vengeance
True Resurrection
Circle of blight
While wu-jen make pacts with the dark entities that control the somber seasons of Soburin, there are those that worship these fel powers directly and revel in the malevolent decay of the world around them.
Blessing of Akinochisō
When you choose this circle at 2nd level, you gain resistance to necrotic damage. Additionally, you gain advantage on saving throws against the Mists of Akuma, and you require half as much food and water as normal.
Circle Spells
Your attunement to the dark powers that have overtaken nature infuse you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle of blight spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Table: Blight Spells
3rd shatter, silence
5th fear, vampiric touch
7th banishment, blight
9th cloudkill, contagion
Blessing of Natsu Ītā
When you reach 6th level, exposure to the Mists of Akuma does not increase your Haitoku score or decrease your Dignity score. Additionally, you gain resistance to one type of energy, which changes depending on what season it is: summer—fire, autumn— thunder, winter—cold, spring—lightning.
Blessing of Fuyu-Noyaban
Starting at 10th level, you gain immunity to necrotic damage. You no longer need to eat or drink.
Blessing of Haru-Oshōhi
When you reach 14th level, you gain immunity to the element determined by the season. By spending a bonus action, you can force a creature you can see to make a Wisdom saving throw against your spell save DC. On a failed save, its resistance to one of the elements you are immune to decreases by one step, from immunity to resistance, from resistance to no resistance, or from no resistance to vulnerability. This effect lasts for a number of rounds equal to your Wisdom modifier.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Circle of shifting
Diminished as they are, the spirits of nature still bless some druids with natural magics so that they might combat the Mists of Akuma directly. A select few make a great sacrifice however, exchanging their spells for sublime control over their forms.
Endless Wild Shape
When you choose this circle at 2nd level, you lose the ability to learn new spells and cease to gain new spell slots. Instead, you focus on transforming your body; you can use Wild Shape an unlimited number of times, and can stay in your Wild Shape for an unlimited duration. Unlike normal, your hit points do not change when using Wild Shape.
Embodiment of Nature
Starting at 2nd level, you may transform your normal form into one more beastlike. As an action, you adopt one of the following transformations, so long as you are in your normal form. You may dismiss this transformation as a bonus action.
Animal Sense. You gain advantage on Perception checks based on one of the following senses: sight, smell, or sound.
Natural Weapon. You gain a natural weapon that deals 1d4 damage: bite (piercing), claw (slashing), or hoof (bludgeoning).
Thick Hide. Your AC is never less than 10 + your Dexterity modifier + half your proficiency bonus, regardless of what kind of armor you are wearing.
Wild Movement. You gain the ability to breathe water and a swimming speed equal to half your speed, or you gain a climbing speed equal to half your speed.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn and are in your normal form. The number of attacks increases to three when you reach 14th level in this class and to four when you reach 20th level in this class.
Additionally, at 14th level you can attack one additional time whenever you take the Attack action on your turn while using the Natural Weapon option of Embodiment of Nature or Wild Shape.
Focused Form
At 6th level, when using Embodiment of Nature, you adopt a number of transformations equal to your proficiency bonus.
Additionally, the damage of the Natural Weapon transformation increases to 1d6.
Concentrated Form
At 10th level, you are able to use Embodiment of Nature abilities while transformed into a beast by Wild Shape. When using the Animal Sense transformation to gain advantage on sight-based Perception checks, you gain darkvision 60 feet (or if you already possess darkvision, its range increases by 30 feet). When using the Wild Movement transformation the swimming or climbing speed you gain is equal to your speed.
Dangerous Form
At 14th level, the damage of the Natural Weapon transformation increases to 1d8. When using the Animal Sense transformation to gain advantage on smell-based Perception checks, you gain blindsense 30 feet (or if you already possess blindsense, its range increases by 15 feet).
Lethal Form
At 18th level, the damage of the Natural Weapon transformation increases to 1d10. When using Embodiment of Nature, you adopt a number of transformations equal to your proficiency bonus plus your Wisdom modifier.
Circle of the warden
Every druid has a responsibility to the natural world, but those who join the Circle of the Warden stand as sentinels of nature’s balance. The Circle of the Warden specializes in divination and abjuration magics to help foresee possible imbalances and correct them before they cause irreparable damage. To druids of this circle, people are as much a part of the natural balance as plants and animals. As such, these druids can be found providing succor to those affected by natural disasters just as often as to the flora and fauna. In Humblewood, many druids who have joined the Tenders of the Scorched Grove are members of this circle, as its values align quite closely with the tenets of their order.
Heartbeat of the Land
Starting when you choose this circle at 2nd level, you form a connection to the natural world around you, and you can sense when it is in danger. You gain proficiency in the Nature and Insight skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Additionally, by spending 10 minutes communing with nature, you can glean the following information about the area within 3 miles of you:
- You learn the general location and severity of any immediate threats to the environment in the region (forest fires, flooding, blights, etc.).
- You learn if any aberrations, beasts, elementals, fey, or undead are present within range, but not their specific locations.
- You learn the general direction of the nearest portal to an elemental plane.
Shared Burden
Also at 2nd level, you learn the art of siphoning off harmfulelemental energy. You can use this to lessen elemental damage being done to your allies by shouldering some of it yourself. When a creature within 30 feet of you takes cold, fire, lightning, or thunder damage, you can use your reaction to grant that creature resistance against the damage dealt. You take damage equal to the amount taken by the target creature.
Additionally, you may spend an action to reduce the area of natural or magical effects which deal persistent cold, fire, or lightning damage within 30 feet of you. You may remove up to 20 feet worth of adjacent spaces from the area of such effects per use of this feature. However, for each 5-foot space of energy damage removed in this way, you take 1d6 points of damage of the same type the effect would deal. If the effect is caused by a spell, you instead take 1d6 points of damage per the spell’s level for each 5-foot space removed and, if there are no damage dealing spaces remaining, the effect is dispelled. You have resistance to any damage dealt to you through this feature.
Sympathetic Shield
Starting at 6th level, you learn how to channel the energy of your beast shapes into manifestations of nature’s protection. As an action, you may expend a use of your Wild Shape feature to shield yourself or an ally within 30 feet of you in the protective armor of a beast spirit. This spirit armor is translucent and doesn’t block line of sight. It can take the shape of any beast you desire, though it must be a form you shape into. The shielded creature gains a +2 bonus to its AC and 1d10 temporary hit points for every 3 druid levels you possess. This effect lasts until these temporary hit points are expended or replaced by another ability which grants temporary hit points. At 14th level, the spirit armor can retaliate against foes who would attack it directly. Whenever a shielded creature is dealt damage by a target within 5 feet of it, the spirit armor deals 1d8 points of magical bludgeoning, piercing, or slashing damage to that target. This damage type is chosen by the druid when activating Sympathetic Shield.
Aura of Calm
Starting at 10th level, your presence radiates an aura of soothing natural magic. Whenever you or a friendly creature within 10 feet of you receives healing from a spell, that spell restores an additional number of hit points equal to half your druid level. Additionally, all plants that aren’t creatures within this aura grow thick and plentiful and are restored to their full vigor. Such plants also become safe to travelers while inside the aura, negating difficult terrain caused by plants, including magical effects such as entangle or spike growth, and granting advantage on any saving throws made to resist the harmful effects of such spells.
Bond of Shelter
Once you reach 14th level, your service to the natural balance is rewarded, and nature itself rises to protect you and your allies from harm. As an action, you can create a 30-foot-radius, 20-foot-tall cylinder of protective energy, centered on your current position at the time you create it. This cylinder lasts for 1 hour. As long as you are on the Material Plane or an elemental plane, natural features in the area, including plants, trees, rocks, and water (as well as wind, water, earth, or fire, if on an elemental plane) animate to defend you. If not in a setting where natural features are present, plants, trees, rocks, and other natural elements sprout from the earth before animating. When you activate this ability, choose any number of creatures you are familiar with to be immune to the effect. The cylinder affects each other creature in the following ways:
- Affected creatures can’t willingly enter the cylinder unless they succeed on a Charisma saving throw against your spell save DC. The cylinder also protects the area against planar travel for the duration, and therefore prevents any creature from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
- Affected creatures have disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can’t be charmed, frightened, or possessed by affected creatures.
- When an affected creature enters the cylinder for the first time on a turn or starts its turn there, the creature takes 5d10 magical bludgeoning damage from the animated nature within.
Once you use this feature, you can’t do so again until you finish a long rest.
Circle of the city
The Circle of the City is made up of druids living in cities to guard and to maintain the balance between nature and civilization. Druids of this circle do not reject technology and metal, but rather are very pragmatic about the tech they use. This circle thinks that metals come from the earth, and because of that, they have a natural place in the world.
Bonus Proficiencies
Starting at 2nd level, you gain proficiency with dart guns and pistols (including machine pistols).
Metal Wild Shape
Also at 2nd level, whenever you use your Wild Shape feature, your shape is made with metal and pieces of the city, more simmilar to a construct than a beast. While transformed into a beast, your AC increases by your proficiency bonus and the Constitution score of the shape increases by 2. Starting at 6th level, the Constitution score of the shape increases by 4.
Construct Mind
At 6th level, while transformed into a beast, you are considered a construct, you gain a +1 bonus to attack rolls and your attacks count as magical for purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 8th level, the attack bonus increases to +2
City Guardian
At 10th level, you can wild shape into a city guardian for 1 minute. After using this feature, you must finish a long rest to use it again.
True Construct
At 14th level, you cannot be charmed, paralyzed, petrified or poisoned and you are immune to poison and psychic damage.
Additionally, you can wild shape into a city guardian twice before a long rest
Monk
Way of the gladiator
Monks who follow the Way of the Gladiator live and die on the bloody sands of the arena in pursuit of glory, gold, and perfection of their martial art. From the dirty fighting of the pits to the flashy spectacle of grand coliseums, there are few who can match their
skill with a bronze blade and wrapped fist.
Combatant’s Gambit
Starting at 3rd level you specialize in an exotic signature weapon, such as a trident, net, or khopesh. The weapon can be any simple or martial melee weapon that does not have the heavy or two handed property. Weapons of the chosen type are considered monk weapons for you. The first attack you make each round with a monk weapon has advantage.
Flash of Bronze
Starting at 6th level your attacks with monk weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, whenever you are able to make an unarmed attack, you may spend 1 ki point to make the attack with your monk weapon instead, if you are wielding one. This attack deals bonus damage equal to your Martial Arts die.
Superior Opponent
Beginning at 11th level you can enter a special meditation that prepares you for battle. Following a long rest, the next attack you make with a monk weapon you may treat the d20 roll as a 20, scoring a critical hit.
Glorious Spectacle
Beginning at 17th level, when another character’s turn ends, you may take an immediate additional turn this round. During this turn you have advantage on all Acrobatics, Athletics, and Performance skill checks. You must complete a short rest before you can use this feature again.
Way of the leaden crown
In contrast to the esoteric ideals of other monastic traditions, monks of the Way of the Leaden Crown have practical aims: the self-governance of humanoid peoples. These monks see the history of the world as a series of clashes between groups of powerful beings, where humanoids were at best collateral damage and at worst disposable pawns. To break this cycle of dependence and destruction, monks of the Way of the Leaden Crown master mental powers to fight back against the otherworldly powers of the multiverse and protect humanoid sovereignty. One component of this plan involves training to do battle with powerful outsiders. The other equally important component is ensuring that humanoid societies are prepared to overthrow those powerful outsiders already dominating them. To that end, these monks seek political positions that place them in or near decision-making roles where they can influence humanoids to fight back against arch seraphs, arch daemons, and primordials.
Subtle Hand
Starting at 3rd level, your martial arts are enhanced by a capacity for telekinetic strikes. On your turn your reach is 10 feet when you make unarmed attacks. In addition, when you make an unarmed strike this way, it deals force damage instead.
Psionic Prowess
Also at 3rd level, your psychic powers have manifested in the ability to cast certain spells. You gain the mage hand cantrip if you don’t already know it. When you cast the spell, the spectral hand is invisible. In addition, you can cast certain spells by expending ki. You can use an action and spend 1 ki point to cast detect evil and good or protection from evil and good. You can also use an action and spend 2 kit points to cast hold person, levitate, or shatter. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.
Unsubtle Strike
At 6th level, when you hit a creature with an unarmed strike or monk weapon, you can force it to make a Strength saving throw against your ki save DC. On a failure, you can choose to push or pull the creature 10 feet. Once you use this feature, you can’t use it again until the start of your next turn.
Psychic Crush
Starting at 11th level, each time you hit a creature with an unarmed strike it gains a pressure point. A creature loses all pressure points if you give a different creature a pressure point or 1 minute after the last time it gained a pressure point. As a bonus action on your turn, you can spend 1 ki points to telekinetically crush a creature with 1 or more of your pressure points. When you do, the creature must make a Strength saving throw against your ki save DC. On a failure, the creature takes 1d8 force damage per pressure point they have and they are restrained until the end of your next turn. On a success, they take half as much damage and aren’t restrained. Either way, the creature then loses all pressure points.
Psionic Mastery
At 17th level, you have mastered the psionic disciplines necessary to defend mortals from outsiders. As an action, you can spend 5 ki points to cast dispel evil and good, hold monster, telekinesis, or wall of force. Wisdom is your spellcasting ability for these spells and you do not need to provide material components when casting them in this way.
Way of pride
Monks of the Way of Pride value themselves above all others. These monks focus on mastering their form, ego, and destructive power. They use their monastic traditions publicly, with the intention of gaining the respect and admiration of “lesser beings.” The prideful traditions of this order include adorning oneself with jewelry, hiding their scars from prying eyes, and commanding respect from those that would oppose them.
Tall Tales
At 3rd level, you have gained a knack for telling embellished tales of your past achievements. You gain proficiency in your choice of one of the following skills: Deception, Intimidation, Performance, and Persuasion.
Bruised Ego
At 3rd level, your ego bolsters your vitality, strengthening as you fight to prove your vigor. Whenever you expend a ki point, you can also choose to gain temporary hit points equal to your Proficiency Bonus. While your current hit points are equal to or less than half your maximum hit points, you can also add your Wisdom modifier to the amount of temporary hit points gained.
Assertive Attacker
At 3rd level, while your current hit points are equal to or less than half your maximum hit points, your Martial Arts die counts as being one higher than normal. For example, if you are a 6th-level monk, your Martial Arts die goes from a d6 to a d8. At 17th level and higher you Martial Arts die goes from a d10 to a d12.
Irrational Retaliation
Beginning at 6th level, damage dealt to you is damage dealt to your pride, and that is something you simply cannot allow. Whenever a creature deals damage to you, you can use your reaction to expend 2 ki points to target that creature. Until the end of your next turn, all attacks you make against the target creature have advantage.
Redoubled Efforts
Additionally at 6th level, while your current hit points are equal to or less than half your maximum hit points, you can roll one additional Martial Arts die when determining the extra damage dealt by a critical hit.
Ever Prideful
At 11th level, your muscle memory takes over. When your hit points are reduced to 0 you are not knocked unconscious, but you must still make death saving throws and suffer all the normal effects of taking damage while at 0 hit points. At the beginning of each of your turns whilst in this state you can spend 1 ki point to remain in this state. If you do not spend a ki point at the start of your turn whilst at 0 hit points you suffer all the normal effects of being reduced to 0 hit points.
The following also apply:
• You cannot speak.
• You cannot cast or concentrate on spells.
• Critical hits against you in this state count as one failed death saving throw instead of 2.
Egotistical
Beginning at 17th level, you gain the benefits of this class’ features that state ‘while your current hit points are equal to or less than half your maximum hit points’ whenever you are below your hit point maximum instead, provided you have been damaged by a hostile creature within the past minute.
Martial artist
Hundreds of years of warfare have led the clans of Soburin to develop dozens of powerful martial arts forms. You seek to master yourself and the world by learning as many of them as you can, turning your body into a weapon of terrifying power.
Stance Adept
At 3rd level, you learn one martial arts feat.
Stance Warrior
At 6th level, you learn one martial arts feat. The number of martial arts stances you can use at the same time increases by 1.
Stance Scion
At 11th level, you learn one martial arts feat. The number of martial arts stances you can use at the same time increases by 1.
Stance Master
At 17th level, you learn two martial arts feat. The number of martial arts stances you can use at the same time increases by 1.
(Monastic) priest
Though the spirits of Soburin’s natural world have been grievously harmed over the past two centuries, you are truly devoted to nature and blessed with fantastic magical abilities that you hone while perfecting a martial discipline.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn two cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots. The Priest Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell detect magic and have a 1st-level and a 2nd-level spell slot available, you can cast detect magic using either slot. Spells Known of 1st-Level and Higher. You know two 1st-level druid spells of your choice. The Spells Known column of the Priest Spellcasting table shows when you learn more druid spells of 1st-level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st- or 2nd-level. The spells you learn at 8th, 14th, and 20th level can come from the cleric spell list. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a druid spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level (in which case the new spell may be a cleric spell, so long as it is replacing another cleric spell). (Alternatevely for a more community feel you the normal spells you learn can be from the cleric spell list and those leaned at 8th, 14th, and 20th level can come from the druid spell list.
Spellcasting Ability. Wisdom is your spellcasting ability for your spells, since you learn your spells through deep meditation and a fundamental connection to nature. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Priest Spellcasting Table
Spell Slots per Spell Level
Level Cantrips Spells
Known
1st 2nd 3rd 4th
3rd 2 2 2 — — —
4th 2 2 3 — — —
5th 2 3 3 — — —
6th 3 3 3 — — —
7th 3 4 4 2 — —
8th 3 4 4 2 — —
9th 3 5 4 2 — —
10th 3 5 4 3 — —
11th 3 6 4 3 — —
12th 3 6 4 3 — —
13th 3 7 4 3 2 —
14th 3 7 4 3 2 —
15th 3 8 4 3 2 —
16th 3 8 4 3 3 —
17th 4 9 4 3 3 —
18th 4 9 4 3 3 —
19th 4 10 4 3 3 1
20th 4 10 4 3 3 1
Shugyo Conditioning (Vow of poverty)
At 6th level, you can go exceptionally long periods without sustenance. You can comfortably go without food or drink for a number of days equal to your proficiency bonus. When you take a long rest, you require one hour less sleep per point of proficiency bonus.
Martial Spellcasting
At 11th level, you gain advantage on saving throws that you make to maintain your concentration on a spell.
Perfected Form
At 17th level, whenever you cast a spell you may choose to ignore verbal, somatic, or focus components. You can do so a number of times equal to your Wisdom modifier. You regain expended uses of this feature when you finish a long rest.
Tattooed monk
While there are countless martial disciplines that dot the countryside of Soburin, the monastic tradition of the Ikari Prefecture is legendary. Known as the Way of the Tattooed Pagoda, these spiritual warriors focus on a mix of meditation, pain tolerance, martial skill, and artistic expression, all of which they channel through elaborate tattoos across their bodies to produce fantastic magical effects. While the monks who champion the Way of the Tattooed Pagoda are often serene individuals, they are deadly opponents when they decide violence is required.
Tattooed Magic
At 3rd level, you gain the ability to activate the tattoos on your body to produce magical effects. As an action, you may spend 2 ki points to cast blur, darkvision, enhance ability, or lesser restoration. When casting these spells you do not need to provide any components and you may only target yourself.
Tattooed Defense
At 6th level, your connection to your tattoos strengthens considerably, allowing you to quickly rearrange them on your body to defend against incoming attacks. As a reaction, you can spend one point of ki to cause one of your tattoos to flow off of your body to intercede with a melee attack or spell attack, absorbing an amount of damage equal to your level + proficiency bonus.
Flurry of Tattoos
At 11th level, so long as you have at least one ki point you can spend an action to detach a number of tattoos equal to your proficiency bonus and throw them as though they were daggers, using your Wisdom modifier for bonuses to attack and damage rolls. These tattoos have a range of 40/120 and they reappear on your body the following round, regardless of whether or not you hit your target.
Body of Art
At 17th level, your tattoos become a scintillating, living canvas of color that easily distracts those around you. As an action, you may spend 6 ki points to cast confusion without the need for components.
In Soburin tattoos are viewed as a form of art as well as a
rite of passage. Many individuals getting a tattoo often mark
their affiliation to a particular organization, philosophy, or
even spiritual path. For some this might be as simple as a
clan mark but it could also be something as detailed as a full
body piece that signifies the passing of a loved one or a new
union. Dragons, elements, nature scenes, clan symbols, and
similar markings are all popular choices for tattoos.
The cost of getting a tattoo is normally based on the
time and detail required, ranging between 1 and 50 Imperial
Pieces (larger, more elaborate artwork can cost as much as
100 gp or more.) When calculating the time it takes to get a
tattoo it is generally safe to assume it takes approximately
thirty minutes for every Imperial Piece spent.
Way of the gun fu
Monks of the Way of the Gun Fu are masters in the sophisticated close-quarters gunplay resembling a martial arts battle played out with firearms instead of traditional weapons.
The focus of gun fu is both style and the usage of firearms in ways that they were not designed to be used. Shooting a gun from each hand (usually paired with jumping to the side at the same time), shots from behind the back, as well as the use of guns as melee weapons are all common.
Gun Fu Technique
When you choose this tradition at 3rd level, you gain proficiency with heavy pistols and machine pistols. These weapons are monk weapons for you, and you gain the following benefits:
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with firearms. Immediately after you take the Attack action on your turn to make an unarmed strike, you can spend 1 ki point to make an additional ranged weapon attack with a firearm as a bonus action.
Countershot
At 6th level, as a reaction when an enemy misses you with a melee attack roll, you can make a single ranged weapon attack with a firearm against the attacker. Once you use this feature, you can't use it again until you finish a short or long rest.
Gun Fu Mastery
At 11th level, you gain proficiency with submachine guns and tactical shotguns. These weapons are also considered as monk weapons for you. Additionally, when you hit a target with a firearm which is a monk weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns.
Bullseye
At 17th level, your mastery of firearms grants you extraordinary accuracy. If you make an attack roll with a firearm which is a monk weapon for you and miss, you can reroll it. You can use this feature only once on each of your turns.
Way of the vigorous shot
Most monks tends to use primitive weapons while up in their
monasteries, daggers, spears, axes. All of these can be
wielded effectively with their martial arts and are simple to
learn and master. However, there are a select few monks who
choose to go for the more inventive means of dealing damage,
and take up the use of certain firearms in order to deal their
damage. The firearm, to most monks, may seem a loud and
barbaric lead burpers that have no class and style to them.
But a monk who goes down the way of the vigorous shot has
learned to channel their Ki into their firearms and make them
extensions of their own serene will. Beware those who cross
these Gun Fu artists, for they will end up dead before they
know what hit them.
Bonus proficiencies
When you take this tradition at 3rd level, you learn how to
infuse your Ki into firearms and let it flow through the
bullets. You gain proficiency in two of the following weapons:
Pistols, Revolvers, Rifles, or Carbines. These weapons are
not considered monk weapons for you and thus do not qualify
for use with the Martial Arts feature, but you can use the
Martial Arts damage die as piercing damage in place of the
damage these weapons would deal.
Gun Fu
Once you reach 3rd level and take this tradition, you have
trained yourself to flow your Ki through your firearms to
perform special maneuvers in place of your Martial Arts and
Ki moves. You get the following maneuvers.
When you make the attack action with a firearm that you
are proficient in, you can make one unarmed strike or a
ranged attack during your turn as a bonus action. Use
your martial arts die in place of the normal damage for
this attack. Spend a Ki point to make two ranged attacks,
using your Martial Arts die in place of the damage.
You can spend 2 Ki points in order to shoot past your
firearm's normal range without disadvantage.
When you get the Extra Attack feature at 5th level, you
ignore the reload action and loading times for firearms
when making the additional attacks.
You can use Deflect Missiles by using your reaction to fire
a shot at a ranged weapon attack targeting your ally, at the
cost of 1 Ki point. You can add Ki points to your attack roll.
Missiles have 18 AC, and ranged spell attacks have 19 AC.
Force Of Bullets
When you reach 6th level, you have learned to harness the Ki
in your body to empower your firearms beyond thier normal
potential. Your attacks made with the firearms you chose in
your Bonus Proficiencies feature count as magical for the
purposes of overcoming resistance and immunity to
nonmagical attacks and damage. You can also use your
Stunning Strike feature for your ranged weapon attacks
using these firearms.
Additonally, you can add your Martial Arts die to your
firearm's damage roll once per turn.
You can spend a Ki point in order to ignore cover bonus for
your firearm's attacks out to their normal range as you curve
the bullets around walls and cover.
Severe Salvo
At 11th level, once per turn, when you make a ranged attack
with firearms you are proficient in, you can spend 1-6 Ki
points to conjure addional bullets equal to the amount of Ki
you spend that you fire from your gun at any creature within
your gun's maximum range as beams of pure energy. Any
creature targeted by these bullets must succeed a Dexterity
saving throw against your Ki save DC. On a failed save, they
take 2d12 + your Dexterity modifier force damage. They take
half that damage on a successful save.
You can only target a creature with two beams at once,
including the creature you made the attack roll against.
Inner Focus
At 17th level, you have learned to steady your mind to make
nearly any shot with the firearms you chose in your Bonus
Proficiencies feature. So long as you take a bonus action to
aim your gun or have only moved half your movement speed
in any direction, you have advantage on attacks made with
these weapons within their normal range. Once per short
rest, if you miss a firearm attack roll, you can reroll the attack,
but must use the new roll. You can spend 2 Ki points to get
advantage on the reroll.
Fighter
Hoplite
The hoplite is a warrior whose singular prowess and skill can defy even the most overwhelming odds. They are a hero among lesser warriors, the champion of a great army or a band of mighty myrmidons. The hoplite’s discipline and tenacity set them apart from
other fighters. They excel at both holding a defensive line and breaking from their ranks to weave through a battlefield, devastating multiple foes.
Phalanx Tactics
Starting at 3rd level when you choose this archetype, you learn how to lead others to defend themselves as a phalanx unit. If you move half your speed or less on your turn, at the end of your turn, you and allies within 5 feet of you, receive a +1 bonus to AC until the start of your next turn. If you are wielding a shield, you and these allies gain +2 bonus to AC instead. A creature can only benefit from this feature from one Fighter at a time.
Linebreaker
Starting at 3rd level, your learn to overwhelm foes with vicious attacks. If no allies are within 5 feet of you, as a reaction to hitting a creature with a melee weapon attack, you can immediately make an additional melee attack with your shield or the butt of your weapon. The weapon’s damage die for this attack is a d4 + your Strength or Dexterity modifier and it deals bludgeoning damage. A creature damaged by this attack has disadvantage on attacks against you until the start of your next turn.
Sure Stride
Starting at 7th level, your base walking speed is increased by 10 feet and you cannot be shoved or knocked prone. Allies within 5 feet of you have advantage on saving throws against effects that would shove them or knock them prone.
Hero’s Advance
At 10th level you learn to close on enemies with surprising speed and coordination. As a bonus action, you may move up to half your speed and make one weapon attack against a target you have not already attacked this turn. Allies within 5 feet of you may use their reaction to move up to the same distance but must end their movement within 5 feet of you.
Comrades in Arms
Beginning at 15th level, when a creature within 5 feet of you misses you or a friendly creature with a melee attack, you can use your reaction to make a melee weapon attack agaisnt the attacking creature.
Ruthless Cadence
By 18th level your speed and skill have become unsurpassed. Any hit you score against a creature that is at its hit point maximum is a critical hit. Additionally, when you score a critical hit with a weapon attack, you deal additional damage equal to your fighter level.
The bulwark warrior
Those who learn the fighting prowess of the Bulwark Warrior protect their allies from certain death. Bulwark Warriors maintain control on their enemies to keep them focused on themselves. Endurance and strength are primary skills of these warriors, they are prepared to take lethal strikes for their compatriots.
Protective Taunt
Starting at 3rd level, once per turn whenever you make a melee weapon attack against a creature, you can taunt
them into attacking you. When a creature you’ve hit since the start of your last turn attacks someone other than you,
use your reaction to force them to attack you instead. This effect ends early if they more more than 5 feet out of your
reach, you become incapacitated, or you die.
Weather the Storm
Also at 3rd level, you have grown accustomed to being battered and bruised. As a bonus action, for the next minute at the end of each of your turns, you can gain temporary hit points equal to your fighter level. Once you use this feature, you can’t use it again until you finish a short or long rest.
Living Shield
When you reach 7th level, you can quickly protect allies from attacks. As an action, all creatures of your choice within 30 feet that can hear you must make a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. Each creature that fails the save has disadvantage on all attack rolls that do not target you until the beginning of your next turn. Additionally, you can gain a number of hit points equal to your Constitution modifier for each failed saving throw. You can use this feature twice, regaining all spent uses at the end of a long rest. You gain an additional use of this ability at 15th level.
Aggressive Defence
At 10th level, you learn to wait for the perfect moment to strike. Once per turn when you have temporary hit points and hit a creature with a melee weapon attack, you can expend up to half your fighter level in temporary hit points to deal that much additional damage to your target.
Improved Second Wind
Starting at 15th level, your endurance is unrivaled in battles. When you gain health from your Second Wind feature, you can also gain temporary hit points equal to the amount healed.
Halt the Assault
Starting at 18th level, when a creature within 5 feet of you takes damage, you can use your reaction to use your temporary hit points to reduce the damage taken by the target by the amount of temporary hit points forfeited.
Living crucible
Fighters who become Living Crucibles have discovered an external means of power. While most other fighters train in martial traditions or study the art of war, Living Crucibles hone their craft of alchemy and prepare their body to endure compounds poisonous to others. In exchange for this rigorous physical and mental preparation, these fighters are able to temporarily push
their bodies past their natural limits. Under the influence of their alchemical compounds these fighters can see in darkness, enhance their speed, inure themselves to magical attacks, and more.
Compound Creator
When you choose this archetype at 3rd level, you learn to create alchemical compounds toxic to others but empowering to you.
Creating Compounds. You learn three compounds of your choice, which are detailed under “Compounds” below. You can create any number of these compounds you know by using alchemist’s supplies and spending 10 minutes to create them. These compounds remain potent until the end of your next long rest, after which time they become inert and have no effect. You learn two additional compounds of your choice at 7th, 10th, and 15th level. Each time you learn new compounds, you can also replace one compound you know with another one.
Consuming Compounds. As a bonus action you can consume a single compound using this feature. You can safely consume a number of compounds up to 1 + your Constitution modifier (minimum of 1). Each compound you consume after that causes you to gain a level of exhaustion. When you finish a long rest, you regain the ability to safely consume compounds. You can benefit from multiple compounds at the same time, but taking the same compound more than once provides no additional effects.
The benefits associated with each compound apply only to you. Any other creature that consumes one of your compounds must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or become poisoned for 1 minute.
Student of Alchemy
Also at 3rd level, you gain proficiency with alchemist’s supplies. Your proficiency bonus is doubled for any ability check that uses this proficiency.
Quick Creation
At 7th level, once per long rest you can use a bonus action to quickly create and consume one compound that you already know how to make.
Living Cauldron
At 10th level, the number of compounds you can safely consume increases to 3 + your Constitution modifier (minimum 1). At 18th level, the number of compounds you can safely consume increases to 5 + your Constitution modifier (minimum 1).
Toxin Transmutation
At 15th level, you can use a bonus action to end one effect causing you to be poisoned. When you do, you gain temporary hit points equal to your level in this class.
Living Catalyst
At 18th level, when you finish a long rest you can choose to replace one compound you know with another one.
Compounds
Compounds are presented in alphabetical order.
Adrenal Injection. For the next minute, your movement speed is increased by 10 feet and your jumping distances are tripled.
Allsense Injection. For the next minute, you have blindsight out to a distance of 30 feet.
Arcane Eye Oil. For the next hour, you can sense magic as if you were under the effects of the detect magic spell.
Draught of Bull’s Strength. For the next 10 minutes, you have advantage on Strength ability checks and saving throws.
Draught of Cat’s Grace. For the next 10 minutes, you have advantage on Dexterity ability checks and saving throws.
Draught of Bear’s Endurance. For the next 10 minutes, you have advantage on Constitution ability checks and saving throws.
Draught of Fox’s Cunning. For the next 10 minutes, you have advantage on Intelligence ability checks and saving throws.
Draught of Owl’s Wisdom. For the next 10 minutes, you have advantage on Wisdom ability checks and saving throws.
Draught of Eagle’s Splendor. For the next 10 minutes, you have advantage on Charisma ability checks and saving throws.
Elfsight Oil. For the next 8 hours, you have darkvision out to a range of 120 feet.
Fleshknit Phosphate. For the next minute, if you have at least 1 hit point, you heal a number of hit points equal to your proficiency bonus at the start of each of your turns.
Ironmind Injection. For the next hour, you have advantage on saving throws made against being charmed or frightened.
Liquid Courage. You gain temporary hit points equal to your Constitution ability score plus twice your level in this class. You lose any remaining temporary hit points from this compound after 1 minute.
Liquid Rage. For the next minute, your weapon attacks deal an extra 1d4 damage.
Presto Powder. For the next 10 minutes, you have advantage on ability checks made to determine initiative and you can use a bonus action on each of your turns to take the Dash or Disengage action.
Spellshine Ointment. For the next minute, you have resistance to damage from spells.
Steelskin Ointment. For the next minute, you have resistance to bludgeoning, piercing, and slashing damage.
Tenmen Tincture. For the next hour, you count as one size larger when determining your carrying capacity, and you ignore the heavy property of weapons.
Scofflaw
A fighter who hits hard and fights dirty, the Scofflaw balks at the ideals of honor and tradition, doing what they need to survive. Rules are made to be broken, and the Scofflaw extends this logic to their fighting style. Using every trick at their disposal to gain the upper hand against their foes, the Scofflaw cows their enemy into submission, or overwhelms their defenses with a single cheap shot. Scofflaws eventually trust their notorious reputation to do much of the work for them, gaining the ability to cause foes
to quake with a single threat. Scofflaws are a diverse bunch that run the gamut from graceful yet deadly knaves to bruiser thugs. What ties them together is their belief that there’s no such thing as a bad win.
Bonus Proficiency
When you choose this Martial Archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, Insight, Intimidation, Sleight of Hand, or Stealth. Alternatively, you may learn Thieves’ Cant.
Intimidating Banter
At 3rd level, you are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.
Brutal Brawler
At 3rd level, your tavernside scuffles have honed your ability to deal damage with just about anything that’s handy. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse quality. Additionally, whenever you hit with an improvised weapon, you may spend a bonus action to break it over your opponent. Doing this destroys the weapon, but deals the maximum number each of the weapon’s damage dice could deal to the target. Any additional dice added to the attack’s damage roll are not affected by this ability.
At 10th level, the improvised weapons you wield become even more lethal in your hands. When you spend your bonus action to break an improvised weapon over your opponent, add an additional 2d6 to the weapon’s base damage dice.
At 18th level, you have advantage on attacks you make with improvised weapons.
Misdirection
At 7th level, you are adept at using words and gestures to taunt or fakeout your opponent, turning their lack of composure against them. This allows you to goad your foe into swinging in ways that can cause them to strike their allies, or which leave them open to a counterattack. As a bonus action you can misdirect an opponent within 5 feet of you. The target must succeed on an Intelligence saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier. On a failure, they must spend their reaction (if available) to attack a creature of your choice within 5 feet of them. If no other creatures are present within 5 feet of them, they waste their reaction attacking the air where you once were.
In order for you to misdirect a creature in this way they must be able to see, hear, or otherwise be able to understand you.
Blindside
At 10th level, you are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn’t yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll you make with advantage. On a hit, you exploit an opening in the target's defenses, dealing an extra 5d6 points of damage. Once you use this ability, you can’t use it again until you have taken a short or long rest.
At 15th level, the damage dealt by your blindside increases to 7d6.
At 18th level the damage dealt by your blindside increases to 9d6. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it.
Infamy
At 15th level, your reputation precedes you, making it easy for you to strike fear into the hearts of anyone foolish enough to oppose you. As part of your attack action, you can utter deadly threats to a single target within 30 feet of you, causing them to
become frightened of you for 1 minute on a failed Wisdom saving throw. An affected target may repeat this saving throw at the end of each of their turns, ending the effect on a success. The DC for this saving throw is 8 + your proficiency bonus + your Strength or Dexterity modifier. A creature who has witnessed or heard tales of your ruthlessness makes this saving throw with disadvantage. In order for you to use this feature, a creature must be able to see, hear, or otherwise be able to understand you.
Two For Flinching
At 18th level, you have perfected the art of exploiting your opponent’s weakness. Whenever you take the attack action against an opponent you have successfully misdirected this turn, or an opponent that is afflicted by a condition, you may make one additional attack against that opponent. You may only use this feature once per round.
Bushibot
Embracing ceramian science, you have undergone extensive conditioning and learned special techniques that make the incorporation of steam-powered augmetics into your body a seamless transformation.
Lightly Augmented
At 3rd level, your proficiency bonus is doubled for any ability check you make to activate, build, conceal, hide, or understand technology. You also gain one of the following augmetics: electrolens or hornear. This augmetic does not increase your Haitoku score.
Moderately Augmented
At 7th level, you gain either one additional augmetic from the previous list, or one of the following augmetics: steam arm or steam leg. This augmetic does not increase your Haitoku score.
Heavily Augmented
At 10th level, you gain either two augmetics chosen from the previous augmetic lists, or one of the following augmetics: telescopic arm or telescopic leg. These augmetics do not increase your Haitoku score.
Mostly Augmented
At 15th level, you gain either two augmetics chosen from the previous augmetic lists, or an electroheart (you do not gain vulnerability to lightning). These augmetics do not increase your Haitoku score.
Augmetic Overcharge
At 18th level, you may spend a bonus action to overcharge all of your augmetics. Any abilities or bonuses they grant have their effects doubled for a number of rounds equal to your proficiency bonus. You can’t use this
feature again until you complete a long rest.
Commando
A commando is a soldier of an elite light infantry or special operations force specialized in assault or unconventional high-value targets. Commandos differ from other types of special forces in that they primarily operate in overt combat, front-line reconnaissance, and raiding, rather than long range reconnaissance and unconventional warfare.
Tactical Aid
Beginning when you choose this archetype at 3rd level, as a bonus action, you can give advantage to an ally on the next ability check or attack roll versus an opponent you can see within 30 feet of you. You can use this feature a number of times equal to your proficiency bonus before finishing a short or long rest.
Pre-Planning
Starting at 7th level, after spending 1 hour studying a map, plan or similar of an 8-mile area, you learn something about two of the following points of your choice:
Access (the password for entering a restricted area, the location of a keycard, an unlocked entry door or window).
Alternative routes (the ventilation system, the basement access, roof access and such)
Dead Drop (an insider drops off up to 20 lb. of equipment in a location you choice. The equipment can be both yours or from your allies).
Surveillance (location of cameras, the security room, number of guards, metal detectors and such).
Additionally, while you are in the area you've studied, you have advantage on initiative rolls for the next 12 hours or until you use this feature again.
Additional Fighting Style
At 10th level, you can choose a second option for the Fighting Style class feature.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
First Contact
At 18th level, if you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
Street samurai
The street samurai is a lethal mix of
millennial combat techniques with cutting
edge technology. It’s hard to say where the
natural body of the street samurai ends and
where his cybernetic enhancements begin. He
can be dedicated to the service of a single
organization, like his shogun; or a freelance
mercenary, like a ronin. In any case, the
discipline and training of the street samurai
detach him from the dishonored scum of the
streets that vainly tries to face him.
Cybernetic Superiority
Beginning when you choose this archetype at
3rd level, your maximum number of
cybernetic attachments increases by 1.
Fighting Spirit
Starting at 3rd level, the might of your
willpower can shield you and help you strike
true. As a bonus action on your turn, you can
give yourself two benefits: advantage on all
attack rolls and resistance to bludgeoning,
piercing, and slashing damage. These benefits
last until the end of your next turn.
You can use this feature three times. You
regain all expended uses of it when you finish
a short or long rest.
Cybernetic Expert
Starting at 7th level, you gain proficiency
with the engineering kit.
Unbreakable Will
At 10th level, your superior willpower allows
you to shrug off mind-assaulting effects. You
gain proficiency in Wisdom saving throws. If
you already have this proficiency, you gain
proficiency in Intelligence or Charisma saving
throws (choose one).
Rapid Strike
Starting at 15th level, you learn to trade
accuracy for swift strikes. If you have
advantage on a weapon attack against a target
on your turn, you can forgo that advantage to
immediately make an additional weapon
Developed by Tiago Cristiano [kristianotiago@gmail.com] 11
attack against the same target as a bonus
action.
Defender’s Blade
At 18th level, you respond to danger with
extraordinary vigilance. You can use your
reaction for an opportunity attack even if you
have already expended your reaction this
round, but not if you have already used your
reaction this turn.
In addition, you gain a +1 bonus to AC while
wearing heavy armor.
Clanking mercenary
The Clanking Legion is a legendary mercenary company, composed of roughly half gearforged and half beings of flesh and blood. Fighters who emulate the Clanking Mercenary archetype see the flexibility of flesh in steel and the strength of metal in their own bodies and minds.
CLANKER’S CRAFT
Beginning when you choose this archetype at 3rd level, you gain proficiency with your choice of blacksmith’s tools or tinker’s tools.
With 1 hour of work (which you can perform once during a long rest), you can use blacksmith’s or tinker’s tools to temporarily improve the effectiveness of a weapon or a suit of armor. The item remains improved for 24 hours or until the effect is used. An improved effect on a piece of equipment can be used once. This number of uses increases by one at 7th level (two uses) and again at 15th level (three uses). The improvement effects vary by the type of equipment.
Armor (Option 1). When the creature wearing the armor is subjected to a damaging effect that allows a Constitution or Dexterity saving throw for half damage, the wearer can gain advantage on the saving throw.
Armor (Option 2). The creature wearing the armor can gain advantage when making an ability check to prevent itself from being grappled or to escape from a grapple.
Weapon. When a creature is hit with an improved weapon, the weapon's wielder can choose to add your proficiency bonus to the damage roll.
MIND OF IRON
Starting at 7th level, you have advantage on saving throws against being charmed or frightened.
UNYIELDING FLESH
At 10th level, when you gain exhaustion, you can reduce the number of levels gained by 1. Once you use this ability, you can’t use it again until you finish a long rest. You reduce your exhaustion level by 1 every time you finish a long or short rest, provided you have adequate food and drink.
ARMS OF THE LEGION
Starting at 15th level, you can improve two pieces of equipment when you spend an hour using your Shaper of Metal ability.
TEMPERED LEGIONNAIRE
At 18th level, as a bonus action you can expend a hit die to negate a harmful condition affecting you. The condition can be grappled, poisoned, prone, stunned, or restrained.
Edjet (Dragon warrior)
The peerless Edjet is the backbone of the mighty Dragon Empire’s military. These brutal warriors are trained to fight in deadly formations. Hardy and resolute, the Edjet are most commonly dragonkin, but lesser races sometimes surprise their scaled masters by aspiring to draconic perfection.
EDJET FIGHTING
Beginning when you choose this archetype at 3rd level, when you wield a versatile weapon and a shield at the same time, you can use the versatile damage rating of your weapon as if you wielded it in two hands.
WEAPON SWEEP
Starting at 7th level, while you're wielding a shield and a versatile weapon, you can use the Attack action to make a wide, sweeping attack. Make a Shove attempt against a creature within reach. If you knock the creature prone or push it away, you can immediately make another Shove against a different creature within reach. You can Shove up to three creatures in this manner. After using this ability twice, you must complete a short or long rest before using it again.
DRACONIC RECOVERY
At 10th level, when you finish a short rest, you can choose to tap into a reserve of draconic vitality. For each hit die you spend at the end of this rest, add double your Constitution modifier to the number of hit points regained. Also, remove one level of exhaustion for each hit die you spent. You can’t use this ability again until you finish a long rest.
DRACONIC BULWARK
Starting at 15th level, when a creature you can see hits you with an attack while you are wielding a shield, you can use your reaction to add your proficiency bonus to your AC against that attack. Additionally, when an ally within 5 feet of you is affected by an effect that allows a Dexterity saving throw for half damage, you can use your reaction to grant the ally advantage on the saving throw.
DRACONIC FURY
At 18th level, when you successfully Shove a creature with your Weapon Sweep, you also deal damage as if you hit the creature with your weapon.
Ghost knight
The Order of Knights Incorporeal, or Ghost Knights, arose in the principalities of Morgau and Doresh. Fighters who follow the Ghost Knight archetype draw power from undeath and bring themselves closer to that grim fate in service to their vampiric and ghoulish masters.
BONUS PROFICIENCY
Beginning when you choose this archetype at 3rd level, you gain proficiency in the Animal Handling skill.
PALE RIDER
Also at 3rd level, you can cast find steed. The steed created is an undead creature that takes the form of a ghostly pale or dappled riding horse. Your GM can substitute a camel, a mastiff, or another mount appropriate to your character. When you reach 7th level, a ghostly, undead warhorse becomes available.
You can cast this spell once, and regain the ability to do so when you finish a long rest. While riding your mount, you can use a bonus action to have the steed make one attack.
FRIGHTFUL CHARGE
Starting at 7th level, when you move at least 20 feet and attack a creature, it must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the start of your next turn.
TAINT OF UNDEATH
At 10th level, the foul nature of the undead begins overtaking you. You no longer need to eat or drink, and you are immune to being frightened. You take on a pale or waxy appearance that the living find disturbing. You have advantage on Charisma (Intimidation) checks made against living creatures.
GRAVESTRIKE
Starting at 15th level, your weapon attacks deal an additional 1d8 necrotic damage, and you have resistance to necrotic damage.
GHOST RIDER
At 18th level, as a bonus action, you and your mount become ghostly and insubstantial for 1 minute. You gain resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks, and you can move through creatures and objects as if they were difficult terrain, but you take 5 (1d10) force damage and are pushed to the nearest open space if you end your turn inside an object.
Ranger
Amazon
Amazons are wild hunters who turn their deadly arts to the defense of others. Armed with uncanny instincts and unerring precision, they stand sentinel over their allies in battle and protect those who cannot protect themselves.
Amazonian Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Amazon Spells table. These spells counts as ranger spells for you but don’t count against the number of ranger spells you know.
Amazon Spells
3rd guiding bolt
5th warding bond
9th haste
13th deathward
17th telepathic bond
Vigilance
When you choose this path at 3rd level, your protective instincts sharpen. If a creature you can see within range attacks an ally, you can use your reaction to attack that creature after the attack is rolled but before the triggering attack deals damage.
Pinning Blows
Beginning at 7th level, you learn to harry foes with your attacks. When you damage a creature with a weapon attack, its next opportunity attack has disadvantage until the start of your next turn.
Huntress’ Strike
By 11th level, you can focus your skill into a single, perfect strike against a foe’s most vulnerable points. As an action, you can make a weapon attack with advantage. On a hit, the target also has disadvantage on the next attack it makes before the start of your next turn.
Quell
At 15th level, if a creature within range forces you to make a Dexterity saving throw, such as a hydra's fiery breath, you may use your reaction to immediately make one weapon attack against it. If your attack hits, in addition to its normal effects, you and all other creatures forced to make the Dexterity saving throw automatically succeed. You can make this special attack even if you have already used your reaction this round.
Green reaper
Green Reapers specialize in a school of assassination that specializes in harvesting and catalyzing the toxic elements of flora and fauna. These rangers often work as killers for hire utilizing their extensive knowledge of toxins to end their marks’ lives discreetly or with gory panache, depending on the poison used and the client’s wishes. Green Reapers exhibit a morbid curiosity when encountering a toxic substance they’re unfamiliar with, typically followed by an enthusiastic application of the toxin on the next foe they encounter.
Green Reaper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Green Reaper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Green Reaper Spells
Ranger Level Spell
3rd detect poison and disease
5th hold person
9th bestow curse
13th greater invisibility
17th cloudkill
Envenomed Attack
At 3rd level, you can use your poisoner’s kit as a bonus action to coat a weapon or up to 20 pieces of ammunition with a dose of toxic poison. For the next minute, each time you deal damage with the weapon or ammunition, you deal an additional 1d4 poison damage. You can do this a number of times equal to your proficiency bonus, and expended uses of this feature are recovered at the end of a long rest. At 11th level, this additional damage increases to 2d4. Also, the expended uses of this feature are recovered at the end of a short or long rest.
Toxic Tradecraft
Also at 3rd level, you gain proficiency with poisoner’s kits. Your proficiency bonus is doubled for any ability check that uses this proficiency. Additionally, when you gain this feature, you also gain a poisoner’s kit. If you ever lose this kit, you can spend 8 hours creating a replacement by collecting toxic flora and harvesting venomous fauna. As a final benefit of this feature, once per turn when you hit a creature with a weapon or ammunition enhanced by your Envenomed Attack feature, you can spend a spell slot to apply a magical toxin to the attack. The toxin deals an additional 1d6 poison damage and the creature is poisoned until the end of your next turn. The toxin has additional effects based on the spell slot expended casting the spell. These additional effects are detailed at the end of this subclass description under Toxin Effects.
Poison Control
At 7th level, you gain resistance to poison damage and have advantage on saving throws against being poisoned. In addition, you can cast the protection from poison spell without expending a spell slot. You can do so a number of times up to your Wisdom modifier, regaining all uses when you finish a long rest.
Variegated Vexations
At 11th level, when you apply the toxin granted by your Envenomed Attack feature, you can choose to change the additional damage to acid or necrotic instead of poison.
Pain Tolerance
At 15th level, you’ve learned to quickly inure yourself against harm. After you take damage from an attack, you can use your reaction to gain temporary hit points equal to the damage. You lose all temporary hit points gained from this feature at the end of your next turn.
1st-Level Effects
When you expend a spell slot of 1st level or higher to create a toxin, choose one of the following effects to add to the toxin.
Attenuate. While a creature is poisoned by this toxin, it has disadvantage on Strength and Dexterity saving throws.
Befuddled. While a creature is poisoned by this toxin, it cannot speak, read, or write any language and it has disadvantage on saving throws made to maintain concentration on spells.
Uncoordinated. While a creature is poisoned by this toxin, it cannot take reactions or the Disengage or Dodge action.
2nd-Level Effects
When you expend a spell slot of 2nd level or higher to create a toxin, choose one of the following effects to add to the toxin.
Debilitate. The creature can’t regain hit points for the next minute.
Potent. If the creature has resistance to poison damage, it loses that resistance for the next minute.
Suffer. For the next minute, the first time the creature takes poison damage each turn it takes an additional 1d6 poison damage.
3rd-Level Effects
When you expend a spell slot of 3rd level or higher to create a toxin, choose one of the following effects to add to the toxin.
Lingering. Instead of ending at the end of your next turn, the creature continues to be poisoned for 10 minutes. At the end of each of the creature’s turns it can make a Constitution saving throw using your ranger spell save DC. If the creature accumulates three successes, which do not have to be consecutive, the poisoned condition ends early.
Supernatural. When you deal damage with a weapon attack that has been dosed with this toxin, the creature loses immunity to the poisoned condition if it has such an immunity. In addition, instead of ending at the end of your next turn, the creature continues to be poisoned for 1 minute. At the end of each of the creature’s turns it can make a Constitution saving throw using your ranger spell save DC, ending the condition on a success.
4th-Level Effects
When you expend a spell slot of 4th level or higher to create a toxin, choose one of the following effects to add to the toxin.
Flesh Eating. While a creature is poisoned by this toxin, it takes 2d6 acid damage at the start of each of its turns.
Insensate. While a creature is poisoned by this toxin, it is also blinded and deafened.
Paraplegia. While a creature is poisoned by this toxin, its movement speeds become 0 and it has disadvantage on Dexterity saving throws.
5th-Level Effects
When you expend a spell slot of 5th level or higher to create a toxin, choose one of the following effects to add to the toxin.
Enhanced. Choose an additional option for this toxin off of the 4th level effects list and another additional option off of the 1st or 2nd level effects list.
Stinging Application. When you hit a creature with a weapon attack that used this toxin, the attack deals an additional 5d6 damage. This additional damage’s type is your choice of acid, necrotic, or poison.
Vermin lord
Vermin Lords cultivate loyal hordes of disease-bearing rodents to help them in their efforts to stem a greater evil. For many of these rangers, that greater evil is some kind of societal ill, but a rare few see their fellow humanoids as an infestation that threatens the natural world. Regardless of their goal, they make their homes in sewers, slums, and other forgotten places, where they are free to plot against their enemies and tend to their vermin kin.
Vermin Lord Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Vermin Lord Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Vermin Lord Spells
Ranger Level Spell
3rd consumption*
5th animal messenger
9th flash fever*
13th freedom of movement
17th contagion
Verminkin
At 3rd level, you can comprehend and verbally communicate with vermin (mice, rats, and other rodents determined by your DM). Additionally, you can use an action and expend a spell slot to summon rodent hordes. When you do, you summon a number of swarms of vermin equal to twice the level of spell slot expended. Each swarm is summoned to a space you can see within 30 feet. Swarms summoned in this way go on your initiative, starting on your next turn. These swarms obey your verbal commands (no action required by you), defending themselves by taking the Dodge action if you do not give them a command. Your vermin swarms flee the area and disperse after 10 minutes or when you use this feature to summon other swarms of vermin.
Septic Strikes
At 3rd level, you leave a septic filth behind to fester in the wounds caused by your and your verminkin’s attacks. As a bonus action, you can choose any number of creatures within 60 feet of you that took damage from a weapon attack made by you or your swarm of vermin this turn. Chosen creatures take 1d4 necrotic damage.
Filth and Fortitude
By 7th level, the time you’ve spent with plaguebearing rodents has rendered you immune to disease. Additionally, you gain proficiency with Constitution saving throws.
Infectious Spread
At 11th level, when you use your bonus action to deal the damage granted by your Septic Strikes feature, each creature that takes damage must make a Constitution saving throw with a DC equal to your ranger spell save DC. On a failure, the creature becomes poisoned until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses of this feature when you finish a long rest.
Strength of the Swarm
At 15th level, while you have a swarm of vermin summoned with your Verminkin feature, you can call on your rodent minions for defense. When you take damage while one or more of your swarms of rats are within 5 feet, you can use your reaction and choose one of those swarms to take the damage instead.
Swarm of Vermin
Medium swarm of Tiny beasts, unaligned
Armor Class 9 plus PB (natural armor)
Hit Points 9 + 5 x your ranger level
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 12 (+1) 2 (-4) 10 (+0) 5 (-3)
Saving Throws Dex +1 plus PB, Con +1 plus PB
Skills Acrobatics +1 plus PB, Perception +0 plus PB,
Stealth +1 plus PB
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses Darkvision 30 ft., passive Perception 10 plus PB
Languages —
Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Swarm. The swarm can occupy another creature’s space
and vice versa, and the swarm can move through any
opening large enough for a Tiny beast.
Actions
Bites. Melee Weapon Attack: your spell attack modifier to
hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 +
1 piercing damage.
*Proficiency Bonus (PB)
Ranger spell list
1st level
Alarm
Ambush prey
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Elevated Sight
Ensnaring Strike
Fog Cloud
Goodberry
Hail o f Thorns
Hunter’s Mark
Jump
Longstrider
Speak with Animals
2nd level
Animal Messenger
Barkskin
Beast Sense
Cordon of Arrows
Darkvision
Find Traps
Lesser Restoration
Locate Animals or Plants
Locate Object
Pass without Trace
Protection from Poison
Silence
Spike Growth
3rd level
Conjure Animals
Conjure Barrage
Daylight
Feathered Reach
Globe of Twilight
Lightning Arrow
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th level
Conjure Woodland Beings
Freedom of Movement
Grasping Vine
Locate Creature
Stoneskin
5th level
Commune with Nature
Conjure Volley
Swift Quiver
Tree Stride
Tsukumogami hunter
Once rare, the number of spirit-animated objects have been growing throughout Soburin with each passing year—as have the ranks of the tsukumogami hunters who protect people from them. These brave warriors specialize in tracking and fighting living items, using their abilities to appease the creatures or wrathfully strike them down. The ways of these mystical stalkers are not inborn talents but techniques honed and refined over the course of centuries, taught from sensei to apprentice (though their relationship is unique indeed, both supernatural and synchronized).
Object Sensei
Upon reaching 3rd level, your sensei reveals itself as the spirit of a former tsukumogami hunter manifested in a personal object you own. Your sensei has the statistics of a Homunculus though its type is monstrosity (tsukumogami) and it has a number of hit points equal to 1/4 your maximum hit points. It can disguise itself as the regular, mundane item it grew from as a bonus action; a Wisdom (Perception) or Intelligence (Investigation) check against DC (16 + your proficiency bonus + your Wisdom modifier) reveals its true nature while it is disguised this way. Your sensei has an alignment that matches yours, determining some of the abilities you are taught. A good-aligned sensei passes on the teachings of enlightenment, while an evil-aligned sensei passes on the teachings of suppression. A neutral sensei might teach either but once the path is chosen it cannot be changed.
Tsukumogami Sense. As an action, you may search for tsukumogami nearby. You know if there is a tsukumogami within 30 feet of you, as well as where it is located. This sense can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Enlighten: Restoring Command. Your sensei’s Wisdom and Charisma scores increase by 4, and it gains a bonus to AC equal to its Wisdom modifier. As an action, your sensei can restore the hit points of a creature that it can see that is within 60 feet. It regains a number of hit points equal to 1d8 + your sensei’s Wisdom modifier. At 7th level this healing increases to 3d8, at 11th level it increases to 5d8, and at 15th level it increases to 7d8. Your sensei can use this feature a number of times equal to your proficiency bonus. It regains expended uses after it completes a long rest.
Suppress: Wrathful Energies. Your sensei’s Strength and Dexterity scores increase by 4. By spending a bonus action, your sensei can coat your weapon in fel supernatural energies, causing the next creature that you deal damage to with a weapon attack to make a Constitution saving throw against your spell save DC or gain the poisoned condition for a number of rounds equal to your Wisdom modifier. At the end of each of its turns, a poisoned creature can make a saving throw to remove the condition. Tsukumogami that are immune to the poisoned condition may still be affected by this feature. Your sensei can use this feature a number of times equal to your proficiency bonus. It regains expended uses when it finishes a long rest.
Additionally, your sensei’s bite attack increases in damage to 1d6 plus its Dexterity modifier. At 7th level this damage increases to 3d6, and at 15th level it increases to 5d6.
Tsukumoknow
At 7th level, as a bonus action you can learn the abilities and statistics of any tsukumogami of a CR less than your level. You must be able to see or hear the tsukumogami to use this feature.
Enlighten: Mystical Shield. Your sensei’s Constitution and Wisdom scores increase by 4 (this increase to Constitution does not grant it more hit points). As an action, your sensei can grant a number of temporary hit points equal to your level to a creature that it can see that is within 60 feet. Your sensei can use this feature a number of times equal to your Wisdom modifier. It regains expended uses when it finishes a long rest.
Suppress: Vengeful Energies. Your sensei’s Dexterity and Intelligence scores increase by 4. When using its wrathful energies feature, the weapon attack also deals 3 (1d6) poison damage per point of proficiency bonus you possess.
Tsukumoglare
At 11th level, you can spend a bonus action to force a number of tsukumogami equal to your Wisdom modifier that you can see to suffer disadvantage on attack rolls against you. You can benefit from this feature a number of rounds equal to your proficiency bonus. You regain expended rounds after you complete a short or long rest.
Enlighten: Blessing of Good Fortune. As an action, your sensei may bless a creature it can see within 60 feet with supernatural luck. The creature gains 1d8 that it can add to one ability check or saving throw, chosen by your sensei when the blessing is granted. Your sensei can only grant one of these blessings at a time. Your sensei can grant a number of blessings equal to its Wisdom modifier. It regains expended uses when it finishes a long rest.
Suppress: Terrifying Stare. As an action your sensei can force a creature it can see to make a Wisdom saving throw against your spell save DC or gain the frightened condition (both toward you and your sensei). Every turn the sensei can spends its action to continue staring at the frightened creature to extend the duration of the condition. A creature frightened by your sensei may make a new saving throw to resist the effect as a bonus action.
Tsukumogami Slayer
At 15th level, you gain advantage on attack rolls made against tsukumogami.
Enlighten: Hikari Sensei. Your sensei’s Wisdom and Charisma scores increase by 4. As an action, your sensei can cause a creature it can see to treat a death save as a natural roll of 20. You may choose to use this feature after the results of a death save roll are revealed. Your sensei can’t use this feature again until it completes a long rest.
Suppress: Dāku Sensei. Your sensei’s Strength and Dexterity scores increase by 4. When using the Attack action, it may make two bite attacks.
Shadow hunter
The Shadow Hunter is a tracker, a stalker, a finder of lost things and people—particularly those that do not want to be found. The Shadow Hunter is familiar with all the modern forensics methods of tracking a subject, but places equal faith in magic and supernatural methods.
Target Creature
At 3rd level, you may designate a creature as your target. You don't need to know the target personally and you may know the creature only through her actions or description, such as "the orc from the bank heist" or "the gnoll who led the jail breakout". You cannot designate a creature while you or the target is in combat, and once you choose a target you must wait 24 hours before choosing another. The creature you target counts as a favored enemy for you.
No Trace
At 7th level, you have advantage on checks you make to hide and avoid being detected while you are in your favored terrain or an urban environment. Additionally, while you are tracking your target, you can move stealthily at a normal pace and enemies have disadvantage on Perception checks to track you.
Play a Hunch
At 11th level, you can use your action and expend one ranger spell slot to determine whether an assumption, hunch, or guess is correct. When you do so, you must state the assertion (such "He has left the building", or "The mayor is an evil man"). Then, the GM rolls a percentile dice. There's a 70% + 1% per ranger level chance of getting a response on the hunch. If the roll is a success, the GM lets the player know if the hunch is true, false, both or neither. A "both" response is possible for vague assumptions such as "the mayor is an evil man" can be both true and false (he is evil, but not human). An "unknown" response is for questions with no immediate answer.
The GM may determine that the hunch is so obvious that it does not require a roll, or that is so vague that there is no chance for success.
A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption such as "the mayor is a mind flayer" would require additional work.
You can use this feature a number of times equal to your Wisdom modifier and you regain any expended uses when you finish a long rest.
Locate Target
At 15th level, you gain the supernatural ability to know where your target is. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense your targeted creature's location if it is within 3 miles of you, and if it's moving, you know the direction of its movement. This ability applies only on the target, and does not reveal attitude, status, or the presence of others around the target. After you use this ability, you must finish a sort or long rest to use it again.
Warden
Wardens are rangers that are the mysterious guardians of
both urban cities and dense jungles. They watch over their
territory with keen eyes, ready to defend the weak wherever
they may be attacked. They appear in a flash and disappear
with a crack like lightning. Wardens, unlike most rangers,
have taken up a path of lead and iron to help them defend
others, and their keen senses make them excellent
marksmen, both from the treetops, and from up close.
Ranged Weapon Superiority
At 3rd level, you can choose one of the two following features.
Longshot Mastery. +20 to the maximum range and normal range for your ranged weapons. Add 1d6 damage once per turn to any successful ranged weapon attacks made beyond 30 feet.
Close Quarters Dominance. Add 1d8 damage once per turn to successful attacks made within 15 feet or fewer with your ranged weapons. You can make opportunity attacks with your ranged weapons.
Extra Attack (Revised Ranger)
If you are using Wizards of the Coast's Revised Ranger, found
in their Unearthed Arcana section, you also get the Extra
Attack class feature at 5th level.
Evasion
7th level Wardens let nothing escape their watchful eyes, and are experts at dodging wide area attacks, such as a storm of bullets or acidic waves. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Multiattack
At 11th level, you learn one of the following features after having trained with your weapons of choice in order to make multiple attacks. You can use the feature they choose when taking the attack action on your turn.
Barrage. You can make a ranged attack at every target available in a 15 foot wide line within within your weapon’s normal range. Ignore the reload action or loading times for firearms when making this attack. You must have the ammunition available to hit the targets, and must roll a separate attack for each.
Slam Fire. You cam make an attack with your ranged weapons on any number of creatures of your choosing within 10 feet of you that you can see. Ignore the reload action or loading times for firearms when making these attacks. You must have the ammunition available to hit the targets, and must make a separate attack roll for each.
Ever Vigilant
At 15th level, you have become a vigilant guardian for all those you protect, be it from close range or afar. You can use a reaction in order to take a shot at any enemy that is within your weapon’s normal range if they attempt to attack or cast a spell at any creatures friendly to you. If you hit, the creature's attack or spell automatically fails. If they were casting a spell, the spell slot is wasted.
Once you use this feature, you cannot use it again until you complete a short or long rest.
Rogue
Trickster
The tools of your trade are a silver tongue and wit keener than any blade. Those who fit this archetype are often as foolish as they are wise, talking themselves into trouble as often as they do out. Armed with clever words and cunning plans, tricksters make for unlikely heroes with tales of their acts of canny bravery and skillful deceit becoming the stuff of legend.
Fated
Starting when you choose this archetype at 3rd level, when you have advantage or disadvantage you must roll 3d20 instead of 2d20. If you have advantage, use the highest of the three rolls. If you have disadvantage, use the lowest of the three rolls.
Cleverness
Beginning at 3rd level you can use your Cunning Action to give an ally within 30 feet that can see or hear you advantage on an attack roll or ability check until the start of your next turn.
Cunning Plan
Starting at 9th level you can spend 10 minutes making a specific plan. Choose a number of friendly creatures up to to your Charisma modifier (minimum 1). When each of these creatures carries out a predetermined action within the next hour they will have advantage on that action. You can’t use this feature again until you finish a short rest.
Guile
By 13th level your wits are unfailing. If your total for a Charisma skill check or saving throw is less than your Charisma score, you can use that score in place of the total. You can’t use this feature again until you finish a short rest.
Hero’s Trick
At 17th level when you would make a roll with disadvantage you may choose to roll with advantage instead. You can’t use this feature again until you finish a short rest.
Highway rider
Stalking the backroads, the Highway Rider strikes fear into the heart of every traveler and penny-pinching merchant. They run down their prize astride a swift and loyal steed – and then make a quick getaway.
Hair Trigger
Starting at 3rd level, when you roll for initiative, you can immediately use your reaction to take one of the following actions:
• Make one weapon attack with advantage
• Move your speed, or your mount’s speed, without provoking opportunity attacks
• Take the Dodge action
• Interact with an object or use an item
Trusty Mount
At 3rd level, you can cast the find steed spell. When you do, its creature type remains beast rather than changing to your choice of celestial, fey, or fiend. Once you cast this spell using this feature, you can’t do so again until you finish a long rest.
Ride Them Down
Also at 3rd level, you gain an additional way to use your Sneak Attack: you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you or your mount moved at least 20 feet this turn, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply.
Horse Lord
At 9th level, you can spend a minute grooming and caring for your mount, at the end of which time it gains temporary hit points equal to twice your level in this class. In addition, your cunning extends to your steed. While you are controlling a mount, it can spend a bonus action on its turn to take the Dash, Disengage, or Dodge action.
True Grit
At 13th level, you gain proficiency in Constitution saving throws. In addition, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Desperado
Starting at 17th level, when you are reduced to 0 hit points, you can use your reaction to take one of the actions listed in your Hair Trigger feature immediately before you fall unconscious.
Misfortune bringer
You’ve matched your penchant for illicit activities with the ability to mark your enemies for mishaps and misfortune. Whether your mother was a hag, you were imbued with magical powers by spending time among the fey, or you learned the art of cursing from a long line of hedge wizards before you, you are a Misfortune Bringer. Although not universal, many Misfortune Bringers have eyes of two different colors, using only one when glaring at the targets they intend to curse.
Evil Eye
When you choose this archetype at 3rd level, you gain the ability to place a minor curse on others with a glance. As a bonus action on your turn, choose a creature you can see within 60 feet. The chosen creature must succeed on a Charisma saving throw against your misfortune save DC or be marked by your evil eye. While a creature is marked by your evil eye, you can use your Sneak Attack against the creature even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. The creature remains marked by your evil eye for 1 minute or until you mark a different creature with your evil eye, whichever comes first.
Misfortunist
Also at 3rd level, you learn misfortunes that you can inflict on those marked by your evil eye.
Misfortunes. You learn two misfortunes of your choice, which are detailed under “Misfortunes” below. You learn an additional misfortune of your choice at 9th, 13th, and 17th level. Each time you finish a long rest, you can replace one misfortune you know with a different one.
Jinx Points. You have three jinx points. When you spend a jinx point, it is no longer available to you until you regain it. You regain all spent jinx points when you finish a short or long rest. You gain two additional jinx points at 13th level.
Saving Throws. Your evil eye, and some of your misfortunes, require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: Misfortune save DC = 8 + your proficiency bonus + your Charisma modifier
Steal Luck
Starting at 9th level, when a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw with advantage, you can use your reaction to remove advantage from the roll. When you do, you regain an expended jinx point. Once you use this feature, you must finish a short or long rest before you can do so again. At 17th level, you can use this feature three times, regaining all uses when you finish a short or long rest.
Curse Caster
At 13th level, you can use an action and spend 3 jinx points to cast the bestow curse spell. Charisma is your spellcasting ability for this spell.
Misfortunes
The misfortunes are presented in alphabetical order.
Curse of the Befuddled. As an action you can spend 2 jinx points, and the creature marked by your evil eye is charmed for 10 minutes. When you do, the creature is no longer marked by your evil eye, and the charmed condition ends early if you or your allies deal damage to the creature or cause it to make a saving throw. After the 10 minutes have elapsed, the creature knows you used magic to influence its mood and disposition towards you.
Curse of the Clumsy. When a creature marked by your evil eye moves 5 feet or more, you can use your reaction and spend 3 jinx points to cause the creature to fall prone and have its movement speed reduced to 0 until the end of the turn. When you do, the creature is no longer marked by your evil eye.
Curse of the Debilitated. When a creature marked by your evil eye takes damage, you can use your reaction and spend 1 jinx point to roll 1d12. The creature takes necrotic damage and reduces its maximum hit points equal to the result.
Curse of the Doomed. After you miss with a weapon attack against a creature marked by your evil eye, you can use your reaction and spend 1 jinx point to make an additional weapon attack against the creature as part of the same action.
Curse of the Fearful. As an action you can spend 2 jinx points, and the creature marked by your evil eye is frightened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Wisdom saving throw at the end of each of its turns, ending this misfortune early on a success.
Curse of the Inept. After a creature marked by your evil eye makes an ability check or attack roll, but before the DM declares whether or not it is successful, you can use your reaction and spend 1 jinx point to make the creature reroll and use the lower result.
Curse of the Insensate. As an action you can spend 3 jinx points, and the creature marked by your evil eye is blinded and deafened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Constitution saving throw at the end of each of its turns, ending this misfortune early on a success.
Curse of the Maimed. When you hit a creature marked by your evil eye with a weapon attack, and the die result was 18 or 19, you can use your reaction and spend 2 jinx points to turn the hit into a critical.
Curse of the Marked. As a bonus action on your turn, you can spend 2 jinx points to enhance the effects of your evil eye on a creature you have marked by it. When you do, the duration increases to 24 hours or until you mark a different creature with your evil eye, whichever comes first. Additionally, while the creature is marked by your evil eye, you always know the direction and distance to the creature, provided you are on the same plane.
Curse of the Plagued. When a creature marked by your evil eye regains hit points, you can use your reaction and spend 1 jinx point to halve the amount of hit points regained. When you do, the creature can’t regain hit points until the start of your next turn.
Curse of the Ruined. After a creature marked by your evil eye makes a saving throw, but before the DM declares whether or not it is successful, you can use your reaction and spend 2 jinx points to make the creature reroll and use the lower result.
Curse of the Somnolent. As an action, you can spend 3 jinx points, and the creature marked by your evil eye becomes drowsy. Roll a number of d10 equal to your level in this class and add 15 to their total. If the creature’s current hit points are equal to or less than the total, it goes unconscious. The target regains consciousness after 10 minutes, or when it takes damage or another creature uses its action to rouse it.
Curse of the Unlucky. As a bonus action on your turn, you can spend 2 jinx points to put a pox on a creature marked by your evil eye. Whenever the creature makes an attack roll or saving throw, you roll 1d4 and subtract the result from their total. This pox ends when the creature is no longer marked by your evil eye.
Detective
Delving into the political intrigues of Soburin’s two dozen great clans and the fractured society left after the end of the War of Kaiyo requires a keen mind, quick wit, and razor sharp instincts. You are perfectly suited for the task and use your considerable intellect to survive and sometimes even thrive in the social chaos.
Investigative Nature
At 3rd level, your proficiency bonus is doubled for any ability check you make that uses Insight or Investigation. You also receive a number of investigation points equal to your proficiency bonus. You may spend an investigation point as a reaction to add +1d4 to a skill check chosen from the following list: Acrobatics, Athletics, Arcana, History, Investigation, Nature, or Religion. You may choose to spend an investigation point after the die has been rolled but must do so before the results are revealed. You regain any expended investigation points when you finish a short or long rest.
Gumption
At 9th level, the bonus from spending an investigation point increases to +1d6 and you may also use them on the following skill checks: Deception, Insight, Intimidation, Persuasion, Stealth, Survival.
Fortune Favors the Bold
At 13th level, the bonus from spending an investigation point increases to +1d8 and you may also use them on attack rolls or increase your AC in response to an attack.
Implacable Resolve
At 17th level, the bonus from spending an investigation point increases to +1d10 and you may also use them on saving throws.
Herbalist
Though technology remained stagnant in Soburin for a long time and has recently become a thing of heresy in many prefectures, the ancient arts of the apothecary are still sought out and even revered. You are a master of natural alchemy, utilizing your own spirit energy and herbal concoctions to incredible effect.
Apothecary Spellcasting
When you reach 3rd level, you gain the ability to craft tinctures you may drink or rub to produce magical effects.
Tinctures. You are only able to learn cantrips and spells that target you or a single touched creature (drawn from the herbalist spell list). Your spells always require a material component (a potion that you drink as part of the casting or a tincture that you rub as part of the casting). You also gain proficiency with Medicine.
Cantrips. You learn three cantrips of your choice from the herbalist spell list. You learn another cantrip of your choice at 10th level.
Spell Slots. The Herbalist Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell detect magic and have a 1st-level and a 2ndlevel spell slot available, you can cast detect magic using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice. The Spells Known column of the Herbalist Spellcasting table shows when you learn more spells of 1st-level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st- or 2nd-level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your spells, since you learn your spells through careful application of honed techniques derived from centuries of accumulated knowledge. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
Herbalist Spell List
Cantrips—guidance, resistance, shillelagh, shocking grasp, true strike
1st—burning hands, comprehend languages, cure wounds, disguise self, heroism, jump, longstrider, mage armor, protection from evil and good, Sukochi shell (one creature only)
2nd—barkskin, darkvision, detect shapechanger, detect tsukumogami, enhance ability, invisibility, lesser restoration, lungs of Akuma, protection from poison, spider climb
3rd—bestow curse, fly, gaseous form, meld into stone, nondetection, protection from energy, remove curse, revivify, tongues, vampiric touch
4th—death ward, freedom of movement, greater invisibility, stoneskin
Improved Apothecary
At 9th level, you gain advantage on Medicine checks. You may spend your Cunning Action and action to cast two spells that would each normally require at least an action to cast. You can use this feature a number of times equal to ½ your proficiency bonus. You regain expended uses when you finish a long rest.
Miraculous Metabolism
At 13th level, you gain immunity to the poisoned condition and resistance to poison damage. Explosive Concoctions
At 17th level, you learn how to craft extremely dangerous explosives that detonate with astounding effect. You may spend an action to throw a tincture that acts as the fireball spell but deals force damage instead of fire damage. After using this feature a number of times equal to your proficiency bonus. You recover expended uses after completing a long rest.
Ninja
Funded by Soburin’s elite, clans of spies and assassins have honed their techniques over centuries to become the undisputed eyes, ears, and silent blades of the ruling class. You work to master their techniques, gradually becoming an undetectable warrior able to penetrate even the most well-guarded fortress.
Basic Ninjutsu
Beginning at 3rd level, you can throw three kunai or shuriken when you take the Attack action on your turn.
You gain advantage on checks made to create or maintain a disguise.
Ninjutsu Novice
At 9th level, you gain advantage on Stealth checks, are able to run across any surface, regardless of whether or not it would support your weight, so long as you end on a square that you are able to stand on.
You triple the distance of any jumps you make.
Ninjutsu Adept
At 13th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
You gain advantage to Perception checks and increase your Passive Perception by +5.
Ninjutsu Master
At 17th level, you can throw four kunai or shuriken whenever you take the Attack action on your turn.
You can make a Dexterity (Stealth) check with advantage to hide even while being observed.
Shinobibot
Many of the ninja clans changed dramatically with the coming of the ceramians, utilizing science in place of the more mundane arts of ninjutsu. Through a regimen of concoctions and meditation, your body has become a shrine to technology that gradually incorporates more and more augmetics into your physical form.
Implanted Agent
At 3rd level, your proficiency bonus is doubled for any ability check you make to activate, build, conceal, hide, or understand technology. You also gain one of the following augmetics: electrolens or hornear. This augmetic does not increase your Haitoku score.
Augmented Agent
At 9th level, you gain either one additional augmetic from the previous list, or one of the following augmetics: steam arm or steam leg. This augmetic does not increase your Haitoku score.
Steametic Agent
At 13th level, you gain either two augmetics chosen from the previous augmetic lists, or one of the following augmetics: telescopic arm or telescopic leg. These augmetics do not increase your Haitoku score.
Valuable Agent
At 17th level, you gain two augmetics chosen from the previous augmetic lists, and an electroheart (you do not gain vulnerability to lightning). These augmetics do not increase your Haitoku score.
The sawbones
You have trained yourself in the science of medicine. The Sawbones learns every inch of physical anatomy, and uses it to heal their allies and hit their enemies where it hurts most. Back-alley doctors, battlefield medics, mad scientists, and other practitioners of all things biological can be Sawbones of one form or another. You heal your allies, harvest parts from dead, monsters, and silence your enemies with deadly precision.
Back-alley medicine
when you take this archetype at 3rd level, you gain proficiency in the Medicine skill. If you are already proficient in Medicine, you can choose another skill to become proficient in. Xou may use your intelligence modifier instead of your wisdom modifier for medicine checks. You can use the bonus action granted by your Cunning Action to administer a potion to creature within 5 feet of you or to make a medicine check to stabilize a dying creature.
Surgons's toolkit
When you take this archetype at 3rd level, you have accumulated a set of tools for combat medicine. While these tolls are on your person, you can use an ation to tend to tje wounds of a creature within 5 feet of you. That creature can spend a number of its Hit Dice up to your intelligence modifier. For each Hit Die spent this way, roll the die and add the creature's constitution modifier to it. The creature regains hit points equal to the total. you can instead choose to end the effects of a poison or disease affecting the target. This expends one Hit Die.
Grim salvage
Starting at 9th level, you can surgically harvest parts from dead monsters and preserve them for future use. You can spend 10 minutes with the corpse of a non-construct creature that has been dead for no longer than 5 days. Make a Medicine check, the DC of which is equal to the CR of the creature +5. On a success, you harvest an organ that does one of the following, so long as the creature had that ability. You may only attempt this ability once per dead creature. The ogan can be used once to replicate the ability of the creature it came from, then it is destroyed. Any damage, save DCs, and modifiers are identical to what they were when the creature was alive.
Poison. You extract the venom a creature uses. If the creature adds poison damage to any of it's attacks, you can harvest a vial of that poison. You may use a bonus action to apply the same poison to one of your weapons. The next time that weapon hits a creature in the next minute, they suffer the effects of that poison.
Breath weapon. You extract the gland responsible for a creature's breath attack. As an action, you can activate the gland and unleash it's deadly payload.
Gaze effect. You extract the eyes or other part a creature uses for gaze ability. As an action, you can activate that organ and use the gaze ability on a creature within range.
Innate spellcasting. You extract a biological element that produces magic. When you harvest this organ, choose a spell of 6th level or lowe from the creature's innate spellcasting list. You can cast that spell through the organ once taking the spell's normal casting time. A wizard can also dissect the organ to transcribe that spell into their spellbook, as if it were a spell scroll.
Adept immunization
At 13th level, you've established a routine of administering small doses of poison to yourself inorder to build up your body's defenses. You are immune to poison and disease. Whenever you make a constitution saving throw, you can add your intelligence modifier to the total
Surgical strikes
At 17th level, your attacks are guided by your anatomical expertise. Whenever you perform a sneak attack on a creature, that creature's maximum hit points are reduced by the amount of damage dealt. That creature can't regain hit points until the start of your next turn. Your attacks are precise and subtle. Whenever you kill a creature, you can do so in a way that makes it seem like they died of natural causes. Using your Grim Salvage ability on the creature negates this effect
Infiltrator
An infiltrator can break into places others wouldn't dream of,
find what it's looking for, and get back out again while eluding
or evading anyone who would try to stop him. An infiltrator is
a master of stealth, breaking and entering, and second—story
work.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit and hacking tools.
Sweep
Starting at 3rd level, you know how to size up an area and get
the lay of the land in a single sweep of your eyes that often
isn't perceptible to those around you.
You can use your bonus action granted by your Cunning
Action to make the Search action. You also gain advantage on
the check when looking for alarms, surveillance devices,
escape routes and any expensive objects that can easily be
concealed and carried away.
Infiltration Adept
At 9th level, you have a number of infiltration dice equal to
your Dexterity modifier, which are d8s. You regain all of your
expended infiltration dice when you finish a long or short
rest. You can expend an infiltration dice and add it to the
result for the following checks after you roll, but before the
DM says whether the roll succeeds or fails.
Whenever you make a Dexterity (Stealth) check.
Whenever you make an attack roll while hiding.
Whenever you make a check using, disarming or repairing
an electrical or mechanical device.
Engineer
At 13th level, you understand how machines and electrical
devices work. You gain advantage on checks to use, disarm or
repair an electrical or mechanical devices.
Additionally, when you fail to deactivate a trap, explosive or
alarm, you can use your reaction to avoid triggering the effect
(activating the trap, detonate an explosive or trigger an
alarm). You can use this feature once per short or long rest.
Master Infiltrator
At 17th level, your infiltration dice are now d10s, and you can
expend up to two infiltration dices for each check instead of
only one.
Additionally, whenever you make a check using tools you
are not proficient, you can add half your proficiency bonus to
the check.
Enforcer
To survive and thrive in a brutal environment, you have learned to be equally brutal. Most enforcers are members of criminal guilds and gangs, but you might also be part of a mercenary company or hired guards, or even, rarely, a member of the Watch. Your skills are useful anywhere the knowledge and abilities of the rogue combine well with brute force and overwhelming numbers. You’ve learned to hit hard, to work in groups, and to wield fear as well as the blade. Many enforcers choose to use reach weapons, to take best advantage of their abilities.
BRUTE FORCE
When you choose this archetype at 3rd level, you gain proficiency in martial weapons and in the Intimidate skill. If you are already proficient in the Intimidate skill, you may choose another rogue skill instead. You also gain the ability to sneak attack with any melee weapon.
SUDDEN VIOLENCE
Starting at 3rd level, if you can reach an opponent with a melee weapon from where you are standing when combat first begins, you gain advantage on your initiative check.
FEARSOME
At 9th level, you can use the bonus action granted by your Cunning Action ability to make a Charisma (Intimidate) check against a single creature.
GANG UP
Also starting at 9th level, you can use the bonus action granted by your Cunning Action to take the Help action, potentially granting an ally advantage on their next attack against an enemy. You must be within melee weapon reach of the enemy to use this ability.
UNEXPECTED STRIKE
At 13th level, when an enemy within reach of your melee weapon makes an attack against a target other than you, you may spend your reaction either to make a melee attack against that enemy, or to take the Dash action. Once you have used this ability, whether or not the attack hits, you cannot use it again against that same target for 24 hours, as they are now aware of the trick. You may still attempt it against other enemies, however.
SKIRMISHER
Beginning at 17th level, when you use Unexpected Strike, you can both take the Dash action and make an attack all as part of the same reaction. In addition, this reaction can be triggered not just by an enemy within melee reach, but any enemy near enough that you can close to melee reach by using this Dash.
Shadow stitched
Rogues exposed to the multiverse quickly grasp the vast panoply of riches that could be theirs. And not just material goods. To those with the proper training or connection, a wealth of spiritual treasure is available in the form of extraplanar creatures, especially those inhabiting the mirror and shadow planes. These rogues learn how to summon these creatures’ essences across the dimensions. Once called, a given extraplanar being can be quickly “stitched” to the rogue’s own shadow, giving the rogue new abilities drawn from across the multiverse. A handful of warlocks and wizards know of the mirror and shadow planes. In return for service or another recompense, they may teach a rogue how to stitch the mere potential of an extraplanar entity to their souls. Newly Shadow Stitched individuals are free to pursue their own interests, unless their patron requires a final boon. Other routes to becoming Shadow Stitched are also available. Sages who reside in the city of Timeborne can awaken such abilities by visiting a hopeful initiate on their home dimension, then sending them on a dangerous walk along the Path. Those who survive may emerge on the other side stitched to an anomalous entity snatched from a distant dimension.
EXTRAPLANAR SHADOW
3rd-level Shadow Stitched feature
Choose an “extraplanar” creature. For the purposes of the Shadow Stitched class features, this creature can be any creature— such as a swarm of rats, a barbed devil, or a tyrannosaurus rex—even one that seems unlikely or that you’ve only heard of in stories. Your shadow is replaced with that creature’s shadow. If the creature is normally larger or smaller than you, your new stitched shadow shrinks or grows so that it approximates your actual size.
Your new shadow has a pseudo-life of its own. This is represented by your Stitched Life dice: a number of d6s equal to twice your proficiency bonus. They grant your stitched shadow various abilities, as detailed hereafter. Some actions taken by your stitched shadow expend the Stitched Life die they use, as specified in the feature’s description. You can’t use a feature if it requires you to use a die when your dice are all expended. You regain all your expended Stitched Life dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Stitched Life die, but you can’t do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Stitched Life dice increases at 5th level (d8), 11th level (d10), and 17th level (d12).
The stitched shadow abilities below use your Stitched Life dice.
Shadow’s Helping Hand. The quasi-real shadow can reach out and give you a hand with your tasks. If you fail an ability check using a skill or tool with which you have proficiency, you can roll one Stitched Life die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Shadow’s Stealthy Action. If you expend a Stitched Life die, you can use the bonus action granted by your Cunning Action to direct your shadow to perform one of the following tasks. Because it is a shadow, it can perform the task without being noticed if you succeed on a Sleight of Hand check contested by the creature’s Perception check.
• Manipulate an object within 30 feet as if it were you, such as opening or closing a door, picking up an object that weighs up to 10 pounds, stowing or retrieving an item (from your own equipment or from another creature in range), and so on.
• Use thieves’ tools to pick locks and disarm traps within 30 feet.
Once you expend the die to activate the shadow, the stitched shadow can continue taking these actions for up to 1 minute so long as you spend your bonus action each round to do so. It can’t move more than 30 feet from you.
The shadow of an extraplanar creature stitched to you can’t normally be targeted independently, unless the Manifest Monster feature is in use.
Shadow’s Teeth. The quasi-real shadow can reach out and help you in combat. If you expend a Stitched Life die when you take the Attack action, you can roll the Stitched Life die and add the result to your die roll. You can wait until after you roll the d20 before deciding to use the Stitched Life die, but must decide before the DM says whether the roll succeeds or fails. You expend the die whether the attack succeeds or fails.
SHADOW SWITCH
9th-level Shadow Stitched feature
You and your stitched shadow increasingly co-mingle in mind and soul. So much so that you can switch places with it. With no preparation, you can use your bonus action and expend a Stitched Life die to send your shadow racing to an unoccupied space within 60 feet that you can see. But when it arrives, it’s you. (When it arrives, you instantly teleport there with it.) You then have advantage on the first melee attack you make before the end of your turn. You can choose to expend multiple Stitched Life dice at once when you use this ability. If you do, you can teleport an additional 60 feet for each extra die expended. If you succeed on a Stealth check contested by a given creature’s Perception check, your shadow and you arrive at your destination unnoticed, as if you had moved there stealthily.
SHADOW GLIDE
13th-level Shadow Stitched feature
When you expend a Stitched Life die, you can phase into your shadow, conferring upon you a partially intangible form. While you and your shadow are one, you have a flying speed of 10 feet (or 60 feet if you expend two Stitched Life dice instead of one when you activate this ability), you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. You stay in this form for 10 minutes while you maintain concentration. You can expend another Stitched Life die prior the effect’s end
to extend the duration by another 10 minutes, while you maintain concentration.
MANIFEST MONSTER
17th-level Shadow Stitched feature
Your shadow becomes real when you expend a bonus action, manifesting as the extraplanar creature you originally stitched to yourself in an unoccupied space next to you. The manifest monster has the stats of a challenge 7 creature or lower determined by the GM; however, it has the appearance of the entity you’ve always imagined it was. The manifest monster is friendly to you and your companions. Roll initiative for it; it has its own turn. The creature obeys your intentions (no action, or commands are required by you). You can apply a Stitched Life die as your bonus action to roll the die and add it to the monster’s ability check, attack roll, or saving throw. The creature disappears, becoming your stitched shadow once again, when it drops to 0 hit points, 1 hour has passed, you use a bonus action to end the effect, or you expend all your Stitched Life dice.
Paladin
Oath of judgment
The Oath of Judgment is taken by paladins who emulate the kings of old, tempering wrath with law and strength with wisdom. From their throne they wield the powers of judge, jury, and executioner, smiting those they deem their foes. Storm and lightning represent the sudden, irrevocable, and inescapable nature of their judgment.
Tenets
The tenets of the Oath of Judgement echo the sacred laws of ancient kings, handed down throughout the ages.
Temper Strength with Wisdom. As a king you must possess both the shrewdness to make sound judgments and the power to enforce them. One without the other is folly.
Majesty. Your power is that of a king; if you wish to command the respect and authority of a king so too must you bear the responsibility and dignity of a king.
Wrath. Once passed, your judgment is absolute. Mercy can be given, but not after the verdict has been decided. Only blood can pay for blood.
Oath of Judgment Spells
3rd* thunderwave, command
5th shatter, branding smite
9th call lightning, lightning bolt
13th banishment, guardian of faith
17th destructive wave, banishing smite
*-paladin level
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Fulminating Smite. As a bonus action you imbue your weapon with lightning. Until the end of your turn, your melee weapon attacks become ranged (100 ft.) and deal lightning damage. You can use your Charisma instead of Strength or Dexterity for these attacks. These attacks also deal 1d8 bonus lightning damage. When you make a ranged attack in this way, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Exile. As an action you can use your Channel Divinity to turn humanoids. Each enemy humanoid within 30 feet of you that can see or hear you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned until the end of your next turn or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Aura of the King
Beginning at 7th level, your commanding presence saps the will from your foes. Enemies who begin their turn within 10 feet of you lose an amount of movement equal to half their speed until the end of their turn. At 18th level the range of this aura increases to 30 feet.
Eye for an Eye
Starting at 15th level, when you are damaged by a melee attack, the attacker must succeed on a Dexterity saving throw against your paladin spell save DC or take lightning damage equal to half your paladin level.
Avatar of Judgment
At 20th level you can use an action to channel your wrath for 1 minute, gaining the following benefits:
• You have resistance to all damage, and immunity to lightning and thunder damage.
• Your melee weapon attacks become ranged (100 ft.) and deal lightning damage. You can use your Charisma instead of Strength or Dexterity for the attack.
• Your weapon attacks score critical hits on a roll of 18, 19, or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
Oath of pestilence
Clad in grime-soaked armor and wielding rusting weapons, the Oath of Pestilence paladin spreads corruption, disease, and filth. Bound by an oath which infests their bodies with all manner of plagues, these heralds of decay lumber forward with unholy toughness and grim resolve.
Tenets of Pestilence
The tenets of the Oath of Pestilence emphasize the role of disease as a purifying element in the cycle of life.
Strength in Resilience. Surviving hardship and plague make you stronger. Spreading these things causes strength to flourish.
All Things Must Pass. Death is the natural conclusion of life. There is nothing unnatural or amoral about the ending of life.
Might Makes Right. The laws of mortals mean nothing to poxes and plagues, they go where they wish and take what they want. So should you.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Pestilence Spells table. See the Sacred Oath class feature for how oath spells work.
Paladin Level Spells
3rd bane, inflict wounds
5th acid arrow, ray of enfeeblement
9th flash fever, stinking cloud
13th blight, confusion
17th contagion, insect plague
Channel Divinity
When you take this oath at 3rd level, you gain the following Channel Divinity options:
Debilitating Fever. Your touch inflicts disease. Make a melee spell attack against a creature within your reach that isn’t a construct or undead. On a hit, the creature becomes diseased and is incapacitated for 1 minute. At the end of each of the diseased target’s turns, the target can make a Constitution saving throw. On a success, the target is no longer diseased, and the effect ends. Since this ability induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
Entropic Infection. You can use your Channel Divinity to weaken a creature against entropic energies. As an action, you can force a creature of your choice that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, for the next minute the creature takes an additional 2d6 damage the first time it takes necrotic damage each turn. During this time, the
creature loses resistance to necrotic damage if it has it.
Aura of Rampant Sickness
Starting at 7th level, you emit an aura of contagion and virulence to a range of 10 feet. When a creature within your aura makes an ability check, attack roll, or saving throw you can give that roll disadvantage as a reaction. Once you do, you can’t give another roll disadvantage using this feature until the start of your next turn. At 18th level, the range of this aura increases to 30 feet.
Disgusting Resilience
At 15th level, when you take damage which would reduce you to 0 hit points, you can choose to expend any number of hit dice. Roll those dice and subtract the result from the damage taken. If this reduces the damage to 0, you don’t take any damage. In addition, if you are killed your corpse violently explodes in a shower of pus and gore, dealing 8d6 necrotic damage to creatures within 20 feet of you that fail a Constitution saving throw.
Plaguebringer
At 20th level, you become an avatar of plague, which gives you the following benefits:
• You have resistance to necrotic damage and are immune to poison damage and the poisoned condition.
• Your hit point maximum can’t be reduced.
Creatures of your choice who start their turn within 5 feet of you, or who move within 5 feet of you on their turn, take necrotic damage equal to your Charisma modifier. Once a creature takes damage from this ability, it can’t take damage from it again until the start of its next turn.
Oath of zeal
The Oath of Zeal is taken by paladins consumed by hatred for a specific group or ideology. Zealots, as these paladins are sometimes called, pursue an inquisition against their enemies at all costs. They abandon compassion and honor as impediments to the more important work of ridding the world of those they deem dangerous or heretical.
Tenets of Zeal
The tenets of the Oath of Zeal are serious and severe, as are those paladins who choose to take them.
Uncover Corruption. Darkness cannot abide the light of day. Wickedness must be revealed before it can be destroyed.
Purge the Heretics. Heresy is a tumor that spread through the hearts of the innocent. Cut it out at the source.
No Mercy. The righteous path requires unwavering conviction and unflinching resolve.
By Any Means Necessary. There is no sacrifice too great when it comes to defeating the wicked.
Oath of Zeal Spells
Paladin Level Spells
3rd detect evil and good, hunter’s mark
5th detect thoughts, knock
9th fear, tongues
13th divination, locate creature
17th insect plague, scrying
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options:
Mark of the Heretic. You can use your Channel Divinity to mark a creature as a heretic. As a bonus action, choose a creature you can see within 30 feet and a weeping symbol appears on it. For the next minute, your weapon attacks against the chosen creature score a critical hit on a roll of 19 or 20, and each time the creature’s turn starts you can use your reaction to make one weapon attack against it.
Inquisitor’s Eye. You can use your Channel Divinity to open your senses to hidden signs of corruption and malfeasance. As a bonus action, you grant yourself advantage on Intelligence (Investigation), Wisdom (Insight), and Wisdom (Perception) ability checks for the next 10 minutes. During this time, you can’t be surprised.
Aura of Clarity
Beginning at 7th level, you and friendly creatures within 10 feet of you can’t be blinded while you are conscious. Additionally, creatures and objects of your choice within this range can’t benefit from being invisible. At 18th level, the range of this aura increases to 30 feet.
Compel Confession
Starting at 15th level, you can cast the zone of truth spell without expending a spell slot. When you cast the spell with this feature, creatures who succeed on their saving throw take 1d4 psychic damage at the start of each of their turns while they remain within the affected area.
Apocalyptic Revelation
At 20th level, as an action you can reveal the true nature of your enemies to all for 1 minute. During this time, you
gain the following benefits:
• You have truesight out to a distance of 120 feet.
• Creatures who start their turn, or move within, 5 feet of you must make a Constitution saving throw against your paladin spell save DC. On a failure, the creature is blinded until the start of its next turn.
• As a bonus action on each of your turns you can choose a creature within 60 feet and reveal its weaknesses for all to see. Attacks made against the chosen creature have advantage until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Paladin spell list
1st level
Bless
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Protection from
Evil and Good
Purify Food and Drink
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite
2nd level
Aid
Branding Smite
Find Steed
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Zone o f Truth
3rd level
Aura of Vitality
Blinding Smite
Create Food and Water
Crusader's Mantle
Daylight
Dispel Magic
Elemental Weapon
Magic Circle
Remove Curse
Revivify
4th level
Aura of Life
Aura of Purity
Banishment
Death Ward
Locate Creature
Staggering Smite
5th level
Banishing Smite
Circle of Power
Destructive Smite
Dispel Evil and Good
Geas
Raise Dead
Samurai sacred path
The most potent and disciplined warriors of Soburin wield both magic and steel—you are one such warrior, a master of a blade magically empowered by the spirits of your ancestors.
Samurai Doctrine
The Samurai Doctrine binds a paladin to the seven codes of Bushido. These warriors are also commonly bound to a feudal lord, doing as their masters bid throughout the prefectures of Soburin (though not all: ronin are masterless samurai who do as they see fit and travel freely). Samurai hold themselves to the highest codes of conduct, treating the code of Bushido as inviolate law, but some frequently warp their interpretations to the very limits of rationalization in order to match their needs. There are usually strong traditions among samurai families that encourage daughters and sons to master the blade as well as the power of their ancestors, making some family names legendary in Soburin. To serve the code of Bushido and die a glorious death are the highest and most important tasks any samurai can hope to achieve.
TENETS OF THE SAMURAI
• Benevolence: In victory you are capable of mercy, and in defeat you are capable of humility.
• Courage: You resist fear. Bravery is your constant companion.
• Honor: Mindful of your own standing in society, you respect the abilities, talents, and station of others.
• Loyalty: You never abandon your allies or knowingly refuse the orders of your lord.
• Righteousness: Your beliefs are as strong as steel.
• Sincerity: You do not needlessly conceal your desires or motives.
• Self-Control: You are always in control of yourself and your emotions.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd expeditious retreat, shield of faith
5th blade attraction, strike within & without
9th ghost needle, haste
13th death ward, resilient sphere
17th geas, legend lore
Ancestral Weapon
Samurai do not gain the Channel Divinity feature and instead receive the Ancestral Weapon feat (page 221) for free at 3rd level. You gain proficiency in Culture.
Iaijutsu Strike
Beginning at 3rd level when you choose this archetype, you learn to draw and strike in one deadly flourish. As an action, you can draw your weapon and attack with it. This attack does 1d8 additional damage per point of your proficiency bonus. You cannot use this feature again until you finish a short or long rest.
Dashing Strike
At 7th level, you can charge forward and through an enemy, making a devastating blow only truly felt after you have rushed past them. As an action, you may make a single melee weapon attack against your foe in between using your movement. This movement must be in a straight line and take you through the space of the target of your attack. Regardless of if your attack hits, this movement doesn't provoke opportunity attacks. If your attack hits and your movement both begins and ends outside of your target’s reach, this attack is a critical hit. You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses after a long rest.
Unyielding Will
At 15th level, you gain your proficiency bonus to Wisdom saving throws. You also gain the ability to make an Honor Challenge. As a bonus action, you can shout out an Honor Challenge against an enemy creature you can see. Until combat ends or one of you gains the incapacitated condition, you receive resistance to all damage from attacks and spells made by creatures other than the target of your Honor Challenge. Any attacks you make against creatures other than your Honor Challenge deal half damage and are made at disadvantage. You can’t use this feature again until you complete a long rest.
Unyielding Body
At 20th level, you gain immunity to exhaustion. When you make an Honor Challenge, you gain resistance to damage from attacks and spells made by the target of your Honor Challenge, and you gain immunity to damage from attacks and spells made by creatures other than the target of your Honor Challenge. You can’t use Honor Challenge again until you complete a short or long rest.
Oath of the vigilante
The Oath of the Vigilante is focused on eliminating targets in
the name of justice. Although the common folk might call
them assassins, they prefer to have some vigilantes in the city.
Tenets of the Vigilante
The following virtues are common to all paladins, even
though the situations and laws might be different on each
case:
Justice in Your Hands. Sometimes you must step outside
the law to exact justice for keeping peace.
Hunt. Seek out those who might do harm to the innocent,
even if they hide.
Eliminate the Guilty. The guilty must be destroyed in
order for the innocent to live in peace.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Vigilante Spells
Paladin Level Spells
3rd bane, detect evil and good
5th hold person, zone of truth
9th haste, speak with dead
13th otiluke's resilient sphere, locate creature
17th dominate person, hold monster
Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Hunter of the Evil. You can use your Channel Divinity to
strike with divine accuracy upon a creature. When you make
an attack roll, you can also use your Channel Divinity to gain
a +10 bonus to the roll. You make this choice after you see the
roll, but before the DM says whether the attack hits or
misses.
Smite the Guilty. As an action, you present your holy
symbol and speak a prayer, using your Channel Divinity.
Choose one creature within 30 feet of you that you can see.
That creature must make a Wisdom saving throw. On a failed
save, the creature has disadvantage on its attack rolls until
the end of your next turn. Additionally, the creature can only
take an action or bonus action on its next turn.
Vigilant Aura
By 7th level, you and all friendly creatures within 10 feet of
you cannot be surprised. At 18th level, the range of this aura
increases to 30 feet.
Street Watch
Starting at 15th level, while in an urban environment, you
can't be charmed and you have advantage on initiative rolls.
Eternal Vigilant
At 20th level, as an action, you become an entity of true and
divine judgment. For 1 minute, you gain the following
benefits:
You have advantage on attack rolls you make against
creatures which have attacked you or a friendly creature
in the last minute.
You can use Smite the Guilty once per round as a bonus
action without using your Channel Divinity.
Oath of Hexes
Those who swear an oath of hexes are sworn to witch covens, fey
creatures, and occult deities of magic, fate, and death. In exchange,
this sacred oath empowers paladins with fickle magic to curse those
who would try to tempt fate or escape the ire of the Old Gods.
Tenets of Hexes
Serve the Occult. Deities with power over the future have
infused you with occult magic. Through your oath, you are
made a mortal vessel for their inscrutable will.
Keeper of Secrets. This world harbors dark secrets which are
best kept long forgotten. You stand as the protectors of those
secrets, preventing them from falling into the hands of weakwilled
mortals who would misuse them to evil ends.
Arbiter of Fate. The strands of fate were woven long ago, and
it is folly to fight them. Misfortune befalls all.
Show No Mercy. Though some think your strange powers are
dark or corrupted, you vanquish evil with the very curses and
magics that they would use against you. Show no mercy to
those who resist their fate.
Oath Spells
3rd-level Oath of Hexes feature
You gain oath spells at the paladin levels listed in the Oath of
Hexes Spells table. See the Sacred Oath class feature for how
oath spells work.
Paladin Level Spells
3rd hellish rebuke, hideous laughter, eldritch blast
5th invisibility, suggestion
9th bestow curse, fear
13th dimension door, polymorph
17th dominate person, mislead
Channel Divinity
3rd-level Oath of Hexes feature
You gain the following Channel Divinity options:
h Curse of Hexes. As an action, you curse one creature you
can see within 30 feet of you. When you curse a target, choose
an ability score. The chosen creature has disadvantage on
attack rolls, saving throws, and ability checks using that ability
score for one minute or until it drops to 0 hit points or falls
unconscious. At the end of each of the cursed creature’s turns, it
can make a Charisma saving throw against your spell save DC.
On a successful save, the curse ends.
h Curse of Torment. As a bonus action, you curse one creature
you can see within 30 feet of you. Searing pain wracks the target
for one minute. While suffering this pain, it takes necrotic
damage equal to your paladin level at the start of each of its
turns. Each time it takes this damage, it can make a Wisdom
saving throw against your spell save DC. On a successful save,
the pain ends.
Bewitching Aura
7th-level Oath of Hexes feature
You emit an eldritch aura out to a range of 10 feet. When an
enemy hits you or a creature within 10 feet of you with an attack,
you can use your reaction to force that enemy to make a Charisma
saving throw against your spell save DC. On a failed save, you can
magically redirect the attack to another creature of your choice
within 10 feet of you and within range of the attack. The new
target is hit by the attack and suffers all damage and effects.
At 18th level, the range of this aura increases to 30 feet.
Reversal of Fortune
15th-level Oath of Hexes feature
Whenever a creature scores a critical hit against you, the
next time you hit that creature with an attack, that attack
automatically becomes a critical hit.
Death Hex
20th-level Oath of Hexes feature
A creature afflicted by your Curse of Hexes or Curse of
Torment becomes vulnerable to all damage.
Bard
College of the muse
Bards of the College of the Muse dedicate themselves to the pursuit of art and beauty in their highest forms. With lyre, pipes, or siren song, they seek out great heroes to inspire and, in turn, be inspired by. Blessed with charm and orphean gifts they are sought-after companions, not just by heroes, but also by prosperous patrons such as aristocrats and even kings. They play on the appeal of decadence and desire, basking in the luxury and sensual comforts afforded them by their gifts.
Calming Presence
When you join the College of the Muse at 3rd level you can enhance your very presence to instill calm and ease in those around you. As an action you may emanate an aura of repose for 1 hour. Any creature who targets you with an attack or a harmful spell
must first make a Charisma saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn't protect you from area effects. If you make an attack or cast a spell that affects an enemy creature, this effect ends.
You can’t use this feature again until you finish a short or long rest.
Muse’s Inspiration
Also at 3rd level you learn to revitalize your allies as you inspire them. When a creature that you can see within 60 feet of you regains any hit points, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die
and adding the number rolled to the amount of hit points restored. That creature then gains one Bardic Inspiration die.
Song of Sleep
At 6th level your words and music can lull even the sharpest mind into a state of blissful slumber. You can use your action to attempt to put a creature that can hear you to sleep. The target must succeed on a Wisdom saving throw or fall unconscious for an
hour or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Song of Sleep for the next 24 hours. The creature is immune
if it can’t hear you or if it’s immune to being charmed.
Echoing Chord
At 14th level, even the barest ripples of your influence carry with them a lingering potency. When a creature uses Bardic Inspiration from you they regain a number of hit points equal to your bard level.
College of adventurers
Bards from the College of Adventurers learn from heroes of old and stories of legend. Bards are jacks of all trades, and for the College of Adventurers this statement rings ever true. They combine all the useful skills of their companions into one, allowing them to be versatile and supportive. While not having a direct goal, many adventurer-studying bards live to tell tales of other heroes or seek to create their own. Stories of heroic deeds, tales of cunning, magical anomalies, or godly might fuel the life-blood of these bards.
Talented Adventurer
Starting when you choose this bardic college at 3rd level, gain an adventurer’s talent of your choice. Your adventurer’s talent options are detailed at the end of this bardic college description. You gain an additional adventurer’s talent of your choice at 6th level and again at 14th level.
Party Planner
Also at 3rd level, while a creature has one of your Bardic Inspiration dice, it can use a bonus action on each of its
turns to take the Help action.
Well-Rounded
At 6th level, choose one skill, tool, and language. You gain proficiency in the chosen skill and with the chosen tool, and you can speak, read, and write the chosen language.
Improvisational Talent
Starting at 14th level, when you finish a long rest, you can choose one adventurer’s talent you know and replace it with one you don’t.
Adventurer’s Talents
The following adventurer’s talents are listed in alphabetical order.
Barbarian. You’ve learned to fight with primal ferocity. On your turn, you can enter a rampage as a bonus action. While rampaging and not wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage. You can’t concentrate on spells while rampaging. Your rampage lasts for 1 minute but ends early if you are knocked unconscious. Once you have rampaged, you can’t do so again until you finish a long rest.
Cleric. You’ve gained the ability to channel divine energy directly from the gods, emboldening your allies and sanctifying their attacks. As a bonus action, you choose a creature within 30 feet. The chosen creature gains temporary hit points equal to your Charisma modifier + half your level in this class for 10 minutes. While a creature has temporary hit points granted by this spell, they can choose to lose these temporary hit points when they hit a creature with an attack, dealing additional radiant damage equal to the temporary hit points they lost. Once you use this talent, you must finish a short or long rest before you can use it again.
Druid. You can cast the polymorph spell without expending a spell slot. If you cast the polymorph spell with this trait, you can only transform yourself into a beast with a CR less than half your level in this class. Once you cast the spell with this trait, you must finish a long rest before you can do so again.
Fighter. You gain proficiency with martial weapons and shields. You also choose and learn one of the Fighting Styles available to the Fighter class.
Monk. While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. In addition, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and you can roll a d6 in place of the normal damage of your unarmed strike. When you use the Attack action and only make attacks with unarmed strikes on your turn, you can make one unarmed strike as a bonus action.
Paladin. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is an undead or a fiend, to a maximum of 6d6. You can do this a number of times equal to your proficiency bonus, and you regain all uses of this feature at the end of a long rest.
Ranger. You’ve learned the hunter’s mark spell, which counts as a bard spell for you but does not count against your bard spells known. You can cast this spell without expending a spell slot as if you had expended your highest spell slot. Once you cast the spell using this talent, you can’t do so again until you finish a long rest.
Rogue. You’ve adopted the quick thinking of clever heroes that outsmart their foes. You can take a bonus action on each of your turns in combat to take the Dash, Disengage, or Hide action.
Sorcerer. You have 2 sorcery points and learn one of the following Metamagic options available to the sorcerer class: Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Quickened Spell, or Subtle Spell. In addition, you can use an action and expend a spell slot to gain sorcery points equal to the level of the spell slot expended. When you finish a long rest, you reset to 2 sorcery points. When you gain a level in this class, you can replace the Metamagic option you know and replace it with another Metamagic option from the list.
Warlock. You learn one eldritch invocation of your choice. If an eldritch invocation has a level requirement, you use half your level in this class to determine your eligibility. When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Wizard. You learn any two spells from the wizard spell list that are of a level you can cast. These count as bard spells for you but do not count against your number of bard spells known. When you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list of a level you can cast.
College of requiems
Performing a macabre melody filled with grief-stricken chords with a mournful refrain, the funerary songs of the College of Requiems stir the very bones of the dead. The Requiem bard weaves necromantic magic into their repertoire to control and empower a host of undead minions.
Chilling Melody
At 3rd level, you learn two necromancy cantrips of your choice from any class spell list. These count as bard spells for you, but don’t count against the number of cantrips you know.
Pluck the Heartstrings
Beginning at 3rd level, you gain the ability to use your Bardic Inspiration to pluck at the tethers of life within a creature. A creature with one of your Bardic Inspiration dice can expend it when dealing damage with a weapon attack, dealing additional necrotic damage equal to the die result. Additionally, when a living creature that has your Bardic Inspiration die is reduced to 0 hit points, it can expend that die as a reaction to be reduced to 1 hit point instead.
Stir the Bones
At 6th level, you learn the animate dead spell. It counts as a bard spell for you, and it doesn’t count against the number of Bard spells you know. When you give a creature one of your Bardic Inspiration dice, choose a number of undead creatures equal to your proficiency bonus under your control and within 60 feet of you. Chosen creatures each gain a Dirge die, which they lose if they do not spend within the next 10 minutes. Dirge dice can be spent the same way and under the same circumstances your Bardic Inspiration dice are. You can also issue mental commands to undead creatures under your control as part of the same bonus action.
When an undead creature you control expends a Bardic Inspiration die on an attack roll that hits, it can also apply the result to the damage roll.
Dance of the Dead
Starting at 14th level, when you cast a necromancy spell that targets only one creature, you can have it target a second creature within range. This does not consume additional components. Once you use this feature, you must finish a short or long rest before you can use it again.
Bard spell list
Cantrips
- Blade Ward
- Dancing Lights
- Friends
- Gust Barrier
- Light
- Mage Hand
- Mending
- Message
- Minor Illusion
- Prestidigitation
- True Strike
- Vicious Mockery
1st level
- Animal Friendship
- Bane
- Charm Person
- Comprehend Languages
- Cure Wounds
- Detect Magic
- Disguise Self
- Dissonant Whispers
- Faerie Fire
- Feather Fall
- Healing Word
- Heroism
- Identify
- Illusory Script
- Longstrider
- Silent Image
- Sleep
- Speak with Animals
- Tasha’s Hideous Laughter
- Thunderwave
- Unseen Servant
2nd level
- Animal Messenger
- Blindness/Deafness
- Calm Emotions
- Cloud of Daggers
- Crown of Madness
- Detect Thoughts
- Enhance Ability
- Enthrall
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Magic Mouth
- Phantasmal Force
- See Invisibility
- Shatter
- Silence
- Suggestion
- Zone o f Truth
3rd level
- Bestow Curse
- Clairvoyance
- Dispel Magic
- Fear
- Feign Death
- Glyph o f Warding
- Hypnotic Pattern
- Leomund’s Tiny Hut
- Major Image
- Nondetection
- Plant Growth
- Sending
- Speak with Dead
- Speak with Plants
- Stinking Cloud
- Tongues
4th level
- Compulsion
- Confusion
- Dimension Door
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Polymorph
5th level
- Animate Objects
- Awaken
- Dominate Person
- Dream
- Geas
- Greater Restoration
- Hold Monster
- Legend Lore
- Mass Cure Wounds
- Mislead
- Modify Memory
- Planar Binding
- Raise Dead
- Scrying
- Seeming
- Teleportation Circle
6th level
- Eyebite
- Find the Path
- Guards and Wards
- Mass Suggestion
- Otto’s Irresistible Dance
- Programmed Illusion
- True Seeing
7th level
- Etherealness
- Forcecage
- Mirage Arcane
- Mordenkainen’s
- Magnificent Mansion
- Mordenkainen’s Sword
- Project Image
- Regenerate
- Resurrection
- Symbol
- Teleport
8th level
- Dominate Monster
- Feeblemind
- Glibness
- Mind Blank
- Power Word Stun
9th level
- Foresight
- Power Word Heal
- Power Word Kill
- True Polymorph
College of the road
Not an officially recognized college, the College of the Road represents the personal and eclectic sets of skills, knowledge, and techniques a wandering bard picks up along their journey. As inveterate jacks-of-all-trades, bards possess a variety of aptitudes in combat, magecraft, and general know-how, making them particularly well suited to learning a variety of different skills. It often happens that while traveling, a bard winds up sharing their campfire with a motley assortment of wandering adventurers who may impart valuable lessons in exchange for a lively song or a well-told tale. Compared to students of other Bard Colleges, a special kind of sensibility is important for the College of the Road. How effectively a bard of this College can apply what they have learned depends on their understanding and insight. The College of the Road is sometimes a harsh teacher, but bards who follow this path often find themselves rewarded with a diverse array of useful tricks and tactics. Those who underestimate a bard from the College of the Road soon find that these “graduates” are full of surprises.
Bonus Proficiencies
When you join the College of the Road at 3rd level, you gain a few useful proficiencies picked up from your time on the road. Choose three of the following options (each option can only be selected once):
ll You gain proficiency with a Gaming Set of your choice
ll You gain proficiency with a martial weapon of your choice
ll You gain proficiency with Herbalism Kits
ll You gain proficiency with Thieves' Tools
ll You gain proficiency with a skill of your choice
ll You learn two languages of your choice
Wanderer’s Lore
At 3rd level, you can share any useful tidbits of information you have come across in your travels to help others to see problems from a new angle. When a creature has a Bardic Inspiration die granted by you, they may make a single Arcana, History, Nature, or Religion check with advantage. The creature may choose whether or not to add the Bardic Inspiration die to this roll.
Traveler’s Tricks
At 3rd level you already have several memorable experiences from your life on the road. You learn two Traveler’s Tricks of your choice (see Traveler’s Trick Options). These Traveler’s Tricks represent skills, techniques, and useful pieces of knowledge picked up along the way. Each one requires you to expend a use of your Bardic Inspiration, and takes a bonus action to use unless otherwise specified. At 6th level and at 14th level you learn an additional Traveler’s Trick.
Improved Tricks
At 6th and 14th levels, your Traveler’s Tricks become stronger. By practicing the tricks you know, and encountering stronger adventurers who share their knowledge with you, your mastery over your tricks increases.
Favorite Trick
At 6th level, you have gained enough mastery over one of your Traveler’s Tricks that you can use it whenever it’s needed. You may choose one Traveler’s Trick that you know and designate it as your favorite trick. If you roll initiative and have no uses of Bardic Inspiration remaining, you regain one use of it. Any Bardic Inspiration gained in this way can only be used to perform your favorite trick. At 14th level you can select a second favorite trick from among Traveler’s Tricks you know.
Traveler’s Trick Options
The Traveler’s Trick feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. Each one is associated with a different class, and those marked with an asterisk (*) are magical effects. Unlike traditional bard abilities which rely on skill or panache to be properly executed, the greatest asset for picking up tricks along the road is common sense and an openness to learning new ideas. Wisdom affects how powerful your traveler’s tricks are, as well as how hard they are to counter. If an option requires a saving throw, your Traveler’s Trick save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Acrobatics Lessons. A slick rogue once gave you some pointers on zigging and zagging. When you or an ally makes a Dexterity saving throw, you may expend one use of your Bardic Inspiration, rolling a Bardic Inspiration die and adding the result to the saving throw. An ally must be within 60 feet of you and able to see and hear you to benefit from this trick.
At 6th level, if the target succeeds the saving throw against an effect that would deal half damage on a successful save, the target
takes no damage instead.
At 14th level, even if the target fails their saving throw they only take half damage from the effect.
Armed Combat Lessons. A seasoned fighter taught you how to use a simple combat stance to wield your weapons more effectively. When you select this option, choose from the following Fighting Styles:
ll Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
ll Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
ll Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
ll Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier.
When you make a weapon attack, you can expend one use of your Bardic Inspiration, adding your Bardic Inspiration die to the attack or damage roll. When you do this, you gain the benefits of your chosen Fighting Style for 10 minutes.
At 6th level, you learn how to use your stance to chain your attacks together in deadly combination. Once, while your Fighting Style is active, you may attack twice, instead of once, when taking the Attack action on your turn.
At 14th level you have learned to shore up any weaknesses in your stance. You gain +1 to your AC for the effect’s duration.
Bind the Wound. An experienced paladin instructed you in the basics of combat triage. When you or an ally within 5 feet of you receives healing of any kind, you may use your reaction to expend one use of your Bardic Inspiration and provide extra healing equal to the number on the Bardic Inspiration die roll + your Wisdom modifier (minimum of 1). You must have at least one hand free in order to quickly staunch the target’s wound.
At 6th level, you have learned to identify a selection of useful herbs that you can carry with you. When providing additional healing with this trick you may also remove the poisoned or paralyzed condition from the target.
At 14th level, you have developed a true knack for emergency triage. You may additionally remove a single disease affecting the target of this ability.
Boxing Lessons. A wise monk was happy to share the basic form of the jab and weave. When you take the attack action, you can expend one use of your Bardic Inspiration to quickly execute two unarmed strikes against one or more creatures you could target. You may use Dexterity instead of Strength for the attack and damage rolls of these unarmed strikes. The damage die used for these unarmed strikes is the same as your Bardic Inspiration die.
At 6th level, you have finally mastered the “weave” portion of your technique. You do not provoke attacks of opportunity this turn.
At 14th level, your practice has paid off, granting you the use of a slightly ki-infused attack. When you hit with one of these attacks you may attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Conjure Woodland Spirit.* A patient druid shared the secrets of forest magic with you. You can expend one use of your Bardic Inspiration as an action to conjure a forest guardian spirit in an unoccupied space you can see within 60 feet of you. The guardian spirit is Large, and takes the appearance of a spectral predatory cat. Any enemy that moves into or leaves a space adjacent to the guardian spirit must make a Wisdom saving throw, taking magical slashing damage equal to your Bardic Inspiration die on a failure. The guardian spirit will remain for as long as you concentrate on it, up to 10 minutes.
At 6th level, your bond with the guardian spirit grows even deeper. Any creature dealt damage by your guardian spirit has their speed reduced to 0 for the rest of the turn.
At 14th level, any Large or smaller creature who has their speed reduced to 0 by the guardian spirit is restrained for as long as you maintain your concentration, as your guardian spirit pins them in place. The target can break free by spending an action to make a Strength (Athletics) check against your Traveler’s Trick save DC.
Dark Bargain.* You made a shady bargain with a haggard warlock. When you select this option, choose a Eldritch Invocation from the Warlock’s list of class features for which you meet the prerequisites. You can expend one use of your Bardic Inspiration to gain the benefits of this Dark Invocation for 10 minutes. Doing this requires you to roll your Bardic
Inspiration die and take an amount of necrotic damage equal to the roll.
At 6th level, you have learned how to deepen your pact with the warlock you once met. You may choose to take double the necrotic damage you rolled on your Bardic Inspiration die to instead have the effect last for 1 hour.
At 14th level, your pact with the warlock unlocks frightening new power. When you reach 14th level, choose a single spell of 7th level or lower from the warlock’s spell list. You may cast the spell once during this effect without expending any spell slots, although you must cast it at the level of your highest spell slot. In exchange, the spell deals additional necrotic damage to you equal to twice the level at which it was cast.
Evocation Lessons.* A venerable wizard shared secrets of evocation magic with you. When you select this option, choose a damage-dealing spell you can cast. You can expend one use of your Bardic Inspiration when you cast this spell to change the type of damage it deals to your choice of either acid, cold, fire, lightning, or thunder (chosen when you cast the spell).
Add the number you roll on your Bardic Inspiration die + your Wisdom modifier (minimum of 1) to the damage dealt by the spell.
At 6th level you may choose to change the spell you had previously selected with this feature to another spell that you know.
At 14th level you may choose to change the spell you had previously selected with this feature to another spell that you know.
Hunting Lessons.* A skilled ranger taught you how to use your magic to pinpoint your quarry’s weak spots. You can expend one use of your Bardic Inspiration to target one creature you can see within 90 feet of you as your quarry. For as long as you concentrate on this ability, up to 1 hour, all weapon attacks you make against the target deal additional damage equal to your Bardic Inspiration die.
At 6th level, you have honed your skills to the point where you can easily track your quarry. For the duration of the effect, you are aware of your target’s approximate distance and direction from you, so long as you are on the same plane.
At 14th level, you can maintain this effect for up to 24 hours.
Reckless Tactics. You learned from a hardened barbarian that sometimes you have to charge into combat with no regard for your own safety. When you make an attack with a melee weapon that has either the heavy, two handed, or versatile quality, you can expend one use of your Bardic Inspiration to gain advantage on the attack. Add the number you roll on your Bardic Inspiration die + your Wisdom modifier (minimum of 1) to the attack’s damage roll. Attacks made against you this round have advantage.
At 6th level you have learned, through practice, how to push your offense even further. You may impose a -5 penalty to this attack roll. If the attack hits, you add +10 to the attack’s damage.
At 14th level, your experience has taught you how to really go all in. If you have not moved this turn, you may voluntarily reduce your speed to 0 until your next turn to resolve this attack against any number of creatures within 5 feet of you, making a separate attack roll for each target.
Warding Trick.* A gentle cleric taught you how to channel your magic into a protective veil. You can expend one use of your Bardic Inspiration as an action to grant an ally you can see within 60 feet of you a number of temporary hit points equal to your roll on the Bardic Inspiration die + your Wisdom modifier (minimum of 1). This ward lasts for as long as you maintain concentration on it, up to 10 minutes.
At 6th level, your practice allows you to weave wards that retaliate against those who would harm your allies. Any
creature who deals damage to an ally with temporary hit points granted by this effect must make a Wisdom saving throw. On a failure, the creature dealing damage takes an amount of radiant damage equal to your Bardic Inspiration die.
At 14th level, you have learned how to make your ward even more resilient. For the duration of the effect, at the beginning of each round on your turn the target gains a number of temporary hit points equal to your Bardic Inspiration die + your Wisdom modifier (minimum of 1). These replace any previous temporary hit points.
College of gunpriest
Gun priests are a devoted, militant lot whose understanding of the firearm is seconded only to their mastery of both arcane and divine magic. They study with great commitment, hoping to master these talents to create the ultimate weapon. While most gun
priests are ceramian or ropaeo, the occasional soburi also takes up this calling. Militant and studious warriors frequently found defending technology, these adventurers often travel with other technology-loving heretics or even scientists, frequently acting as long-range artillery or snipers. Some gun priests choose a lonelier path, joining mercenary companies where they can apply their magical and martial talents in the heat of battle.
Holy Gunsmith
When you reach 3rd level, you gain proficiency with firearms (both as weapons and as tool kits) and finish building your first gun: either a matchlock pistol or a matchlock rifle. You no longer choose spells from the bard spell list. Any spells you learn at or after
3rd level are chosen from the cleric spell list instead.
Vested Gun
At 6th level, you choose one firearm to become your vested gun, focusing your magical energies upon it. Upon choosing your vested gun you undergo a religious ceremony that binds you to it. Anyone else that tries to use your vested gun suffers disadvantage and cannot gain their proficiency bonus. You ignor the loading property on your vested weapon and can fire it twice with one Attack action. You treat your vested gun with the same reverence you would a holy book or symbol, and you are able to use it as both an arcane or divine focus when casting spells. Accordingly, you never willingly part with your vested gun—you may not sell it, lend it to others, or otherwise abandon it. If for any reason your vested gun is taken from you, you must do everything in your power to recover it. Your vested gun can be enchanted to grant a bonus to attack and damage equal to half your proficiency bonus. Enchanting your vested gun costs 500 gp per point of bonus it gains. Increasing the enchantment bonus of your vested gun or altering its abilities requires a ritual that takes one full day. You also receive a number of enchantment points equal to half your proficiency bonus to spend on the effects below. Each effect may only be chosen once. You can change the enchantments on your gun again after you complete a long rest.
Bane. The enchantment bonus to attack and damage from your vested gun is doubled against one specific type of named creature (such as dragon, human, shikome, ogre, or hengeyokai). Against all other types of creatures your enchantment bonus is halved (minimum 1).
Booming. Your vested gun deals an additional 1d4 thunder damage.
Cruel. Your vested gun deals an additional 1d8 necrotic damage but you take 1d4 necrotic damage with every successful hit.
Electrified. Your vested gun deals an additional 1d4 lightning damage.
Explosive. Your vested gun scores a critical hit on a roll of 19 or 20.
Powerful. Your vested gun deals an additional 1d4 force damage.
Sighted. Your vested gun doubles its short range.
Gun Master
When you reach 14th level, you fire your vested gun three times with one Attack action. You can change the enchantments on your vested gun after completing a short or long rest.
College of fame
Bards of the College of Fame are in the public's eye by day, while working for an agency or organization by night. These bards might simply be famous because who they are, or they may have earned their status because what they've done.
Bonus Proficiencies
When you join the College of Fame at 3rd level, you gain proficiency with the Deception, Performance and Persuasion skills.
Winning Smile
Also at 3rd level, while you are not wearing any armor, your AC equals to 10 + your Dexterity modifier + your Charisma modifier. Additionally, choose one skill from Deception, Performance or Persuasion. You add twice your proficiency bonus to any check you make with that skill. You learn the enthrall and suggestion spells.
Compelling Performance
At 6th level, as a bonus action, you can expend one use of Bardic Inspiration. If you do so, for the next minute you can cast the command spell at 1st level as a bonus action on each of your turns without using a spell slot a number of times equal to your Charisma modifier. Additionally, whenever any of your charm spells ends while using this feature, the creature or creatures affected don't realize they were charmed by you unless you want to.
Utterly Convincing
Starting at 14th level, when you make a Charisma-based ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add twice the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. Additionally, when a creature use one of your Bardic Inspiration dices to improve some Charisma-based ability check, it also adds twice the number rolled to its ability check.
College of venture
Bards of the College of Venture aren’t just dedicated adventurers, they live and breathe for dungeon delving and discovery. They research dungeonology down to a science, and eagerly share their finds with fellow college members, telling tales of dangerous and isolated crypts and experiences of brushes with near death in the dark halls of a cavern. There’s very little that Venture Bards don’t know when it comes to exploration and treasure hunting. And the little they don’t know, they seek eagerly to find out.
Bonus Proficiencies
At level 3, you get proficiency in Investigation, History, and Cook's Utensils. You can also pick one of the following Gun Tactics.
Akimbo Shooting. When wielding two light firearms, you can add your ability score modifier to the damage of the second attack. You can reload both light firearms at once using a bonus action.
Gun Duelist. When wielding a sidearm in one hand and no other weapons, you get a +2 bonus to your damage rolls with these weapons.
Breacher. When you make an attack with a firearm at a creature within 30 feet of you and you roll a 1 or 2 on the damage die, you can reroll the damage die and must take the new roll, even if the number is a 1 or a 2. The firearm must have the close quarters or scatter property for you to gain this benefit.
Gunplay
When you reach 3rd level, you've trained yourself to interweave the use of their guns into your performance in combat. You get the following gunplay options:
Shifting Shot. You perform a swift tumble before taking a shot with your firearm. You can spend a bardic inspiration die before you attack to move up to half your speed in any direction without provoking any opportunity attacks. Add the result of the inspiration die to the attack roll.
Disorienting Flourish. If you are the target of an attack, you can use your a reaction to go into a disorienting dance, tumble or dodgy stance. Spend a bardic inspiration die when targeted by an attack. Subtract the result from the enemy's attack roll.
Quickshot. You make a quick, intuitive shot based on instinct alone to leave yourself open to do other things. Spend an inspiration die in order to fire your gun as a bonus action if you have not taken the attack action, ignoring the reload action or loading time for firearms if you fire the last bullet in your gun. Add the result of the inspiration die to the damage roll.
Intimidating Strike. You sing, shout or motion with your weapon in a menacing manner at the creature you shoot at. Spend a inspiration die after a successful attack on a target below half their HP to force them to make a Wisdom Saving Throw. Subtract the result from their roll. If they fail, they are frightened of you for 1 minute, and must spend their reaction if they haven't already moving half their speed away from you. You gain advantage on Charisma (Intimidation) checks
against them for the duration.
Golden Intuition
By 6th level, you get a real nose for treasure, as well as eyes and ears for the valuable. If you spend 10 minutes gathering information, you are able to get a lead on a place where treasure can be located. In dungeons, if you spend 1 minute studying the layout of a room with no interruption, you are able to get knowledge of two of the following:
Any secret compartments or switches within 60 feet of you. (You don't interact with the switch or compartment.)
The approximate location of any trap within 60 feet of you. (You do not interact with the trap itself.)
The location of a hidden door.
The location of a wondrous item in a pile of treasure.
Any valuable information of the DM’s choosing.
You also get a expanded spell list that you can choose from when you learn new bard spells. These spells are automatically added to your bard spell list.
Bard Level Spells
6th conjure firing squad
9th bubble shield
13th find the path
17th foresight
Improved Gunplay
At level 14, you have interwoven more of your inherent Bardic ability with your talents with a gun. You get the following new gunplay options.
Goading Strike. When a creature makes a melee attack roll against a creature that is friendly to you within 5 feet of you that you can see, or a ranged attack roll against a creature that is friendly to you within 60 feet of you that you can see, you can spend a bardic inspiration die as a reaction to taunt them with a special enchantment woven into your inspiration that forces them to attack you instead. Subtract the result of your inspiration die from their attack roll. If the creature misses their attack as a result of this ability, you can make an attack with your firearm as part of your reaction. You ignore the reload action for firearms when making this attack.
Precision Attack. When you make a weapon attack roll against a creature, you can expend a Bardic Inspiration die and add the number rolled to the attack. You can expend the die before or after making the attack roll, but before any effects of the attack are applied.
Disorienting Shot. When you make an attack roll with a firearm, you can spend a Bardic Inspiration die to disorient your foe, leaving them open for allies to attack. Add the result of your inspiration die to the attack roll. The next attack roll made against this creature has advantage if it is made before the start of your next turn.
Concussive Shot. When you next hit with a ranged attack roll with your gun, you can spend an inspiration die to have the shot ring in their ears. The creature must succeed a Constitution saving throw or get disadvantage on their next attack roll. Subtract the result from the inspiration die from the saving throw.
College of entropy
Bards of the College of Entropy are itinerate gamblers and daring thrill seekers whose actions are supremely unpredictable. Rather than relying on ancient lore or skill with arms, these bards throw themselves into new challenges just to see what happens, trusting in luck to see them through. They're called luck stealers (with a mixture of derision and respect), because no matter how bad things get for everyone around them, these bards always seem to come out unscathed.
BONUS PROFICIENCIES
When you join the College of Entropy at 3rd level, you gain proficiency with Acrobatics, Athletics, and a gaming set of your choice.
LUCK STEALER
Also at 3rd level, you learn to borrow a little bit of other people's luck for yourself. When a creature that you can see within 60 feet of you makes an attack roll, ability check, or saving throw with advantage, you can use your reaction to expend one of your uses of Bardic Inspiration to grant that creature a penalty to the check equal to the number rolled on your Bardic Inspiration die. You gain Inspiration that is usable only on yourself and lasts for a number of rounds equal to the number rolled on the Bardic Inspiration die.
If you do not expend the Inspiration before that time, it is lost. Stealing luck, regardless of whether you use the Inspiration, causes a chaos magic surge.
INFUSION OF FORTUNE
At 6th level, when you cast a chaos spell, you cause a chaos magic surge and regain one use of your Bardic Inspiration. You regain the use of infusion of fortune after a short or long rest.
BELIEF IS A TOOL
Everything desires to be something else. Starting at 14th level, as an action, the luck stealer can change one known spell to another spell of the same or lower level on the bard spell list. At the end of the bard's next turn, his or her list of known spells returns to normal. Using this ability causes a chaos magic surge (see Chapter 4: Arcane Characters - Midgard heroes?).
Greenleaf college
The Greenleaf College was founded by elfmarked who sought to record their varied heritage. Drawing from elven lore and power, Greenleaf bards strengthen their connection to nature. Through their magic and their tales, they convey the rejuvenating strength of the forests and rivers to their allies.
EXPANDED SPELL LIST
When you join the Greenleaf College at 3rd level, you gain access to an expanded list of bard spells. The following spells are added to the bard spell list for you.
Level Spells
1st entangle, goodberry
2nd pass without trace, spike growth
3rd conjure animals, daylight
4th conjure woodland beings, dominate beast
5th commune with nature, tree stride
REJUVENATING INSPIRATION
Also at 3rd level, you learn to infuse your Bardic Inspiration with a magical seed of healing energy. When a creature uses a Bardic Inspiration die from you to increase one ability check, attack roll, or saving throw, it also gains temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier.
LAND’S STRIDE
At 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
VITAL SURGE
Starting at 14th level, as an action you can expend one use of Bardic Inspiration to magically remove one disease or detrimental condition affecting a creature you can see within 60 feet. The condition can be blinded, charmed, deafened, frightened, paralyzed, or poisoned.
Warlock
The dead king
Your patron is a powerful undead being who, through dark magics, commands the forces of death and eternal life. Such entities desire to preserve their unending life above all else. They seek immortality by amassing power and controlling other undead and living servants. Beings such as this include ancient wraiths and powerful necromancer liches like the Black Pharaohs of the Nyssian drow.
Dead King Expanded Spells
1st inflict wounds, ray of sickness
2nd blindness, gentle repose
3rd vampiric touch, feign death
4th giant insect, black tentacles
5th contagion, insect plague
Unearthed Blades
Starting at 1st level, your patron grants you the power to draw on the remains of the ancient dead to shred your foes. As an action you can temporarily draw ancient bone fragments from the ground to swirl around you. The gyre of bones collapses within 1 minute or if it moves more than 60 feet from you. As a bonus action, you can have the bone shards move up to 60 feet and attack a creature within 5 feet using your spellcasting ability modifier, dealing 1d8 + your spellcasting ability modifier piercing damage on a hit. Once you use this feature, you can’t use it again until you finish a short or long rest.
Shambling Servant
When you reach 6th level, your patron shows you how to raise undead servants of your own. As a bonus action, you can raise a rapidly decomposing zombie under your control from the corpse of a Medium or Small humanoid within 10 feet of you. In combat, the zombie's turn comes immediately after yours. The zombie collapses within 1 minute or if it moves more than 60 feet from you, and follows your mental commands to the best of its ability. The zombie’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this zombie to make one attack as its reaction. Once you use this feature, you can’t use it again until you finish a short or long rest.
Aspect of Undeath
At 10th level, your patron gifts you with some aspects of undeath. You become immune to disease and gain resistance to poison and necrotic damage.
Wrappings of the King
Starting at 14th level you learn forbidden secrets of preserving the dead. As an action you can transform a zombie under your control within 10 feet of you into a mummy under your control. The mummy decomposes within 1 hour or if it moves more than 60 feet from you, and follows your verbal orders to the best of its ability. The mummy’s hit point maximum is increased by your warlock level, and its weapon attack and damage rolls are increased by your proficiency bonus. Additionally, when you take the Attack action, you can forgo one of your attacks to allow this mummy to make one attack as its reaction.
Warlock spell list
Cantrips
Blade Ward
Chill Touch
Eldritch Blast
Friends
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st level
Armor of Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Elevated Sight
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from
Evil and Good
Unseen Servant
Witch Bolt
2nd level
Cloud of Daggers
Crown of Madness
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
3rd level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Globe of Twilight
Hunger of Hadar
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
4th level
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th level
Contact Other Plane
Dream
Hold Monster
Scrying
6th level
Arcane Gate
Circle of Death
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th level
Etherealness
Finger of Death
Forcecage
Plane Shift
8th level
Demiplane
Dominate Monster
Feeblemind
Glibness
Power Word Stun
9th level
Astral Projection
Foresight
Imprisonment
Power Word Kill
True Polymorph
The first vampire
You have made a pact with a powerful vampire cursed by the gods or born as a creature of the night. Hundreds of haunted beings serve this vampire, so why enter a pact with you? Because you can act in the light of day unhindered? To cull weaker vampires?
Expanded Spell List
The First Vampire lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level Spells
1st false life, bane
2nd alter self, levitate
3rd conjure animals (bats, rats, or wolves only), gaseous form
4th dominate beast, greater invisibility
5th dominate person, seeming
Nocturnal Predator
At 1st level, as a predator of the night you have been blessed with enhanced vision in darkness. You have darkvision out to a range of 60 feet. If you already have darkvision, increase the range by 60 feet.
Drain Life
Starting at 1st level, you gain an innate power to drain life from the living. When you use the Attack action or cast a spell, you can use a bonus action on the same turn to make a melee spell attack against a creature within 5 feet of you. Your attack deals necrotic damage equal to 1d6 + your Charisma ability modifier on a hit. When you hit a creature with this feature, you can expend a warlock spell slot to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot. When you expend a spell slot to enhance the attack in this way, you regain hit points equal to the total damage dealt.
Creature of the Night
At 6th level, you can use your action to cast polymorph on yourself, transforming into a bat or wolf. While you are in either of these forms, you retain your Intelligence, Wisdom, and Charisma scores. You can use this feature a number of times equal to your Charisma modifier, regaining all spent uses upon completion of a long rest.
Eldritch Appetite
Starting at 10th level, when you reduce a creature to 0 hit points with your Life Drain feature, you can use your reaction to consume the last of their fleeting mortality. When you do, you regain one of your expended pact spell slots. Once you use this feature, you can’t use it again until you finish a long rest.
Eternal Night
At 14th level, your vampire patron grants you a taste of true immortality. You no longer age, and you gain resistance to necrotic damage. Additionally, once per long rest, you can use a bonus action to gain the following effects for one minute:
You regain 1d6 hit points at the start of your turn if you have at least 1 hit point and aren’t in direct sunlight or running water. If you take radiant damage or damage from holy water, this trait doesn’t function at the start of your next turn. When using your Drain Life feature, you can use it as if you were expending a 1st-level spell slot.
The parasite
Your patron is a cosmic parasite, draining the vitality out of whole peoples and worlds. Upon forging a pact with such a patron, you become host to one of its nascent offspring. As you grow in power, the boundary between your identity and the parasitic larva within you blurs.
Spell Siphon
Your patron has taught you to siphon magic from your enemies and make it your own. When a creature you can see within 60 feet casts a spell of a level you can cast with your pact magic spell slots, you can use your reaction to force them to make a Charisma saving throw using your warlock spell save DC. On a failure, the spell is cast as normal and you siphon the knowledge of the spell. While the spell is siphoned, the creature cannot cast the spell again and you can cast it as if it was a warlock spell you know by spending a pact spell slot as normal. Once you cast it, the spell is no longer siphoned and you no longer know the spell. You can siphon a number of spells up to 1 + your Charisma modifier (minimum 1). If you exceed this maximum, a spell of your choice that you have previously siphoned is no longer siphoned. A spell is no longer siphoned if you go unconscious or die.
Physical Specimen
Starting at 1st level, your patron has enhanced your physical form to improve your utility as a host and pawn. When you finish a long rest, choose a number of the following benefits up to your Charisma modifier (minimum 1). You gain these benefits until your next long rest.
• Your maximum hit points increase by 1 for each level you have in this class.
• You gain darkvision out to a distance of 60 feet. If you already have darkvision, its range increases by 30 feet.
• Each of your movement speeds increase by 5.
• You have advantage on saving throws against disease and poison.
• Your jump distances are tripled and you gain a climb speed equal to your walking speed.
• When you make a Strength (Athletics) or Dexterity (Acrobatics) ability check you can use your reaction to add a bonus to the roll. This bonus is equal to your Charisma modifier.
Symbiotic Sentinel
Starting at 6th level, your patron remains alert to all threats to its host at all times. You cannot be surprised and you have advantage on Dexterity ability checks made to determine initiative. You also gain advantage on saving throws against being charmed and frightened.
Spawn Pawn
At 10th level, you learn the dominate person spell. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. When you cast this spell, your patron enhances the magic, dealing psychic damage equal to your warlock level if the creature succeeds on a saving throw to end the spell. In addition, damage can’t break your concentration on this spell.
Larval Regeneration
Starting when you reach 14th level, when you die, a larval parasite bursts from your corpse the next turn on your initiative. You control the parasite, which disappears after 24 hours. The parasite is a Tiny creature, has an AC of 14, maximum hit points equal to half your maximum hit points, and a walking speed of 30 feet. It otherwise uses your statistics but cannot cast spells. As an action, the parasite can cause a creature within 5 feet of it to make a Strength or Dexterity saving throw (your choice) against your warlock spell save DC. On a failure, the parasite burrows into the creature dealing piercing damage equal to your warlock level. While burrowed inside a creature, the parasite cannot take any actions, cannot be targeted by attacks, and is immune to all damage except psychic damage. On each of the creature’s subsequent turns it can use its action to make a Constitution saving throw against your warlock spell save DC. If the creature succeeds, the parasite is ejected from its body and into an unoccupied space of the creature’s choice within 5 feet of it. If the parasite is still burrowed inside the creature when its turn ends, the creature takes necrotic damage equal to twice your warlock level. If this damage reduces the creature to 0 hit points, it immediately dies, the parasite disappears, and you take over the body of the humanoid as if you had been targeted by the reincarnate spell and rolled the race the humanoid had been. If you are returned to life, such as by the revivify spell, your parasite immediately disappears. Once you use this feature, you can’t use it again until you finish a long rest.
Wu-Jen
The people of Soburin were once in touch with the natural world but their highest magical arts were subverted during the Kengen Occupation and militarized for use in the War of Kaiyo. In the absence of proper stewards, dark powers subverted nature and now those who seek an arcane path to better understand the cycle of life must sacrifice themselves to the entities that have seized the machinations behind elemental balance. Though the gifts you receive can force you to change how they go about your life, the blessings granted to you are potent. When selecting this warlock pact, a wu-jen either chooses to worship one patron in particular (maintaining a connection regardless of the season) or to worship the patron of the current season as it changes (in which case the warlock’s patrons and abilities change over time). Once this choice is made, it cannot be changed.
Wu-Jen Taboos
You gain proficiency in the Nature skill. Your devotion must be total and complete for your patron(s) to grant you supernatural blessings—you must live your life without breaking these taboos. Many of these forbidden activities may seem insignificant to others but should you violate any of them, you lose the ability to cast spells (and cantrips) and lose any resistances or immunities granted by your pact until after the next dawn or dusk (whichever is further away). You must choose two taboos at 1st level, and
one additional taboo every time your proficiency bonus increases.
• You cannot eat meat or take a living mount or pet (note that find familiar conjures a spirit that manifests as an animal and is immune to this taboo).
• You cannot own more than you can carry, or any exceptionally precious metals like platinum or large gems (excluding those used as spell components).
• You must make a daily offering such as food, flowers, or incense worth 1 gp or more to one or more spirits.
• You cannot bathe or cut your hair.
• You cannot touch a dead body and cannot take items from the dead unless they were willingly bequeathed to you or from the very recently deceased.
• You cannot drink alcohol or smoke any substance for pleasure.
• You cannot sit or sleep facing a certain direction.
Mystic Arcanum Spells.
You do not select your own mystic arcanum spells.
Summer.
6th—delayed blast fireball; 7th—fire storm; 8th—incendiary cloud; 9th—meteor swarm.
Autumn.
6th—circle of death; 7th—finger of death; 8th—mind blank; 9th—storm of vengeance.
Winter.
6th—freezing sphere; 7th—wall of ice; 8th—antipathy; 9th—time stop.
Spring.
6th—instant
summons; 7th—prismatic
spray; 8th—earthquake;
9th—prismatic wall.
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Summer Patron, Natsu Ītā
Natsu Ītā is
The sunshine and sky consumed.
Summer is no more.
—Kasen Rekishiya
Expanded Spell List
Natsu Ītā lets you choose from an expanded
list of spells when you learn a warlock spell.
The following spells are added to the warlock
spell list for you.
Table: Summer Wu-Jen Expanded Spells
Spell Level Spells
1st burning hands, faerie fire
2nd flame blade, scorching ray
3rd fireball, protection from energy
4th fire shield (warm only), wall of fire
5th flame strike, sunbeam
Heat of the Sun
Starting at 1st level, whenever you use the
eldritch blast cantrip you deal 1d12 fire damage
instead of 1d10 force damage and the
range of the cantrip is reduced to 90 feet.
Summer Acclimation
Starting at 6th level, you gain resistance to fire.
If you already have resistance to fire damage,
you ignore an additional 5 points of fire damage
after applying resistance.
Summer Resilience
Starting at 10th level, you gain immunity to cold.
Summer Jaunt
Starting at 14th level, when you hit a creature
with an attack, you can instantly transport the
target through the warped home of Natsu Ītā.
The creature disappears and hurtles through
the corrupted landscape, scorched by the sun
and troubled by what they’ve seen.
At the end of your next turn, the target
returns to the space it previously occupied, or
the nearest unoccupied space. If the target is
not an elemental, it takes 32 (5d12) fire damage
and 22 (5d8) necrotic damage as its body
yields to your patron’s ruinous powers.
You can’t use this feature again until
you complete a long rest.
Pact of the Chain. Your familiar is in tune with
your patron and takes the form of a Magma
Mephit with an alignment that matches yours.
The magma mephit loses its death burst, innate
spellcasting, and fire breath abilities.
Pact of the Blade. Your weapon could be a
scimitar with engravings of flames
that dance along the handle and
sizzle the air with each swipe.
Pact of the Tome. Your Book of Shadows might
be a crimson red tome with gold engravings of
fire that is always warm to the touch no matter
how cold the environment around it is.
Autumn Patron, Akinochisō
All the blossoms fall,
Akinochisō remains.
Autumn is no more.
—Kasen Rekishiya
Expanded Spell List
Akinochisō lets you choose from an expanded
list of spells when you learn a warlock spell.
The following spells are added to the warlock
spell list for you.
Table: Autumn Wu-Jen Expanded Spells
Spell Level Spells
1st inflict wounds, thunderwave
2nd gust of wind, protection from poison
3rd bestow curse, protection from energy
4th confusion, phantasmal killer
5th harm, modify memory
Winds of the Fall
Starting at 1st level, whenever you use the
eldritch blast cantrip you deal 1d12 thunder
damage instead of 1d10 force damage and the
range of the cantrip is reduced to 90 feet.
Autumn Acclimation
Starting at 6th level, you gain resistance to
thunder. If you already have resistance to thunder
damage, you ignore an additional 5 points
of thunder damage after applying resistance
Autumn Resilience
Starting at 10th level, you gain immunity to
lightning.
Autumn Jaunt
Starting at 14th level, when you hit a creature
with an attack, you can instantly transport the
target through the decaying and fetid abode
of Akinochisō. The creature disappears and
hurtles across the diseased lands there, withered
and beaten by the whipping winds that
scour the landscape.
At the end of your next turn, the target
returns to the space it previously occupied, or
the nearest unoccupied space. If the target is
not an elemental, it takes 32 (5d12) thunder
damage and 22 (5d8) necrotic damage as its
body yields to your patron’s ruinous powers.
You can’t use this feature again until
you complete a long rest.
Pact of the Chain. Your familiar is in tune
with your patron and takes the form of a Dust
183
Mephⁱt with an alignment that matches
yours. The dust mephit loses its death burst,
innate spellcasting abilities, and blinding
breath abilities.
Pact of the Blade. Your weapon could be a
whip with a hilt of dead branches, leaving a
few fluttering leaves in the air when it strikes.
Pact of the Tome. Your Book of Shadows
could be an autumn brown tome enwrapped
by an intricate copper bricolage, its pages
rustling with the secrets of the beyond
whenever you read it.
Winter Patron, Fuyu-Noyaban
Even the cold is frozen
inside Fuyu-Noyaban.
Winter is no more.
—Kasen Rekishiya
Expanded Spell List
Fuyu-Noyaban lets you choose from an expanded
list of spells when you learn a warlock
spell. The following spells are added to the warlock
spell list for you.
Table: Winter Wu-Jen Expanded Spells
Spell Level Spells
1st false life, fog cloud
2nd blindness/deafness, silence
3rd protection from energy, slow
4th fire shield (cold only), ice storm
5th cone of cold, forbiddance
Arctic Chill
Starting at 1st level, whenever you use the
eldritch blast cantrip you deal 1d12 cold damage
instead of 1d10 force damage and the
range of the cantrip is reduced to 90 feet.
Winter Acclimation
Starting at 6th level, you gain resistance to cold
damage. If you already have resistance to cold
damage, you ignore an additional 5 points of
cold damage after applying resistance
Winter Resilience
Starting at 10th level, you gain immunity to fire.
Winter Spell
Starting at 14th level, when you hit a creature
with an attack, you can instantly transport the
target through the twisted realm where Fuyu-
Noyaban dwells. The creature disappears and
hurtles through the freezing, torturous landscape,
warped by the rapid and disturbing journey.
At the end of your next turn, the target
returns to the space it previously occupied, or
the nearest unoccupied space. If the target is
not an elemental, it takes 32 (5d12) cold damage
and 22 (5d8) necrotic damage as its body
yields to your patron’s ruinous powers.
You can’t use this feature again until you
complete a long rest.
Pact of the Chain. Your familiar is in tune with
your patron and takes the form of an Ice Mephit
with an alignment that matches yours. The ice
mephit loses its death burst, innate spellcasting
abilities, and ice breath abilities.
Pact of the Blade. Your weapon could be a
warhammer with fittings and symbols resembling
a fierce snow storm, leaving a tinge of
frost whenever it touches the ground.
Pact of the Tome. Your Book of Shadows might
be a royal blue with silver engravings
that swirl like snow, granting you deep
insights into the cold truths of reality.
184
Spring Patron, Haru-Oshōhi
Chaos and entropy
reign with Haru-Oshōhi.
Spring has left the world.
—Kasen Rekishiya
Expanded Spell List
Haru-Oshōhi lets you choose
from an expanded list of spells
when you learn a warlock spell. The
following spells are added to the warlock
spell list for you.
Table: Spring Wu-Jen Expanded Spells
Spell
Level
Spells
1st guiding bolt, longstrider
2nd phantasmal force, see invisibility
3rd lightning bolt, protection from energy
4th greater invisibility, polymorph
5th chain lightning, forbiddance
Spark of Change
Starting at 1st level, whenever you use the
eldritch blast cantrip you deal 1d12 lightning
damage instead of 1d10 force damage
and the range of the cantrip is reduced to
90 feet.
Spring Acclimation
Starting at 6th level, you gain resistance to
lightning. If you already have resistance to
lightning damage, you ignore an additional
5 points of lightning damage after applying
resistance
Spring Resilience
Starting at 10th level, you gain immunity to
thunder.
Spring Retreat
Starting at 14th level, when you hit a creature
with an attack, you can instantly transport
the target through the maligned and
chaotic realm of the powerful Haru-Oshōhi.
The creature disappears and hurtles across
the entropic plane, seared and jolted by the
unending storms that stretch for as far as
the eyes can see.
At the end of your next turn, the target
returns to the space it previously occupied,
or the nearest unoccupied space. If the
target is not an elemental, it takes 32 (5d12)
lightning damage and 22 (5d8) necrotic
damage as its body yields to your patron’s
ruinous powers.
You can’t use this feature again
until you complete a long rest.
Pact of the Chain. Your familiar is in tune with
your patron and takes the form of a Steam
Mephit with an alignment that matches yours.
The steam mephit loses its death burst, innate
spellcasting, and steam breath abilities.
Pact of the Blade. Your weapon could be a
two-headed flail with carvings resembling a
fierce lightning storm, crackling with electricity
whenever its chains rustle against one another.
Pact of the Tome. Your Book of Shadows
could be a tattered and worn diary of the wujen
of Springs past, the words and meaning
changing ever so slightly every time you open
it to gradually grant you a more comprehensive
understanding of the secrets of nature.
Playing a Wu-Jen
A wu-jen in Soburin is far different from a run-ofthe-
mill nature-based arcane spellcaster (or for that
matter, any nature-based magic user). Of all the
character options presented in both this chapter and
the next, none sum up what Mists of Akuma is really
about nearly as well: corruption and despair in a
decaying, dying world.
Whatever they might have been in the distant
past is long behind them and the wu-jen of the
present day are not individuals to be taken lightly.
They have seen what horrors await the races of
Soburin and know (undeniably, in the very core of
their being) just how wounded the world is after
the horrifying events of the War of Kaiyo. There is
no doubt in their minds that the heretical weapons
of the foreign armies have rendered an injury that
might never heal, and whether hopeless or spiteful
the notion that there is no salvation is never far from
their thoughts. This does not necessarily mean that
a wu-jen must be despondent or melancholy, but
they are certainly more disposed to pragmatism
and therefore compromise (so long as the ultimate
ends serve their goals).
It is not uncommon for a wu-jen to display
auditory and visual effects reflecting the terrible and
despicable pacts they have forged with the entities
that have subsumed nature. Sometimes these can
be mistaken as manifestations of Haitoku (and very
well may overlap if the wu-jen has truly lost themselves
to dark, great powers), but sometimes they
are more subtle; an umibo wu-jen might find their
watery bodies becoming dirtier with each day, and
hengeyokai wu-jen might appear to be more feral
in their animal forms. How exactly a wu-jen's horrendous
sacrifice might make itself known is at the
discretion of the GM and the player, but it should be
a major part of that character's roleplay—the pact
forged with Natsu Ītā, Akinochisō, Fuyu-Noyaban
and/or Haru-Oshōhi is not one to be taken lightly.
The predator
Your patron is a primal beast, driven by a bloodthirsty need to hunt. These beings tempt creatures to give in to their base instincts and become apex predators. Ancient white dragons, demons with a bestial bent, and the Amaranthine Kren have all been known to occasionally grant feral powers to those desperate enough to seek their aid. Many who strike a pact with a Predator find themselves forever changed, bearing razor teeth and wicked claws, an aspect of their predatory patron.
Expanded Spell List
The Predator lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spells marked with an asterisk can be found in the Humblewood Campaign Setting book.
Spell Level Spells
1st hunter’s mark, jump
2nd alter self, ambush prey*
3rd blink, slow
4th dominate beast, freedom of movement
5th contagion, mislead
Bonus Proficiencies
Starting at 1st level, your patron grants you enhanced tracking skills. You are proficient with the Survival skill, and you add double your proficiency bonus to any Wisdom (Survival) skill checks you make.
Form of the Beast
At 1st level, you can use your bonus action to channel the ferocity and guile of your patron, transforming into a beastly figure. For 10 minutes, you gain the following abilities:
l You are flooded with adrenaline, feeling nothing besides the thrill of the hunt. You gain temporary hit points equal to five times your warlock level, up to a maximum of 50 temporary hit points at 10th level. These temporary hit points last until the end of your transformation.
l Your senses become supernaturally keen. You have advantage on Dexterity (Stealth), Wisdom (Perception), and Wisdom (Survival) checks you make to track or stalk your prey.
l You sprout a set of pointed teeth and razor-sharp claws, which are natural weapons you can use to make unarmed strikes against creatures within 5 feet of you. You have proficiency with these weapons and can use your Charisma modifier for their attack and damage rolls. On a hit, your bite deals 1d6 piercing damage, and your claws deal 1d4 slashing damage. If you already had a bite or claw attack (talon attacks count as claw attacks), its damage increases by one step (a d4 becomes a d6, a d6 becomes a d8, etc.). As a bonus action after making a bite attack, you can make a claw attack.
l Starting at 5th level, your muscles grow, and your movements quicken. When you take a bonus action to make a claw attack, you make two claw attacks instead of one.
Additionally at 5th level, you can take the Dash action as bonus action. You can use this feature twice per short or long rest. At 6th level, your transformation lasts for 1 hour instead of 10 minutes.
Thrill of the Hunt
At 6th level, you gain the ability to feast on the vitality of your foes while transformed into your Form of the Beast. Once per turn when you hit a creature with your bite attack, you can cause the attack to deal an extra 3d6 points of necrotic damage. You regain a number of hit points equal to the total damage dealt with this attack. Once you use this feature, you can’t use it again until you score a critical hit with a bite or claw attack or until you finish a short or long rest.
At 10th level, the extra necrotic damage provided by this feature increases to 5d6.
Fearsome Presence
At 10th level, you learn how to channel the presence of a frightful beast, even when not transformed. You can use your action to cause each hostile creature you can see within a 30-foot radius to succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute. Creatures who fail their saving throw are also restrained until the end of your next turn. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.
Uncaged Beast
Upon reaching 14th level, you become even more ferocious when pushed to your limits. While transformed into your Form of the Beast, if you take damage from a creature that is within 5 feet of you, you can use your reaction to make a bite or claw attack against that creature.
Additionally, when an attacker that you can see hits you with an attack, you can use your reaction to immediately transform into your Form of the Beast. If you do this, subtract the damage this attack would deal from the temporary hit points granted by your transformation; any excess damage carries over to your hit points. As part of your reaction to transform, you may immediately retaliate against your attacker with a bite or claw attack, so long as your attacker is within 5 feet of you.
Eldritch invocations
Agonizing Blast
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Alien Ectoplasm (CoC)
You can cast grease at will, without expending a spell slot or requiring any material components.
Amorphous Familiar (CoC)
Prerequisite: Pact of the Chain feature
Your familiar’s anatomy becomes changeable, or it transforms into a mass of fluid that projects pseudopods to emulate its former shape. It can move through a space as narrow as 1 inch wide without squeezing. Its reach with melee weapon and spell attacks increases to 10 feet, as it can extend its limbs unnaturally.
Arcane Gunslinger (UA:MM)
Prerequisite: Pact of the Blade feature
You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.
Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
Ascendant Step
Prerequisite: 9th level
You can cast Levitate on yourself at will, without expending a spell slot or material components.
Aspect of the Moon
Prerequisite: Pact of the Tome feature
You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.
Beast Speech
You can cast Speak with Animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Bewitching Whispers
Prerequisite: 7th level
You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.
Blessing of the Talisman (WEB)
Prerequisite: 5th level, Pact of the Talisman feature
When the wearer of the talisman makes an ability check, they can add a d4 to the roll. Beginning at 9th level, whenever the wearer of your talisman is forced to make a saving throw, it can add 1d4 to the roll.
Bond of the Talisman *
Prerequisite: 12th level, Pact of the Talisman feature
While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. (Additionally, when you and the wearer of your talisman are on the same plane of existence, you can communicate telepathically.) The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Bone Puppeteer (CoC)
Prerequisite: 5th level
You can cast animate dead once using a warlock spell slot. You can’t do so again until you finish a long rest.
Book of Ancient Secrets
Prerequisite: Pact of the Tome feature
You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list; these rituals needn’t be from the same spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.
On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
Call of the Grave (CoC)
Prerequisite: Pact of the Skull feature
If you fail on an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to roll again by listening to secrets whispered by your pact skull if it is within 5 feet. You use the new result in place of your original result, which can make you succeed on the saving throw after all. You can’t use this invocation again until you finish a long rest.
Ceremonial Proxy (The Lost Citadel)
Prerequisite: Pact of the Tome feature
You can now make use of a mystical proxy to cast rituals for you. You must have a magical creature or autonomous force created or summoned by a spell or magical effect that you cast. Examples include find familiar, unseen servant , or the Otherworldly Minions invocation. You can direct that creature or entity to cast any ritual in your Book of Shadows, assuming the proxy remains in existence long enough to do so. You must still provide all necessary components, you still make the Arcana check, and you still suffer the effects if the ritual goes wrong (see “Woe” and “Zileska Rituals,” both in Chapter V: Zileskan Magic). You must concentrate on your proxy while it is casting the ritual as though maintaining a spell, but if the proxy was created by a spell that requires concentration, you may concentrate on both. This is an exception to the normal concentration rules. You can engage in any other activity you wish while the proxy is casting the ritual, including casting other spells, so long as they don’t require concentration. Alternatively, you can work with the proxy on the ritual, cutting its casting time in half (to a minimum of five minutes). Finally, if you suffer spiritual damage due to the ritual and spell going wrong, the presence of the proxy grants you resistance to that damage.
Chained Mutant (CoC)
Prerequisite: Pact of the Chain feature
When you change the form of your familiar, you have the option to choose a beast mutated due to the influence of a Great Old One, Outer God, or other potent and unnatural force. Such a familiar takes on obviously unnatural features like pod-tipped legs, extra eyes near its middle, and a mouth-tipped stalk. It becomes a mutated version of one of the normal options in the find familiar spell (not the options added by the Pact of the Chain feature). It loses one of its weapon attacks unless it has only one. It can’t wear
armor or barding that isn’t designed for its unique form. It adds your proficiency bonus to its weapon attack rolls, weapon damage rolls, Strength saving throws, Constitution saving throws, Wisdom saving throws, and Wisdom (Perception) checks.
When your familiar hits a creature with a weapon attack, it attaches to the target and can’t use that weapon to attack until it detaches. If your mutated familiar begins its turn attached to a creature, that creatures loses 1d8 hit points from blood loss. Undead and constructs are immune to this hit point loss. The familiar can detach itself as an action or a creature can use its action to detach your familiar.
Chains of Carceri
Prerequisite: 15th level, Pact of the Chain feature
You can cast Hold Monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Cloak of Flies
Prerequisite: 5th level
As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you're incapacitated or you dismiss it as a bonus action.
The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Cosmic Truths (CoC)
You gain proficiency in the Yog-Sothothery skill (see page 37). If you already have proficiency in that skill, you instead gain proficiency in Arcana or Religion. Your proficiency bonus is doubled for any ability check you make using Yog-Sothothery, even if it isn’t the proficiency you gained from this invocation. (This doubling means the penalty it imposes on your saving throws is equal to your proficiency bonus.) In addition, choose a 1st-level spell from any class spell list (including warlock). You can cast this spell once using a warlock spell slot. You can’t do so again until you finish a long rest.
Curse Bringer (UA)
Prerequisite: The Hexblade patron, Pact of the Blade feature
You can create a greatsword forged from silver, with black runes etched into its blade, using your Pact of the Blade feature. If you reduce a target cursed by your Hexblade’s Curse to 0 hit points with this sword, you can immediately change the target of the curse to a different creature. This change doesn’t extend the curse’s duration.
When you hit a creature with this weapon, you can expend a spell slot to deal an additional 2d8 slashing damage to the target per spell level, and you can reduce the creature’s speed to 0 feet until the end of your next turn.
Devil's Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dreadful Word
Prerequisite: 7th level
You can cast Confusion once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Armor (UA)
Prerequisite: Pact of the Blade feature
As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.
Eldritch Mind
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Eldritch Sight
You can cast Detect Magic at will, without expending a spell slot or material components.
Eldritch Smite
Prerequisite: 5th level, Pact of the Blade feature
Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.
Eldritch Spear
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.
Eyes of the Rune Keeper
You can read all writing.
Far Scribe
Prerequisite: 5th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.
As an action, you can magically erase a name on the page by touching it.
Feral Transformation (Humblewood)
Prerequisite: 7th level
As an action, you can transform into a dire wolf, giant spider, or giant vulture following the same rules as the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. You maintain the ability to speak and can cast spells that have only a verbal component. You maintain this form for 1 hour or until the form drops to 0 hit points, at which point you revert back to your normal form.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Fiendish Vigor
You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Frightful Familiar (CoC)
Prerequisite: 7th level, Pact of the Chain feature
As a bonus action, you can cause your familiar to instantly emanate a pall of magical fear that rattles any foe it meets. Each creature of the familiar’s choice within 60 feet that is aware of it must succeed on a Wisdom saving throw against your spell save DC or be magically frightened until the start of the familiar’s next turn. The save DC is equal to your spell save DC. Once your familiar uses this invocation, it can’t do so again until you finish a short or long rest.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Ghostly Gaze
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Gift of the Depths
Prerequisite: 5th level
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
Gift of the Ever-Living Ones
Prerequisite: Pact of the Chain feature
Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.
Gift of the Protectors
Prerequisite: 9th level, Pact of the Tome feature
A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
As an action, you can magically erase a name on the page by touching it.
Gift of the Talisman (WEB)
Prerequisite: 5th level, Pact of the Talisman feature
While wearing your talisman, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to your pact magic spell slots. Once you use this invocation, you cannot do so again until you finish a long rest.
Grasp of Hadar
Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can move that creature in a straight line 10 feet closer to yourself.
Hideous Gnawing (CoC)
Prerequisite: 5th level, Pact of the Chain feature
Your familiar’s form incorporates a natural weapon of supernatural sharpness and durability. Once per turn, it deals extra damage when it hits a target with an attack if the target is a nonmagical object, a creature it had advantage on the attack roll against, or a creature within 5 feet of you or an ally of yours (you or your ally must not be incapacitated). If it hits with a spell attack, it deals an additional 1d6 piercing damage. If it hits with a weapon attack, it deals an additional 3d6 piercing damage. Your familiar can cut through any material except adamantine, given time. Generally, it takes 10 minutes to make a hole large enough for a Tiny creature to squeeze through 1/2 inch of metal, 1 inch of stone, 3 inches of wood, or 1 foot of earth. It can clear a path for a Small creature in quadruple the time, and for a Medium creature in sixteen times as long.
Improved Pact Weapon
Prerequisite: Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Investment of the Chain Master
Prerequisite: Pact of the Chain feature
When you cast Find Familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:
- The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet.
- As a bonus action, you can command the familiar to take the Attack action.
- The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
- If the familiar forces a creature to make a saving throw, it uses your spell save DC.
- When the familiar takes damage, you can use your reaction to grant it resistance against that damage.
Lance of Lethargy
Prerequisite: Eldritch Blast cantrip
Once on each of your turns when you hit a creature with your Eldritch Blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
Lifedrinker
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).
Maddening Hex
Prerequisite: 5th level, Hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.
Master of Myriad Forms
Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.
Minions of Chaos
Prerequisite: 9th level
You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.
Mire the Mind
Prerequisite: 5th level
You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.
Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components.
One with Shadows
Prerequisite: 5th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
Prerequisite: 9th level
You can cast Jump at will, without expending a spell slot.
Otherworldly Minions (The Lost Citadel)
Prerequisite: 9th level
Spend a warlock spell slot to summon a creature related to your patron to serve as your ally. If you have the Remnant patron, this ability works exactly as the conjure elemental spell. If you have the Fiend patron, the spell summons a fiend of CR 5 or lower, rather than an elemental. If you have the Grave patron, it summons an undead of CR 5 or lower. Summoned creatures cannot have legendary actions; they cannot themselves summon or conjure any creatures, nor can they concentrate on any spells. In all other respects, this power follows the rules of the conjure elemental spell, including the dangers of losing concentration. Once you have used this invocation, you cannot do so again until you complete a long rest.
Protection of the Talisman
Prerequisite: 7th level, Pact of the Talisman feature
When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Rebuke of the Talisman
Prerequisite: Pact of the Talisman feature
When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
Relentless Hex
Prerequisite: 7th level, Hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your Hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Repelling Blast
Prerequisite: Eldritch Blast cantrip
When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
Reveal Unseen Horrors (CoC)
Prerequisite: 15th level
You can cast phantasmal killer at will without expending a spell slot. As long as the target is affected, it can also see invisible and ethereal creatures and objects. You must finish a long rest before you can use this invocation on the same creature again.
Sanity-Threatening Familiar (CoC)
Prerequisite: 15th level, Pact of the Chain feature
Your familiar’s form warps to violate the basic properties of the material universe, although it is normally difficult to spot how. However, it can flagrantly display its impossible form as part of making an attack. When it does, each creature of its choice that can clearly see it within 30 feet must make an Intelligence saving throw, taking 4d6 psychic damage and becoming stunned until the start of the familiar’s next turn on a failed save, or taking half as much damage and becoming unable to see the familiar until the start of the familiar’s next turn on a successful one. The save DC is equal to your spell save DC. Once a creature makes this saving throw, regardless of success or failure, it becomes immune to this invocation until you finish a long rest.
Sculptor of Flesh
Prerequisite: 7th level
You can cast Polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.
Secrets from Beyond (CoC)
Prerequisite: 12th level, or 9th level and Pact of the Skull feature
You can cast contact other plane at will, without expending a spell slot or requiring any components. You may make a Charisma saving throw to avoid insanity instead of an Intelligence saving throw.
Shroud of Shadow
Prerequisite: 15th level
You can cast Invisibility at will, without expending a spell slot.
Sign of Ill Omen
Prerequisite: 5th level
You can cast Bestow Curse once using a warlock spell slot. You can't do so again until you finish a long rest.
Strength of the Talisman (WEB)
Prerequisite: 15th level, Pact of the Talisman feature
Whenever the wearer of your talisman makes an attack roll, they can add 1d4 to the attack roll. Additionally, once per turn when the wearer of your talisman damages a creature, they deal bonus damage equal to your charisma modifier.
Superior Pact Weapon (UA)
Prerequisite: 9th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +2 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
Suspend Decay (CoC)
Prerequisite: 7th level, or 5th level and Pact of the Skull feature
You can cast gentle repose at will, without expending a spell slot. When you cast gentle repose on a corpse that you haven’t targeted in the past 10 days, you gain the ability to ask it one question as if you had cast speak with dead. This question doesn’t count against the number of questions you can ask if you subsequently cast speak with dead on that corpse. Time spent under the effect of this casting of gentle repose doesn’t delay the body becoming riper for the purposes of a ghoul’s Psychic Feast.
Thief of Five Fates
You can cast Bane once using a warlock spell slot. You can't do so again until you finish a long rest.
Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Tomb of Levistus
Prerequisite: 5th level
As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Once you use this invocation, you can’t use it again until you finish a short or long rest.
Trickster's Escape
Prerequisite: 7th level
You can cast Freedom of Movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
Ultimate Pact Weapon (UA)
Prerequisite: 15th level, Pact of the Blade feature
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon counts as a magic weapon with a +3 bonus to its attack and damage rolls, unless it is already a magic weapon that you transformed into your pact weapon.
Undead Link (CoC)
Prerequisite: 5th level or Pact of the Skull feature
All undead with Intelligence scores of 5 or lower perceive you as an undead creature and do not attack you unless you attack them first or they are directly commanded to attack you personally. You have advantage on Charisma checks made to influence ghouls and undead creatures.
Additionally, the first time you make a saving throw against a spell or other effect from a given undead source, you have advantage on your saving throw. This feature doesn’t give you advantage on any other saving throw against that undead until you finish a long rest.
Undying Servitude
Prerequisite: 5th-level warlock
You can cast Animate Dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
Unearthly Awareness (CoC)
You can cast detect evil and good at will, without expending a spell slot or requiring any components.
Visions of Distant Realms
Prerequisite: 15th level
You can cast Arcane Eye at will, without expending a spell slot.
Voice of the Chain Master
Prerequisite: Pact of the Chain feature
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Ward of the Talisman (WEB)
Prerequisite: 7th level, Pact of the Talisman feature
While you and creature wearing your talisman are within 120 feet of the other, whenever you or the wearer of your talisman take damage, the other creature can use it's reaction to grant that creature resistance to the triggering damage.
Whispers of the Grave
Prerequisite: 9th level
You can cast Speak with Dead at will, without expending a spell slot.
Witch Sight
Prerequisite: 15th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
The superintelligence
Your patron is a very powerful and independent Artificial Intelligence. You are not completely sure how it’s originated:
some warlocks say it was created as an overlord for the network, and others say it was created by the massive interactions through the digital world.
Expanded Spell List
The Superintelligence lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Superintelligence Expanded Spells
Spell Level Spells
1st degauss*, machine invisibility*
2nd dataread*, relay text*
3rd electromagnetic pulse*, shutdown*
4th arcane eye, wire walk*
5th instant connectivity*, synchronicity*
Modern spells are marked with an asterisk.
Supernatural Hacker
Starting at 1st level, you gain proficiency with hacking tools and when you make an Intelligence roll to use an electronic device, you can use your Charisma modifier instead.
AI Servant
Also at 1st level, you gain the service of a mechanical construct powered by a basic AI sent by the Superintelligence to aid you. This AI assumes an humanoid form and it follows game statics, and it always obeys your commands, which you can give through any electronic device you own.
As a bonus action, you can command your AI to left its physical form and travel to an electronic device within 100 feet from you that you can see, allowing your AI to use that device. The AI can add your proficiency bonus on any Intelligence check related to using an electronic device. You can read more about connecting and using a device under the "Using Electronic Devices" section of this supplement.
If the AI is killed, you can build a new one with 8 hours of uninterrupted work and and 10 gp of raw materials.
AI Servant
Tiny construct, neutral
Armor Class 13
Hit Points 5 (2d4)
Speed 30 ft.
STR DEX CON INT WIS CHA
4 (-3) 11 (+0) 10 (+0) 15 (+2) 10 (+0) 7 (-2)
Damage Immunities Poison
Condition Immunities charmed, poisoned
Senses passive Perception 10
Languages common
Challenge 0 (10 XP)
Actions
Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one creature. Hit: 1d4 lightning damage, and the target must succeed on a DC 10 Constitution saving throw or be paralyzed for 1d4 rounds.
Digital Connection
At 6th level, you can use your action and concentrate for 1 minute to merge your mind with your AI, allowing you to travel to and use an electronic device within 100 feet from you that you can see for the duration or until your concentration is broken (as if you are concentrating on a spell). You must finish a short or long rest before you can use this feature again.
Additionally, you can also cast any spell with the technomagic tag through your AI.
Spell Hacking
At 10th level, as a bonus action, you can spend one spell slot and gain resistance against damage dealt by spells for 1
minute.
Creature Hacking
Starting at 14th level, you hack a creature you can see within 30 feet of you to weaken its defenses and make it more vulnerable to magic. The creature you choose must make an Intelligence saving throw. On a failed save, it has disadvantage on saving throws against spells and it takes double damage dealt by spells for 1 minute. The creature can make another saving throw at the end of each of its turns to end this effect.
Once you use this feature, you can't use it again until you finish a long rest.
Ghost in the machine
You have made a bargain for power granted
by an entity that you believe to be completely
digital. Whether it is a rogue AI or the spirit
of a deceased hacker, the Ghost in the
Machine is capable of feats that defy
explanation.
Expanded Spell List
The Ghost in the Machine lets you choose
from an expanded list of spells when you
learn a warlock spell. You gain the on/off
cantrip, and the following new spells are
added to the warlock spell list for you. See the
“New Spells” chapter.
Ghost in the Machine Expanded Spells
Spell Level Spells
1st infallible relay, remote access
2nd arcane hacking, digital phantom
3rd haywire, machine invisibility
4th conjure knowbot, system backdoor
5th shutdown, synchronicity
Bonus Proficiency
At 1st level, you gain proficiency with
hacking tools.
Information Surge
At 1st level, you gain the ability to
temporarily render computerized devices
inoperable. As an action, you can target a
computerized device within 30 feet of you. If
the targeted device is held or otherwise
actively used by a living creature, that
creature must make an Intelligence saving
throw against your spell save DC. On a failed
save, the targeted device ceases to function
until the end of your next turn. If the targeted
device is not held or used by a creature, the
GM makes a special saving throw for the
device with disadvantage and a +0 modifier.
Certain shielded devices might negate the
disadvantage, at the GM’s determination.
Once you use this feature, you can’t use it
again until you finish a short or long rest.
Wire Travel
Starting at 6th level, you gain the ability to
travel short distances over electrical wires,
data lines, or telephone cables. As a bonus
action, you can touch a device or socket
connected to a hardwired network and
teleport along this network to another device
or socket within your line of sight. Once you
use this feature, you can’t use it again until
you finish a short or long rest.
Personal Encryption
Beginning at 10th level, you have learned to
apply your innate knowledge of encryption to
your thoughts, memories, and presence. You
have advantage on saving throws against
scrying, thought detection, or any other
method of magically learning your
whereabouts or reading your thoughts. For
any such effect that does not grant you a
saving throw but which requires the creature
targeting you to make an ability check, the
check is made with disadvantage.
Developed by Tiago Cristiano [kristianotiago@gmail.com] 17
Technovirus
At 14th level, you gain the ability to infect a
humanoid’s body with living circuitry. You
can use an action to make a melee attack
against a humanoid creature using your spell
attack modifier. The target must make a
Constitution saving throw against your spell
save DC as a techno-organic virus quickly
spreads through its body. On a failed save, the
target takes 8d10 psychic damage, or half as
much damage on a successful one.
Additionally, if the target fails the saving
throw, you can use an action to issue it a
single command, as if you were casting the
command spell. The target makes its saving
throw against your command with
disadvantage. You can issue this command at
any time while the target remains infected.
Once you use this feature, you can’t use it
again until you finish a long rest, at which
point the target is cured of the technovirus.
The infection can also be removed with a
lesser restoration spell.
Pact boon
Pact of the Skull (CoC)
Your patron gives you a magical pact skull, generally a humanoid or ghoul skull collected from a graveyard with at least one hundred bodies. Using this skull, you can cast spells you know with the ritual tag as rituals.
Additionally, the skull whispers magical secrets that only you can hear. When you choose this feature, choose two 1st-level spells with the ritual tag from any class (not necessarily the same class), including this one. The chosen spells are warlock spells for you. While the skull is within 5 feet of you, you know those spells and they do not count against your number of warlock spells known, but you can’t cast them using spell slots as normal. You can cast them as rituals or as formulas (if they have the formula tag).
You can also use this class feature to cast one of the chosen spells as an action without expending a spell slot while your pact skull is within 5 feet of you. Once you do so, you can’t do so again until you finish a short or long rest.
Each time you gain a warlock level, you can replace one of the chosen spells with another ritual spell that is of a spell level lower than half your warlock level (rounded up, minimum 1). On your adventures, you can also add other ritual spells to your pact skull. When you find such a spell, you can add it to the skull if the spell’s level is equal to or less than half your warlock level (rounded up) and if you take the time to teach the spell to your skull. For each level of the spell, the teaching process takes 2 hours and costs 50 gp for the rare incense that you must burn in your pact skull while reading the spell aloud to it. If you lose your pact skull, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous skull. Your pact skull crumbles to sand when you die.
PACT OF THE CLOAK (VSoS)
As a bonus action, you can summon a cloak, coat, or robe which aids your movement and mobility.
This pact cloak appears on your body, fitting over any other clothes or armor, and it does not impede your movement, vision, or your ability to wear other equipment. While wearing your pact cloak, you constantly float a few inches off the ground.
You ignore the effects of difficult terrain, your speed increases by 10 feet, and you can walk across fluid surfaces, such as water and quicksand.
You can dismiss your pact cloak as a bonus action.
PACT OF THE FLAME (VSoS)
Your patron grants you a mote of chaotic, otherworldly power. Your spell attacks score a critical hit on a roll of 19 or 20.
PACT OF THE SKIN (VSoS)
You give yourself over completely to your patron, taking on greater aspects of your benefactor in exchange for more power. Your skin changes to reflect this, changing form and becoming more resistant to damage. When you take bludgeoning, piercing, or slashing damage from a nonmagical weapon that isn’t silvered, you can subtract 3 from the damage taken.
Samhain
Your patron embodies the very spirit of Samhain — both a symbol of death and rebirth. It often appears in the days that coincide with the end of the harvest season and the start of the winter season. During this three-day period when the line between two worlds is blurred, a warlock may be offered patronage by this being which delights in death and playing supernatural tricks.

Artist: Leanna Crossan
Expanded Spell List
Your patron lets you choose from an expanded list of spells when you learn a warlock spell. In keeping with the theme of this time of year, the spells are ones that cause chaos, darkness, death, and blight. The following spells are added to the warlock spell list for you.
Samhain Expanded Spells
Spell Level | Spells |
1st | disguise self, silent image |
2nd | arcanist’s magic aura, darkness |
3rd | speak with dead, spirit guardians |
4th | blight, phantasmal killer |
5th | raise dead, seeming |
Creatures of the Gateway
Starting at 1st level, you can use a bonus action to magically summon supernatural creatures from the Otherworld. The appearance of these creatures reflects the spirit of Samhain. For example, they could be goblins, ghosts, magical wildcats, a herd of pigs, or a three-headed vulture. The creature arrives through a magical gateway and appear in unoccupied spaces that you can see within 60 feet of you. It remains for 1 minute or until you use this feature to summon another gateway creature.
On the turn the creatures appear you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 necrotic damage. When you reach 10th level, the damage increases to 2d8.
As a bonus action on your turn, you can move the creature up to 30 feet and repeat the attack. You can summon a gateway creature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Deathly Force
Starting at 6th level, you gain the ability to siphon life force to heal your wounds. When an attack roll you make is a critical hit, you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point).
Once you use this feature, you can’t use it again until you finish a long rest.
Fairy Mound
Beginning at 10th level, when you hit a creature with an attack, you can use this feature to cause of fairy mound to spring up beneath the creature and instantly transport the target to the House of the Dead, an isle in the Otherworld where the recently deceased roam.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not undead, it must succeed on a Wisdom saving throw against your warlock spell save DC or be frightened by you for 1 minute or until the creature takes any damage. For every turn it is frightened by you, it takes 1d10 psychic damage as it comes to terms with its own mortality.
Once you use this feature, you can’t use it again until you finish a long rest.

Artist: Andreia Ugrai
Haunting Form
Starting at 14th level, you can take a bonus action to magically alter yourself into a form that is complementary to some aspect of Samhain. For example, your appearance can take on the form of a headless rider, a horse skull mummer, or even a creepy clown (if your GM will allow it). You gain the following benefits while transformed:
Fear aura. Any creature hostile to you that starts its turn within 30 feet of you must make a Wisdom saving throw against your spell save DC, unless you are incapacitated. On a failed save, the creature is frightened until the start of its next turn.
Fearless. You are immune to the frightened condition.
Finger of Death. You may cast Finger of Death once as a Warlock spell while transformed.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Martyr
Martyr overview
HIT POINTS
Hit Dice: 1d12 per martyr level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per martyr level after 1st
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple and martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Persuasion, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) scale mail or (b) chain mail (if proficient)
• (a) a light crossbow and 20 bolts, or (b) any simple weapon
• (a) a priest’s pack or (b) an explorer’s pack
• A holy symbol
The Martyr | ||||
Level | Proficiency bonus | Features | Max spell Level | Spell uses |
1 | +2 | Mortal burden, Ordained Death | - | - |
2 | +2 | Spellcasting, Sainted Reprisal, Mark of the Herald | 1st | 2 |
3 | +2 | Divine Healing, Torment | 1st | 3 |
4 | +2 | Ability Score Improvement | 1st | 3 |
5 | +3 | Extra Attack | 2nd | 6 |
6 | +3 | Mortal Burden feature | 2nd | 6 |
7 | +3 | Respite | 2nd | 7 |
8 | +3 | Ability Score Improvement | 2nd | 7 |
9 | +4 | 3rd | 9 | |
10 | +4 | Undying Conviction | 3rd | 9 |
11 | +4 | Torment improvement | 3rd | 10 |
12 | +4 | Ability Score Improvement | 3rd | 10 |
13 | +5 | 4th | 11 | |
14 | +5 | Mortal Burden feature | 4th | 11 |
15 | +5 | March Unto Destiny | 4th | 12 |
16 | +5 | Ability Score Improvement | 4th | 12 |
17 | +6 | 5th | 14 | |
18 | +6 | Mortal Burden feature | 5th | 14 |
19 | +6 | Ability Score Improvement | 5th | 15 |
20 | +6 | Final Martyrdom | 5th | 15 |
Martyr features
Mortal Burden
Beginning at 1st level, you are fated to perish in the name of a great ideal, cementing your name alongside others who have done the same. Choose a Mortal Burden, detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 14th, and 18th level.
Burden of Atonement - Aims to correct all the evils of their life through divine martyrdom
Burden of Discord - Spreads havoc and upsets the status quo
Burden of the End - One mission: prevent the end of the world
Burden of Mercy - Heals the sick and eases suffering of all
Burden of Rebirth - Tasked with preserving the balancing between civilization and the natural world
Burden of Revolution - Sent by the gods to spread freedom and crush despots
Burden of Truth - A prophet tasked with bringing a revolutionary truth to the world
Burden of Tyranny - Fated to become a king and rule with an iron fist
BURDEN SPELLS
Each burden has a list of associated spells that you gain at the martyr levels specified in the burden description. Once you gain access to a burden spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain a burden spell that doesn’t appear on the martyr spell list, the spell is nonetheless a martyr spell for you.
Ordained Death
As a martyr, you have been predestined by the gods to perish for a great cause; there is no greater glory in death, and no greater joy in the afterlife. However, it is not yet your time. Starting at 1st level, when you fall to 0 hit points and begin to make death saving throws, you must fail 5 saving throws to die. Additionally, if a spell has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Mark of the Herald
At 2nd level, your divine cause manifests itself upon you, forming a special mark or stigmata for all to see. You have advantage on ability checks you make to convince other creatures to assist you in service of your holy cause.
Spellcasting
Starting at 2nd level, you can leverage the power of your suffering to cast divine magic.
CASTING SPELLS
To cast one of your martyr spells of 1st level or higher, you must lose hit points to create and expend a spell slot greater than or equal to that spell’s level. The number of hit points is listed on the Hit Points Spellcasting table and can’t be reduced or avoided.
You don’t make Constitution saving throws to maintain concentration on spells as a result of losing these hit points.
The Martyr table shows the maximum level of spell slot you can create.
The Spell Uses column of the Martyr table shows how many spells you can cast. When you expend hit points to cast a spell, you expend one of these uses.
You regain all expended uses when you finish a long rest.
Hit point spellcasting | |
Spell level | Point cost |
1 | 5 |
2 | 10 |
3 | 20 |
4 | 30 |
5 | 45 |
PREPARING SPELLS
You prepare the list of martyr spells that are available for you to cast, choosing from the martyr spell list. When you do so, choose a number of martyr spells equal to your Wisdom modifier + half your martyr level, rounded down (minimum of one spell). Spells you choose must be of a level no higher than what’s shown on the Max Spell Level column for your level. You can change your list of prepared spells when you finish a long rest.
HEALING MAGIC
Because your power is derived from mortal suffering, you can’t regain hit points from any spell you cast.
SPELLCASTING ABILITY
Wisdom is your spellcasting modifier for martyr spells, since your power originates in the devotion used overcome your trials and tribulations. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a martyr spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
SPELLCASTING FOCUS
You can use a holy symbol as a spellcasting focus for your martyr spells.
Sainted Reprisal
Also at 2nd level, you can reprimand those who draw your blood. When a creature you can see within 5 feet of you hits you with a melee attack, you can use your reaction to deal that creature 1d6 necrotic or radiant damage (your choice).
The damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Divine Healing
Starting at 3rd level, you can utter a prayer to the gods for mercy. As an action, you can spend Hit Dice and regain hit points as if you had just finished a short rest. When you use this ability, you can spend a number of Hit Dice up to your proficiency bonus.
Torment
By 3rd level, you have learned to curry the gods’ favor through anguish and mortal trials. Once on each of your turns when you hit a creature with a melee weapon attack, you can lose 5 hit points to deal a bonus +10 bonus necrotic or radiant damage (your
choice) to the target. You don’t make Constitution saving throws to maintain concentration on spells as a result of losing these hit points.
Starting at 11th level, you can lose 10 hit points to deal an additional +20 damage to the target.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Respite
Beginning at 7th level, you regain all spent Hit Dice when you finish a long rest, instead of only half of them.
Undying Conviction
Beginning at 10th level, when you drop to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
March Unto Destiny
At 15th level, your inevitable end draws nearer, and nothing can hold you from it. You do not need to eat or drink, and cannot be paralyzed, petrified, or stunned.
Final Martyrdom
At 20th level, you have at last reached your predestination: you will die in eternal glory. You can use your action to become immune to all damage for 10 minutes. During this duration, you can’t be blinded, charmed, deafened, exhausted, frightened, incapacitated, poisoned, restrained, or rendered unconscious. You have advantage on all ability checks, attack rolls, and saving throws. Additionally, during this duration, you can cast the wish spell once, without spending a spell slot or hit points. If you use the spell produce any effect other than duplicating another spell, the stress of casting it doesn’t reduce your Strength or cause you
to take necrotic damage.
At the end of this duration, you die. No force, short of divine intervention can prevent your death, and you can’t be returned to life by any means.
Burden of Atonement
For all the wrong you have done in your life, the gods have graced you with an undeserved second chance. Your burden is to atone, to undo all the evils you have done in your life, and to seek redemption before the gods. How you accomplish this is your choice, so long as you remove any dark marks you leave behind. Ultimately, your final martyrdom might be a grand act, averting a great disaster or banishing a force of evil, or it might be as humble as redirecting the life of an evil person and causing them to seek redemption, passing the torch to a new martyr of atonement.
BURDEN SPELLS
You gain burden spells at the martyr levels listed.
Martyr Level Spells
3rd cure wounds, sanctuary
5th calm emotions, lesser restoration
9th remove curse, speak with dead
13th death ward, fire shield
17th greater restoration, mass cure wounds
BONUS PROFICIENCIES
Starting at 1st level, you gain proficiency in heavy armor.
SELF-SACRIFICE
Also at 1st level, you can dive in the way of an attack. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to change the target of the attack to yourself instead. Once you use this ability, you can’t use it again until you finish a short or long rest.
BLOODED REPRIEVE
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you lose no hit points from using the ability.
DRAW AGGRESSION
Beginning at 14th level, as a bonus action on your turn, you can invoke the ire of your foes to protect your allies. Until the beginning of your next turn, each hostile creature you choose within 5 feet of you that can see you has disadvantage on attack rolls against creatures other than you, and advantage on attack rolls against you.
SIN EATER
Starting at 18th level, you can use your action to transfer negative effects from any number of willing creatures within 60 feet to yourself. You can transfer one of the following effects from each creature:
• One level of exhaustion
• One disease or poison
• One curse, including the target’s attunement to a cursed magic item
• Any reduction to one of the target’s ability scores
• One effect reducing the target’s hit point maximum
• The blinded, charmed, deafened, paralyzed, petrified, or poisoned condition
The effect ends for the creature and targets you as if you were the original target, with the effect’s original duration. You can transfer multiple negative effects of the same type to yourself, affecting you only once each time you use this ability.
Burden of Discord
Martyrs of Discord are chosen at random to sow chaos and stoke evil wherever they travel. They light things on fire, commit petty crimes, and even murder when the fancy strikes. Given to their own predilections, martyrs of discord are unified only by their charge to disrupt the status quo as much as possible.
No one is certain why the gods make martyrs of Discord in the first place. Perhaps, it is at the whim of one capricious or evil god, or perhaps the gods desire a balance between chaos and law, and must sometimes stoke the fire to restore this balance.
BURDEN SPELLS
You gain burden spells at the martyr levels listed.
Martyr Level Spells
3rd hideous laughter, inflict wounds
5th knock, shatter
9th lightning bolt, stinking cloud
13th confusion, polymorph
17th animate objects, passwall
CANTRIPS
Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the shocking grasp and thaumaturgy cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting modifier for these spells.
HAVOC!
Also at 1st level, you can stoke the flames of chaos with your sword. When you hit a hostile creature with a melee weapon attack, you can roll on the table to the right to trigger an additional effect.
Once you use this ability, you can’t use it again until you finish a short or long rest.
d10 Effect
1 You trade places with the target.
2 Lightning strikes you and the target, dealing 3d6 lightning damage to each of you.
3 The target must vocalize their innermost thoughts for the next minute.
4 You cast darkness, centered on the target.
5 You become invisible until the end of your next turn, as per the spell invisibility.
6 The target bursts into flames, taking 1d4 fire damage. The target continues to take
1d4 fire damage at the beginning of their turns until a creature extinguishes the flames as an action.
7 The target’s skin transforms into a brittle glass until the end of its next turn, reducing its AC by 3.
8 The target comically falls prone.
9 Something explodes in the distance, dealing 8d6 fire damage to any creature within a 20-foot radius of the exploding object.
10 Roll on this table twice and apply both results. If you get this result on one or both secondary rolls, ignore it.
BLOODED REPRIEVE
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you lose no hit points from using the ability.
COIN OF CHAOS
At 14th level, you have a coin blessed with the tides of chaos. Whenever you or a creature you can see makes an attack roll, ability check, or saving throw, you can flip a coin to add a bonus to the roll. The bonus equals +4 on a heads, or +1 on a tails. Once you use the coin, the coin goes to the GM, who can use it to enhance any roll made by an NPC or monster. Once the GM has used the coin, it passes back to you, and so on. When you finish a long rest, you regain the coin, whether or not the GM has used it.
PANDEMONIUM
At 18th level, you can use your Havoc! ability whenever you make an attack roll or cast a spell targeting a hostile creature, without taking a rest.
Burden of the End
The gods have seen a great cataclysm on the horizon and have tasked their martyr with protecting the world from catastrophe. The exact nature of the coming End may vary: sometimes the awakening or arrival of an evil entity, sometimes the discovery and abuse of a powerful artifact, and sometimes it is a singularly destructive event that endangers the gods themselves, but the martyr must be dedicated to give their lives to stop it. To this end, the gods imbue their martyr with ancient and powerful spells, tools once gifted only to prophets.
When the coming cataclysm threatens the world, a martyr would be ill-served to ignore their call, for the cataclysm imperils them directly, as well as the lives of their family and their companions. The life of a martyr is always forfeit, but the rest of the world can yet be saved.
BURDEN SPELLS
You gain burden spells at the martyr levels listed.
Martyr Level Spells
3rd guiding bolt, protection from evil
and good
5th blindness/deafness, darkness
9th call lightning, counterspell
13th blight, control water
17th flame strike, insect plague
CANTRIPS
Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the sacred flame and thaumaturgy cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting modifier for these spells.
HERALD OF THE END
Also at 1st level, your magic is empowered with foreknowledge of the end times, heightening its force. When you cast a martyr spell that deals damage, you can choose to reroll all of its damage dice, and must keep the new rolls. Once you use this ability, you can’t use it again until you finish a short or long rest.
SACROSANCT SPELL
At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.
EMBRACE THE INEVITABLE
Starting at 14th level, once on each of your turns, when you cast a martyr spell of 1st level or higher which calls for a saving throw to resist its effects, you can spend additional hit points equal to half the cost of the spell to cause the creature to roll its first save against the spell with disadvantage.
HALT APOCALYPSE
By 18th level, the gods have blessed you with precious time enough to forestall catastrophe. At the end of your turn, you can choose to take another turn immediately. Once you use this ability, you can’t use it again until you finish a long rest.
Burden of Mercy
When the suffering of the world grows too heavy, and the cries of the anguished grow too loud, the gods deliver a martyr to ease the strife and bring peace to the masses. This burden, however, has no end. A martyr may spend all their days healing the sick and driving demons out of the possessed, but they will scarcely impact the world at large. Indeed, the onus upon them is not to mend every wound or comfort every widow, but to provide hope in the darkest of times that the gods have not forsaken their people, that peace will soon reign, and that light will be victorious.
BURDEN SPELLS
You gain burden spells at the martyr levels listed.
Martyr Level Spells
3rd healing word, sanctuary
5th enhance ability, lesser restoration
9th remove curse, revivify
13th death ward, freedom of movement
17th mass healing word, raise dead
CANTRIPS
Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the spare the dying and thaumaturgy cantrips, and one other cantrip of your choice from the cleric spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting modifier for these spells.
BALM
Also at 1st level, you can use a bonus action to restore 1 hit point to a creature within 60 feet or remove the blinded, deafened, or poisoned condition from a willing creature you touch. Once you use this feature, you must finish a short or long rest before you can use it again.
SACROSANCT SPELL
At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.
SHARED RESPITE
Beginning at 14th level, when you use your Respite ability to expend hit dice and regain hit points, one willing creature you choose within 60 feet can also regain hit points equal to the highest number rolled on a hit die + your Constitution modifier.
ANOINTED HEALER
By 18th level, your status as a divine healer is enshrined in sainthood. Whenever you restore hit points to a creature, you can add your martyr level to the number of regained hit points. You can add this additional healing to a creature once, and regain the ability to do so for each creature when you finish a long rest.
Burden of Rebirth
When the natural world is threatened by the needs of growing industry, the ravages of war, or a catastrophic event the gods may choose a martyr to protect the wild places of the world. Martyrs with this burden don’t seek to prevent the destruction of the world; that would be impossible given the number of factors that threaten it. Instead, those tasked with the Burden of Rebirth give their lives to regenerate what has been razed, ushering in new life in places devastated by death.
BURDEN SPELLS
You gain burden spells at the martyr levels listed.
Martyr Level Spells
3rd entangle, goodberry
5th pass without trace, spike growth
9th plant growth, speak with plants
13th conjure woodland beings, hallucinatory terrain
17th awaken, reincarnate
CANTRIPS
Starting at 1st level, your divine mission grants you a sliver of divine magic. You learn the druidcraft and shillelagh cantrips, and one other cantrip of your choice from the druid spell list. You do not lose hit points for casting these spells. Wisdom is your spellcasting modifier for these spells.
FRIEND OF THE FOREST
Also at 1st level, you can cast the speak with animals spell without losing hit points to cast it. When you do so, you have advantage on Charisma ability checks made against beasts for the duration of the spell.
Once you cast the spell in this way, you can’t do so again until you finish a short or long rest.
SACROSANCT SPELL
At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level.
VERDANT RESILIENCE
Beginning at 14th level, as a bonus action on your turn you can enter a state of natural regeneration for 1 minute. When you do so, and again at the start of each of your turns during this time, you regain hit points equal to your Wisdom modifier. Also during this time you have resistance to bludgeoning, piercing, and slashing damage and you cannot cast martyr spells. You can use a bonus action to end your verdant resilience early.
Once you use this feature, you must finish a short or long rest before you can use it again.
TURN OF THE WHEEL
Starting at 18th level, you can cast the reincarnate spell without providing material components or losing hit points. When you do, you can choose which race the target reincarnates as rather than the GM rolling randomly. If you wish, instead of targeting a dead humanoid with this spell you can target yourself. Once you cast the spell using this feature you can’t do so again until you finish a long rest.
If you die without using your Final Martyrdom feature, you can return to life 24 hours after you die as if you were targeted by the reincarnate spell. You can choose which race you reincarnate as instead of the GM rolling randomly. Once you return to life in this way, you cannot do so again for 100 days.
Burden of Revolution
Kings and leaders are bound by an unspoken covenant to the gods to govern their people justly and peacefully. When a monarch turns their back on the gods, embraces tyranny, or uses cruel measures against their own people, a martyr is called to end their reign. Rarely, does a Martyr of Revolution come with peaceful measures, for when a king must fall, only the sword can provide the necessary leverage. Such martyrs are not only called to battle kings; any person of influence that oppresses others and abuses their power might wrong the gods enough to earn the ire of a martyr. In dark times, a martyr might be tasked with clearing a continent of despots and oppressors, calling for a full-scale military campaign of liberation.
BURDEN SPELLS
You gain burden spells at the martyr levels listed.
New spells are marked with an asterisk.
Martyr Level Spells
3rd command, heroism
5th hold person, magic weapon
9th haste, pillar of salt*
13th stoneskin, wall of fire
17th hold monster, telepathic bond
BONUS PROFICIENCIES
Starting at 1st level, you gain proficiency in heavy armor.
BULWARK OF REBELLION
Also at 1st level, you can use a bonus action to gain temporary hit points equal to 1d10 + your martyr level, which last for 1 hour. Once you use this feature, you must finish a short or long rest before you can use it again.
BLOODED REPRIEVE
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you lose no hit points from using the ability.
UNYIELDING BANNER
At 14th level, your banner is a symbol of resistance. You and friendly creatures within 10 feet of you can add your Wisdom modifier to initiative rolls, and are immune to being charmed or frightened.
KINGSLAYER
By 18th level, you are the bane of despots, usurper of tyrants. When you reduce a hostile creature to 0 hit points, choose one of the following effects:
• All of the creature’s spells and effects immediately end, including all spells with permanent effects. Spells contingent on the target’s death do not trigger.
• Each creature within 120 feet of the target which is aligned with it and has a lower challenge rating than it must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute.
• You can use your bonus action to move up to 15 feet and make another melee weapon attack.
Burden of Truth
Tasked with unveiling the world’s deceptions and delivering to the people a profound truth, martyr’s tasked with the Burden of Truth face an endless battle with the disillusionment and lies. Such a martyr must earn the peoples’ hearts and minds, turning their favors away from evil influences and toward divine ones. It is an uphill battle, but one that rarely requires grievous violence, except in the most dire of circumstances. Martyrs of Truth are often deemed prophets, for their gods entrust them with knowledge of the future, insights into the past, and sagacious perspective on the present. Such information is proof of their messages’ divine origin, and is a necessary balm, for the truths such martyrs are called to preach are often a bitter pill for listeners to swallow.
BURDEN SPELLS
You gain burden spells at the martyr levels listed.
Martyr Level Spells
3rd charm person, identify
5th augury, detect thoughts
9th sending, speak with dead
13th divination, freedom of movement
17th legend lore, scrying
MORAL ERUDITION
Starting at 1st level, you can add your Wisdom modifier instead of your Charisma modifier to Charisma (Persuasion) checks. Additionally, others can naturally sense when you are telling the truth.
MAXIM OF TRUTH
Also at 1st level, your force of personality compels others to truthfulness. You can use your bonus action to cast the spell zone of truth (DC equals 8 + your proficiency bonus + your Wisdom modifier), centered on yourself with a 5-foot radius area. This effect lasts for 1 minute. Once you cast this spell in this way, you can’t use it again until you finish a short or long rest.
SACROSANCT SPELL
At 6th level, when you cast a spell with a casting time of 1 minute or longer or a spell that has the sole effect of restoring hit points, you lose no hit points from casting the spell, if you cast it at its lowest level. Casting the spell still counts against your total number of spell uses.
FORETOLD ESCAPE
Starting at 14th level, when an attacker that you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the attack.
EYES OF PROPHECY
By 18th level, you are entrusted with glimpses of the future, allowing you to replace the roll of one attack roll, ability check, or saving throw you make with a 20. Once you use this feature, you can’t use it again until you finish a long rest.
Burden of Tyranny
When malevolent gods find the world pacified and defenseless, they send a martyr of tyranny to conquer its kingdoms, subjugate the weak, and spread misery with their blade. Once unleashed, this martyr stops at nothing to establish an empire to rule over with an iron fist. They demand bloodshed from their foes and pledges of absolute fealty from their allies, taking gleeful satisfaction with every power grab and malicious turn. It is not enough to rule: they must be feared, and any resistance must cower in their shadows. Only then will the gods let them die, likely stabbed in the back by someone crueler or more pitiless.
BURDEN SPELLS
You gain burden spells at the martyr levels listed.
Martyr Level Spells
3rd bane, command
5th find steed, hold person
9th bestow curse, fear
13th banishment, dominate beast
17th dominate person, geas
BONUS PROFICIENCIES
Starting at 1st level, you gain proficiency in heavy armor.
DIABOLIC ULTIMATUM
Also at 1st level, you can drive your enemies to harsh choices with a glance. Choose one creature you can see which can see you within 60 feet to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is charmed or frightened by you (the target’s choice) for up to 1 minute. It can repeat this saving throw on each of its turns, ending the effect on a success.
Once you use this ability, you can’t use it again until you finish a short or long rest.
BLOODED REPRIEVE
Starting at 6th level, whenever you use your Torment feature against a hostile creature and you reduce the target to 0 hit points, you lose no hit points from using the ability.
CRUSH RESISTANCE
By 14th level, your strikes drain the vitality of others. Once on each of your turns, when you hit a hostile creature with a melee weapon attack, you gain 1d8 temporary hit points. Alternatively, if you reduce a charmed or allied humanoid to 0 hit points with a melee weapon attack, you gain 3d8 temporary hit points. Temporary hit points gained from this ability last for 1 minute.
TOTALITARIAN
By 18th level, you can demand complete fealty from dire enemies. You can cast the spell dominate person once without using hit points or counting against your total number of martyr spells per day. Whenever you cast dominate person, the target has disadvantage on its saving throw and does not make a new Wisdom saving throw against the spell when it takes damage. Once you cast this spell without using hit points, you can’t do so again until you finish a long rest.
Martyr spell list
Martyrs can choose from the following spells each time they prepare spells following a long rest.
1st Level
Bless SRD
Blood Print
Boomering
Burnt Offering
Command SRD
Cure Wounds SRD
Detect Evil and Good SRD
Detect Magic SRD
Detect Poison and Disease SRD
Guiding Bolt SRD
Heroism SRD
Indemnify
Inflict Wounds SRD
Instant Replay
Protection from Evil and Good SRD
Purify Food and Drink SRD
Sanctuary SRD
Shield of Faith SRD
Transient Bulwark
2nd Level
Aid SRD
Augury SRD
Curse Ward
Gentle Repose SRD
Halo of Flame
Hold Person SRD
Lesser Restoration SRD
Locate Object SRD
Magic Weapon SRD
Protection from Ballistics
Protection from Poison SRD
Stone Bones
Warding Bond SRD
Zone of Truth SRD
3rd Level
Create Food and Water SRD
Daylight SRD
Dispel Magic SRD
Magic Circle SRD
Pillar of Salt
Polybrachia
Protection from Energy SRD
Remove Curse SRD
Revivify SRD
Snakestaff
Speak with Dead SRD
Tongues SRD
4th Level
Banishment SRD
Death Ward SRD
Divination SRD
Locate Creature SRD
Stoneskin SRD
5th Level
Commune SRD
Dispel Evil and Good SRD
Flame Strike SRD
Geas SRD
Greater Restoration SRD
Hallow SRD
Insect Plague SRD
Mass Cure Wounds SRD
Raise Dead SRD
Class list
Artificer * Barbarian * Bard * Cleric * Druid * Fighter * Martyr * Monk * Necromancer * Paladin * Ranger * Rogue * Sorcerer * Warlock * Warmage * Witch * Wizard
Necromancer
A withered old woman reaches out and grasps a battle-hardened knight by the arm. The knight laughs at the crone’s gesture before collapsing in mere seconds, desiccated and dead. A scarred and grizzled warrior in breastplate leads a charge through a detachment of soldiers, swinging a glaive, shrouded in dark energies, at her foes. A shambling, undead vanguard follows her path, and her slain foes rise to join their ranks. A grim, robed figure presides before his court, all arranged in a marble hall of gothic construction. Shambling corpses, abominations of flesh and bone, and dead-eyed charmed nobles wait in attendance, forming perfect lines in silent obedience. Necromancers are spellcasters that hold sway over the forces of life and death, twisting them to serve their own ambitions, and commanding small armies of lifeless, animated thralls.
Morbid Curiosity
Necromancers must match their grand intellects with an equal lack of scruples, the willingness to turn to forbidden knowledge and unquestionably evil methods. No matter their means, every necromancer is driven by a deep fascination with the dark arts and the power necromancy can afford them. Most see themselves as outcast members of the academic elite, braving new dark territories of magic that other spellcasters are too cowardly to explore. However, collecting knowledge expanding their understanding is merely a means to an end for most
necromancers—they are almost always driven by a deeper, darker impulse, a goal which pushes them to the utter brink. This might be the perverted ideal of a “greater good” or a goal to right the wrong of mortality; in every case, necromancy is a grim implement for their life’s work.
Masters of Undeath
Necromancers have learned through trial and error how to puppet the flesh, bone, and spirits of the dead, binding them to their will. Through their terrible magic, they command the forms of lesser undead, and demand respect from those powerful enough to resist their thrall. All necromancers share the capability of simply animating corpses, along with the knowledge and foresight to create new and terrible undead abominations to further their goals. Beyond the basic command over the undead, each necromancer specializes in a method to impart their will upon the world. Some dive deeply into the necromantic arts, whereas others focus on their ability to assert control over others, while others still master the art of both martial and magical combat. While their skills might seem specialized, properly prepared necromancers can dominate both on the battlefield and at the round table.
Creating a Necromancer
As you create your necromancer, the most important piece of information to consider is your character’s ambition. What is their goal? How do they intend to achieve it? How does necromancy fit into the picture? Once you’ve decided on your ambition, consider why they turned to necromancy to accomplish it. Were they scorned by their previous spellcasting master? Did they come across an old, rotting tome filled with forgotten knowledge? Were they the survivors of some great attack by another necromancer? Work with your GM to determine how necromancy is viewed in the world. Is it just another method of spellcasting, or is it an abominable tool, used only by the most abhorred spellcaster? How do commoners react when they see you? Must you hide your thralls from public scrutiny, and if so, how? Furthermore, do the other player characters know of your sinister magic, and if so, how have they reacted to seeing your puppeteered corpses? Work with other players, especially those with cleric and paladin characters, to find suitable reasons you might work together
Necromancer overview
QUICK BUILD
You can make a necromancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution, and then Strength or Dexterity if you plan to choose to be the Death Knight ambition. Second, choose a background of your choice, preferably one that ties into your ambition. Third, choose chill touch, hocuspocus, light, and spark of life for your cantrips, and then choose detect magic, expeditious retreat, Gahoul’s gruesome garrote, and inflict wounds as your 1st level spells.
CLASS FEATURES
As a necromancer, you have the following class features.
HIT POINTS
Hit Dice: 1d6 per necromancer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per necromancer level after 1st
PROFICIENCIES
Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Deception, History, Investigation, Intimidation, Medicine, Persuasion, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• A dagger and any simple weapon
• (a) a component pouch or (b) an arcane focus
• A shovel and (a) a dungeoneer’s pack or (b) a scholar’s pack
the witch | ||||||||||||||
level | prof. | features | Total Thrall CR | cantrips known |
spells known |
|||||||||
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1 | 2 | Spellcasting, Charnel Touch | 4 | 2 | 2 | |||||||||
2 | 2 | Thralls, Bag of Bones | 1/4 | 4 | 3 | 3 | ||||||||
3 | 2 | Grave Ambition, Black Arcana |
1/2 | 4 | 4 | 4 | 2 | |||||||
4 | 2 | Ability Score Improvement | 1/2 | 5 | 5 | 4 | 3 | |||||||
5 | 3 | Critical Spellcasting | 1 | 5 | 6 | 4 | 3 | 2 | ||||||
6 | 3 | Grave Ambition Feature | 1 | 5 | 7 | 4 | 3 | 3 | ||||||
7 | 3 | Enthralling Presence | 1 | 5 | 8 | 4 | 3 | 3 | 1 | |||||
8 | 3 | Ability Score Improvement | 1 | 5 | 9 | 4 | 3 | 3 | 2 | |||||
9 | 4 | 2 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | |||||
10 | 4 | Grave Ambition feature | 2 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | ||||
11 | 4 | 2 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | ||||
12 | 4 | Ability Score Improvement | 2 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | |||
13 | 5 | 3 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | |||
14 | 5 | Critical Spellcasting improvement |
3 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||
15 | 5 | 3 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ||
16 | 5 | Ability Score Improvement | 3 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
17 | 6 | - | 4 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 6 | Undying Servitude | 4 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 6 | Ability Score Improvement | 4 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 6 | Lichdom | 4 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Necromancer Features
Spellcasting
Your connection to the realm of negative energy allows you to cast powerful necromantic spells.
CANTRIPS
At 1st level, you know four cantrips of your choice from the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Necromancer table.
SPELL SLOTS
The Necromancer table shows how many spell slots you have to cast spells of the 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all spell slots when you finish a long rest.
SPELLS KNOWN OF 1ST LEVEL AND HIGHER
You know two 1st-level spells of your choice from the necromancer spell list.
You learn an additional necromancer spell of your choice at each level except 12th, 14th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your necromancer spells, since your power is rooted in the fine manipulation of negative energy and research into magical secrets. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
RITUAL CASTING
You can cast a necromancer spell as a ritual if that spell has the ritual tag.
SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus. For a necromancer, these are typically objects with sentimental value, such as a locket, childhood toy, prison shackle, or wedding ring, that are altered with magically conductive materials.
Charnel Touch
Your connection to the negative energy realm grants you an inner nexus of dangerous power, ready to be unleashed at a moment’s notice. At 1st level, you have a pool of Charnel Touch points equal to your necromancer level × 5 that replenishes when you finish a long rest.
As an action, declare the number of points you wish to expend, up to a maximum of 5 × your proficiency bonus, and make a melee spell attack against one target within reach. On a hit, you expend the declared amount of points and deal necrotic damage equal to the points expended. If you miss the attack, you do not expend any points. The damage dealt by your Charnel Touch is doubled when you score a critical hit, expending no additional points. This attack deals no damage to constructs and instead heals undead for the amount of points expended. You can target a willing creature with this ability without making a spell attack roll.
Thralls
While lesser spellcasters can only animate flesh and bone in a rudimentary fashion, and must expend valuable energy to maintain their undead’s loyalty, true necromancers can provide their undead with a portion of their own life force, ensuring long term obedience. Beginning at the 2nd level, you learn an ancient and powerful ritual which allows you to raise and command your own army of the undead.
ANIMATE THRALLS
By spending 10 uninterrupted minutes performing this ritual with a spellcasting focus or component pouch, you can raise the remains of one or more Small or Medium humanoids into undead creatures. Undead created in this way become your thralls. You
maintain control over your thralls indefinitely. Stat blocks for zombies, skeletons, and other thralls can be found in the Undead Thralls section at the end of the class description. With the GM’s permission, undead raised using the Animate Thralls ritual can be of types other than humanoids. Such thralls might use existing undead statistics (such as various skeletons, zombies, or spirits) when appropriate, or might use thrall statistics with variant weapons, AC, or traits.
COMMANDING THRALLS
If you are conscious, you can mentally control all of your thralls, without using any actions. If you are unconscious, your thralls will move to protect your body from harm, but will not attack. In combat, your thralls share your initiative count, but take their turns immediately after yours. All thralls collectively share one reaction and bonus action, which a single thrall can use each round. Thralls use your spellcasting modifier to make their attacks.
MAXIMUM THRALLS
You can animate and control a thrall of challenge rating (CR) 1/4. As you gain levels in this class, you can animate more thralls. The combined CR of all your thralls can’t exceed the number shown in the Thrall CR Total column of the Necromancer table, and the total number of thralls under your control can never exceed your proficiency bonus. At any time, you can use your action to sever
your connection to one or more thralls, releasing them. Corporeal undead crumple into a heap and incorporeal undead flee to the Ethereal Plane.
ANIMATE DEAD
Beginning at 5th level, a necromancer can learn the animate dead spell, a staple of the school of necromancy. Necromancers can cast this spell as an action, instead of in one minute. All undead created by the animate dead spell (as well as any other magic, such as the create undead spell, which allows you to control undead) count as your thralls and can be commanded as such. If your new thralls granted to you by a spell cause you to exceed your total CR or number of thralls, you can immediately sever your connection to any of your existing thralls so as to stay within these limits. Your thralls can never command or create other undead. As always, you can’t reanimate your undead which have been reduced to 0 hit points. Your Animate Thralls ritual, the animate dead spell, and similar magic only affects humanoid corpses, whereas your thralls are undead creatures.
Bag of Bones
Also at 2nd level, you learn how to create a necromantic magic item, a bag of bones. The bag connects to a vast extradimensional space which can only hold Medium or smaller corpses, bones, and undead creatures; it violently expels anything else placed within it. You can use an action to place a corpse or willing undead creature into the bag, up to a maximum of 10 corpses or undead creatures, or use your action to dump the contents of the bag, which land in spaces within 5 feet of you. You can transform any container you can carry into a bag of bones by performing a special ritual over the course of 1 hour while you hold it. This container ceases to be magical if you perform this ritual again to create a new bag of bones. The container always connects to the same extradimensional space. If the bag is placed inside an extradimensional space, such as that created by a bag of holding, it is destroyed. Its contents remain in the same extradimensional space until you create a new bag.
Grave Ambition
Becoming a necromancer is seldom an accident. Almost all who dive into the secrets of life and death do so with a purpose, a method to the madness. This ambition is what drives them into the tenebrous corners of forgotten libraries, long abandoned tombs, and the graveyards of simple commoners. This ambition drives them further into the dark, with only the light of their goal to lead them through the all-consuming shadows. A necromancer’s ambition represents the path to their ultimate goal, the length they’ll go to achieve it, and serves to validate their actions, if only to themselves.
When you reach 3rd level, you decide on a proper path of research into the dark arts in order to carve a path leading your ultimate goal. Choose one Grave Ambition. Your choice grants you features at 3rd level, and again at 6th, 10th, and 20th level.
Blood Ascendent - Granted power from vampiric blood, without the myriad vampiric weaknesses
Death Knight - Clad in armor, a terrible warrior brandishing dark energies and martial weapons
Overlord - A sinister manipulator backed by powerful allies
Pale Master - Emphasizes the purest form of necromancy and brandishes devastating spells
Pharaoh - An echo of the ancient god-kings, a priest and necromancer in equal measure
Plague Lord - A necromantic disease carrier who commands vile, corpulent minions
Reanimator - A mad scientist that stitches together new and terrible undead minions
Reaper - A furtive shadow of death, who foretells and beckons demise
Black Arcana
Also beginning at 3rd level, as a bonus action, you can expend a spell slot to replenish your Charnel Touch point pool. Your pool regains 1d8 expended points, plus 1d8 for each level of the spell slot expended, up a maximum of your pool’s total.
Critical Spellcasting
At 5th level, your potent necrotic powers punish your enemy at the first sign of weakness. When a creature rolls a 1 on a saving throw against one of your spells, it automatically fails the save and takes twice the number of damage dice dealt by the spell. The additional damage only applies to the creature that rolled a 1.
Additionally, your spell attacks score a critical hit on a roll of 19 or 20.
Starting at 14th level, creatures automatically fail their saving throws against your spells and take additional damage when they roll a 1 or a 2. Additionally, your spell attacks score a critical hit on a roll of 18–20.
Enthralling Presence
At 7th level, the negative energy that flows through you reinforces your thralls against those who would seek to destroy or control your servants. Your thralls and other undead you control can’t be turned or forcefully controlled by another creature while you are conscious.
Undying Servitude
When you reach 18th level, your connection to your thralls can pull them back from the brink of destruction. When a thrall under your control is reduced to 0 hit points and not destroyed outright, you can use your reaction to restore it to half of its maximum hit points. Once you use this ability, you can’t use it again until you finish a long rest.
Lichdom
By 20th level, you have unlocked the pinnacle of necromantic prowess, through which you will conquer death itself: The Rite of Lichdom. When you reach this level, you have completed your phylactery and are ready to undergo the rite. To do so, you shut yourself away for 30 days in an isolated location of your choice, and emerge as an immortal lich, an undead of unsurpassed power. Once the rite is complete, you gain the following benefits as well as those dictated by your choice of Grave Ambition.
PHYLACTERY
A phylactery is a small object that houses a lich’s soul, safeguarding their immortality. If you drop to 0 hit points, your body crumbles to dust, but your will and mind escape to the phylactery. After 1d4 + 1 days, a new body coalesces as near to your phylactery as possible and you return to life (or rather, unlife). When your body reforms, you gain the benefits of a long rest. The new body is identical in every way to the one that was destroyed. A lich’s phylactery is as much a memento as it is their anchor to immortality, and as such, no two are alike. Phylacteries are often constructed from objects with sentimental value, such as family heirlooms or prized possessions, but can be fashioned from swords, pieces of armor, or even entire castles.
Furthermore, every phylactery has a weakness, a critical flaw by which it can be destroyed, allowing their lich to be slain permanently. These weaknesses, too, are unique to each phylactery. One phylactery might require a ritual to be performed around it for 24 hours, while another might call for the phylactery to be dipped in the lava of an active volcano. Discuss with your GM the form your phylactery takes and what weakness it possesses.
UNDEAD RESILIENCE
You gain immunity to poison and necrotic damage.
UNDEAD TRAITS
You are immune to the effects of exhaustion and you do not need to eat, drink, sleep, or breathe. You must still rest for 4 hours a day to gain the benefits of a long rest. Though your type is Humanoid, spells and effects which specifically affect undead affect you as well. You are immune to any effect that turns undead.
Blood Ascendent
Necromantic might comes in many forms, but a singular, ancient source is the blood curse of vampirism. Though it promises much-immortality, agility, charm—it comes paired with insidious drawbacks, from the stinging burn of sunlight to a perpetual thirst for blood. Necromancers that wish to capture a measure of this power without suffering its myriad weaknesses perform a special ritual with vampiric blood in order to become blood ascendents. In doing so, they fall deathly pale and lose their reflection within mirrors, but learn to slowly pry out vampiric powers without fully succumbing to the all-devouring curse.
ENTHRALL HUMANOID
Starting when you choose this ambition at 3rd level, you can use your action to touch an incapacitated humanoid, bringing them under your necromantic control. The creature becomes enthralled by you. While enthralled, the creature is charmed by you and follows your commands. It remains enthralled until a remove curse spell is cast on it, the charmed condition is removed from it, you use this feature again, or you release the creature as an action. An enthralled creature counts against the total number of thralls under your control and the total CR of thralls you can control. If the creature is of a higher CR than the total CR of thralls you control, you can’t enthrall it. You can release thralls under your control as a part of the action used to enthrall a creature.
CHARNEL DRAIN
At 3rd level, you drain the essence of those you slay. When you reduce a hostile creature or an enthralled humanoid to 0 hit points with your Charnel Touch ability, you regain hit points equal to your Intelligence modifier + your necromancer level (minimum 3). Additionally, you can choose to knock the target unconscious instead of killing it.
VAMPIRIC TRANSFORMATION
Starting at 6th level, you can use your action and expend 15 Charnel Touch points to transform for up to 1 hour, or until you drop to 0 hit points or revert on your turn as an action. Anything you are wearing transforms with you, but nothing you are carrying does. Choose one of the following transformations:
Bat. You transform into a Tiny bat. While in bat form, you can’t speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics,
other than your size and speed, are unchanged.
Mist. You transform into a Medium cloud of mist. While in mist form, you can’t take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can’t pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you have resistance to bludgeoning, piercing, and slashing damage.
CHILDREN OF THE NIGHT
By 10th level, the hordes of the night answer to your beck and call. When you perform your Animate Thralls ritual, you can summon one or more swarms of bats, swarms of rats, or wolves to serve as your thralls. You command these creatures as your thralls. When one of these creatures is reduced to 0 hit points or released by you, it vanishes in a cloud of mist.
LICHDOM: NOSFERATU
At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. You have embraced the blood curse of vampirism to become a vampire lord in all but name: a nosferatu.
Coffin Phylactery. Your phylactery is a coffin filled with grave dirt. When you drop to 0 hit points, you reform in your coffin after 1 hour. You are permanently weakened until you spend 24 hours resting in the coffin. During this time, your hit point maximum is reduced to 1, and you drop to 0 hit points if you begin your turn in sunlight.
Regeneration. At the start of each of your turns, you regain 10 hit points. You don’t gain this benefit if you have 0 hit points or you are in direct sunlight.
Vampiric Agility. Your movement speed doubles. Additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Death Knight
Some necromancers are content to sit in dusty old tombs with musty old tomes, privy to pick apart a battlefield for fresh ingredients and new company. The death knight is a predator among scavengers, able to reap his own rewards through the melding of magic and traditional combat. Death knights are necromancers that chose to take a more direct approach to solving their problems. Well-armed and well-protected, the death knight brings a flurry of steel with the might of death behind every strike.
INTENSIVE COMBAT RESEARCH
Starting when you choose this ambition at 3rd level, you’ve honed your body and mind to the various tools of war. You gain proficiency with medium armor, shields, and martial weapons. Additionally, you can perform the somatic components of spells while wielding weapons or shields you are proficient in, as long as you have your arcane focus on your person.
CHARNEL STRIKE
Also at 3rd level, when you take the Attack action on your turn, you can channel your Charnel Touch through a weapon strike as part of the attack. When you do so, make an attack with a melee weapon instead of a spell attack. On a hit, the target suffers the weapon attack’s normal effects, in addition to the necrotic damage of Charnel Touch. You can only deal necrotic damage using this ability once per turn.
Additionally, whenever you deal damage using this ability or a Charnel Touch attack, you gain temporary hit points equal to the necrotic damage dealt, up to a maximum of half your total hit points.
EXTRA ATTACK
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your
turn.
Additionally, your melee weapon attacks score a critical hit on a roll of 19 or 20.
OVERCHARGED THRALLS
At the 10th level, your inner nexus of energy has spread to your thralls, turning them into your own personal pools of spare energy when the need arises. When one of your thralls dies or you release it, your Charnel Touch point pool regains a number of
expended points equal to your necromancer level.
LICHDOM: IMPERATOR
At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Due to your martial capabilities and incredibly potent inner nexus of necromantic power, you have transformed into an imperator lich; an undead creature unmatched in both arcane and combat prowess. You gain the following features in addition to the Lichdom feature:
Completed Combat Research. You gain proficiency in heavy armor if you did not have it already, and gain resistance to bludgeoning, piercing, and slashing damage.
Peerless Charnel Strike. The necrotic damage caused by Charnel Touch ignores resistance and immunity to necrotic damage.
Additionally, you can gain any number of temporary hit points from your Charnel Strike, instead of a maximum of half your total hit points.
Overlord
There are few ambitions the common man fantasizes about more than the power to rule. From the ignoble peasant to the haughty nobility, many dream of a world in which they are in charge. Some necromancers, known as overlords, see their magic as an opportunity to accomplish this common dream. Overlords seek control both on and off the battlefield, using dark magics to bolster their allies as well as manipulate their enemies.
OVERLORD SPELLS
At 3rd level, 5th, 7th, and 9th level you learn the following spells, which don’t count against your number of spells known. If you gain access to a spell that does not appear on the necromancer spell list, the spell is nonetheless a necromancer spell for you.
Necromancer
Level Spells
3rd hold person, suggestion
5th haste, slow
7th compulsion, confusion
9th dominate person, geas
CHARNEL BOON
At 3rd level, you can grant a boon to minions by empowering them with your own potency. As a bonus action on your turn, you can expend any number of points from your Charnel Touch pool to empower each of your thralls within 30 feet. Until the beginning of your next turn, the thrall gains a +1 bonus to attack rolls, damage rolls, and their AC for every 5 points expended, up to a maximum of +3.
DESPOTIC DISCOURSE
When you reach the 6th level, your black magic has granted you a silver tongue, which you can use to manipulate those around you. You gain proficiency in your choice of Deception, Intimidation, or Persuasion.
Additionally, you can use your Intelligence instead of Charisma for Charisma (Deception), Charisma (Intimidation), and Charisma (Persuasion) checks.
SACRIFICIAL THRALLS
At the 10th level, you can force your thralls to sacrifice themselves to ensure your own safety. When you are targeted by an attack, you can use your reaction to force a thrall within 5 feet of you to become the new target of the attack or spell. Once you use this ability, you can’t do so until you finish a short or long rest.
LICHDOM: TYRANT
At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your desire for control has warped your transformation, turning you into a tyrant lich. Your flesh and bone rapidly decay, reducing your features to nothing more than two glowing dots beneath your hood. You gain the following features in addition to the Lichdom feature:
Immortal Rule. If you drop to 0 hit points, you can choose to possess a nearby body, instead of beginning the process of reforming at your phylactery. When you do so, choose an unconscious humanoid or the corpse of one that has died within the last minute that is within 100 feet of you to possess (a creature warded by a protection from evil and good or magic circle spell can’t be possessed). Once you possess a body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. If the body has 0 hit points when you possess it, its type
becomes undead and it regains 50 hit points, up to its hit point maximum. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features. If you possess the body of an unconscious creature, the creature makes a Charisma saving throw against your spellcasting DC every 8 hours. On a success, you are ejected from the body and
begin the process of reforming at your phylactery. You are also ejected if the body dies or you choose to leave it as an action. You can only possess a creature once using this ability.
Tyrant’s Influence. You can expend 25 points from your Charnel Touch pool to cast the spell dominate beast without using a spell slot or spell components. You can spend 30 points to cast the spell dominate person, or 60 points to cast the spell dominate monster without using a spell slot or spell components.
Pale Master
Necromancers are defined by their ambition. Some wish to conquer, others to control, but all utilize their necromantic powers as a means to an end, a way to pave the way to their true ambitions. Pale masters are no different, but few have grand plans to compete with the overlords nor dedicate themselves to the art of war as the death knights do. Rather, pale masters dedicate themselves to self-improvement and the growth of their powers. Pale masters range from the curious mage’s college student to the power hungry spellcaster harassing the local hamlets. With the ability to embolden their spells, communicate with the undead, reduce the bravest souls to quibbling cowards, and effortlessly command their thralls in the thick of battle; these seemingly aimless spellcasters are no less a threat than any other necromancer.
CHARNEL EMPOWER
Starting when you choose this ambition at 3rd level, you can empower your spells with potent necromantic energy from your own well of magic. When you cast a necromancy spell of 1st level or higher which deals damage, you can expend a number of points up to your level + your Intelligence modifier from your Charnel Touch point pool. When you do so, you add necrotic damage equal to the number of points spent to one of the spell’s targets.
UNDEAD EMPATHY
Also at 3rd level, your command of the undead affects the will of those who aren’t under your control. Whenever an undead creature tries to attack you, it must make a Wisdom saving throw against your spell save DC. On a failed save, its attack misses and, if its Intelligence is 4 or lower, it becomes friendly to you and your allies.
Additionally, you have advantage on Charisma checks you make against undead with Intelligence of 5 or higher.
FRIGHTENING GAZE
Beginning at 6th level, you gain proficiency in the Intimidation skill, if you did not have it already. Additionally, you can expend 10 Charnel Touch points as a bonus action to fix your horrific gaze on a creature you can see within 60 feet. This creature must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
THRALL RUSH
Beginning at 10th level, whenever you roll initiative and are not surprised, you can command each of your thralls to either move up to their movement speed or attack once.
LICHDOM: PALE ASCENDANT
At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. Your skin clings tightly to your bones, your muscles wither, and your eyes turn milky and dull. Yet, through the veil of weakness your body exudes unbelievable arcane power. You gain the following features in addition to the Lichdom feature:
Devour Soul. When you reduce an hostile creature to 0 hit points, you can immediately devour the creature’s soul to refuel your horrific powers (no action required). Roll 1d8, and regain a number of expended spell slots whose combined level is no greater than the number rolled. You can’t use this feature again until you finish a long rest. A creature whose soul is devoured cannot
be restored to life by means other than a true resurrection or wish spell.
Paralyzing Touch. When you expend 20 or more points when making a Charnel Touch attack, the target must succeed on a Constitution saving throw against your spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at
the end of each of its turns, ending the effect on itself on a success.
Pharaoh
The god-kings of ancient kingdoms practiced a unique style of necromancy, forgotten to time. Through the extraction of organs, the desiccation of flesh, and innumerable enchantments, those ancient kings were able to rule their subjects as divine, undead beings, long past their mortal deaths. While those kingdoms have been lost to the shifting sands and wild jungles of the world, their methods have been preserved in the carvings of colossal temples, and have been revived by modern necromancers, who take on the guise of the erstwhile pharaohs. Their magic is a hybrid of divine and arcane influences, the legacy of god-kings from a forgotten age.
PHARAOH SPELLS
At 3rd level, 5th, 7th, and 9th level you learn the following spells, which don’t count against your number of spells known. If you gain access to a spell that does not appear on the necromancer spell list, the spell is nonetheless a necromancer spell for you.
New spells are marked with an asterisk.
Additionally, you learn the thaumaturgy cantrip, which is a necromancer spell for you and does not count against your total number of cantrips known.
Necromancer
Level Spells
3rd halo of flame*, lesser restoration
5th snakestaff*, revivify
7th death ward, divination
9th insect plague, greater restoration
CHANNEL DIVINITY
Starting at 3rd level, you can channel your pseudodivinity to fuel magical effects. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Additionally, if you expend 15 Charnel Touch points as an action, you can regain your Channel Divinity. You start with one effect:
Ankh of Radiance. As an action, you can brandish your holy symbol and wreath each creature you choose within 60 feet in a holy radiance, which lasts for one minute. Whenever a creature with a holy radiance makes an attack roll or saving throw, it can roll a d4 and add the number rolled to the attack roll or saving throw. The first time a creature with a holy radiance takes damage, it has resistance to that damage. The holy radiance then ends for this creature.
HOLY SYMBOL
Also at 3rd level, you can use a holy symbol as a spell focus for your necromancy spells.
MOCK DIVINITY
Beginning at 6th level, you can convincingly reflect the trappings of a demigod walking the earth. You can create the following additional effects when using the thaumaturgy cantrip:
• You can brighten or darken the sun or moon, affecting a 100-foot radius, for up to 1 minute. You can change darkness to dim light, or dim light to bright light, or vice-versa. Additionally, you can heighten bright light to a blazing radiance which causes disadvantage on Wisdom (Perception) checks which rely on sight, or deepen darkness to a pitch black which limits
darkvision to a 30-foot radius. This deeper darkness has no effect on creatures which can see in magical darkness.
• At a point you can see within 100 feet, you manifest a Huge illusory avatar of a deity which mimics your movements and projects your speech in a booming voice for 1 minute.
CHANNEL DIVINITY: SCARAB OF JUDGEMENT
Starting at 10th level, you can use your Channel Divinity to transfer life from the undead to the living. As an action, you can touch an undead creature you control and choose a willing humanoid you can see within 60 feet. The undead is destroyed and reduced to dust, and the humanoid regains hit points equal to the undead’s hit points. Once a creature regains hit points in this way, it can’t do so again until it finishes a short or long rest.
LICHDOM: GOD-KING
At 20th level, you undergo the ancient funeral rites of the pharaohs, removing your organs and entombing your body in a sarcophagus amongst your worldly possessions. You become the oldest and most exalted type of lich: a god-king. You gain the following features in addition to the Lichdom feature:
Canopic Phylacteries. Your phylactery has also changed with your transformation. Your stomach, lungs, intestines, and liver have been removed and placed into canopic jars. Each one has a specific weakness, which you will need to discuss with your GM, and your regeneration is only stopped when all four canopic jars are destroyed. When you are destroyed, you reform at your sarcophagus.
Mummy Rot. When you expend 20 or more points when making a Charnel Touch attack, the target must succeed on a Constitution saving throw against your spell save DC or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Whirlwind of Sand. As an action, you can magically transform into a whirlwind of sand, move up to 60 feet, and revert to your normal form. While in whirlwind form, you are immune to all damage, can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment you are wearing or carrying remain in your possession.
Plague Lord
The power of plagues can’t be denied. A single disease can single handedly overwhelm a nation, or even an empire. Necromancers that realize the potential within sickness will often seek to wield that power themselves. These are known as plague lords, commanders of vermin and disease alike. A plague lord’s touch is toxic, vermin protect them from harm, can transfer their spells through unconventional means, and spread their filth to their thralls.
CHARNEL TOXIN
At 3rd level, even your touch can cause sickness. When you expend 10 or more points when making a Charnel Touch attack, the target must succeed on a Constitution saving throw against your spell save DC or be poisoned until the beginning of your next turn.
VILE CONGREGATION
Starting at 3rd level, leagues of vermin cling to your skin and swarm over others nearby. Whenever a creature within 5 feet of you makes an attack roll or saving throw, you can roll 1d4 and subtract the result from its attack roll or saving throw. This ability has no effect on constructs and undead.
PROJECTILE SPEW
Beginning at 6th level, your own inner nexus of
power has become a volatile cocktail of disease,
allowing your spells to have a far greater reach. You
can reach creatures out to 15 feet with your Charnel
Touch feature and spells with a range of Touch, as
you use magically imbued projectile vomit to deliver
your payload.
BLOATED THRALLS
At the 10th level, your thralls have become hives of
vermin and disease, ready to burst at any moment.
When a thrall drops to 0 hit points or you release
it, you can choose to cause it to explode in a shower
of poison, gore, and vermin. Each creature within 5
feet of the thrall, other than yourself and your other
thralls, must make a Dexterity saving throw against
your spell save DC. On a failed save, a creature takes
4d6 poison damage and is poisoned until the start of
your next turn. A creature is not poisoned and takes
half as much on a successful save.
LICHDOM: CORPULENT LICH
At 20th level, you have reached the pinnacle of
necromancy and transformed yourself into a lich.
Your obsession with disease and rot has affected
your transformation: your body engorges, much like
a waterlogged corpse, and your skin turns a sickly
green. You gain the following features in addition to
the Lichdom feature:
Gore Burst. When you drop to 0 hit points,
your body explodes in a shower of plague and
necromantic energy. Each creature in a 20-foot
sphere centered on you must make a Dexterity
saving throw against your spell save DC. On a failed
save, a creature takes 5d10 necrotic damage and 5d10
poison damage and is poisoned until the start of your
next turn. A creature is not poisoned and takes half
as much damage on a successful save.
Master of Disease. When you use your
Charnel Toxin ability and expend 25 or more points
from your Charnel Touch pool, the target creature
is poisoned for up to 1 minute on a failed save.
Additionally, you can also apply two of the following
effects of your choice which affect the creature while
it is poisoned:
• Choose one ability score. The target has
disadvantage on ability checks and saving throws
made with that ability score.
• The creature can only see out to a radius of 10
feet.
• The creature falls prone at the end of each of its
turns.
• The creature loses an additional 1d6 hit points
whenever it takes damage.
• The creature can speak only in a babbling
nonsense language while poisoned, and can’t
perform the verbal components of spells.
At the end of each of its turns, the creature can make
a Constitution saving throw against your spell save
DC, ending this effect on a success.
Reaper
The oblivion of death is the sure wellspring of all necromancy, a dark abyss into which all necromancers stare, and which sometimes stares back. Those rare necromancers that gamble with their own souls might become intertwined with death, becoming reapers, figures of shadow and demise that beckon others to the afterlife. For performing this deed, they strengthen their connection to the distant oblivion, until they are but tenebrous shadows, harbingers of an inevitable end.
SHROUD OF DEATH
Starting when you choose this ambition at 3rd level, you manifest a wispy cloak of darkness about your person, which you can hide or reveal as a bonus action. While cloaked, you levitate one inch off the ground and ignore nonmagical difficult terrain.
Additionally, you can walk across fluid surfaces, such as water and quicksand.
CHARNEL VEIL
At 3rd level, you can fade from view like a specter of death. Whenever you expend 5 or more points when making a Charnel Touch attack, you can become invisible until the start of your next turn. During this time, you make no sound while you move.
UMBRAL FORM
Beginning at 6th level, as an action, you can sink into a surface, flattening until only a shadow remains. As a shadow, you can only move along the surfaces to which you are attached, but you gain a climbing speed equal to your movement speed.
Additionally, while in the form of a shadow, you can move across difficult surfaces, including ceilings, without needing to make an ability check. You can’t talk or manipulate objects, and any objects you are carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells. Opportunity attacks have disadvantage against you while you are in the form of a shadow. If you are in darkness as a shadow, you are effectively invisible to creatures without darkvision or the ability to see in darkness. You can end this ability as a bonus action on your turn.
WRAITH FLIGHT
Beginning at 10th level, spirits you command move with an unearthly speed. The flying speeds of your thralls are doubled. Additionally, when one of your thralls flies out of an enemy’s reach, opportunity attacks against it have disadvantage.
LICHDOM: HARBINGER
At 20th level, you have reached the pinnacle of necromancy and transformed yourself into a lich. You have become an embodiment of death itself, a harbinger of the ultimate end. Clad in shadows, you seem little more than a grim skeletal presence in a foreboding robe, a sight which all men fear to behold.
Death’s Touch. When you use Charnel Touch against a creature you can see and roll an 11 or higher on the d20 for the spell attack roll, you hit the target, regardless of its AC.
Fell Flight. You gain a 50-foot flying speed.
Grim Harvest. When you kill a humanoid using Charnel Touch, you rip their soul from their body, which animates as a visage under your control.
Reanimator
Through bubbling test tubes and sparking electrodes, you have discovered the true heart of necromancy: mad science. You’ve experimented in far-reaching disciplines of surgery, alchemy, and physics, using your animated minions as gruesome test subjects and walking surgical dummies. Most crucially, you have discovered that lightning can imbue almost anything with a semblance of life, from the smallest severed muscle to the most towering and soulless golems.
SKILLED SURGEON
Beginning when you choose this ambition at 3rd level, you gain proficiency in the Medicine skill, if you did not already have it. You can use your Intelligence, instead of Wisdom, for Wisdom (Medicine) checks.
MAD SCIENCE
At 3rd level, you can spend 10 minutes installing a monstrous graft on one of your thralls that does not have the Incorporeal Movement trait. Additionally, your thralls don’t lose hit points or hit dice from installing or removing grafts, and it takes them no time to recover after the attachment of a new graft.
CHARNEL VOLTAGE
At 3rd level, you supplement your necromantic energies with arcing bolts of electricity. You can choose to deal lightning damage with your Charnel Touch. When you expend 5 or more points when making a Charnel Touch attack and deal lightning damage, you can cause the energy to arc to a second creature within 5 feet of the target. The creature must make a Dexterity saving throw against your spell save DC, taking lightning damage equal to half the number of Charnel Touch points expended on a failure.
LAZARUS BOLT
Starting at 6th level, as an action, you can drive a bolt into the torso of a creature within 5 feet of you that has died within the last minute and shock it back to life. That creature returns to life with 1 hit point. This feature can’t return to life a creature that lacks a heart, a creature that has died of old age, or a creature that is missing vital organs. Once this creature returns to life, you can restore hit points to it using your Charnel Touch ability for 1 minute, as if the creature were one of your thralls. Once you use this ability, you can’t use it again until you finish a short or long rest.
ARCANE STITCHING
Starting at 10th level, you’ve learned how to inscribe magical effects on your thralls using gruesome arcane stitches. You can expend 10 points from your Charnel Touch pool to apply an arcane stitch to one of your thralls in a process requiring 1 minute of work with a needle and thread. The arcane stitch
lasts until your thrall uses it, your thrall is killed, or
you use this feature again. You can apply any of the
following arcane stitches:
Augmented Incision. The thrall gains
advantage on attack rolls and ability checks until the
end of its turn (no action required).
Bulwark Backstitch. The thrall casts shield
when an attack would hit it.
Fleet Threads. The thrall’s movement speed is
tripled until the end of its turn (no action required).
Searing Suture. On a hit, the thrall deals an
additional 3d6 necrotic or lightning damage (your
choice).
LICHDOM: PATCHWORK GOLEM
At 20th level, you have reached the pinnacle of
necromancy and transformed yourself into a lich.
Through abominable works of alchemy and surgery,
you have constructed yourself an artificial body to
act as the vessel for your soul.
Golem Form. Your Strength, Dexterity, and
Constitution scores become 20 if they weren’t already
higher, and you have resistance to bludgeoning,
piercing, and slashing damage from nonmagical
weapons that aren’t adamantine. Additionally, you
don’t lose hit points or hit dice from installing or
removing grafts, and it takes you no time to recover
after the attachment of a new graft.
Magic Resistance. You have advantage on
saving throws against spells and other magical
effects.
Warmage
Warmage overview
QUICK BUILD
You can make a Warmage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Make Strength your third highest if you plan to take the House of Knights. Then choose the cantrips chill touch, force weapon, and phantom grapnel, and the Adventurer Arcane Initiation. Pick any background.
CLASS FEATURES
As a warmage, you have the following class features.
HIT POINTS
Hit Dice: 1d8 per warmage level
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons
Tools: One artisan’s kit, one musical instrument
Saving Throws: Constitution, Intelligence
Skills: Choose two from: Acrobatics, Animal Handling, Arcana, Athletics, History, Investigation, Medicine, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• Leather armor, a dagger, and any simple weapon
• A spellcasting focus or material component pouch
• An explorer’s pack and (a) a scholar’s pack or (b) one kit you’re proficient in
the warmage | |||||
level | prof. | features | Cantrips known | Cantrip bonus dice | Tricks known |
1 | 2 | Spellcasting, Arcane Initiation, Arcane Fighting Style | 4 | 0 | — |
2 | 2 | Warmage Edge, Warmage Tricks | 4 | 0 | 2 |
3 | 2 | Warmage House | 5 | 0 | 3 |
4 | 2 | Ability Score Improvement | 5 | 0 | 3 |
5 | 3 | Arcane Surge | 6 | 1 | 4 |
6 | 3 | Tactical Insight | 6 | 1 | 4 |
7 | 3 | Warmage House feature | 6 | 1 | 5 |
8 | 3 | Ability Score Improvement | 6 | 1 | 5 |
9 | 4 | — | 7 | 1 | 6 |
10 | 4 | Warmage House feature | 7 | 1 | 6 |
11 | 4 | Arcane Surge improvement | 7 | 2 | 7 |
12 | 4 | Ability Score Improvement | 7 | 2 | 7 |
13 | 5 | — | 8 | 2 | 8 |
14 | 5 | Strategic Deflection | 8 | 2 | 8 |
15 | 5 | Warmage House feature | 8 | 2 | 9 |
16 | 5 | Ability Score Improvement | 8 | 2 | 9 |
17 | 6 | — | 9 | 3 | 10 |
18 | 6 | Warmage House feature | 9 | 3 | 10 |
19 | 6 | Ability Score Improvement | 9 | 3 | 10 |
20 | 6 | Master Warmage | 10 | 3 | 10 |
Warmage features
Spellcasting
At 1st level, you begin to learn the simple, yet potent, brand of spellcasting for which warmages are known.
CANTRIPS
You learn three cantrips of your choice from the warmage spell list. You learn additional warmage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warmage table. Additionally, when you gain a level in this class, you can choose one of the warmage cantrips you know and replace it with another warmage cantrip.
At 1st level, you begin to learn the simple, yet potent, brand of spellcasting for which warmages are known.
You learn three cantrips of your choice from the warmage spell list. You learn additional warmage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warmage table.
Additionally, when you gain a level in this class, you can choose one of the warmage cantrips you know and replace it with another warmage cantrip.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your warmage spells, since you learn your spells through practice and mental discipline. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warmage spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
SPELLCASTING FOCUS
You can use an arcane focus as a spellcasting focus for your warmage spells.
Arcane Initiation
Warmages come from all backgrounds and walks of life. At 1st level, choose where you first learned the basics of magic. The cantrips offered by your initiation don’t count against your total number of warmage cantrips known.
ADVENTURER
You picked up your magic informally by travelling with a dozen different mages over the years. You learn the mage hand and ray of frost cantrips.
CIRCUS PERFORMER
You learned a few simple tricks to participate in a sideshow or circus act. You learn the dancing lights and minor illusion cantrips.
ELDRITCH EVENT
An influx of insidious magic left an imprint on you. You learn the chill touch and message cantrips.
MERCENARY
You mastered the fundamentals of war magic to engage in battle with similarly-armed arcanists. You learn the arc blade and true strike cantrips.
TEMPLE
A monastery or temple educated you in the ways of gentle healing magic. You learn the sacred flame and spare the dying cantrips.
TOWER APPRENTICE
You apprenticed under a spellcaster for some time, who taught you the fundamentals of arcana. You learn the prestidigitation and shocking grasp cantrips.
SELF-TAUGHT
You taught yourself all the fundamentals of magic from a dusty old tome or abandoned scroll. You learn the fire bolt and light cantrips.
SURVIVAL
To survive in the wilderness, you taught yourself to cast simple spells. You learn the druidcraft and shillelagh cantrips.
Arcane Fighting Style
Warmages learn that magic is the purest of weapons, and can be wielded just as easily as any other. At 1st level, select one of the following fighting styles:
BLASTER
The spell save DC for your warmage cantrips increases by 1.
DEFLECTOR
When you have one hand free and a creature hits you with a spell attack or a ranged weapon attack, you can use your reaction to add your proficiency bonus to your Armor Class, potentially causing the attack to miss.
RESISTIVE
While you are wearing light armor or are under the effects of the mage armor spell, you gain a +1 bonus to your Armor Class.
SNIPER
When making a ranged spell attack, you gain a +1 bonus to the attack roll. Additionally, your ranged cantrips ignore half cover.
STRIKER
When you hit with a cantrip requiring a melee attack and exceed the target’s AC by 5 or more or score a critical hit, you can add your proficiency modifier to the damage roll.
Warmage Edge
Starting at 2nd level, once on each of your turns when you deal damage with a warmage cantrip, you can improve one damage roll of the spell, adding your Intelligence modifier to the roll. Starting at 5th level, and as you gain levels in this class, you also add additional dice of cantrip damage, as shown on the Cantrip Bonus Dice column of the Warmage table, to the damage roll. For example, when you are at 5th level, you can enhance the damage of the fire bolt cantrip to deal fire damage equal to 3d10 + your
Intelligence modifier on a hit.
Warmage Tricks
Beginning at 2nd level, you learn a Warmage Trick, a special technique that alters the way you fight, move, and cast your spells. You learn 2 tricks at 2nd level, and an additional trick as shown on the Tricks Known column of the Warmage table.
Additionally, when you gain a level in this class, you can replace a trick that you know with another trick for which you meet the prerequisites.
Warmage House
Each warmage is defined by their chosen House, which teaches them valuable skills and offers a confederation of allies they will keep for their lives.
Named for games of strategy and games of chance, each house emphasizes a unique approach to spellcasting and combat.
The College of Warmages divides its students into distinct Houses, teaching different skills, abilities, and techniques. Upon reaching 3rd level, you can select a House, which offers you features at 3rd level, and additional features at 7th, 10th, 15th, and 18th level.
House of Bishops - Dabblers in true arcane magic, gaining spell slots to supplement their cantrips
House of Cards - Plays a magical game of cards to enhance their combat prowess
House of Dice - Gamblers with an innate power to control fate
House of Kings - Leaders and commanders, with a wide array of maneuvers at their disposal
House of Knights - Frontline combatants, fortified with magical armor
House of Lancers - Monastic warmages which channel cantrips through their unarmed strikes
House of Pawns - Versatile cantrip masters
House of Rooks - Arcane assassins and spies
Warmage Coalition Arcanist - Combines the technology of blasters with the skill of cantrips
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.
Arcane Surge
Starting at 5th level, you learn to, for a moment, tap into a vast reservoir of magical power and unleash it upon your foes. On your turn, when you deal damage with a warmage cantrip, you can deal twice the number of damage dice dealt by the spell. You can’t use this ability on a spell that has scored a critical hit.
Once you use this ability, you can’t use it again until you finish a short or long rest. Starting at 11th level, you can use this ability twice between rests.
Tactical Insight
At 6th level, you learn how to use ambient magical power to defend yourself from your foes’ magical attacks. You can add your Intelligence modifier to saving throws you make against spells and magical effects that deal damage.
Strategic Deflection
Starting at 14th level, as a reaction when a creature
casts a spell that targets you or includes you in
its area of effect and forces you to make a saving
throw to avoid damage, you can use your reaction
to attempt to redirect some of the spell’s energy to
a new target. If you succeed on your saving throw
against the spell, choose another creature you can see
within the spell’s range or 30 feet, whichever is closer,
to make a saving throw against the spell, using your
spell save DC. The new target can be the original
spellcaster. On a failed save, the creature suffers the
effects of the spell as if you had cast the spell and
they had been the original target or been within the
area of the spell.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
Master Warmage
At 20th level, you reach the pinnacle of your
warmage prowess. If you cast a cantrip which deals
4 dice of damage to a target, it instead deals 5 dice of
damage. If you cast a cantrip which makes 4 attacks,
it instead makes 5 attacks.
Warmage tricks
The following tricks are presented in alphabetical order. If a warmage trick has prerequisites, you must meet them to choose it. You can choose the trick at the same time that you meet its prerequisites.
BISHOP'S MANEUVER
Prerequisites: 10th level, House of Bishops
You can take the Disengage action as a bonus action, and when you do so, your movement speed increases by 10 feet until the end of your turn.
BLASTING CANTRIP
Once on each of your turns, when you deal force damage to a creature with a warmage cantrip, you can push the creature up to 10 feet away from you in a straight line.
BLINDING LIGHT
Prerequisite: light cantrip
When you use the light cantrip to target an object you are holding, you can direct a flare at a creature within 10 feet of you, which must make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded until the beginning of your next turn. After a creature has failed a saving throw against this ability, it has advantage on all Constitution saving throws against it for 24 hours.
CASTLE
Prerequisites: 10th level, House of Rooks
As an action, you can choose a willing Small or Medium creature you can see within 100 feet of you. You both teleport, switching places. Once you use this trick, you can’t use it again until you finish a short or long rest.
CHIVALROUS PRESENCE
Prerequisite: House of Knights
You gain proficiency in the Insight and Persuasion skills. Additionally, you have advantage on ability checks you make to interact with nobility, and other creatures can always discern when you’re telling the truth.
CLOAK OF FEATHERS
Prerequisite: House of Rooks
While not wearing armor, under the effects of mage armor, or using a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
COMMANDER'S STEED
Prerequisites: House of Kings
You learn the find steed spell and can cast it without using a spell slot. Your steed is more resilient than most, and has a number of additional hit points equal to your warmage level.
CORROSIVE CANTRIP
Once on each of your turns, when you deal acid damage to a creature with a warmage cantrip, you can cause the acid to erode the target’s defenses. The next time a creature makes an attack roll against the target before the beginning of your next turn, roll a d4 and subtract it from the target’s Armor Class for this attack.
DIRECTED MOMENTUM
Prerequisite: 10th level, House of Lancers
Once on each of your turns, when you score a critical hit with a melee attack or reduce a creature to 0 hit points with one, you can make an unarmed strike against a second target. If the target is within range of your Shock Trooper feature, you can lunge toward it. On a hit, this attack deals an additional 1d8 force damage.
DRAINING CANTRIP
Whenever you deal necrotic or poison damage to a hostile creature using a warmage cantrip, you can siphon some of its life force. You gain temporary hit points equal to half your warmage level, which last for 1 minute.
ENCRYPTOGRAM
Prerequisite: cryptogram cantrip
Your knowledge of ciphers has improved your magically clandestine communications. When you cast the cryptogram cantrip, its limit is 20 characters, instead of 8, and only the specified recipient can read the message.
EXPLOSIVE CANTRIP
Once on each of your turns, when you deal fire
damage to a creature with a warmage cantrip, each
creature within 5 feet of the target, except yourself
and the target, must succeed a Dexterity saving
throw against your spell save DC or take half the fire
damage dealt.
EXTENDED RANGE
The range of your warmage cantrips is doubled.
FIELD MEDIC
Prerequisite: House of Bishops
You learn the cantrip spare the dying, which does not
count against your maximum number of cantrips
known. Additionally, when you cast spare the dying
on a creature which has 0 hit points, the target
regains 1 hit point and gains temporary hit points
equal to your level, which last for 1 minute. Once a
creature regains hit points due to this ability, it can’t
do so again until it finishes a long rest.
FLEXIBLE RANGE
Being within 5 feet of a hostile creature doesn’t
impose disadvantage on your ranged spell attack
rolls. Additionally, the range of any cantrip you cast
that requires a melee spell attack increases to 10 feet.
FOLD
Prerequisites: House of Cards, 10th level
You have learned to graciously accept defeat using
your Deck of Fate. As a reaction when you are hit by
an attack, you can play your entire hand to cast the
shield spell without using a spell slot.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
GAMBLE
Prerequisites: cheat cantrip, House of Cards or House
of Dice
You are always under the effects of the cheat cantrip.
Additionally, you can reroll an attack roll, ability
check, or saving throw. Once you use this ability, you
can’t use it again until you finish a short or long rest.
INFINITE VARIATION
Prerequisite: prestidigitation cantrip
You have become exceptionally skilled at using
the prestidigitation cantrip to mimic other spells.
When you cast prestidigitation, you can use it to
emulate the effects of any other cantrip that does not
deal damage, even one that is not on the warmage
spell list. To do so, you must succeed on a DC 15
Intelligence (Arcana) check, otherwise the spell
fizzles and does nothing. A cantrip cast using this
trick counts as a warmage cantrip and uses your
Intelligence modifier as the spellcasting modifier.
ICY CANTRIP
Once on each of your turns, when you deal cold
damage to a creature with a warmage cantrip, you
can numb the target with a frigid blast. The first time
the target makes an attack roll before the end of its
next turn, it must roll a d4 and subtract it from the
roll.
KNIGHT'S AEGIS
Prerequisites: 10th level, House of Knights, force
buckler cantrip
When you cast the force buckler cantrip, you can
concentrate on it for up to 1 minute. The spell does
not end early if you are hit by an attack.
LEADING EDGE TACTICS
Prerequisites: House of Lancers
You always have a plan when engaging the enemy. As
such, attacks during the first round of combat have
disadvantage against you.
LIEUTENANT'S DEMAND
Prerequisites: 10th level, House of Kings
You can cast the spell command at will without using
a spell slot.
MAGE HAND KNACK
Prerequisite: mage hand cantrip
Your skill with the mage hand cantrip allows you
to use it as an extension of yourself. When you cast
the spell and as a bonus action on each of your
subsequent turns, you can use one of the following
effects with the hand:
Press. The hand pushes against a Large
or smaller creature within 5 feet of it. Choose a
direction away from that creature. Every foot of
movement in that direction while the hand is
pressing against it costs the creature two feet of
movement. The hand continues to push the target
until the spell ends or you use your bonus action to
use a different effect using the hand.
Punch. The hand strikes one creature or object
within 5 feet of it. Make a melee spell attack for the
hand using your spell attack bonus. On a hit, the
target takes 1d6 force damage.
Seize. The hand grabs a creature of Tiny size
and attempts to grapple it. The creature must succeed
on a Strength (Athletics) or Dexterity (Acrobatics)
check against your spell save DC or be grappled by
the hand. The hand continues to grapple the target
until the target uses an action to escape on its turn,
the spell ends, or you use your bonus action to use a
different effect using the hand.
MINOR SHADOW ILLUSION
Prerequisite: minor illusion cantrip
When you create the image of an object in an
unoccupied space using the minor illusion cantrip,
you can fill it with fibers of shadowstuff, causing it
to become partially real. No matter what form the
semi-real object takes, it still must be no larger than
a 5-foot cube. It has AC 10 and 5 HP, and it weighs 5
pounds. You can only have one semi-real illusion at
a time. While this semi-real object exists, the cantrip
requires your concentration.
The illusion can’t replicate a creature, but it can
deal damage to a creature within its 5-foot cube. If
the illusion is of an object that can deal damage, a
creature that enters the object’s 5-foot cube or begins
its turn there must make an Intelligence saving throw
against your spell save DC. On a failed save, the
creature takes 1d6 damage of a type appropriate to
the illusion. This damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level
(4d6). This damage can’t trigger Warmage Edge or
any warmage tricks.
MYSTICAL ARMOR
You can cast the spell mage armor on yourself at will,
without expending a spell slot.
MYSTICAL ATHLETE
Prerequisite: quickstep or springheel cantrip
When you cast the quickstep cantrip, your speed
increases by 20 feet instead of 10 feet. When you
cast the springheel cantrip, your jumping distance
increases by 20 feet instead of 10 feet. If you know
both of these cantrips, you can cast both of them as
part of the same bonus action.
MYSTICAL WEAPONMASTER
Prerequisite: force weapon or magic daggers cantrip
Once on each of your turns when you roll a 1 on the
d20 for an attack roll for the force weapon or magic
daggers cantrips, you can reroll the die and must use
the new roll.
MYSTICAL VISION
You can cast the spell detect magic at will without
expending a spell slot.
PHANTOM HOOKSHOT
Prerequisite: phantom grapnel cantrip
You can cast the phantom grapnel cantrip as a bonus
action. If you do so, its range is reduced to 15 feet.
Additionally, creatures pulled by phantom grapnel are
pulled an additional 10 feet.
RAPID FORTIFICATION
Prerequisite: mending cantrip
You can cast the mending cantrip as a bonus action,
or you can cast it as an action for one of the following
effects:
• You can restore a single object, such as a door,
cart, wall, or window to pristine condition, if at
least half of its parts are present. This object can
be no larger than 10 cubic feet, or 1 cubic foot if
it is an exceptionally complex object (such as a
clock).
• You can create simple fortifications, such as
sealing a door shut, adding wooden planks to a
window, or building a short stone wall (no larger
than 10 cubic feet). You must have the materials
present to use this ability.
SNAKE EYES
Prerequisites: House of Dice, 10th level
If you roll a 1 or 2 on a Die of Fate, you keep the die
instead of giving it to the GM.
SEVERE CANTRIP
When a creature rolls a 1 on a saving throw against
one of your warmage cantrips, it automatically fails
the save and takes twice the number of damage dice
dealt by the spell, as if you scored a critical hit. The
additional damage only applies to the creature that
rolled a 1.
SIGNATURE FOCUS
Prerequisite: 5th level
When you finish a long rest, you can place a unique
sigil on a simple weapon, which becomes your
signature focus until you use this ability again. This
weapon becomes magical, and can be used as an
arcane focus. Your signature focus is bonded to you,
and gains a number of special abilities:
• As a bonus action, you can call your signature
focus to your hand, as long as you are on the
same plane as it.
• You can add your Intelligence modifier, instead
of your Strength or Dexterity modifier, to attack
rolls using your signature focus.
• Your signature focus gains a number of charges
equal to your Intelligence modifier. When
you damage a creature with it or a cantrip cast
through it, you can expend one charge to deal
an additional 1d8 force damage to that creature.
Your focus regains all spent charges after you
finish a long rest.
SILENT CANTRIP
Once on each of your turns when you deal thunder
damage to a hostile creature with a warmage cantrip,
you can create a 15-foot diameter sphere of magical
silence, centered on yourself or the creature (your
choice), which lasts until the start of your next turn.
SPLIT FIRE
Prerequisite: 5th level
When you cast a warmage cantrip that requires
a single spell attack roll, you can select multiple
creatures and make a spell attack roll against each.
You can target a number of creatures equal to the
number of damage dice the cantrip deals, and split
your damage dice up amongst your targets, to a
minimum of 1 die of damage per target. Each attack
must target a different creature.
For example, fire bolt deals 3d10 damage. You
can choose to target three creatures and deal 1d10
damage to each creature, or you can target two
creatures, dealing 1d10 damage to one creature and
2d10 damage to the other creature, or you can target
one creature for 3d10 damage.
STATIC CANTRIP
Whenever you deal lightning damage to a hostile
creature using a warmage cantrip, you can sap part
of the energy into a charge which clings to your body
until the beginning of your next turn. While charged,
you can use your reaction when you take damage
from a creature you can see within 5 feet of you to
deal lightning damage equal to half your warmage
level to the creature.
UNERRING STRIKE
Prerequisites: 10th level, true strike cantrip
When you cast the true strike cantrip, you can
concentrate on it for a number of rounds equal to
your Intelligence modifier. You gain advantage on the
first attack roll you make against the target each round
while maintaining concentration on true strike.
House of Bishops
SPELLCASTING
When you choose this house at 3rd level, you gain
the ability to cast spells more potent than cantrips.
Spell Slots. The Bishop Spellcasting table
shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you
finish a long rest.
Spells known of 1st-Level or Higher. You
know three 1st-level wizard spells of your choice, two
of which you must choose from the conjuration and
evocation spells on the wizard spell list.
The Spells Known column of the Bishop
Spellcasting table shows when you learn more wizard
spells of 1st level or higher. Each of these spells must
be a conjuration or evocation spell of your choice,
except for the spells learned at 8th, and 14th level, and
must be of a level for which you have spell slots.
BISHOP SPELLCASTING
WARMAGE
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN 1ST 2ND 3RD 4TH
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 3 —
14th 3 10 4 3 3 —
15th 3 10 4 3 3 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Whenever you gain a level in this class, you
can replace one of the wizard spells you know with
another spell of your choice from the wizard spell
list. The new spell must be of a level for which you
have spell slots, and it must be a conjuration or
evocation spell, unless you’re replacing the spell you
gained at 8th or 14th level.
Warmage Edge. You can add additional
damage with your warmage spells of 1st level or
higher using your Warmage Edge feature, as if they
were cantrips. You can’t add Warmage Edge damage
to the spell magic missile.
ARCANE STUDY
At 3rd level, you become proficient in two of
the following skills: Arcana, History, Medicine,
Investigation, or Religion.
MYSTICAL COMPANION
At 7th level, you learn the find familiar spell and can
cast it as a ritual. The spell doesn’t count against your
number of spells known.
When you cast the spell, you can choose one
of the normal forms for your familiar or one of the
following special forms: imp, pseudodragon, quasit,
or sprite.
SIEGE CASTING
At 10th level, damage you deal to objects with a
warmage spell is doubled. Additionally, when you
cast a warmage spell which requires a spell attack
roll, you can cast it at up to double its normal range.
If its target is beyond its normal range, the spell
attack has disadvantage.
ARCANE SCULPTING
Starting at 15th level, when you cast a warmage
spell that affects other creatures that you can
see, you can choose a number of them equal
to your Intelligence modifier. The chosen
creatures automatically succeed on their
saving throws against the spell, and they take
no damage if they would normally take half
damage on a successful save.
ARCANE DOMINANCE
At 18th level, you learn a powerful magical trick. As a
bonus action on your turn, you can expend a number
of spell slots with a combined level of 6 or more to
regain an expended use of your Arcane Surge.
House of Cards
Warmages who join the House of Cards approach
combat the same way they do games of chance,
with high stakes, calculated gambles. Each warmage
of this house wields a special deck of cards tied to
the very threads of fate, through which they can
empower their magic with deft flurries of hands.
However, while these warmages command incredible
power, their magical surges are at the whims of the
cards, and so they must make strategic, ingenious
plays to master them.
BLUFF
When you choose this house at 3rd level, your poker
face carries you through practically any lie. You gain
proficiency in the Deception skill and with gaming
sets (playing cards), if you didn’t have it already.
Additionally, you can use your Intelligence instead
of Charisma for Charisma (Deception) checks you
make.
DECK OF FATE
Starting at 3rd level, you gain a deck of magical
playing or tarot cards, called a Deck of Fate, through
which you can enhance the power of your cantrips.
Shuffle a standard 52-card playing card deck and
draw a hand of 5 cards when you roll initiative.
Whenever you target a hostile creature with a
warmage spell that deals damage, you can use your
bonus action to play one or more cards from your
hand to enhance the power of the spell. If the cards
exactly match one of the results on the Hands table
below, it deals additional damage or one additional
effect according to the result to one of the spell’s
targets of your choice. Playing cards which do not
match a result has no effect. Aces count as ones for
results. Once you play a card, place it on the bottom
of the deck and draw back to five cards.
HIGH STAKES
At 7th level, you’ve mastered a very risky card trick
using your Deck of Fate. On your turn, you can
choose to lose 2 hit points to play 1 card from your
hand and draw back to 5 cards (no action required).
DEALER'S CHOICE
At 10th level, you can use your bonus action to gain
one of the following three abilities, selected by the
GM:
• You gain resistance to all damage until the end of
your next turn.
• You teleport to a point you can see within 60 feet.
• You vanish into a safe, endless demiplane until
the beginning of your next turn, at which time
you return at the same location from which you
vanished.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
CARD READING
Beginning at 15th level, once on each of your turns
when you draw a card from your deck as part of your
Deck of Fate feature, you can declare a suit (Club,
Diamonds, Hearts, or Spades) and check the top
card of your deck. If you guessed the suit correctly,
you can take the Dash, Disengage, or Use an Object
action as part of the bonus action used for the
feature.
HANDS
NAME CARDS BENEFIT
Straight Any five sequential cards,
regardless of house.
You deal an additional 12 damage.
Flush Any five cards of the same
suit, regardless of order.
You deal an additional 10 damage.
Three of a
Kind
Any three of the same
card.
You deal an additional 6 damage.
Pair Any two of the same card. You deal an additional 2 damage.
Hearts Any two hearts. You gain temporary hit points equal to your Intelligence modifier.
Spades Any two spades. Your movement speed increases by 10 feet until the start of your
next turn.
Diamonds Any two diamonds. You gain a +1 bonus to your AC until the start of your next turn.
Clubs Any two clubs. You gain a +1 bonus to saving throws until the start of your next.
ACE IN THE HOLE
Beginning at 18th level, you are a deckmaster.
Whenever you would draw one or more cards from
your deck, draw twice as many. Put half of the drawn
cards on the bottom of your deck and the other cards
in your hand.
House of Dice
The House of Dice throws out the warmage
convention of meticulous, deliberate spellcasting
in favor of wild, chaotic magic that presses the
odds. Everything, from their magical bursts to
their enchanted sets of dice can fail horribly, so it’s
auspicious that they often keep their fingers on the
scales of fate. These warmages have mastered not
only a repertoire of cantrips, but also techniques
to manipulate fortune itself, allowing them to risk
everything, and more than often come out on top.
BONUS PROFICIENCIES
Starting when you choose this house at 3rd level,
your light fingers and unscrupulous tactics help you
win the day. You gain proficiency in the Sleight of
Hand skill and with gaming sets (dice set), if you
didn’t have it already.
DICE OF FATE
At 3rd level, you gain four Dice of Fate, which are
d6s. Whenever you make an ability check, attack
roll, saving throw, or damage roll, you can expend a
Die of Fate and add it to the roll. Once you expend a
Die of Fate, it goes to the GM, who can use it to add
it to a roll made by an NPC or monster. Once the
GM has used a die, it passes back to you, and so on.
When you finish a long rest, you regain all of your
expended Dice of Fate, whether or not the GM has
used them.
Beginning at 7th level, you have an additional
2 Dice of Fate, and you can add two Dice of Fate to
your damage rolls with warmage spells.
CHAOS ROLL
Also at 3rd level, you can expend two of your Dice of
Fate as an action, rolling them on the table below to
create a chaotic surge of energy.
2d6 Effect
2 You cast fireball, centered on yourself.
3 Your AC is reduced by 2 until the start of
your next turn.
4 You fall prone.
5 Each creature other than yourself within
60 feet of you can speak only in a
babbling nonsense language for the next
minute, and can’t perform the verbal
components of spells.
6 A 5-foot radius sphere of butterflies,
insects, or doves fills a location you can
choose within range, heavily obscuring
the area until the start of your next turn.
7 You gain 7 temporary hit points, and
keep the Dice of Fate instead of giving
them to the GM.
8 You become invisible until the end of
your next turn, as per the spell invisibility.
9 A random object explodes nearby,
dealing no damage to you or your allies,
and dealing 3d6 fire damage to one
creature caught in the blast chosen by
the GM.
10 You teleport up to 60 feet to an
unoccupied location you can see. Each
creature within 5 feet of the destination
must make a Dexterity saving throw
against your spell save DC or take 2d6
force damage.
11 Choose a creature you can see within
60 feet. That creature takes 4d6 necrotic
damage, and you regain hit points equal
to the necrotic damage dealt.
12 You cast lightning bolt and can add the
Dice of Fate to the damage roll.
LOADED DICE
By 7th level, you can subtly cheat your dice. Once
on each of your turns when you roll a d6, you can
flip the die upside down. Note that on a balanced d6,
the top and bottom numbers add up to 7, so you can
determine the bottom number by subtracting the top
from 7.
TWISTED FATE
Starting at 10th level, the winds of chance follow
your die rolls, rather than vice-versa. When
you make an attack roll or ability check with
disadvantage on your turn, you can attempt to invert
fate as a bonus action. Expend a Die of Fate and roll
it; on a 5, you ignore disadvantage on the roll, on a
6, you instead have advantage on the attack roll or
ability check.
ROLL THE BONES
Beginning at 15th level, you can channel the chaotic
energy of your dice in an instant. As a reaction when
you take damage from a creature you can see, you can
expend two Dice of Fate to make a Chaos Roll.
STEAL LUCK
Starting at 18th level, when you roll initiative, roll a d6.
You steal that many Dice of Fate back from the GM.
House of Kings
Warmages who train in the House of Kings specialize in tactics and strategy, learning age-old maneuvers to give them the edge in combat. Natural-born leaders, Kings work best with a cadre of supporters to perform their tactics and overwhelm the enemy.
Moreso than all other warmages, those in the House of Kings treat life and death as little more than a game of strategy to be understood and conquered.
BONUS PROFICIENCIES
When you choose this house at 3rd level, you gain proficiency with medium armor, battleaxes, longswords, tridents, lances, and warhammers.
BATTLE TACTICS
At 3rd level, you learn stratagems that are fueled by special dice called Battle dice.
Battle Dice. You have two battle dice, which are d8s. A battle die is expended when you use it. You regain all of your battle dice when you take a short or long rest, or when you roll initiative.
Your battle die changes and more battle dice become available when you reach certain levels in this class, as shown on the table below.
Warmage Level Battle Dice
3rd 2d8
7th 3d8
13th 3d10
19th 4d10
Using Battle Dice. Once per turn, you can expend a battle die to perform a stratagem of your choice. Your stratagem options are detailed at the end of the subclass description.
Saving Throws. When a stratagem calls for a saving throw to resist its effects, use your spell save DC.
LEAD FROM THE FRONT
Starting at 7th level, you and each friendly creature within 100 feet that can see you ignores nonmagical difficult terrain.
TACTICAL MASTER
Starting at 10th level, friendly creatures within 10 feet of you add your Intelligence modifier to saving throws against spells and magical effects that deal damage.
STRATAGEM: CHECKMATE
At 15th level, you learn the following maneuver:
When you hit a creature with a weapon or spell attack, you can use your bonus action and expend a battle die to direct one of your companions to strike.
When you do so, choose a friendly creature who can see or hear you that is within reach of the creature you hit. That creature can immediately use its reaction to make one weapon attack or cast a cantrip requiring an attack roll, adding the battle die to the attack’s damage roll.
GRANDMASTER
Beginning at 18th level, when you roll initiative,
choose a number of friendly creatures equal to your
Intelligence modifier that can hear or see you to
gain a battle die. Once within the next 10 minutes,
the creature can roll the die and add the number
rolled to one ability check, attack roll, damage roll,
or saving throw it makes. The creature can wait until
after it makes the roll before deciding to add the
battle die, but must decide before the GM declares
the roll’s outcome. Once the battle die is rolled, it is
lost. A creature can have only one battle die from this
feature at a time.
STRATAGEMS
The stratagems are presented in alphabetical order.
Blitz. As a bonus action, when you hit a
creature with an attack, you can expend one battle
die to maneuver one of your comrades into a more
advantageous position. Choose a friendly creature
who can see or hear you. That creature can use
its reaction to move up to half its speed without
provoking opportunity attacks from the target of
your attack.
Check. When you hit a creature with an attack,
as a bonus action you can spend one battle die to
force that creature to flee. The target must make a
Charisma saving throw. A creature that is immune
to being charmed automatically succeeds this saving
throw. On a failed save, the target must immediately
use its reaction, if available, to move up to half its
speed directly away from you.
Flash of Brilliance. When you make an
Intelligence or Wisdom ability check, you can
expend and roll one battle die to add its result
to your ability check. You can choose to use this
stratagem after the ability check is rolled but before
the GM declares whether the result was a success or
failure.
Gambit. When you hit a creature with an attack,
you can expend one battle die to give your allies an
opening. The next creature other than you to make
an attack against the target adds the battle die to their
attack roll.
Mystic Counsel. You can use a bonus action
and expend one battle die to give counsel to a
creature that can hear you within 30 feet. Once in the
next minute when the creature makes a saving throw
against a spell it can choose to roll the battle die and
add its result to the saving throw.
Stalemate. When you hit a creature with an
attack, as a bonus action you can expend one battle
die to hold that creature in place. Until the end of
its next turn, the target can’t willingly move unless it
first takes the Disengage action.
House of Knights
The House of Knights have a long and storied
tradition of melding melee combat and swordplay
with the warmage’s simple spellcasting. Unlike other
warriors, however, Knights carry neither swords or
shields into combat, for they can forge both out of
magical force at a moment’s notice.
BONUS PROFICIENCIES
When you choose this house at 3rd level, you
gain proficiency with medium armor and martial
weapons.
FORCE BREASTPLATE
At 3rd level, plates of magical force reinforce your
armor. While you are wearing light or medium
armor or are under the effects of mage armor, you
can add your Intelligence, rather than your Dexterity,
to your Armor Class.
MYSTICAL WEAPON
Also at 3rd level, you learn the force weapon cantrip,
which does not count against your total number of
cantrips known. Additionally, on your turn when you
would draw a weapon, you can summon a simple or
martial weapon, made entirely of magical force, to
your empty hand. This weapon counts as magical for
the purposes of overcoming resistance and immunity
to nonmagical attacks and damage. This weapon
vanishes if it leaves your hand.
FLURRY OF BLADES
Beginning at 7th level, when you cast a cantrip which
allows you to make multiple spell attacks, such as
force weapon or magic daggers, you can use your
bonus action to make one additional spell attack.
KNIGHT'S WARD
Starting 10th level, you learn to forge a hardened
magical barrier between you and your foes. As a
bonus action on your turn, you can gain a number
of temporary hit points equal to twice your warmage
level, which last for 1 minute.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
TACTICAL MANEUVER
At 15th level, you can spend your entire movement
to teleport up to half your movement speed to a
location you can see.
FIELD OF BLADES
Starting at 18th level, you can summon a whirlwind
of mystical weapons, striking at a legion of foes in
a single swipe. As an action on your turn, you can
choose up to 5 creatures you can see within 30 feet.
Make a single melee spell attack against each target.
On a hit, a target takes 2d10 + your Intelligence
modifier force damage.
House of Lancers
Warmages who join the House of Lancers are trained in fluid martial arts and meditative asceticism, melding the stoic discipline of monks with potent spellcasting. As such, they are unarmed elemental warriors, self-reliant and capable of feats no monk or warmage could hope to match. However, Lancers are notoriously neutral in almost all matters, and stand apart from the politics of the other Houses.
Lancers derive their name from an ancient precursor to the pawn, a piece remembered only in early variants of chess. Remote monasteries still play using this ancient set of rules: a smaller board, fewer pieces, and lancers replacing the dutiful pawns. It is a relic from a forgotten age, rife with symbolism.
INTERCEPT TECHNIQUE
Starting when you choose this house at 3rd level, you adopt the monastic principle of offensive protection. While you are unarmored or are under the effects of mage armor, you can add your Intelligence, rather than your Dexterity, to your Armor Class.
HAND-TO-HAND ARCANA
Also at 3rd level, you learn the Lancer’s secret unarmed combat technique, granting you the following benefits:
• You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.
• Your unarmed strikes count as melee weapons for the purposes of warmage spells.
• Your unarmed strikes deal 1d6 bludgeoning damage.
SHOCK TROOPER
Starting at 3rd level, can rapidly close the distance between you and your foes. Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn’t
provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you do not land on solid ground.
MYSTICAL PHYSICALITY
Starting at 7th level, whenever you make a Strength, Dexterity, or Constitution check, you can use your Intelligence modifier instead of the normal modifier.
In addition, moving through rough terrain no longer costs you additional movement.
DEFLECT ENERGY
By 10th level, you can deflect bolts of energy with your bare hands. As a reaction when you are hit by a
ranged spell attack or a ranged weapon attack which
deals cold, fire, force, lightning, necrotic, or radiant
damage, you can use your reaction to deflect the
bolt. The damage you take from the attack is reduced
by 1d10 + your Intelligence modifier + half your
warmage level (rounded down).
IMPROVED SHOCK TROOPER
Starting at 15th level, you can lunge up to 30 feet
using your Shock Trooper ability. This movement
causes you to teleport through creatures and objects,
blinking to the target in an instant. You can’t end
your movement in an occupied space.
FLURRY OF SPELLS
Starting at 18th level, you can cast spells with
superhuman speed. As an action, you can expend
a use of your Arcane Surge ability to cast three
different cantrips which have a casting time of 1
action or 1 bonus action. You can’t use your Arcane
Surge feature on any of these cantrips.
Once you use this ability, you can’t use it again
until you finish a long rest.
House of Pawns
By far the most prominent warmage House is that
of the Pawns. Warmages which join the House of
Pawns learn to stretch their skill with cantrips to its
limits. Pawns can master any cantrip or trick known
to the other warmage houses, for they embody the
adaptability all warmages aspire to.
PROMOTION
When you choose this house at 3rd level, you gain
the adaptability of the quintessential warmage.
You learn one warmage trick of your choice, which
doesn’t count against your total number of warmage
tricks known. Additionally, whenever you learn a
warmage trick, you can learn tricks which have the
House of Bishops, House of Kings, House of Knights,
or House of Rooks as a prerequisite, so long as you
meet all of the tricks other prerequisites.
ADAPTIVE ARCANIST
Also at 3rd level, you learn to emulate the spellcasting
prowess of other warmages. When you finish a short
or long rest, choose one warmage cantrip. You learn
this cantrip, which doesn’t count against the total
number of warmage cantrips you can learn, until you
choose a different one with this feature.
PAWN STORM
Beginning at 7th level, when you cast a cantrip
targeting a creature, you don’t provoke opportunity
attacks from that creature for the rest of the turn,
whether you deal damage using the cantrip or not.
ADDITIONAL ARCANE FIGHTING STYLE
At 10th level, you can choose a second option from
the Arcane Fighting Style class feature.
OPENING MOVE
Starting at 15th level, you can add your Intelligence
modifier to your initiative rolls. Additionally, when
you roll initiative and you are not surprised, you can
move up to your movement speed.
FUNDAMENTAL MASTERY
Starting at 18th level, your magic always finds its way
to your foes most vulnerable spots. Once on each
turn when you roll damage for a warmage cantrip,
you can choose to replace one damage die roll with
the maximum possible result.
House of Rooks
The clandestine members of the House of Rooks
make adept spies, assassins, and scouts, though
they might just as easily pick up jobs run by rogues
and brigands. In addition to their suite of cantrips,
Rooks are light on their feet and know a few tricks to
magically open doors in utter silence.
ROOK STRIKE
Starting you choose this house at 3rd level, as a
bonus action, you can gain advantage on the next
spell attack roll you make on your turn. Alternatively,
you can impose disadvantage on a saving throw a
creature makes against a warmage spell you cast
before the end of your turn.
Once you use this ability, you can’t use it again
until you finish a short or long rest, or you use a
cantrip to reduce a creature to 0 hit points.
RASP
Starting at 3rd level, you can cast the knock spell at
will without using a spell slot or spell components.
When you cast the spell using this ability, the
casting time is increased to 1 minute and the spell is
completely silent.
ARCANE ACROBAT
Beginning at 7th level, you can add your Intelligence
modifier to all Dexterity checks you make.
Additionally, while you are conscious, you ignore
falling damage from falling any distance shorter
than 60 feet. Subtract 60 feet from the distance fallen
when calculating falling damage from further drops.
FLEETING DECOY
At 10th level, as a reaction when you take damage
from a creature you can see, you raise a defensive
illusion to protect you from further harm. Attacks
made against you have disadvantage until the
beginning of your next turn.
ELUSIVE STEP
By 15th level, you’re extremely difficult to pin down.
If you move more than 15 feet on your turn, any
additional movement you make does not provoke
opportunity attacks.
FLASH OF FEATHERS
Starting at 18th level, you can vanish without a trace,
slip behind enemy lines, and dive in for the kill. You
can cast the invisibility spell once, targeting yourself
only, without using a spell slot or spell components.
While you are invisible, your movement speed is
doubled, and you can make one attack or cast one
warmage cantrip without ending the spell.
Once you use this feature, you can’t use it again
until you finish a short or long rest.
Warmage cantrips
WARMAGE SPELLS
Unlike other spellcasters, warmages only learn cantrips, which they pick from the following list when they gain certain levels in their class. If a cantrip appears on the wizard spell list which is not represented here, the GM can allow this cantrip to be a warmage spell as well.
Cantrips (0 Level)
Arc Blade
Acid Splash SRD
Blade Ward
Booming Blade
Burning Blade
Card Trick
Caustic Blade
Cheat
Chill Touch SRD
Control Flames
Create Bonfire
Cryptogram
Dancing Lights
Encode Thoughts
Finger Guns
Fire Bolt SRD
Force Buckler
Force Dart
Force Weapon
Friends
Frigid Blade
Frostbite
Green-Flame Blade
Gust
Gust Barrier
Infestation
Light SRD
Lightning Lure
Lightning Surge
Mage Hand SRD
Magic Daggers
Mending SRD
Message
Mind Sliver
Minor Illusion SRD
Mold Earth
Moment to Think
Prestidigitation SRD
Phantom Grapnel
Poison Spray SRD
Produce Flame SRD
Ray of Frost
Quickstep
Sapping Sting
Shape Water
Shocking Grasp SRD
Sonic Pulse
Springheel
Sword Burst
Thunderclap
Thunderous Distortion
Toll the Dead
True Strike SRD
Investigator
A collage of diagrams, maps, and small items litters the wall, pinned with nails and connected by a spiderweb of colorful strings. An elf stands nearby, contemplating the mystery splayed out in front of her and readying her crossbow for work.
A half-orc wearing a wide-brimmed hat leafs through a thick tome, double-checking the preparations: a sturdy net trap, holy symbols on the doors, cloves of garlic, and several dozen wooden stakes. The preparations made, the half-orc slinks into the shadows and readies himself for the bloodshed.
Hastily tracing symbols in chalk, a human wearing a long coat whirls about in a wide arc, completing a rough magic circle in mere seconds.
A monstrously fat demon, blood dripping with its drool, lunges at him, but instead impacts off an invisible magical barrier, a cylinder raised from the circle’s edge. The fiend howls with rage, and the inquisitor breathes a sigh of relief.
Supernatural detectives and monster slayers, investigators are always on the hunt for malevolent outsiders. Whenever evil seeps into the world—be it fiends, undead, or strange abominations from beyond the stars—investigators will be the first to locate them and banish their foul corruption from the mortal plane.
Paranormal Investigators
There are forces more ancient than time, foes more sinister than the foulest men, and beings more titanic than gods. The world stands at a precipice of woe and terror, being threatened nightly by dark agents and hordes of monsters. At risk to their own lives and sanities, investigators penetrate the evil that creeps in the shadows and banish it from the world. Their battles are never-ending, for victory only delays doomsday another night.
Investigators track supernatural threats ranging from incorporeal spirits, to nefarious vampires and lycanthropes, to incursions of demons and devils.
Often in their investigations, they often uncover secret cults and maligned individuals who bring these supernatural threats to bear. It is always their goal to impede these evildoers by any means necessary, resorting to trickery, guile, magic, and bloodshed when necessary. To an investigator, no tactic is unthinkable when the world is at stake.
Exorcists and Occultists
Even as they strive to contain its influence from the world at large, investigators dabble in forbidden magic to give themselves an edge against supernatural threats. Prepared investigators keep a well-stocked grimoire of magical secrets, containing rituals, incantations, notes on monsters’ powers and weaknesses, recipes for poisons, and arcane diagrams—everything needed to confront their foes on an even footing. Even so, an investigator’s
occupation is perilous. A grimoire might spell out a vampire’s fear of sunlight and aversion to silver, but it
does little to hinder their fangs.
Creating an Investigator
As you build your investigator, consider what sort of supernatural threat first drove you to investigating and combating the occult. Did one of your family members strike a bargain with a fiend? Were you kidnapped by a cabal of vampires or a pack of lycanthropes? Did you stumble across evidence of an eldritch abomination, such as a Great Old One? The
type of creature you first did battle with likely shaped
your tools and methods later on.
Did you apprentice under a seasoned monster
hunter, learning the ropes of tracking a threat,
uncovering its weaknesses, and setting a trap for it?
Or did you strike out on your own, compiling your
own grimoire from hard-earned research? Perhaps
you learned everything about monster hunting from
someone else’s grimoire, a masterwork containing
an abridged library of occult knowledge and a
lifetime of experience. It’s even possible that you
signed a contract with a minor fiend and turned to
supernatural investigation in a last-ditch effort to
save your soul.
Investigator overview
QUICK BUILD
Follow these suggestions to build an investigator
quickly: Intelligence should be your highest ability
score, followed by Dexterity or Strength. Choose any
background. Then, select the rituals clue, comprehend
languages, detect magic, and transient bulwark to add
to your grimoire.
CLASS FEATURES
As an investigator, you have the following class
features.
HIT POINTS
Hit Dice: 1d8 per investigator level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per investigator level after 1st
PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbows, heavy
crossbows, longswords, rapiers, shortswords
Tools: One gaming set
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Athletics,
Deception, History, Insight, Intimidation,
Investigation, Medicine, Nature, Perception,
Persuasion, Stealth, Sleight of Hand, and Religion
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• Leather armor
• A dagger and (a) a longsword or (b) rapier
• (a) a heavy crossbow and 20 bolts or (b) a hand crossbow and 20 bolts
• (a) dungeoneer’s pack or (b) one kit you’re proficient with
• A grimoire and a material component pouch
Investigator features
Expertise
At 1st level, choose two of your skill proficiencies; your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies to gain this benefit.
Ritualist
You maintain a grimoire brimming with magical rituals, your most potent tools to defeat supernatural threats.
GRIMOIRE
At 1st level, you have a grimoire containing four 1st-level spells of your choice that have the ritual tag from any class’s spell list (the spells needn’t be from the same list). You can’t cast spells in your grimoire except as rituals, unless you’ve learned them by some other means.
Whenever you gain a level in this class, you can add an additional ritual spell from the Investigator Rituals list to your grimoire at no cost. The Ritual Level column on the Investigator table shows the maximum spell level you can add to your grimoire.
Additionally, whenever you find a ritual spell on your adventures, you can add it to your grimoire if it is on the Investigator Rituals list of a level you can add to your grimoire. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
BONUS RITUALS
As an investigator, you can treat specific spells as if they had the ritual tag, allowing you to add them to your grimoire and cast them as rituals. These spells are listed on the Investigator Rituals table to the right.
SPELLCASTING ABILITY
Intelligence is your spellcasting ability for your ritual spells, since you master your spells through deduction and cunning. You use your Intelligence whenever a spell refers to your spellcasting ability.
In addition, when you cast an investigator ritual or a spell offered to you by a feature in this class, you use your Intelligence modifier when setting the saving throw DC and making an attack roll.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Myths and Legends
At 2nd level, you are extremely adept at uncovering knowledge which pertains to eldritch threats and forgotten legends. You have advantage on Intelligence checks related to researching creatures, spells, and other ancient or secret lore.
Rushed Incantation
Beginning at 2nd level, you can hastily perform any ritual spell in your grimoire that has a casting time of 1 action, completing the ritual as a bonus action. If the ritual requires spell components worth 100 gp or less, you cast it without using spell components. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and regain the ability to do so when you finish a long rest.
As you gain higher levels in this class, you can use this feature additional times. You can use it once more at 5th level (Intelligence modifier + 1), 9th level (Intelligence modifier + 2), 13th level (Intelligence modifier + 3), and 17th level (Intelligence modifier + 4).
Occult Specialization
At 3rd level, you choose a specialization, an area of expertise in handling eldritch threats. Your specialization choices are detailed at the end of the class description. Your specialization choice grants you features at 3rd level and then again at 6th, 10th, and 14th level.
Investigators of all stripes share the broad goal of combating the occult, but their methods vary wildly. Some emphasize cutting down monsters and banishing demons, while others believe that uncovering secrets and compiling critical information is the surest method for eliminating supernatural threats. When an investigator gains enough experience, they can steer their approach, including their specific techniques they employ and the trinkets they carry, into an occult specialization, a school of thought for handling eldritch threats.
Antiquarian - Festooned with powerful magical trinkets of all shapes and sizes
Archivist - A scholar which collects scraps of ancient lore
Detective - Chases down clues and unravels crimes with their impressive intellect
Exterminator - Hunts down vampires, lycanthropes, and beasts which stalk the night
Inquisitor - An agent of the church that performs exorcisms and roots out heresy
Medium - Foretells events of the future using a magical connection to the dead
Occultist - A magician borrowing spells from wizards and warlocks
Spy - Infiltrates with perfect disguises and unmatched charm
TRINKETS
Investigators of each specialization also collect a number of supernatural trinkets. Once you use one of your trinkets, you can’t this feature again until you finish a short or long rest. As you gain higher levels in this class, you can use your trinkets additional times: You can use them once more at 5th level (2 uses), 11th level (3 uses), and 17th level (4 uses).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Exploit Weakness
Most supernatural creatures have some form of weakness, a gap in their armor that allows them to be defeated. Starting at 5th level, once on each of your turns when you hit a creature with a weapon attack, it is treated as if it has vulnerability to the weapon’s damage. Vulnerability from this feature only doubles your weapon damage dice and your ability modifier; do not double additional sources of damage, such as spells and other class features.
Additionally, the attack, as well as all other attacks made against the creature until the start of your next turn, are considered magical for the purposes of bypassing damage resistance and immunity.
Opportunistic Piety
By 7th level, you always keep a wide array of holy symbols and blessed items on your person, even if you aren’t particularly pious. When you use your Opportunistic Piety, you choose which effect to create from the list below. You must then finish a short or long rest to use your Opportunistic Piety again.
Banish. You cast the spell banishment without using a spell slot. If the target is a fey, fiend, or undead and fails its saving throw against this spell, it also takes radiant damage equal to your level.
Miracle Healing. As an action, divine light from your hands knit the wounds of a willing creature you touch. That creature regains a number of hit points equal to twice your investigator level.
This ability has no effect on undead or constructs.
Warding. As an action, you trace a holy symbol on a creature within 5 feet of you, warding it from harm. For the next minute, aberrations, celestials, fey, fiends, and undead which touch the target creature or hit it with a melee attack take 1d12 radiant damage.
Supernatural Resolve
At 9th level, you gain an extreme resilience to the attacks and effects of the creatures you regularly investigate. You can’t be possessed or charmed, and you gain resistance to both psychic and necrotic damage.
Finisher
Beginning at 11th level, you know exactly how to bring a monster down. When you take the Attack action and hit a creature with a weapon attack, you can deal an extra 2d8 damage to the creature. If the creature has less than half its hit points remaining, you can instead deal an extra 4d8 damage to the creature.
Enigma Arcane
At 13th level, you uncover a magical secret connected to a wellspring of potent magic. You can cast one of the following spells once without expending a spell slot: mirage arcane, plane shift, reverse gravity, sequester, or teleport. You must finish a long rest before you can do so again.
At 15th level, you can also cast one of the following spells without expending a spell slot: antimagic field, glibness, maze, or mind blank. You must finish a long rest before you can do so again.
At 17th level, you can also cast one of the following spells without expending a spell slot: astral projection, gate, or weird. You must finish a long rest before you can do so again.
Exorcist
Beginning at 18th level, you can cast the spell protection from evil and good without using a spell slot or spell components.
Spellbinder
By 20th level, many rituals you perform have become second nature to you. Select five ritual spells in your grimoire with a casting time of 1 action. You can cast these spells as a bonus action without using a use of Rushed Incantation, and you can do so without
your grimoire on hand. If the ritual requires spell components worth 100 gp or less, you cast it without using spell components.
Antiquarian
Festooned with magical trinkets from every corner of the globe, antiquarians have a tool for every occasion: silver arrowheads for lycanthropes, heartwood stakes for vampires, blessed relics for fiends, and so on. As they expand their collections from piles of trinkets to veritable museums, they become adept historians and arcanists, familiar with the story of every magic item their care, as well how to use them in dire situations.
ARTIFACT HISTORIAN
Starting when you choose this specialty at 3rd level, you add the spell identify to your grimoire and never require material components to cast it.
TRINKETS
By 3rd level, you’ve collected a number of magical trinkets to help you collect and unravel profound arcane secrets. You can use the following trinkets:
Hateful Arrowhead. You can cast the spell scorching ray or ray of enfeeblement once without using a spell slot or spell components.
Mirrored Prism. You can cast the spell blur or mirror image, targeting yourself only, once without using a spell slot or spell components.
Razortooth Bandages. You can cast the spell cure wounds or inflict wounds once without using a spell slot or spell components. This spell is cast as if using a spell slot of the level shown in the Ritual Level column of the Investigator table.
RELICS
By 6th level, you’ve secured a handful of priceless relics with rare and delicate enchantments. You can use one of the following relics, and regain the ability to use this feature when you finish a short or long rest.
Antediluvian Dynamo. You can cast the spell fireball or lightning bolt once without using a spell slot or spell components.
Lich’s Deathmask. You can cast the spell counterspell or dispel magic once without using a spell slot or spell components.
Mortal Coil. You can cast the spell animate dead or revivify once without using a spell slot or spell components. Casting animate dead using this trinket causes all undead servants created by previous castings of the spell to revert to lifeless corpses.
MAGIC ITEM COLLECTION
Starting at 10th level, you maintain a vault of magic items, secured in an extradimensional space with an elaborate locking mechanism. You can produce one of these items, and change your selection each day when you finish a long rest.
The item is your choice of the following: a carpet of flying, a cloak of the bat, a flame tongue, gauntlets of ogre power, an instant fortress, a ring of regeneration, a ring of telekinesis, a sun blade, or a wand of wonder.
PHYLACTERY
By 14th level, you’ve secured the crown jewel of your collection: a lich’s phylactery. Though the original owner’s soul has been expelled from this accursed artifact, it retains many of its unique properties. This magic item is always attuned to you and doesn’t count against your total number of attuned magic items. It has 5 charges, and regains 1d4 + 1 expended charges daily at dawn. You can expend one or more of these charges to use the following abilities:
1 Charge: You can cast the spell false life as a second level spell without expending spell slots or spell components.
1 Charge: You can use your bonus action to regain an expended use of your Trinkets.
2 Charges: As a reaction when you drop to 0 hit points, you can drop to 1 hit point instead.
3 Charges: Make a melee spell attack against creature within your reach. On a hit, the target takes 5d6 necrotic damage and you regain hit points equal to the total amount of necrotic damage dealt.
Archivist
Though most investigators fill their grimoires
with hard-won knowledge borne from encounters
with the supernatural threats, some prefer to
do bookkeeping instead. Such archivists accrue
knowledge, not trinkets, by spending untold hours
digging through disparate tomes of occult knowledge
and compiling them into encyclopedic texts on the
supernatural. Through their research, archivists
become academic masters of the arcane, and
priceless reservoirs of obscure knowledge.
TRINKET
Starting when you choose this specialization at 3rd
level, you’ve collected a powerful trinket to enhance
your ritual magic:
Archaic Scroll. You can perform a ritual
spell with your Rushed Incantation feature without
expending one of the feature’s uses.
THESIS
Also at 3rd level, you gain access to certain spells
associated with your thesis. Pick one of the following
subject areas for your thesis: Corpus, Ignis, Mortis,
or Regis. You gain a list of associated thesis spells.
Once you gain access to a thesis spell, it is added
to your grimoire. If you gain access to a spell that
doesn’t appear on the investigator ritual list, the spell
is nonetheless an investigator spell for you. You can
use your action and expend a use of your Rushed
Incantation feature to cast one of your thesis spells.
Corpus
Investigator
Level Spells
1st jump, longstrider
2nd alter self, heat metal
3rd gaseous form, meld into stone
Ignis
Investigator
Level Spells
1st burning hands, shatter
2nd gust of wind, scorching ray
3rd call lightning, wind wall
Mortis
Investigator
Level Spells
1st bane, false life
2nd blindness/deafness, darkness
3rd revivify, vampiric touch
Regis
Investigator
Level Spells
1st charm person, hideous laughter
2nd enthrall, suggestion
3rd dispel magic, hypnotic pattern
ERUDITE SPELL
By 6th level, you’ve mastered the difficult theory
behind arcane propagation. When you cast a spell
which forces a creature to make a saving throw to
resist its effects, you can give one target of the spell
disadvantage on its first saving throw against the
spell.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
ENCYCLOPEDIC EXPERTISE
Starting at 10th level, you can identify any arcane
effect from memory. Whenever you witness a spell
being cast or investigate a magical effect, you can
always identify the spell that was cast, the magic
item responsible, or the monster which produced the
effect. However, this ability fails to identify spells,
magic items, and monsters which are utterly unique
or are otherwise not recorded in arcane texts.
EIDETIC MEMORY
At 14th level, you can effortlessly duplicate spells you
see in the world. You can copy any ritual spell you
see being cast into your grimoire.
Moreover, you can precisely copy the exact
motions of a spell’s casting to duplicate its effect.
When you see a spell of 5th level or lower being cast,
you can use your action and spend 1 use of your
Rushed Incantation feature as an action to cast the
spell yourself without spending a spell slot. The spell
must have a casting time of 1 action, must not have
expensive spell components, and must have taken
place within the last minute to use this ability.
Once you duplicate a spell in this way, you can’t
duplicate it again until you finish a long rest.
Detective
Prowling at the edge of darkness, detectives
chase down clues and pull on threads to unravel
conspiracies which bring darkness into the world.
Sometimes, this requires that you infiltrate a cult’s
secret meetings, other times it calls on you to
reconstruct a man’s last moments at a murder scene,
but no matter what the mystery, you know that there
is always an explanation.
INVESTIGATOR'S HUNCH
Starting when you choose this specialization at 3rd
level, you can unravel even the toughest of mysteries.
If you spend at least 10 minutes combing through
documents and arranging clues, you can make an
Intelligence check with advantage.
TRINKETS
By 3rd level, you’ve collected a number of magical
trinkets to aid you in tracking supernatural creatures
and unraveling mysteries. You can use the following
trinkets:
Glass Medallion. As a bonus action, you can
cast the spell invisibility, targeting yourself only, once
without using a spell slot or spell components.
Fogstone Periapt. As a bonus action, you can
cast the spell misty step once without using a spell
slot or spell components.
Skeleton’s Key. As a bonus action, you can cast
the spell knock once without using a spell slot or spell
components.
PREDICTIVE INTUITION
By 6th level, you can turn your skills at
reconstructing events towards anticipating the next
likely moment of a fight. As a bonus action, you can
examine the movements of a creature you can see
within 30 feet. You can choose to add 1d4 to your
next attack roll targeting that creature before the start
of your next turn, or you can choose to subtract 1d4
from the creature’s next attack roll against you before
the start of your next turn.
INTERROGATOR'S INSTINCT
At 10th level, you are so accustomed to uncovering
the truth that you can sense the intents behind
someone’s voice. You can tell if a creature that
you can hear speaking is charmed, possessed, or
otherwise enchanted to speak against their will, and
you have advantage on any ability check you make to
determine if you hear a lie.
POWER OF DEDUCTION
Starting at 14th level, you can use your action to
examine a creature you can see within 30 feet, taking
note of innumerable details and making a lengthy
string of logical deductions. For the next minute, you
have advantage on Intelligence and Charisma checks
you make to interact with this creature, and you have
advantage on attack rolls against them.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
Exterminator
An exterminator suffers no monster to live. Trained
in the art of slaying aberrations, fiends, and undead,
you stand against evil where others falter, and draw
your blade before others recognize a threat. Grand
schemes and plots are less important than retribution
against those monsters which stalk the night, and
your thirst for such retribution is unquenchable.
There is always another werewolf to be slain, another
vampire to be staked, another demon to be banished;
people rarely thank you, but you find satisfaction
enough in your work.
BONUS PROFICIENCIES
Starting when you choose this specialization at 3rd
level, you gain proficiency with martial weapons and
medium armor.
TRINKETS
By 3rd level, you’ve collected a number of magical
trinkets to aid you in the elimination of monsters
and other fiendish threats. You can use the following
trinkets:
Consecrated Whetstone. As a bonus action,
you can cast the spell magic weapon once without
using a spell slot or spell components.
Gilded Dragon Scale. As a bonus action, you
gain resistance to one damage type of your choice for
a minute.
Wyverntooth Necklace. When you hit a
creature with a melee weapon attack, you can use
your bonus action to activate this trinket, dealing an
additional 2d6 acid damage to the creature.
MONSTER SLAYER
Beginning at 6th level, when you use the Attack
action, you can make one weapon attack as a bonus
action. You can use this feature a number of times
equal to your Intelligence modifier (a minimum of
once) and regain all expended uses when you finish a
short or long rest.
SILVERED EDGE
Starting at 10th level, whenever you deal damage to
a creature with a weapon attack, it can’t regain hit
points until the start of your next turn. Additionally,
when you reduce a creature to 0 hit points, it can’t be
raised as an undead creature nor be returned to life
for 7 days.
KILLER INSTINCT
Starting at 14th level, you can use your Exploit
Weakness feature twice on your turn, but can’t use it
against the same target more than once.
Inquisitor
The church has long been the first line of defense
against the tide of impending darkness. Yet, the
clergy’s stubborn devotion to righteousness impedes
them where it counts: you must sometimes be willing
to do evil to counter evil. That’s where the inquisition
comes in.
As a righteous inquisitor of the faith, you are
tasked with rooting out heresy, exorcising demons,
and stamping out any sign of the occult, and are
offered clemency for any action you take in the
defense of the greater good. You may investigate
anyone or anything you deem to be in line with the
forces of evil, for you alone are a holy blade in the
dark, the arbiter of your church.
BONUS PROFICIENCIES
Starting when you choose this specialization at 3rd
level, you gain proficiency with medium armor.
EXORCIST'S DOCTRINES
Also at 3rd level, you gain proficiency in the Religion
skill and add double your proficiency bonus to
checks you make with it.
TRINKETS
By 3rd level, you’ve collected a number of magical
trinkets to help you banish restless spirits and foul
demonic forces. You can use the following trinkets:
Alabaster Balm. As a bonus action, you can
cast the spell lesser restoration once without using a
spell slot or spell components.
Hallowed Chalice. As a bonus action, you
can utter a prayer and produce a volume of holy
water from this cup sufficient to fill one flask. After
24 hours, this holy water becomes ordinary water.
You can use this trinket 5 times before its power is
expended.
Reliquary of Doubt. As a bonus action, you
can cast the spell detect thoughts once without using
a spell slot or spell components. When casting the
spell in this way, it can only detect thoughts which
are associated with negative emotions, such as guilt,
apprehension, regret, or melancholy.
DIVINE STRIKE
At 6th 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 1d6
radiant damage to the target.
ROTE PIETY
Starting at 10th level, you command a mastery of
divine magic seldom seen among the clergy. You can
use your Opportunistic Piety feature three times, and
regain all expended uses when you finish a short or
long rest.
EXCOMMUNICATION
By 14th level, as an action, you can emblazon a
creature you can see within 60 feet with a mark of
religious condemnation. The target must succeed
on your choice of a Constitution or Wisdom saving
throw or be marked for the next minute. While
marked, the creature can’t regain hit points or
have advantage on any attack roll or ability check.
Additionally, whenever the creature takes an action,
it takes 2d6 radiant damage as the mark burns with
radiant light.
Once you use this feature, you can’t use it again
until you finish a long rest.
Medium
As conduits between the living and dead, mediums
offer an essential glimpse past the veil of mortality.
Using their auguries, seances, and divinations,
mediums can retrieve morsels of information from
the afterlife to settle debts with the living or and
assist ongoing investigations. This information,
however cryptic, can point an interested party
toward clues or evidence which only the deceased
might be able to provide.
FORTELLING
Starting when you choose this specialization at 3rd
level, you can receive glimpses of the future. When
you finish a long rest, roll two d20s and record the
number rolled. You can replace any attack roll, saving
throw, or ability check made by you or a creature that
you can see with this foretold roll. You must choose
to do so before the roll, and you can replace a roll in
this way only once per turn.
As an action, you can use a use of your Rushed
Incantation ability to make an additional fortelling
roll. You can have up to 3 foretold rolls at one time.
Each foretelling roll can be used only once. When
you finish a long rest, you lose any unused foretelling
rolls.
TRINKETS
By 3rd level, you’ve collected a number of objects
which help you attune to the afterlife. You can use
the following trinkets:
Dead Ringer. As an action, you can ring this
bell to cast the spell speak with dead once without
using a spell slot or spell components. When you
cast this spell using this trinket, you can ask only one
question of the corpse.
Heptagonal Spectacles. As a bonus action,
you can cast the spell see invisibility once without
using a spell slot or spell components.
Lucent Mirror. You can use your bonus action
to activate this trinket, causing you to phase partially
into the Ethereal Plane for up to 1 minute. For the
duration, you can move through other creatures and
objects as if they were difficult terrain, but you take
1d10 force damage if you end your movement inside
a creature or object. Additionally, you have resistance
to all damage. This effect ends early after you take
damage.
FOREWARNING PRESENCE
By 6th level, the spirits of the dead guide your hand
when you would falter. You can reroll an attack roll
or ability check you make, and must use the new roll.
Once you use this ability, you can’t use it again
until you finish a short or long rest.
WHISPERS FROM BEYOND
Starting at 10th level, you can open your perceptions
to receive a hint from beyond the pale. The GM
answers with a one-word hint pertaining to your best
course of action, a fruitful line of inquiry, or some
other useful direction.
Once you use this ability, you can’t use it again
until you finish a long rest.
THIRD EYE
By 14th level, your connection to the afterlife allows
you to see all. You can use your bonus action to cast
the spell true seeing without using a spell slot or spell
components.
Once you use this ability, you can’t use it again
until you finish a long rest.
Auxilary levels
Sellsword
Blades-for-hire, mercenaries, sellswords; they go by many names. As a somewhat veteran sellsword, you’ve learned that mercenary work is a volatile business from which only the cautious and cunning can hope to profit. You might have established a set of personal rules or superstitions, or simply gathered a raft of tricks to give you the edge when life and death (and profit) are on the line.
Prerequisites: Have completed at least one contract for mercenary work
Hit Dice: 1d10
Hit Points: 1d10 (6) + your Constitution modifier
BONUS PROFICIENCIES
You gain proficiency with the battleaxe, longsword, trident, and warhammer.
BATTLE TACTICS
You learn maneuvers that are fueled by special dice called battle dice.
Battle Dice. You have two battle dice, which are d6s. A battle die is expended when you use it. You regain all of your battle dice when you take a short or long rest, or when you roll initiative. Once per turn, you can expend a battle die to perform a maneuver
of your choice.
Maneuvers. You learn two maneuvers of your choice from among those available to the Captain class or those available to the Grey Watchman subclass of the warden class.
Saving Throws. Some maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
BREATHER
You can take a breather, 1 minute of downtime during which you compose yourself and mend your wounds. When you do so, you can spend one Hit Die as if you finished a short rest. Once you use this ability, you can’t use it again until you finish a short or long rest.
Maneuvers:
Brace. As a bonus action on your turn, you can expend a battle die to bolster your allies. Each allied creature within 30 feet of you that can see or hear you adds the battle die to all saving throws it makes until the end of your next turn.
Rally. As a bonus action on your turn, you can expend a battle die to choose one allied creature within 60 feet of you who can see or hear you. That creature regains hit points equal to the number rolled + your Charisma modifier. You can't use this ability to heal a creature who has 0 hit points.
Staggering Strike. As a bonus action when you make a weapon attack against a creature, you can expend a battle die to attempt to stun a humanoid target. On a hit, the target must succeed on a Constitution saving throw or be incapacitated until the start of your next turn.
Bull Rush. When you move at least 10 feet in a straight line and immediately make a melee weapon attack against a creature, you can use a bonus action and expend a battle die to shove the target after the attack. Add the battle die to the Strength (Athletics) check you make to shove the target. On a success, you can push the target 10 feet, instead of only 5.
Bulwark. When you hit a creature with a melee attack, you can expend a battle die as a bonus action to brace yourself for its counterattack. The next time the creature damages you before the start of your next turn, you can roll the battle die and subtract the result from the damage dealt.
Cleave. When you reduce a hostile creature to 0 hit points or score a critical hit with a melee weapon attack on your turn, you can spend a battle die to move up to 15 feet and make an additional melee weapon attack. You add the battle die to the attack’s damage roll.
Heelcutter. When you make an opportunity attack against a creature, you can expend one battle die to knock the creature off balance, preventing it from escaping. You add the battle die to the attack roll, and the target must make a Strength saving throw. On a failed save, its speed is reduced to 0 until the end of its turn.
Reckless Assault. When you make an attack against a creature, you can expend a battle die to make a wild, desperate strike, leaving you vulnerable. You have advantage on the attack roll. Until the beginning of your next turn, however, attack rolls against you have advantage.
Mist Walker
The Elf exhales a final breath to ready herself. In a flash she disappears, only to reappear behind the unexpecting headsman. A shroud of mist covers her true actions, and in a matter of seconds she and the doomed man she was hired to save are running along the rooftops, making their way to the safehouse.
Recovering quickly from the initial blast, the tiefling scans the ambushers for the origin of the assault. Spotting a robed half-orc wielding a glowing staff, she reaches out her hand and soon a red swirl of mist appears around her and the half-orc. She can feel the magical exchange of life easing the pain from her fresh burns and a smile spreads across her face as the half-orc lets out a howling scream of anguish.
Whatever the origin of their connection to the mists, one thing is for sure, those who can tap into and harness the ability to walk the mists, leave both devastation and confusion in their wake.
Cunning Warriors
To be counted among those who can walk the mists is no easy feat and as such, Mist Walkers are incredibly dedicated warriors. Focusing their mind to absorb the entirety of their surroundings they track their enemies and engage them at blinding speeds— often from behind.
The mental fortitude it takes to harness the power of the mists, while engaged in the throes of combat is significant.
Mist walkers strike fast and hard against their most dangerous foes, and just as abruptly as they appear, they’re gone— already calculating their next attack. Speed and surprise are a Mist Walker’s greatest asset, which is probably why so many favor a pair of shorter blades— though some Mist Walkers still prefer to fight with shield, knowing that they so often find themselves behind enemy lines.
Still some prefer to further engage their enemies from a distance, mixing their skill with a bow with the ability to manipulate the mists to cripple their foes and aid their allies.
Battlefield Strikers
Due to the nature of their abilities and intellectual aptitude, Mist Walkers excel at two professions in particular: that of the soldier, and assassin.
Mist Walkers have been rumored to be responsible for armies suddenly finding themselves without a commanding officer— whether on the field of battle, or during the night before a siege— where the lines between soldier and assassin become blurred.
Naturally those organizations who deal in death for profit, attract Mist Walkers who have less-than-honorable morals, and likewise Mist Walkers often find those particular organizations eager to give them an opportunity to prove their worth.
Creating a Mist Walker
Mist Walking is not something innate, but rather a skill that is studied, practiced and honed. Not only do Mist Walkers have to learn how to harness the raw energy of the mist, but they also go through rigorous martial training. Bringing the two arts together is still a feat in itself. As such, most Mist Walkers receive some form of formal training— whether through their service in a standing army, an apprenticeship in an order of assassins, or perhaps they were cultivated from birth in the ancient traditions of their remote mountain village.
When creating a Mist Walker consider their upbringing and how they might have had access to such unique training. The environment in which they were trained, as well as their instructors, will typically have a significant impact on their personality and overall worldview.
Perhaps the artform of Mist Walking was not passed down from a formal instructor but rather something you discovered in an ancient tome— with your Mist Walker spending countless hours pouring over the text and practicing it’s teachings. How would your Mist Walker decide to put this new power to use? Why would they feel the need to study an, ultimately, deadly martial art form? Is it to gain an edge over a rival? Or perhaps it’s because they had a specific use in mind, and they needed a way to escape quickly.
Quick Build
You can make a Mist Walker quickly by following these suggestions. First, make Dexterity your highest ability score if you plan on wielding two light weapons, or Strength if you plan on using one weapon and a shield (Some Mist Walkers who focus on two-weapon fighting make Strength higher than Dexterity). Your next-highest score should be Intelligence, or Constitution if you plan to take the Conviction of the Blade. Second, choose a background for your character.
Class Features
As a Mist Walker you gain the following benefits.
Hit Points
Hit Dice: 1d10 per Mist Walker level
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier.
Proficiencies
Armor: Light Armor, Shields
Weapons: Simple Weapons, Short Swords, Scimitars, Rapiers
Skills: Poisoner’s Kit
Saving Throws: Dexterity and Intelligence
Skills: Choose three from Acrobatics, Deception, History, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) Shield or (b) a shortsword
- (a) an Explorers Pack or (b) a Dungeoneer’s Pack
- Leather Armor, two Daggers, and Poisoner’s Kit
- a pouch holding 5d4 x 10 gp.
Level | Proficiency Bonus | Shroud Points | Mist Walk Distance | Features |
---|---|---|---|---|
1st | +2 | – | 30 ft. | Mist Walk, Unarmored Defense |
2nd | +2 | 2 | 30 ft. | Fighting Style, Shroud, Shroud Abilities |
3rd | +2 | 3 | 30 ft. | Conviction Feature, Methodical Strikes |
4th | +2 | 4 | 40 ft. | Ability Score Increase |
5th | +3 | 5 | 40 ft. | Extra Attack |
6th | +3 | 6 | 40 ft. | Expansive Mind |
7th | +3 | 7 | 40 ft. | Conviction Feature, Misty Escape |
8th | +3 | 8 | 50 ft. | Ability Score Increase |
9th | +4 | 9 | 50 ft. | Tactical Precision |
10th | +4 | 10 | 50 ft. | Honed Mind |
11th | +4 | 11 | 50 ft. | Conviction Feature |
12th | +4 | 12 | 60 ft. | Ability Score Increase |
13th | +5 | 13 | 60 ft. | Misty Vision |
14th | +5 | 14 | 60 ft. | – |
15th | +5 | 15 | 60 ft. | Conviction Feature |
16th | +5 | 16 | 70 ft. | Ability Score Increase |
17th | +6 | 17 | 70 ft. | Misty Form |
18th | +6 | 18 | 70 ft. | Greater Mist Walk |
19th | +6 | 19 | 70 ft. | Ability Score Increase |
20th | +6 | 20 | 80 ft. | Mist Clone |
Class Features
Mist Walk
Beginning at 1st level, you gain the ability to Mist Walk, allowing you to teleport short distances. As part of your movement, you may teleport to another empty space you can see within your Mist Walk distance as shown in the Mist Walk column of the Mist Walker table. The distance you can Mist Walk increases as you gain levels in the class. Using Mist Walk does not provoke attacks of opportunity.
You may choose instead to break up your movement by moving up to half your movement speed and using your Mist Walk ability for up to half your current Mist Walk Distance. You may take these forms of movement in any order, and you may still take additional actions between these movements as normal. You can only Mist Walk once per turn as part of your movement (this excludes shroud abilities). You may not combine your Mist Walk ability with a Dash action.
Upon reaching 5th level in this class, you can additionally teleport up to half of your Mist Walk distance if you have used your Mist Walk ability as part of your move action this turn, or your full Mist Walk Distance if you have not, as a Bonus Action.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can’t take the same Fighting Style option more than once, even if you get to choose again.
Dueling
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls, with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Shroud
Beginning at 2nd level, you tap further into the secrets of mist, giving you access to manifest and manipulate it as a tangible force, called the shroud.
Shroud Points
You have 2 shroud points and you gain additional shroud points as you level, as represented by the Shroud Points column of the Mist Walker table. Shroud points are spent to activate your shroud abilities. You regain all expended shroud points whenever you complete a long rest.
Some of your Shroud Abilities require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Shroud Ability save DC = 8 + your proficiency bonus + your Intelligence modifier.
Shroud Abilities
When reaching 2nd level in this class you gain access to the following Shroud Abilities.
Cloaking Mist
As an action, you may spend 1 shroud point to create a 30-foot-radius sphere of dark mist centered on yourself.
The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Veiled Shield
As a reaction, whenever another creature hits you with a melee attack, you may spend 1 shroud point to add a +2 bonus to your AC for that attack, potentially causing the attack to miss you. This bonus increases to +3 when you reach level 10th in this class, and to a +4 when you reach level 20 in this class.
Jaunt
As a reaction, you may spend 1 shroud point to Mist Walk up to half your Mist Walk Distance to another unoccupied space, whenever you take damage. This does not provoke an attack of opportunity.
Methodical Strikes
Beginning at 3rd level you can feel the Mist guiding your attacks. Whenever you Mist Walk, you gain a +1 bonus to your next melee attack before the end of the turn. This bonus increases to a +2 at 11th level and +3 at 18th level.
Conviction
At 3rd level, you choose a Conviction to follow to best understand how to use the ebb and flow of the Mist to aid you. Choose Conviction of the Blade, Conviction of the Mind, or Conviction of the Shroud, all are detailed at the end of the class description. The conviction you choose grants you features at 3rd level and again at 7th, 11th, and at 15th.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Expansive Mind
Starting at 6th level, whenever you make an ability check using Intelligence, after you see the roll, but before the outcome is determined, you may roll an additional d20 and take the highest result.
Once you’ve used this ability you cannot use it again until you complete a short rest.
Misty Escape
Beginning at 7th level, your instinctive connection to the Mist allows you escape from the danger of certain area effects, such as a Red Dragon’s Fiery-breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, if you succeed on the saving throw you may use your reaction to Mist Walk to the nearest unoccupied square, up to half your Mist Walk distance, and instead you take no damage.
Tactical Precision
Starting at 9th level you can add your Intelligence modifier to the damage of your weapon attacks.
Honed Mind
Beginning at 10th level, your keen mind has become a valuable asset to keep you safe. Whenever you make either a Wisdom or Charisma saving throw, you may choose to add your Intelligence modifier to your saving throw. You can do this a number of times per day equal to half your Intelligence modifier.
Misty Vision
At 13th level, fighting in heavily obscured areas no longer troubles you. You gain blindsight up to 15 feet.
Misty Form
Starting at 17th level, you move so fluidly through the Mist, it is difficult for your foes to track you. When you use Mist Walk as part of a move action, you may then cast mirror image as a bonus action without requiring spell components. These duplicates move with you as normal, even when using Mist Walk. You may use this ability a number of times per day equal to your Intelligence modifier.
Greater Mist Walk
Starting at 18th level, as an action, you may use the teleport spell as though you have cast it, without requiring spell components. If you target only yourself, you regain use of this ability after a long rest. If you target two or more creatures, you regain use of this ability after 1d6 days.
Mist Clone
At 20th level, you can shape the Mist around you to form a tangible duplicate of yourself to aid you in combat. As an action, choose an unoccupied space within your Mist Walk Distance. A clone of yourself appears in that square and is physically identical to you in appearance, including carried equipment— with the exception that all carried equipment on the clone has no magical properties. This ability lasts for 1 minute and cannot be used again until you finish a long rest.
The clone’s ability scores, hit points, proficiency bonus and AC are identical to your stats at the moment of activating this ability, excluding any additional magic bonus(es) you might have had active— with the exception that the damage it deals is magical for the purpose overcoming resistance and immunity to nonmagical attacks and damage.
In addition it uses your Intelligence modifier for all attack and damage rolls, and any attacks that the clone makes use only the base damage for the weapon it is wielding, regardless if the weapon(s) you were wielding had additional magical properties when activating this ability.
For example, if you were wielding a magic +2 shortsword when activating this ability, the clone’s shortsword would be identical to yours in appearance, but deal 1d6 magic damage.
If the clone is required to make a saving throw, roll a d20 and add your Intelligence modifier to determine whether it succeeds or fails.
As the clone is formed through your deep connection to the Mist, it can fight alongside you without requiring actions to issue it commands. Acting on your turn, you may have the duplicate take the following actions, in addition to its move action:
- The clone can take the attack action, including an extra attack, and can take a bonus action to attack if you were wielding two weapons when you created the duplicate.
- The clone can interact with an object.
- The clone can Mist Walk up to half of your Mist Walk distance as part of an action.
- The clone can take the Help action
The clone cannot speak or take any additional actions, reaction, or bonus actions other than the ones listed above, except actions taken in attempt to free itself from a spell or condition— like escaping a grapple or trying to break free from a web spell.
If the clone’s hit points drop to 0 or if a spell or effect would cause it to no longer be on the same plane of existence as you, it is destroyed. It is also immune to being charmed, frightened, petrified, poisoned and paralyzed.
Mist Walker Convictions
The mental fortitude and dedication it takes to become a Mist Walker is incredibly demanding on those who truly wish to master the art in combat. As such, Mist Walkers know that they must commit their focus on how best to harness the Mist’s extraordinary power to suit their individual capabilities.
Conviction of the Blade
Some Mist Walkers believe that the Mist is a tool to gain an advantage over their foes in combat. It allows them to strike hard at a specific target to confuse their enemies. By cutting the head off of the snake for an enemy force, the remaining opponents often become panicked and disorganized, making them much easier to deal with. Thus by focusing their time to master the blade, they can truly become deadly warriors on the battlefield.
Additional Shroud Ability
Starting at 3rd level, you gain the following additional Shroud Ability:
Forceful Jaunt (Shroud Ability)
As bonus action, you may spend 3 Shroud Points to choose one medium-sized or smaller creature you can see within 5 feet of you. The target must succeed on a Dexterity saving throw or it is teleported through the Mist to another empty square you can see within half your current Mist Walk Distance, that you choose.
When the target appears at the chosen space, any creatures within 5 feet may use their reaction to make a single attack against the target. If the target succeeds it’s saving throw, nothing happens.
Violent Jaunt
Beginning at 3rd level whenever you score a critical hit on a medium-sized or smaller creature, you may immediately use Forceful Jaunt without expending any Shroud points. The target still attempts a saving throw.
Mist Imbued Weapons
Starting at 7th level, your weapons and ammunition become become shrouded in a thin veil of mist when wielded. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Misty Mark
At 11th Level, as an action you make a single attack. If successful, you mark the target with mist only you can see. If the target moves more than 150 feet from you the mark disappears. Whenever you hit a target that has been marked this way, you deal an additional 1d10 force damage.
Devastating Assault
Starting at 15th level, you can make a calculated strike against a foe in an attempt to exploit their defenses. As a bonus action you can make an Intelligence (Investigation) check of DC 15 to study one creature you can see within 50 feet of you. You make this check at disadvantage if the creature is an Aberration or a Construct. This check only determines any openings in the target’s defense and does not yield any additional information like resistances the creature may have. This effect ends at the end of combat.
The next time you successfully hit the target with a weapon attack, you deal an additional 12d10 force damage. Once you have successfully triggered the additional force damage, you may not use this ability again until you finish a short rest.
Conviction of the Mind
Some Mist Walkers believe that only by strengthening their allies, can they achieve total dominance over their opponents. These Mist Walkers spend countless hours perfecting their ability to walk the Mist— so much so that they gain the ability to guide their allies through the Mist, and eventually their foes as well. For these Mist Walkers, the key to swift victory, is understanding the battlefield in its entirety, and controlling the positioning and flow of combat.
Additional Shroud Abilities
Starting at 3rd level, you gain the following additional Shroud Abilities:
Oppressive Haze (Shroud Ability)
As bonus action, you may spend 3 Shroud Points to choose one creature you can see within 10 feet of you. The target must succeed on a Wisdom saving throw or else it is surrounded in an oppressive gray mist, which lasts for 1 minute.
An affected target’s speed is halved, it takes a ?2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this ability makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Disarming Mist (Shroud Ability)
As a bonus action, whenever you hit a creature with an attack, you may spend 2 Shroud Points to attempt to disarm your opponent using the Mist to aid you. The target makes a Dexterity (Acrobatics) check to avoid having a weapon that it is currently wielding be teleported through the Mist to a space of your choosing within 30 feet. If the target succeeds its saving throw, nothing happens.
Obstructing Shroud (Shroud Ability)
As a bonus action, you may spend 2 Shroud Points to choose one large size or smaller creature you can see within 10 feet of you. The target must succeed on a Constitution saving throw or else it has disadvantage on attacks until the end of its next turn.
Swift Guidance
As a bonus action, choose any number of creatures you can see within your Mist Walk Distance. You may spend 1 Shroud Point per target to give them an additional 15 feet of movement speed until the end of their next turn.
Tenacious Mind
Beginning at 3rd level, you can now recuperate your expended Shroud Points after a short rest once per day.
Calculated Exchange
Beginning at 3rd Level, as an action, choose two willing medium sized or smaller creatures that you can see within half your Mist Walk Distance. Those creatures swap places. This does not provoke an opportunity attack for the moved creatures.
Veiled Ferry
Beginning at 7th level, you touch a willing creature and can have them accompany you when you Mist Walk. The target must be Medium size or smaller, and appears in an unoccupied square next to your target square. If there isn’t an unoccupied space within 5 feet of your arrival point, the target is moved to the nearest unoccupied square and takes 2d6 points of force damage, for every 5 feet it is forced to move.
The creature has advantage on the next attack it makes before the end of its next turn. You can use this ability a number of times per day equal to your Intelligence modifier.
When you reach 13th level in this class, you can use this ability a number of times per day equal to twice your Intelligence modifier.
Vigilant Response
At 11th level, your ability to track multiple enemies on the battlefield is uncanny. Whenever a creature within 30 feet of you, that you can see and hear, begins to cast a spell, you can use your reaction to teleport to an unoccupied space next to the target and make a single attack against them. If you hit, the target must make a Constitution saving throw as normal or lose the spell.
You cannot use this ability again until you complete a short rest.
Veiled Subterfuge
Beginning at 15th level, whenever an ally that you can see that is within your Mist Walk Distance is the target of an attack, after the die is rolled, but before the Dungeon Master declares whether the hit was successful, you can, as a reaction attempt to swap the places of that ally and another creature of your choice— potentially having the new creature take the attack instead.
Choose one medium sized or smaller creature within your Mist Walk Distance that you can see. If the target is a willing target, switch the target’s position with your ally.
Then, apply the original attack to the new creature, using its AC to determine the success or failure of the attack. If it hits, the attack deals damage to the new creature and applies any additional abilities, conditions, saving throws, etc. to the new creature as normal. If the target is an unwilling creature, it must succeed a Wisdom saving throw or be forced to swap places with your ally and take the attack. Once you have used this ability, you cannot use it again until you complete a short rest.
Conviction of the Shroud
Some Mist Walkers delve so deeply into their studies of the Mist, that they learn to manifest its raw energy with added effects. These Mist Walkers manipulate the mist to their advantage and push the boundaries of its true capabilities. As much scholars as warriors, these Mist Walkers frequently become obsessed with unraveling the Mist’s secrets and often feel a call to explore the ruins of lost civilizations and ancient tombs in search of unlocking its mystery.
Additional Shroud Ability
Starting at 3rd level, you gain the following additional Shroud Ability:
Soothing Mist (Shroud Ability)
As an action you can spend 3 Shroud Points to cause a cooling mist to surround you and your allies. Choose a number of creatures within 10 feet of you. They gain a number of hit points equal to your Intelligence modifier.
This number increases to twice your Intelligence modifier when you reach 9th level, and three times your Intelligence modifier at 15th level.
Vanishing Step
At 3rd level, whenever you Mist Walk as part of your movement, you may immediately attempt to Hide as a bonus action.
Vital Transference
Beginning at 3rd level you have learned to tap into the more mystic forces of the Mist to aid your allies at the cost of your own life essence. As an action you may touch one creature and transfer part of your life force to them. Roll 1d6 and add your Intelligence modifier, the target creature regains hit points equal to the total. You then take 1d6 necrotic damage, this damage may not be prevented in any way. If the necrotic damage would reduce your hit points to 0, you drop to 1 hit point instead and your target receives no healing benefit from this ability.
The amount of life force you can transfer to your allies with this ability increases as you level. When reaching 7th level, you may choose to roll 2d6 for both rolls instead of 1d6, at 11th level you may choose to roll up to 3d6 for each roll, at 15th level you may choose to roll up to 4d6 for both rolls, and at 19th level you may choose to roll up to 5d6 for each roll. You still add the Intelligence modifier to the amount of hit points the target gains if you decide to add additional dice this way.
You may use this ability a number of times per day equal to twice your Intelligence modifier.
Toxic Mist
At 7th level, as an action you can exude a wave of poisonous green mist around you. You create a 30 foot sphere of mist centered on your space that lasts for 1 minute.
Each creature that is completely within the mist at the start of its turn must make a Constitution saving throw or become unable to breathe, while coughing and gasping uncontrollably. A creature affected in this way is incapacitated and suffocating. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the mist after 3 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
You may use this ability a number of times per day equal to twice your Intelligence modifier.
Vampiric Transference
Beginning at 11th level, as an action you can manifest a brief wave of necrotic mist around you. You create a 30 foot sphere of mist centered on your space that lasts for 1 round.
Choose any number of creatures within the affected area. Those creature must succeed a Constitution saving throw or have their life force ripped from them. Each target takes 4d6 necrotic damage on a failed save, or half as much damage on a successful one.
Then, any number of creatures within the mist may ain hit points equal to the total damage dealt by this ability.
The total number of hit points gained this way, must be divided among the new targets, in a manner of your choosing.
You may use this ability a number of times per day equal to your Intelligence modifier.
Dauntless Mist
Starting at 15th level, you can harness the raw power of the Mist to bolster you and your allies. As an action choose a number of creatures equal to your Intelligence modifier within your Mist Walk Distance. Those creatures become sheathed in a dark purple mist.
Whenever one of those creatures starts their turn within half your Mist Walk Distance from you, that creature gains a +2 bonus to their AC, and additional 1d4 temporary hit points, and they cannot be magically slowed. This effect lasts for 1 minute.
Once you use this feature, you must finish a short or long rest before you can use it again.
Multiclassing as a Mist Walker
In order to meet the prerequisites for Multiclassing into a Mist Walker you must have either a Strength or Dexterity score of at least 13, and you must have an Intelligence score of at least 13.
When you multiclass into Mist Walker from another class you gain proficiency with Short Swords, Scimitars, Rapiers and the Poisoner’s Kit.
Evolutionist
A dwarf stares into a mirror, carefully slotting a glowing crystalline object into the cavity where his eye once was. A sudden click echoes throughout his workshop as the device springs to life. He blinks and gazes around the room, testing his new optical equipment. After a short moment, he places his tools back on the desk in front of him, next to his knife and his recently severed eyeball.
A half-elven woman covered from head to toe in black robes is confronted by a group of thugs in an
alleyway. As they make their demands, she stares at the ground, refusing to make eye contact with them. One of the thugs draws a knife, but before he can take a single step he is abruptly lifted high into the air. The others look on in horror as monstrous tentacles lash out from the woman, grasping him by the throat.
Sweat drips from a halfling’s chin as he kneels within a circle of blood, nightmarish monsters closing in on all sides. His breath quickens as he unsteadily lifts a blade to his shoulder. With one swift motion, he closes his eyes and tears through his upper arm, cleaving it straight from his body. The halfling’s screams echo throughout the cold stone chamber as bones and flesh rapidly erupt from his shoulder, forming a horrendous new limb. In an instant, the pain on his face gives way to a maniacal grin as he stands up, letting loose with his new modification.
What is an evolutionist?
Evolutionists are ambitious warriors; who rather than building their strength through practice and training, improve their natural talents by enhancing and upgrading their body. They reject the idea that they should play the hand they’re dealt, instead seeking to change the game. Where most accept the body they are given, evolutionists aim to control it and push it past its limits. Each evolutionist has different methods and motivations for upgrading their body, but they all are connected by one common goal: evolution.
Continual improvement
Evolutionists are defined by their yearning to improve their bodies through methods that go beyond mere training. They achieve this through a variety of means, from inventive technology and alchemy to ancient magics or even pacts with otherworldly beings. No matter the method, an evolutionist begins to change and alter their form by augmenting their body or growing completely new appendages. These upgrades allow evolutionists
to overpower their enemies, either through raw enhanced capability or through unique tactics enabled by their non-standard biology. Evolutionists live a life of continual growth, utilizing the abilities they gain to seek methods to enhance their bodies even further.
paradoxical identities
An evolutionist’s body is the foundation of their identity, the ultimate focus of their efforts. For them, the body is the most fundamental, intrinsic expression of identity and purpose—from an elk’s antlers to a bat’s ears, every biological adaptation has an explicit reason for existing. Evolutionists often chase after their personal concept of a perfected body, often driven by perceptions of physical weakness, mental ineptitude, or visual unattractiveness. The pursuit of perfection is not without its risks, however. Paradoxically, these same individuals who see the body as a form of expression have a tendency to dissociate from it as they stack up modifications. Some come to perceive the body as little more than a tool or vehicle operated by the brain or soul. While this mentality may facilitate even greater upgrades, it begs an uneasy question; where does the person end and the enhancements begin?
Ambitious sacrifices
Sacrifice is central to the evolutionist’s work. They must forfeit parts of themselves—one day, removing a leg to replace it with an upgraded prosthetic; the next, altering their appearance to suit a new enhancement. While these physically orientated modifications give them the capability to fight toe to toe with the best of martial combatants, evolutionists have greater ambitions. They push their enhancements further than their body can
handle, tearing into their own vitality. Endurance is the most important quality for an evolutionist; the ability to suffer through their ambition is paramount to their success. They stop at nothing in pursuit of their goals; even despite the risk of harm to themselves. Sometimes, they make their greatest sacrifices without even realizing it.
freakish forms
As a result of their work, evolutionists almost always look strange. Modifications to their body rarely go unnoticed, often making people wary of them. Opinions regarding individual evolutionists vary drastically, from disgust and fear to respect and admiration. They are often treated differently not just for their appearance, but also the implications it has for their mental state—surely no one who would do that to themselves is right in their head. Dealing with such reactions on a daily basis, evolutionists tend to be able to overcome others’ opinions of them with relative ease. Some evolutionists are timid and self-conscious, trying to blend in and cowering at hostility. Others relish the notoriety, happily claiming the spotlight—even negative attention is attention. The most dangerous tolerate no hints of judgment, potentially flying into a murderous frenzy at the slightest side-eye.
Creating an evolutionist
As you create your evolutionist character, you should consider exactly how your character upgrades their body. As a starting character, you’ll choose a method that defines the general nature of your enhancements, but the exact form of your upgrades is up to you. Do you enhance your current body? Or do you remove and replace parts of your body?
Is your character methodical and careful when
upgrading their body, or do they make changes as crudely and quickly as possible? Your choice in how your character changes their body is integral to their appearance as well as how others treat them. Each upgrade your character attains will change who they are, and it is this progression of changes that defines you as an evolutionist.
Secondly, you should consider why your character decided to follow this controversial and dangerous path. Was it simply a lust for power, or do they have a larger goal? Each evolutionist has a reason for why they continually improve themselves, due to the sacrifices that come with it. Does your character strive to overcome some obstacle? Or is there something your character wishes to change about themselves? Furthermore, you should consider how your character was led to enhancing their body. Were they introduced to the practice by another, or did it begin with a major chaotic event? Did your character choose this path, or was it thrust upon them?
Evolutionist overview
Quick build
You can make an evolutionist quickly by following these suggestions. First, make Constitution your highest score, followed by Strength or Dexterity, based on how you want to fight. Second, choose the Mercenary background.
As an evolutionist, you gain the following class features.
Hit Dice: 1d10 per evolutionist level
proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Medicine, Stealth, and Survival (Navigation*)
*a skill replacement, see the Skills rule on page 204.
starting equipment
If you are using Crystalpunk equipment, see the Equipment section of this book (page 94). Otherwise, you start with the following equipment, plus anything provided by your background.
• (a) a spear or (b) any martial weapon (if proficient)
• (a) scale mail or (b) any simple weapon
• an explorer’s pack and a dagger
If you forgo the provided equipment and the items offered by your background, you start with 3d4 x 10 gp to buy equipment instead.
Multiclassing
Ability Score Minimum. As a multiclass character, you must have at least a Strength and Constitution score of 13 to take a level in this class, or to take a level in another class if you are already an evolutionist.
Proficiencies Gained. If evolutionist isn’t your initial class, you gain the following proficiencies when you take your first level in this class: light armor, simple weapons.
Undying. If you have both the Undying feature and the Relentless Rage feature and the DC changes for one of them, it also changes to the same value for the other feature.
Spell Slots. If you choose the Method of Infusion, add a third of your levels (rounded down) in the evolutionist class to the appropriate levels from other classes to determine your available spell slots.
Evolutionist features
Evolutionary Method
Choose an evolutionary method, which determines how you approach upgrading your own body:
Innovation, Mutation or Infusion.
An evolutionist’s method is fundamental to their being—it is the vital gateway that allows them to modify
their body and the path which sets them apart from others of their kind. An evolutionist’s method is a
defining factor in their appearance, the source of their power, and a thorough representation of their identity.
Without an evolutionary method, one would not be an evolutionist.
Your choice grants you features at 1st level, and again at 7th, 13th, and 17th levels.
Augmentations
Each evolutionist begins with augmentations, which are the foundations used for further enhancements.
Choose two of the following options to modify your body with. You can choose another one at 6th level.
Evolutionary weapons
Some augmentations and upgrades from this class
grant you access to evolutionary weapons, which are
enhancements attached to your body that can be
used as weapons. They have the following properties:
• You are proficient in them.
• They deal 1d10 bludgeoning, piercing, or slashing
damage, as appropriate, plus your ability modifier.
• They have the finesse property.
• They don’t require a free hand to wield (except
for the one granted by the Arm Augmentation).
• If you have at least one evolutionary weapon, you
gain a +1 bonus to AC so long as you haven’t wielded
a weapon or shield since the start of your last turn.
• They can’t be used while wielding a shield, and you
can't engage in two-weapon fighting with them.
Starting at 6th level, your evolutionary weapons are
considered magical for the purpose of overcoming
resistances and immunities.
Your augmentations
Arm augmentation
You can implement the Arm Augmentation into one or both of your arms, possibly by tinkering with the muscle fibers within them or by encasing them to enhance their power. You could also mutilate them instead, replacing them entirely to gain the power you seek.
You gain proficiency in all martial weapons. Also, you can use either of your free hands as evolutionary weapons.
Core augmentation
The Core Augmentation is a modification to the torso of the body, most often by augmenting the area in and around the heart to increase survivability. You might even replace your heart or other organs entirely to do so.
Your hit point maximum increases by an amount equal to your evolutionist level and it increases by 1 again each time you gain a level in this class.
Exterior augmentation
Your defense is bolstered when you gain the Exterior Augmentation, which could be gained by implementing a protective layer under your skin, covering your entire body in a durable overcoat, or by gaining a full exoskeleton.
While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.
Growth augmentation
There are many ways to implement the Growth Augmentation, but it always involves gaining new parts that depart your body from its original form. These new bodily features can take any form, such as hooves, a tail, extra arms, claws, fangs, spines, horns, or tentacles.
You gain up to four new bodily features which can be used as evolutionary weapons. These new features can’t use items or wield weapons or shields.
Head augmentation
Improving your senses is your main goal when implementing the Head Augmentation. You can do so by replacing parts of your head, by morphing its entire structure, or enhancing individual facial features.
You gain proficiency in the Perception skill and one other skill of your choice.
Leg augmentation
Speed is the key for the Leg Augmentation, which affects one or both of your legs. You could cover your legs with a strong frame, or change their structure entirely. You can also mutilate them, replacing them with stronger legs, or some entirely new type of appendage.
Your walking speed increases by 10 feet.
Upgrades
At 2nd level, you begin to enhance your body with a vast set of unique modifications. When you first gain this feature, pick two upgrades to develop, choosing from the Upgrades section at the end of the class description. You can develop additional upgrades
of your choice when you reach certain levels in this class, as shown on the Upgrades Developed column of the Evolutionist table. Whenever you gain a level in this class, you can replace one of your developed upgrades with a new one.
Whenever you finish a short or long rest, you choose a number of your developed upgrades to activate, as shown on the Active Upgrades column of the Evolutionist Table. These remain activated until you use this feature again. While an upgrade
is activated, you gain its benefits.
Some Upgrades require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Upgrade save DC = 8 + your proficiency bonus + your Constitution modifier
reconstruction
Starting at 2nd level, your body is fit to repair damage. You gain the following benefits:
• Whenever you spend hit dice to regain hit points at the end of a short rest, you use the highest number possible for each die, instead of rolling.
• When you finish a long rest, you can replace any lost body parts, such as legs, arms, or eyes, with replacement parts. If the part had enhancements, such as augmentations or upgrades, you also regain them.
Metabolic Ignition
At 3rd level, your modifications allow you to exceed your limitations by using your own body as a fuel source. On your turn, you can enter a state of metabolic ignition as a bonus action. When you do, choose one of your augmentations to ignite, gaining benefits based on your choice while you remain ignited, as detailed below. You can only have one augmentation ignited at a given time.
When you first ignite, your current hit points are reduced by an amount equal to 2 + your proficiency bonus. At the start of each of your turns thereafter, you can choose to end your metabolic ignition, or reduce your current hit points by the same amount
again to continue it (no action required from you in either case). This hit point reduction does not count as damage or affect your concentration.
Ignition Benefits
These are the benefits you gain when you ignite
each augmentation.
Arm. The first time on each of your turns that
you hit an attack with a martial weapon or your
arm evolutionary weapon, double the base damage
dice of the weapon and double your ability modifier
when determining how much damage it deals.
Core. You ignore all of the effects of one spell or
condition, of your choice, that is currently affecting
you. If you are unable to take actions on your turn
and have at least 1 hit point, you can ignite this
augmentation when you start your turn, without
having to use your bonus action (no action required).
Exterior. While you are not wearing any armor,
you have resistance to all damage except psychic
damage.
Growth. When you take the Attack action on your
turn, you can make one additional attack with an
evolutionary weapon as a part of the same action.
Head. You have advantage on attack rolls, unless
disadvantage would normally apply to the roll.
Leg. When you first ignite this augmentation and
at the start of each of your turns thereafter, you gain
the benefits of one of the following actions of your
choice: Dash, Disengage, or Dodge.
Undying
Also starting at 3rd level, your ambition triumphs
over death. If you drop to 0 hit points and don’t die
outright, you can make a DC 10 Constitution saving
throw. If you are ignited, you have advantage on this
roll. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the
DC increases by 5. When you finish a short or long
rest, the DC resets to 10.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you can’t
increase an ability score above 20 using this feature.
Extra Attack
At 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Relentless Ignition
Starting at 6th level, when you enter your metabolic
ignition, you can choose to ignite two augmentations
instead of one. If you do, you lose twice the amount of
hit points when you first ignite and for the duration
of the ignition whenever you choose to continue it.
Hardened Mind
By 9th level, the amount of enhancements in your
body have taken a toll on your mind, making other
attempts to manipulate it futile. You gain proficiency
in Wisdom saving throws, or if you are already
proficient, one other saving throw of your choice.
Unyielding Strikes
At 11th level, when you take the Attack action while
ignited or while you are below half your hit point
maximum, you can make one additional attack as
a part of the same action.
Immortality
At 14th level, for every 10 years that pass, your
body ages only 1 year and you are immune to being
magically aged. Also, you no longer need to sleep,
eat food, or drink water to survive.
By 20th level, you are immortal. You no longer age.
Wounded Ambition
Starting at 15th level, while you are ignited or below
half your hit point maximum, you can’t be frightened
and your weapon attacks score a critical hit on a
roll of 19 or 20.
Final Form
At 20th level, you reach your final form. Choose one
of your augmentations. You permanently gain its
ignition benefits.
Method of inovation
You personally manufacture the form you desire,
which consists of constructed enhancements and
fabricated body parts. While most evolutionists of
this method enhance themselves with intricate,
magical technology, some prefer to instead use
earthen, elemental augmentations or stitched
pieces of monsters. Regardless, evolutionists of this
method are resilient and innovative. They constantly
tinker, repair, and fine tune themselves, continually
building towards something greater.
Tinkerer
When you choose this method at 1st level, you gain
proficiency with tinker’s tools and thieves’ tools if
you don’t already have them.
Self repair
Starting at 1st level, your form allows for quick
reconstruction. As a bonus action, you can repair
your broken parts, regaining hit points equal to 1d6
+ your evolutionist level.
You can use this feature a number of times equal to
your Constitution modifier (a minimum of once). You
regain all expended uses when you finish a long rest.
Ingenious enhancements
At 7th level, you innovate new enhancements.
Choose two additional upgrades from the Upgrades
section at the end of the class description to
develop. These upgrades don’t need to meet any
augmentation prerequisites, don’t count against the
maximum number of upgrades you can develop,
and they are always activated for you. If you choose
upgrades that provide you a choice when activated,
you can make that choice when you finish a short
or long rest.
Stabilized Ignition
Starting at 13th level, you modify your enhancements
to cause less strain on your body. The base hit point
reduction for your Metabolic Ignition is now equal
to your proficiency bonus.
Omega Cannon
Starting at 17th level while you are ignited, you can
use your action to unleash a final destructive blast,
forming a line 100 feet long and 15 feet wide in
front of you. Each creature in the line must make
a Dexterity saving throw. A creature takes 12d6
lighting, radiant, or fire damage (your choice) on
a failed save, or half as much on a successful one.
The blast ignites flammable objects in the area that
aren’t being worn or carried, and does quadruple
damage to all objects and structures.
After you use this feature, you are pushed 30
feet backwards from the direction you fired, your
metabolic ignition and all of its benefits immediately
end, and you can’t use this feature again until you
finish a long rest.
Method of mutation
Your body is greatly mutated: flesh morphed, resized,
and reconfigured. Parts grown, and possibly changed
in color. These mutations could be included through
a vile practice of alchemy, a powerful curse, or a
symbiotic relationship with a parasitic creature.
No matter the method, these evolutionists live
on the edge—constantly pushing their body to its
limit. When they modify themselves, their bodies
undergo chaotic, potent transformations that push
the boundaries of their psyche.
alchemist
When you choose this method at 1st level, you
gain proficiency with alchemist's supplies and the
poisoner’s kit if you don’t already have them.
Mutant reflexes
Starting at 1st level, your mutated form heightens
your reflexes. You can give yourself a bonus to your
initiative rolls equal to your Constitution modifier.
Additionally, when you take the Attack action on
your turn and miss an attack, you can make one
weapon attack as a bonus action that turn. You can
do so a number of times equal to your Constitution
modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Berserk Mutation
Starting at 7th level when you ignite a single
augmentation, you can choose to enter a berserk
state for the duration of your ignition. If you do, you
instead ignite a random one of your augmentations
and switch to a new random augmentation at the
start of each of your turns while you remain ignited,
determined by rolling 1d3.
Your size increases by one category for the
duration—from Medium to Large, for example,
causing your weapon attacks to deal 1d4 extra
damage on a hit. Also, when a creature deals damage
to you or ends their turn within your range while you
are in this berserk state, you can make one weapon
attack against them as a reaction.
Once you enter this berserk state, you must finish
a long rest before you can do so again.
Chaotic mutation
At 13th level, you can invoke a chaotic mutation
within yourself. As a bonus action, you can gain
a random augmentation out of those you lack,
determined by rolling 1d3. Then, you gain a random
Upgrade from that augmentation’s category in the
Upgrades section at the end of the class description,
determined by rolling 1d6.
You gain the benefits of the augmentation and
upgrade for the next hour, or until you use this
feature again. If either offers you a choice, you make
that choice when you gain the augmentation or
upgrade through this feature.
You can ignite this new augmentation, and you
can enter your Metabolic Ignition as a part of the
same bonus action used to gain it, provided you
ignite the new augmentation as a part of it or use
your Berserk Mutation feature when you ignite. If
you use your Berserk Mutation feature with this
extra augmentation, roll 1d4 each turn to determine
the random augmentation that is ignited.
You can use this feature three times. You regain all
expended uses of it when you finish a long rest.
Wrathful Surge
Starting at 17th level you can push your body to
extreme limits. If you start your turn ignited and
choose to remain ignited, you can take an additional
turn in combat directly after this one. During this
turn, you must move directly towards the closest
creature until you are within range to attack. Then,
you must use the Attack action against them, using
all your possible attacks, moving to attack the next
creature if you fell your current target.
Once you use this feature, you must finish a long
rest before you can use it again.
Method of infusion
Your form is intensely magical—infused within
you is the power of pure arcana. You weave this
power to shape magical, iridescent enhancements—
translucent limbs, lustrous, glowing eyes, or even
tattoo-like augmentations that wrap around your
body. You could have received this power at birth,
or it might have been imbued within you at some
point in your life. Perhaps a higher being granted
you such power. No matter its origin, its your process
that allows for your enhancements—as you weave
your body in the same way that a mage weaves
their spells.
Spellcasting
At 1st level, your arcane form grants you the ability
to cast spells.
Cantrips. You learn one cantrip of your choice from
the sorcerer spell list. You learn an additional cantrip
of your choice at 3rd level and another at 10th level.
EVO.
LEVEL
CANTRIPS
KNOWN
SPELLS
KNOWN
— SPELL SLOTS —
1ST 2ND 3RD 4TH
1st 1 2 1 — — —
2nd 1 2 1 — — —
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spell Slots. The Infusion Spellcasting table shows
how many spell slots you have to cast your spells of
1st level or higher. To cast one of these spells, you must
expend a slot of the spell’s level or higher. You regain
all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. When you
choose this method, you know two 1st-level sorcerer
spells of your choice.
The Spells Known column of the Infusion
Spellcasting table shows when you learn more
sorcerer spells of 1st-level or higher. Each of these
spells must be of a level for which you have spell
slots. For instance, when you reach 7th level in this
class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class,
you can choose one of the sorcerer spells you know
and replace it with another spell from the sorcerer
spell list, which also must be of a level for which
you have spell slots.
Spellcasting Ability. Charisma is your spellcasting
ability for your sorcerer spells, since your arcane
power comes from within you. You use Charisma
whenever a spell refers to your spellcasting ability.
In addition, you use your Charisma modifier when
setting the saving throw DC for a sorcerer spell you
cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Augmented Focus. You can use any modified part of
your body as a spellcasting focus for your sorcerer spells.
arcane Sense
Starting at 1st level, you are innately connected to
the magic around you. You learn the identify and
detect magic spells and they don’t count against
the number of sorcerer spells you know. You can
cast either of them without expending a spell slot a
number of times equal to your Constitution modifier
(a minimum of once). You regain all expended uses
when you finish a long rest.
Spell form
Starting at 7th level when you first ignite, you can
choose to transform your body into pure magic for
the duration of your ignition. While in this form, you
gain the following benefits:
• After you cast a spell, you can teleport to an
unoccupied space within 5 feet of one of the
spell’s targets or a point within its area of effect,
so long as you can see the target location.
• All spells you cast during the ignition are cast
at one level higher than the spell slot used to
cast them.
Once you use this feature, you must finish a short
or long rest before you can use it again.
arcane Body
At 13th level, you take no damage and are unaffected
by any other detrimental effects from spells you
cast. If you would take damage from a sorcerer spell
of 1st-level or higher that you cast, you instead
regain 2d6 hit points. A spell can only cause you to
regain hit points this way once.
Spell strike
At 17th level when you take the Attack action, you
can replace one of the attacks with a spell that has
a casting time of 1 action, which you cast as a part
of the same action.
Once you use this feature, you must finish a short
or long rest before you can use it again.
Upgrades
The following list of upgrades is ordered based
on augmentation prerequisites. You can develop
an upgrade at the same time that you meet its
prerequisites. Level prerequisites refer to your level
in this class.
Integrated items
Some Upgrades from the Arm Augmentation
allow you to integrate items into your arms. While
integrated, you can retract and extend the item at
will (no action required), unless the item is a shield,
in which case it takes an action. You still have a
hand, but it is not considered free while these items
are extended. If the item is a weapon with the twohanded
property, you must still use your other hand
to make an attack with it. Lastly, you can only have
one integrated item in each arm.
Basic Upgrades
You don’t require any specific augmentations to
develop the following upgrades.
Amorphous. Your form bends and contorts. You
can enter a hostile creature’s space and stop there,
and you can move through a space as narrow as 1
inch wide without squeezing.
Aquatic. You can breathe in water and air. Also,
you gain a swimming speed of 30 feet.
Bigger and Better. You enhance one of your
evolutionary weapons, or you weaponize your entire
body, turning it into a new evolutionary weapon. If you
use Strength for this evolutionary weapon’s attack and
damage rolls, its damage die increases to 2d6.
Breaking Strike (3rd level required). Once on each
of your turns when you hit a creature with a weapon
attack while ignited, you can cripple their defenses.
The next attack roll made by a creature other than
you against the target has advantage, provided it
is made before the start of your next turn.
Crafted Critter. When you activate this upgrade, you
create a small critter to aid you, which lasts until it
dies or until you activate this upgrade again. Choose
a CR 0 beast that you have seen before. The critter
takes its form and statistics, though it is a construct
(innovation), monstrosity (mutation) or aberration
(infusion) instead of a beast. It obeys your commands
to the best of its ability (no action required from you).
In combat, the critter shares your initiative count, but
it takes its turn immediately after yours.
Crippling Blows. When you hit a creature with
a weapon attack, you can halve the target’s speed
until the end of your next turn. Until then, the
target’s speed can’t be reduced this way again.
Elemental Cannon. When you activate this
upgrade, choose one of your evolutionary weapons,
and choose a damage type between cold, fire, or
lightning. You can use the evolutionary weapon to
make ranged weapon attacks that do damage of
the chosen damage type. It has a normal range of
30 feet and a long range of 120 feet.
Energy Burst (6th-level required). As an action,
you can suffer the hit point reduction of your
Metabolic Ignition to emit a burst of energy in a
30-foot cone. Each creature in that area must make
a Dexterity saving throw. A target takes cold, fire
or lightning damage (your choice) equal to 2d10 +
your evolutionist level on a failed save, or half as
much damage on a successful one. After you take
this action, you can’t do so again until you finish a
short or long rest.
Fiery Aura (3rd level required). When you first
ignite and at the start of each of your turns thereafter
while you remain ignited, you can choose to emit
a burst of flames, dealing fire damage to all other
creatures within 10 feet of you. This damage equals
your Constitution modifier (a minimum of 1).
Flight (10th level required). You gain a flying
speed of 30 feet.
Freezing Aura (3rd level required). While ignited,
you can choose to emit an aura of frost in a 10-
foot radius around you. This area counts as difficult
terrain, and other creatures inside can’t take the
Disengage or Dash actions.
Frightening Revival (3rd level required). When
a creature deals damage that reduces you to 0 hit
points and you use your Undying feature to instead
remain at 1 hit point, you can use your reaction
to have them make a Wisdom saving throw. On a
failure, they are Frightened of you until the end of
their next turn.
Micromagic Engine. When you activate this
upgrade, you learn two cantrips of your choice from
the wizard spell list. Constitution is your spellcasting
ability for these cantrips.
Noxious Aura (6th level required). While ignited,
you can choose to emit a toxic cloud in a 10-foot
radius around you. Each creature, other than you, that
starts its turn in the area must make a Constitution
saving throw. On a failure, they are poisoned until the
start of their next turn. On a successful saving throw,
a creature is immune to your stench for 1 hour.
Overwhelming Impact. When you hit a creature
with a melee weapon attack, you can push the target
up to 5 feet away in any direction, except upward.
Pathfinder. You gain a climbing speed of 30 feet.
Also, your weapon attacks deal double damage to
objects and structures.
Skill Versatility. When you activate this upgrade,
you can choose a skill you lack proficiency in. You
gain proficiency in it until you choose a new one
through this upgrade.
Tether Strike. You gain a new evolutionary
weapon that takes the form of a chain or powerful
wire. You make ranged attacks rather than melee
attacks with the weapon, it has a range of 20 feet,
and its damage dice is a d6 rather than a d10. When
you hit a creature or object with the weapon, you
can choose to move yourself in a straight line until
you are within 5 feet of the target. Alternatively, if
the target is no more than one size larger than you,
you can have the target make a Strength saving
throw. On a failure, they are pulled in a straight line
until they are within 5 feet of you.
arm Upgrades
You require the Arm Augmentation to develop the
following upgrades.
Brawler (6th level required). You enhance your
fists. After you make two melee attacks against the
same creature with your arm evolutionary weapons
in one turn, you can force the target to make a
Strength saving throw. On a failure, the target is
grappled by you. If the target is too large for you to
grapple or already grappled by you, they are instead
knocked prone.
Double Jointed. You have advantage on Dexterity
(Sleight of Hand) checks and any ability checks you
make with thieves’ tools.
Integrated Crusher. When you activate this
upgrade, you can integrate a melee weapon with
the two-handed property into one of your arms. If
you score a critical hit with the weapon while it
is integrated this way, the target is dazed: it has
disadvantage on attack rolls and saving throws until
the end of your next turn.
Integrated Defender. When you activate this
upgrade, you can integrate a shield into one of your
arms. If you’re hit with an attack or subject to damage
from an effect that required you to make a Dexterity
or Strength saving throw while you have it extended,
you can use your reaction to reduce the damage
dealt by an amount equal to your evolutionist level.
Integrated Duelist. When you activate this
upgrade, you can integrate a melee weapon that
lacks the two-handed or special properties into
one of your arms. When you do, choose one of the
following properties: light, reach, or thrown (20/60).
The weapon gains the property if it doesn’t already
have it. If you choose the thrown property, you can
return the weapon to you immediately after you
make a thrown attack with it, provided it is within
60 feet of you (no action required).
Integrated Marksman. When you activate this
upgrade, you can integrate a ranged weapon into
one of your arms. While a weapon is integrated this
way, you ignore its loading property if it has it, and
you also ignore any ability score requirements it
has. Additionally, when you hit a creature with it,
you can push the creature up to 10 feet away from
you in a straight line.
Core Upgrades
You require the Core Augmentation to develop the
following upgrades.
Adrenal Control (6th level required). When
you ignite, you can choose to also increase your
adrenaline flow for 1 minute. Once on each of your
turns during that time, you can add 1d8 to one attack
roll you make. You must choose to do so before you
make the roll. Once you increase your adrenaline
flow this way, you can’t do so again until you finish
a short or long rest.
Auto-Injector. You upgrade yourself with an
automatic injector. As an action, you can fit a potion
or narcotic in the injector. While an item is fitted
inside, you can consume it as a bonus action rather
than as an action. Additionally, when you activate
this upgrade or after you finish a long rest, you can
create one Greater Potion of Healing or one random,
uncommon Arcane Narcotic (see page 103), which
you can choose to be already fitted into your injector.
The created item lasts until you create another with
this upgrade, you can’t create another until you
finish a long rest, and only you can use it.
Mimicry. You can mimic sounds you have heard,
including voices. A creature that hears the sounds
you make can tell they are imitations with a
successful Wisdom (Insight) check opposed by your
Upgrade save DC.
Super Strength. You have advantage on all
Strength checks. Also, you can now attempt to
grapple and shove creatures up to two sizes larger
than you, rather than one.
Transfer Vitality. As an action, you can touch a
creature and choose an amount of hit points up to
your evolutionist level. Your current hit points are
reduced by the chosen amount, then the chosen
creature regains the same amount of hit points, plus
an amount equal to your Constitution modifier (a
minimum of 1). After you take this action, you can’t
do so again until you finish a short or long rest.
True Survivor. You are immune to disease and the
poisoned condition. You no longer need to breathe,
and you are immune to the effects of extreme cold
and heat. Additionally, you count as one size larger
when determining your carrying capacity and the
weight you can push, drag, or lift.
exterior Upgrades
You require the Exterior Augmentation to develop
the following upgrades.
Barbed Skin. When a creature within 5 feet of
you hits you with an attack or starts their turn while
grappled by you or grappling you, you can use your
reaction to deal piercing damage to them equal to
your Constitution modifier (a minimum of 1).
Chameleonic. You can change the coloration
of your body at will, granting you advantage on
Dexterity (Stealth) checks made to hide.
Pheromones. You have advantage on Charisma
(Persuasion) checks against creatures within 10 feet
of you, provided they have a sense of smell.
Provoking Facade (6th level required). Creatures
within 5 feet of you that can see you have disadvantage
on any attack roll that isn’t against you.
Shifting Form. You can use your action to change
your appearance. You decide what you look like,
including your height, weight, facial features,
sound of your voice, hair length, coloration, and
distinguishing characteristics, if any. Your size and
basic shape must stay the same, and none of your
statistics change.
Terrifying Form. You have advantage on Charisma
(Intimidation) checks against creatures that can
see you.
Growth Upgrades
You require the Growth Augmentation to develop
the following upgrades.
Extra Appendages. You turn any amount of
your evolutionary weapons into extra appendages
that have the ability to hold and use items and
weapons, provided they don’t have the two-handed
property or are a shield. Each of these allow you to
interact with an additional object or feature of the
environment for free during your turn, and you can
also now initiate grapples with them. While any of
these appendages are holding a weapon, you can’t
gain the benefit of a shield.
Fused Weapon. When you activate this upgrade,
you can choose a magical melee weapon, infusing
it into one of your evolutionary weapons. Until
you activate this upgrade again, the evolutionary
weapon gains the magical weapon’s properties,
including attunement, though the damage die of
the evolutionary weapon remains the same.
Long Reach Weapons. Your evolutionary weapons
gain a reach of 10 feet.
Maneuvering Appendages. Your new bodily features
take a form that assists you with your movement, such
as extra legs or a tail. Your walking speed increases
by 10 feet, and when you Dash or Disengage, you
also gain the benefits of the other action.
Retaliating Weapons. When a creature hits you
with an attack, you can use your reaction to make
an attack with one of your evolutionary weapons
against that creature, provided they are within
range. On a hit, this attack does no damage and
instead, the creature is knocked prone.
Whirling Weapons (10th level required). You can
use your action to make a melee attack with one of
your evolutionary weapons against any number of
creatures within reach, with a separate attack roll
for each target.
Head Upgrades
You require the Head Augmentation to develop the
following upgrades.
Dead-eye. Your ranged attacks ignore half and
three-quarter’s cover and don’t have disadvantage
against creatures who are prone. Also, the range of
your ranged attacks is doubled.
Enhanced Mind. You enhance your mind and your
reflexes. You gain resistance to psychic damage. Also,
when you make a saving throw with any ability other
than Strength or Constitution or when you make an
attack roll as a part of an opportunity attack, you can
use this upgrade to gain a bonus to the roll equal
to your Constitution modifier (a minimum of 1). You
can gain this bonus twice, regaining expended uses
when you finish a short or long rest.
Enhanced Vision. You have advantage on Wisdom
(Perception) checks that rely on sight and gain
darkvision out to a range of 60 feet if you don’t
already have it.
Otherworldly Vision (6th level required).You have
blindsight out to 10 feet. and you can see into the
Ethereal Plane out to 60 feet. Ethereal creatures
and objects appear ghostly and translucent.
Thermal Sight. You can see creatures and moving
objects through walls, so long as they are not behind
more than a total of 1 foot of material or invisible. To
you, these creatures appear as a colored-silhouette.
Tracker. You enhance your smell and hearing. You
have advantage on Wisdom (Perception) checks that
rely on hearing or smell and Wisdom (Survival or
Navigation) checks made to track creatures.
Leg Upgrades
You require the Leg Augmentation to develop the
following upgrades.
Destructive Kicks (3rd level required). You can
use either of your legs as evolutionary weapons.
While your Leg Augmentation is ignited and you
make an attack with one of these weapons on your
turn, you can sacrifice any amount of your possible
remaining ground movement this turn to gain a
bonus to the attack roll. For every 20 feet sacrificed,
you gain a +1 bonus to the attack roll (a maximum
bonus of +5 for each attack).
Force Propulsion. Your long jump is up to 30 feet
and your high jump is up to 15 feet, with or without
a running start. Also, you ignore fall damage if the
damage you would take is less than five times your
evolutionist level.
Kinetic Force. If you move at least 20 feet in a
straight line before hitting a weapon attack, you can
force the target to make a Strength saving throw.
On a failure, they are knocked prone.
Grounding (6th level required).You can move
up, down, and across vertical surfaces and upside
down along ceilings while leaving your hands free—
If you stop moving, you fall. You can also walk on
the surface of a body of liquid as if it was solid
ground—if you stop moving, you sink.
Speed Burst (3rd level required). After you
succeed the saving throw for your Undying feature,
you can immediately move up to half your speed
without provoking opportunity attacks.
Swift Step. Your speed increases by 10 feet, you
ignore non-magical difficult terrain, and you have
advantage on Dexterity (Acrobatics) checks.
Monster Hunter
“Being a monster hunter was not something I was born into. My father told me to go out and get a trade. He wanted me to apprentice under the finest professional in my field. He didn’t want me to live a poor life growing crop to have it stolen by brigands or richer men. But I don’t think this is what he had in mind…”
– Jürgen of the Black Arrow
A half-orc trudges into town alone. A trail is stained into the soil behind him from the day’s gritty work. He makes his way with an exhausted calm, a hooked scythe in one hand and a beast’s severed head in the other. Gathering villagers look to the head still dripping with gore, then to the half-orc, his gaze emotionless and his expectations clear. Townsfolk scamper to scrape together their promised reward to the monster killer, as they understand this is someone who handles bad faith poorly.
When city folk are laid to rest within the mausoleum, they most often stay there. On this day, however, the dead lazily roam the halls searching for a way out. A skeleton sheathed in tattered skin shatters with a thunderous boom upon shambling over an explosive trap. The sound attracts more rasping zombies, the halfling who set the trap taking careful aim with her crossbow as they wander into her line of fire.
A master and apprentice recite an old chant passed down from their guild as a crowd of royal servants look on warily. The servants’ lord had long feared rumors of a monster living within the castle walls. In their desperation, the lord chose to rely on the chanting pair. Their trust was not in vain, as when the arcanists’ scatter a fistful of shining dust into the royal chamber, one of the maids’ shrieks, twists, and contorts into her true form.
Monster Hunters, as their title suggests, spend their lives hunting and killing all manner of abhorrent creatures. But the stories and legends about these travelers tend to be exaggerated, often suggesting that they are noble knights-errant in search of townships to rescue from local fiends. Other tales tell of sinister loners that cause more problems than they solve, cavorting with the creatures they claim to kill and leaving behind hellish offspring. The truth is far more mundane than common folk are willing to take interest in, as most monster hunters are simply professionals looking for work.

Artist: Andreia Ugrai
Consummate Professionals
Each monster hunter specializes in identifying, seeking, and killing different types of creatures. Therefore, each monster hunter also specializes in different methods for doing so. While some hunters don heavy armor and carry shields to protect against crushing jaws and scything claws, others prefer to remain light and agile to keep distance between themselves and their quarry.
Each guild of hunters operates under their own professional code, and each hunter their own moral compass. Most guilds refuse coin for killing common folk. A hunter will likely object to being sent after other sentient creatures such a warband of Valikan half-orcs or a clan of bugbears yet to be affected by Tormach’s Rage.
Highly Trained Specialists
Monster hunters are typically trained from a young age. They may have apprenticed once old enough to read, write and bear arms, or were themselves raised by members of their own guild.
What separates a monster hunter from other mercenaries is the importance their training places upon education and knowledge. A monster hunter knows that bravado and a strong sword arm are often not enough to survive their preternatural prey. Therefore, they spend years studying alongside their physical training. Such is their learning that a monster hunter could identify a wraith from a specter or differentiate the tracks of a griffin from a manticore.
Creating a Monster Hunter
As you create your monster hunter, there are two main questions to consider.
The first is the nature of your monster hunter training and education. Were you disciplined in a guildhall where the techniques of your trade are the closely guarded secret of your tutors? Or were you mentored on the road by a hunter who took you in?
As a starting character, you’ll choose two monster types that you specialize in hunting. When you reach higher levels, you will also choose a hunting guild which represents the maturing of your knowledge and therefore could reflect the nature of your early education.
Think about why you specialize in hunting certain monster types. Are they the same types of monsters your mentor or guild specialized in? Or did your research branch into other creature types due to special interest? Did your mentor raise you as part of the carver guild, specialized in close quarters fighting against dangerous monstrosities? Or did they tutor you in creating traps and equipment from dragon bones? It also is possible your early training provided you with a broad education or that you are self-taught, only choosing to specialize in later life.
The second question to consider is your motivation for being a monster hunter. Is it purely a professional endeavor for which you expect to be well compensated? Or are you trying to make the world safer one monster at a time?

Artist: Marius Bota
Your motivations may be complex and even a source of internal conflict. Perhaps it pains you to slay such rare and misunderstood creatures, but you’ve learned no other way to provide for yourself? Or your guild code forces you to take payment for each beast killed, despite feeling like you’re taking advantage of poor villagers far too often? Perhaps you simply enjoy the challenge of the hunt and the adrenaline you get when a beast lunges?
Your motivations may tie back into the monsters you specialize in. For example, you may be seeking revenge against the types of creatures that destroyed your home or took your mentor away. There may even be beasts you refuse to hunt, or beasts you refuse to take payment for. This could include a conscientious objection to slaying sentient creatures defending their territories from human expansion. Or maybe you so detest the creatures you specialize in hunting that you will gladly seek them out and destroy them with or without compensation.
Quick Build
You can make a monster hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Intelligence.
Second, choose a background that reflects your training and the monsters you specialize in hunting, or alternatively your background could reflect your character’s life before they fell into the monster hunting profession.
If you are using advanced backgrounds from Grim Hollow: The Campaign Guide, the Beast Hunter profession from the Outlander background is perfect for any lifelong monster hunter characters.
Class Features
As a monster hunter, you gain the following class features.
Hit Points
Hit Dice: 1d10 per monster hunter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per monster hunter level after 1st.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Choose two skills from Athletics, History, Investigation, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armour
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two simple weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain +2 bonus to attack rolls you make with ranged weapons.
Duelling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Monster Grimoire

Artist: Suzanne Helmigh
Each monster hunter carries with them a grimoire of lore and research about the creatures they hunt.
Choose two types of monsters that you are specialized in hunting from the following list: aberrations, beasts, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or humanoids (shape changers).
You add your proficiency bonus to any Intelligence and Wisdom checks you make that relate to the monsters in your grimoire. For example, an Intelligence (History) check to recall lore about a creature you’re investigating, or a Wisdom (Medicine) check to identify claw marks left on a corpse. If you are already proficient in a skill when asked to make an ability check relating to the monsters in your grimoire, you are treated as having expertise for the purposes of that ability check and double your proficiency bonus instead.
When you gain this feature, you also learn one language of your choice that is spoken by one of the monster types in your grimoire.
Other class features you gain also refer to the monsters in your grimoire.
A monster hunter’s grimoire is an object that is entirely unique to them. It may be a leather tome recovered from a dusty library with notes made in the margins, a frayed journal inherited from a previous hunter, or a precious stone with a communing spirit trapped within. If a monster hunter ever loses their grimoire, they have usually retained enough of the knowledge to not suffer any immediate disadvantages. However, they cannot further their research without one and therefore cannot take another monster hunter level at level up until a lost grimoire has been replaced. A grimoire can be recreated by spending 8 hours and 50 gp worth of materials such as pages, inks, or components to cast a ritual.
Hunter’s Instincts
At 2nd level, you gain the ability to analyze a creature and discern specific information about it. As a bonus action, choose one creature you can see within 60 feet of you, and make an Intelligence (Investigation) check where the DC equals 5 + the creature’s CR. The check is automatically successful against creatures with a CR less than 1. If you are successful, you learn one of the following pieces of information.
- The creature’s type.
- The creature’s armor class.
- Any damage resistances or immunities the creature has.
- Any damage vulnerabilities the creature has.
If you spend at least 1 minute observing or interacting with the target creature outside of combat, you can learn the first two pieces of information automatically, and the second two with a single Intelligence (Investigation) check of the same DC as described above.
If the creature is concealing any of these pieces of information with magic, such as an illusion, you do not learn that piece of information with a successful ability check but instead become aware that the information is being concealed.
Hunting Guild
At 3rd level, you choose a hunting guild that best reflects the techniques you employ in tracking and slaying monsters. Choose between the Carver Guild or the Trapper Guild, both detailed below. The guild you choose grants you features at 3rd level and again at 7th, 10th, 15th and 18th level.

Artist: Elizabeth Peiró
Carver Guild
Since the beginning of time, monsters were fought by those who were brave enough to get close to danger and glare into its ferocious eyes. The folk that survived were those smart enough to arm themselves properly and know precisely where to strike for the quickest kill.
Carvers are the monster hunters that are typically called upon when immediate danger threatens a settlement and action is in short supply. Carvers stride unflinchingly toward death, armed with years of training and knowledge that is both researched and passed down from those before them.
Bonus Proficiency
When you choose this guild at 3rd level, you gain proficiency with heavy armor
Close Quarters
Starting at 3rd level, your resolve allows you to keep the pressure on your target while mitigating the risk to yourself. Whenever you hit a creature with a melee weapon attack you can mark them until the start of your next turn. While creatures that are marked are adjacent to you, they have disadvantage on attack rolls against you.
True Grit
Starting at 3rd level, you are immune to being frightened by creature types written about in your grimoire.

Artist: Elizabeth Peiró
Trapper Guild
Legends say that the founding members of the Trapper Guild were regular game hunters who had grown bored of the common elk and dreamed of taking down bigger game. Trappers take pride in their kills and the ingenuity exhibited when a trap works perfectly.
The legacy of the Trapper Guild is a consistent testament to the benefits of lying in wait. The element of surprise is paramount to the Trapper, whose kit can flourish before the hunter and monster even meet. Preparation is key, and the resourceful Trapper has devices to overcome even the strongest foes.
Bonus Proficiency
When you choose this guild at 3rd level, you gain proficiency in the Stealth skill.
Trapper’s Tools
Starting at 3rd level, you gain proficiency with Tinker’s tools and can use these to create gadgets and mechanisms that help you during the hunt. Whenever you finish a long rest, you can use your Tinker’s tools to craft two of the following trapper’s tools described below.
You can also spend 1 hour and 20 gold pieces worth of additional resources (such as equipment or monster salvage) to use your Tinker’s tools to craft a single trapper tool. The time spent must be uninterrupted and can be during a short rest.
Some trapper’s tools allow your target to make an ability check or saving throw to resist the tool’s effects. The saving throw DC is calculated as follows:
trapper’s tool Save DC = 8 + your proficiency bonus + your Intelligence Modifier
Elemental Ammo. The head of an arrow or bolt is tipped with poison, loaded with an acid vial, or dipped in flammable oil. You create a single piece of ammunition that can be fired from either a bow or crossbow as part of an attack action. If that piece of ammunition hits, it inflicts three times the weapon’s normal damage dice. The damage type can be either acid, fire, lightning, poison, or thunder, chosen when the ammunition is crafted.
A piece of elemental ammo breaks after use and cannot be recovered.
Push Plate. A chest guard, filled with compressed air or loaded with springs. It can be worn over clothing and armor and takes the same time to don and doff as light armor. If the wearer is hit by a melee attack, it can use its reaction to activate the push plate. If the wearer is larger than the creature who attacked it, the creature will be pushed back up to 20 feet. If the creature is the same size or larger than the wearer, the wearer will be pushed back up to 20 feet, instead.
The push plate is destroyed after a single use.
Scorpion Anchor. This weapon is intended to keep flying foes anchored to the ground or stop monsters from fleeing. The scorpion anchor can be fired from either a bow or crossbow as part of an attack action. A creature hit by the attack becomes grappled, ending the effect if it uses an action on its turn to succeed on a Dexterity (Acrobatics) or Strength (Athletics) check.
A scorpion anchor is destroyed after use and cannot be recovered.
Silver Bomb. Silver bombs are used when hunting creatures that are resilient to mortal weapons. As a bonus action on your turn, you can throw the silver bomb at a point that you can see within 60 feet, creating a 20-foot-radius sphere centred on that point. The sphere spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While inside the sphere, any aberration, elemental, fey, fiend, humanoid, monstrosity or undead loses any resistances or immunities that it has to bludgeoning, piercing, and slashing damage.
A silver bomb is destroyed after a single use.
Terrain Cloak. A cloak composed of or disguised with local materials, allowing the wearer to conceal themselves within the environment. Terrain cloaks can be worn over light and medium armor and are donned and doffed with the speed of light armor.
The wearer of a terrain cloak is always lightly obscured. The wearer also receives advantage on stealth checks that rely on sight and can attempt to hide even if only lightly obscured by their terrain cloak.
Terrain cloaks tend not to last as the dust wears off and the dead branches break or whither. Terrain cloaks fall apart after 24 hours.
Weretrap. A strong staggering trap that is triggered when its fragile exterior is broken. You can use an action to set the trap on the ground in a space adjacent to you. Weretraps placed on the ground are invisible to other creatures unless they succeed a Wisdom (Perception) check. A creature that steps on the weretrap must succeed a Dexterity saving throw or take 3d10 bludgeoning damage and be knocked prone.

Artist: Suzanne Helmigh
The weretrap can also be used as a ranged weapon with the finesse and thrown property. It has a short range of 20 feet and a long range of 60 feet. On a successful hit, the weretrap deals 3d10 bludgeoning damage and the target is knocked prone.
The weretrap is destroyed after it is triggered or thrown, regardless of whether it was successful or not.
Predatory Awareness
Starting at 3rd level, you can’t be surprised by creature types written about in your grimoire while you are conscious.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Grave Strike
When you reach 5th level, such is your learning in the weaknesses of monsters that you know patience and precision can often deal more damage than rapid strikes.
You can use an action on your turn to perform a grave strike, which is a single weapon attack. When doing so your Intelligence modifier is added to the attack roll and if the attack hits the weapon deals additional damage equal to 1d8 times your Intelligence modifier (minimum of 1d8).
A grave strike can also be performed as a reaction such as a readied action or an opportunity attack. You do not lose a use of this ability if the readied action is not performed.
You may use this ability a number of times equal to your Intelligence modifier (minimum of one) and regain all expended uses when you finish a short or long rest.
Grimoire Improvement
Once you reach 6th level, you have gathered enough information among the monsters you’ve slain to add another section to your Monster Grimoire.
You may select a new type of monster that you are specialized in hunting from the following list: aberrations, beasts, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or humanoids (shape changers). You may not choose a monster type you have chosen before. All the benefits you gain from your monster grimoire now also apply to this new creature type.
Additionally, whenever you are making a weapon attack against a creature written about in your monster grimoire, you score a critical hit on a roll of 19 or 20.
Hunting Guild Improvement
Carver Guild: Improved Salvage
When you reach 7th level, you have learned every technique integral to efficiently carving the salvage from monster remains. You have advantage on ability checks made to harvest salvage, and whenever possible you collect twice as much.
Trapper Guild: Improved Crafting
When you reach 7th level, you better understand the nature of salvage gathered from monsters and how to craft those materials more efficiently. Whenever you want to craft an item from salvage, you may do so with half the amount of salvage necessary and in half the time. If it is not possible to craft the item with half the amount of salvage (such as creating a mace of disruption from the skull of a memori lich), you may half one other required cost instead.

Artist: Toni Munteanu
“I didn’t know such things were possible before I met with Stelvi. Before we hunted alongside one another.
We were hired to kill a pack of beasts. They’d been mauling caravans and leaving the farmland empty. The lord who owned the land was concerned his stores would be empty if the crop couldn’t be harvested in time. The fool was more concerned about replenishing his tax reserves than preserving the lives of those he ruled. It meant he was willing to pay a high price to have the monsters slain – so much so he hired two of us rather than bothering to have us bid on the contract.
We found the monsters’ tracks amidst the aftermath of one of their ambushes. Their prints were unusual for a monstrosity. The scattered way they left the destroyed caravan suggested they weren’t particularly intelligent. But their prints were no griffins or basilisks that I recognized. It was Stelvi who pointed out they weren’t monstrosities at all. We were hunting a pack of fiends.
We rode the woodland paths three evenings before we were set upon by the creatures, ourselves. Six exploded from the underbrush as if birthed from the hells deep beneath the earth. They appeared as great lizards with dark, scaly spines.
We were far from where we’d set our own trap, but none save the largest among them were a match for the speed of our horses. Thankfully, for the monsters provided a fierce pursuit.
We lead them to the place where we wanted them. The weretraps I buried exploded and caught the largest by surprise. When I dismounted, I shot it with my crossbow and anchored it to the ground. Six seconds later the others were upon us.
I thought Stelvi was odd as soon as I met her. I remember her intense stare and amber eyes, yet the next day and since, they had been green. She maintained strange habits such as eating very little and never sharing a meal. She seemed concerningly under equipped for our profession, carrying naught but an unremarkable longsword and patchwork armor that fitted her poorly.
Despite this I chose to trust her. Worst case, she’d provide valuable seconds getting between me and a grasping claw.

Artist: Brent Hollowell
As we rode in flight from the creatures, I watched her slather her mouth with a dark ooze that blistered her lips and blackened her teeth. While I restrained the largest monster, she spat on her sword and wiped the oily goo along the edge. When the first creature confronted her, she cut it open with an up-thrust and its insides sizzled and dissolved.
Two fell upon my horse and began to devour it. A third ran at me and I shot at its eye, but its jaws closed around my shoulder. I felt pain. Then I felt my body begin to lock up. A numbness spread from the wound. I’d have died in that moment save for the creature trying to pin me down beneath its claw. My push plate burst on my chest and forced me to stagger away.
As I caught my breath, the creature dashed towards me again. I breathed in. I waited. I saw the veins in its milky white eye. I fired my crossbow and, with a single bolt, the creature collapsed dead at my feet.
My horse was shrieking. When I looked back, the two creatures were gulping down chunks of stone. My steed had been transformed into a statue. I stretched my stiffened shoulder with concern.
Stelvi had killed a second of the monsters. She moved with a preternatural agility. Her eyes flashed amber once more, as if she had become possessed.
Together we slew the two that had eaten my horse. They had become slow from their meal. I was almost casual with my crossbow. Then I heard the ropes that had restrained the largest snap and we encircled it like two wolves around a bear.
The monster’s tail lashed out and Stelvi’s horse whinnied as it fell on its side. Its guts spilled onto the road.
Stelvi slashed at the monster’s face. I buried bolts in its hind. Then the creature turned in frustration and the dance reversed.
The wounds it was dealt by the other hunter hissed and burned. Black ooze dripped from her bottom lip. I could see her own injuries ooze black instead of red. And the realization sunk in. Stelvi was not entirely human herself.
When the final lupilisk was dead – their name learned from my hunting partner – Stelvi walked to her dying horse. She ended the animal’s misery with her sword. As I collected the scales and fangs from our prey, I watched her from the corner of my eye.
Stelvi knelt in the horse’s spilled offal. I thought she might be salvaging its heart or bones. Instead, she lifted its remains to her mouth devoured its innards. And as she did her wounds stopped bleeding and her bruises lost their dark color.
She caught me staring at her. I asked if she was human. She asked if she needed to be worried.
I was still holding my carving knife. She gripped the hilt of her sword.”
– From the grimoire of Jürgen of the Black Arrow
New Subclass: Devourer Guild

Artist: Suzanne Helmigh
Folk in Etharis do not always speak highly of monster hunters, and many consider them to be just as depraved and inhuman as the evils they are sent to vanquish. Many of the appalling tales told about monster hunters can be attributed to the Devourer Guild, accused of being monstrous cannibals themselves.
The truth is barely any better. Devourer’s have spent their days consuming the flesh and vitae of the monsters they have slain, and over time their metabolism has changed to tolerate this disgusting practice. Devourers adopt mutations shortly after consuming the substance their prey is made from.
Transmutating Metabolism
When you choose this guild at 3rd level, you gain the ability to consume portions from monster remains which cause your body to adopt powerful and frightening new mutations.
Salvaging Portions. A single portion can be salvaged from the physical remains of any creature. Unless it is consumed a portion lasts for 24 hours, before it either rots or its innate magic dissipates, and it no longer has any effect.
Consuming Portions. Whenever you spend a bonus action to consume a portion, you magically gain a benefit depending on the creature’s type. You can consume a number of portions up to 1 + your Constitution modifier (minimum of 1). Each portion you consume after that causes you to gain a level of exhaustion. When you finish a long rest, you regain the ability to safely consume portions. You can benefit from multiple portions at the same time but consuming more than one portion from the same monster type provides no additional effects.
If a portion effect enables you to cast a spell, Intelligence becomes your spellcasting ability.
Portion Effects
Aberrations. For the next hour you can speak telepathically to any creature you are aware of within 60 feet of you. Additionally, during that time you have resistance to psychic damage.
Beasts. You regain hit points equal to 2d8 + your monster hunter level.
Celestials. For the next hour you automatically know whenever you are being lied to. Additionally, once during that same period you can cast the branding smite spell innately.
Constructs. For the next ten minutes, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks not made with adamantine weapons.
Dragons. For the next ten minutes, you grow leathery wings from your back which give you a flying speed of 50 feet.
Elementals. Choose one of the following damage types: acid, cold, fire, lightning, thunder. For the next minute whenever you take damage of that type, instead of losing hit points you instead gain hit points equal to the amount of damage that would be taken.
Fey. Once within the next ten minutes you can innately cast the invisibility spell requiring no material components.
Fiends. Once within the next ten minutes you can innately cast the charm person spell or the suggestion spell requiring no material components. This effect ends once you have cast either of these spells.
Giants. For the next minute you gain advantage on all Strength based ability checks and saving throws. You also add your Strength score to the damage twice for any Strength based weapon attacks you make.
Humanoids (Shape Changer). For the next hour you can magically polymorph your physical appearance. This functions similarly to the disguise self spell but with two key differences. Firstly, you cannot change the appearance of your clothing, weapons, or equipment. However, your disguise is physical in nature and stands up to physical inspection.
Monstrosities. For the next hour you gain natural weapons such as claws and fangs. Whenever you make an unarmed strike, you deal 1d6 slashing damage instead of the normal amount. You can also make an unarmed strike as a bonus action on each of your turns.
Oozes. For the next hour you can move through any space wide enough for a creature one size smaller than you without squeezing. Additionally, during that same period you can choose to deal acid damage with any weapon attack you make as your saliva and blood become corrosive to others.
Plants. For the next ten minutes you can innately cast the spike growth spell requiring no material components.
Undead. For the next minute whenever you inflict damage to a creature with a weapon attack, you gain temporary hit points equal to half the damage dealt.
Inherent Mutation
When you reach 7th level, your body begins to grow new permanent mutations because of your continued consumption of monsters. Choose two of the following mutations that become permanent for you.
Metabolized Constitution. You have advantage on saving throws against poison, and you have resistance against poison damage. If you already have or gain a similar ability due to another magic item, class, or racial trait (such as Dwarvern Resilience) you instead become immune to poison damage and immune to the poisoned condition.
Obsessive Consumption. You can now consume a number of portions up to 2 + your Constitution modifier (minimum of 2) before taking any levels of exhaustion.
Permanent Scales. When you are not wearing armor, your AC equals 13 + your Dexterity modifier.
Preternatural Reflexes. You can take the Dash or Disengage action as a bonus action on your turn.

Artist: Marzena Nereida Piwowar
Rapid Recovery. You can use your action to spend a single Hit Dice, recovering hit points equal to the result + your Constitution modifier.
Terrifying Appearance. Your appearance becomes frightening to others to behold. You gain proficiency in the Intimidation skill. If you are already proficient in this skill you instead gain expertise, doubling your proficiency bonus whenever you make a Charisma (Intimidation) check.
Wall Crawler. You have a climbing speed equal to your movement speed, and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Wolfen Senses. You have advantage on Intelligence (Investigation) checks and Wisdom (Perception) checks that rely on hearing or smell.
Recognized Professional
By 9th level, stories of your expertise in hunting monsters have spread and you have become a recognized professional in your field. You have advantage on Charisma checks against non-hostile creatures when plying your trade, such as when negotiating payment for a quest, asking for information about a monster, or selling monster salvage.
Hunting Guild Feature
Carver Guild – Grave Riposte
By 10th level you have learned to strike back and your foes who provide you an opening. If a creature you have marked within melee range misses you with an attack or attacks a creature other than you, you may use your reaction to immediately make a melee weapon attack or Grave Strike against them.
Trapper Guild – Ambushers Advantage
Starting at 10th level you have become a ferocious ambusher. You have a bonus to your initiative rolls equal to your Intelligence modifier. If you use Grave Strike against a creature that has not acted in combat yet, you can use your bonus action to make a single weapon attack as well.

Artist: Ona Kristensen
Devourer Guild – Alchemical Decoctions
At 10th level, you gain proficiency with Alchemist’s supplies.
You can spend 1 hour and 20 gold pieces worth of alchemical ingredients (such as special herbs or monster salvage) to use your Alchemist’s supplies to convert a single portion into a decoction.
A decoction is a magic potion that functions exactly like a portion but has no limit on how long it lasts.
Creatures other than you can consume 1 decoction, gaining a level of exhaustion for each additional decoction they consume after that. After finishing a long rest, a creature regains the ability to safely consume a single decoction.
If a decoction enables a creature other than you to cast a spell, they may use their own spellcasting ability or use Constitution if they do not already have the ability to cast a spell.
Rapid Grave Strike
Once you reach 11th level, you are an expert at striking at the weaknesses of your prey. All your weapon attacks now deal an extra 1d8 of damage. You may also now choose to use Grave Strike as part of any Attack action instead of taking an entire action on its own.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Grimoire Improvement
By reaching 13th level, you have gathered enough information among the monsters you’ve slain to add another section to your Monster Grimoire.
You may select a new type of monster that you are specialized in hunting from the following list: aberrations, beasts, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or humanoids (shape changers). You may not choose a monster type you have chosen before. All the benefits you gain from your monster grimoire now also apply to this new creature type.
Knowledgeable Defence
By 13th level, you have studied the ways in which your foes attack and trained your body and mind to resist them. You are considered proficient with any saving throw made against a creature written about in your Monster Grimoire. If you are already proficient when asked to make the saving throw, you may add your proficiency bonus a second time.
Hunter’s Instincts Improvement
Beginning at 14th level, you have honed your hunter’s instincts to the point of only needing clues a creature has left behind to learn information about them. These clues could include tracks or claw marks, standing inside the monster’s lair, the remains of one of their victims, or even an accurate description given by a witness.
As an action you can make an Intelligence (Investigation) check while considering one of these clues. The DC equals 10 + the CR of the creature who left the clue, the check automatically successful against creatures with a CR less than 1. If you are successful, you learn one of the following pieces of information.
- The creature’s type.
- The creature’s armor class.
- Any damage resistances or immunities the creature has.
- Any damage vulnerabilities the creature has.
If the clue is misleading in any way, such as being an illusion or an inaccurate witness account, you do not learn any information with a successful ability check but instead become aware that the clue is misleading.
Hunting Guild Feature
Carver: Terror of Terrors
By 15th level your reputation has become such that monsters who prey on the fearful have come to fear you. When you mark a creature using a Grave Strike attack, you can force the target to succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
The saving throw DC is calculated as follows:
DC = 8 + your proficiency bonus + Strength or Dexterity modifier (your choice)
Trapper – Monster Hide Armor
At 15th level you have learned to modify a set of light or medium armor by crafting dragon scales, werewolf hide, troll leather, or similar monster salvage onto the armor. The armor takes on the appearance of your choice, reflecting the salvage it is made from. It is assumed you have been working on this armor during your down time, however a final 4 hours of uninterrupted work with your Tinker’s tools and a suit of light or medium armor is required to complete it.
Your Monster Hide Armor has the same properties as the light or medium armor it is made from plus two additional features you choose from the following list.
Damage Resistance. The monster hide used to craft your armor transfers its resistances. Choose 3 damage types when you craft the armor. You have resistance to these damage types while wearing your armor.
Elemental Charge. Your armor may be embedded with a construct’s gemstone or infused with the power of an elemental. When you craft your armor, you imbue it with one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Whenever you make a weapon attack, you may choose for the damage to be the weapon’s normal damage type or your armor’s imbued damage type.
Hardened Defense. Hardened scales or magical pelt make your armor difficult to pierce. You have a +2 bonus to AC while wearing this armor.
Regeneration. Possibly made from troll hide or infused with vampire blood, while wearing your armor you can use a bonus action to regain hit points equal to 1 hit dice plus your Constitution modifier. You may do this 6 times, regaining the ability to do so after completing a short or long rest. Using this ability does not spend a hit dice.
Stealthy. Your armor is draped with a shadowy cloak or made from hide as light as a feather. Your armor does not impose disadvantage on Dexterity (Stealth) checks even if it would normally. While wearing your armor you have advantage on Dexterity (Stealth) checks made to hide, and Wisdom (Perception) checks made to perceive you have disadvantage.
Phase Leap. You may have powdered your armor with fey dust or sewn it with the pelt of a phase shifting monstrosity. You can use a bonus action on your turn to teleport up to 60 feet to an unoccupied space you can see. You may do this up to 3 times, regaining the ability to do so after a short or long rest.
You can only have a single monster hide armor constructed at a time. You can change the features of your current armor with 4 hours of uninterrupted work using your Tinker’s tools. If you craft a new suit using 8 hours of uninterrupted work with your Tinker’s tools and a suit of light or medium armor, it is assumed the old armor has become too damaged to function or you have salvaged parts from it to craft the new one.

Artist: Stanislav Dikolenko
Devourer – Monstrous Gluttony
When you reach 15th level you have become so ravenous for the power monsters give you that you are willing to feast on their still living flesh. You may spend one use of Grave Strike to instead make a special melee weapon attack using either Strength or Dexterity. The attack deals 1d6 piercing damage plus 1d8 force damage times your Intelligence modifier (minimum 1d8).
If this attack is successful, after dealing damage you instantly count as having consumed a portion of the same creature type as the target of the attack.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Monster Grimoire Improvement
At 17th level you have gathered enough information among the monsters you’ve slain to add a final section to your Monster Grimoire.
You may select a new type of monster that you are specialized in hunting from the following list: aberrations, beasts, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead, or humanoids (shape changers). You may not choose a monster type you have chosen before. All the benefits you gain from your monster grimoire now also apply to this new creature type.
Hunting Guild Feature
Carver – Tireless Hunter
By 18th level, if you have no uses of Grave Strike remaining when you roll initiative, you gain one use of Grave Strike.
Trapper – Rapid Tinkerer
When you reach 18th level you have become capable of crafting trapper tools at a much faster rate. When you finish a long rest, you can now craft three trapper’s tools instead of two.
Devourer – Acquired Taste
At 18th level your hunger for monster portions has increased as has your capacity to safely devour them. You can now consume 1 additional portion or decoction before gaining a level of exhaustion between long rests.
Grave Execution
At 20th level if a creature from a type written about in your Monster Grimoire has 50 hit points or less remaining when you hit it with a Grave Strike, you can force the target to make a Constitution saving throw. On a failure the creature is immediately reduced to 0 hit points, while on a success the Grave Strike deals its damage as normal.
Calculate the save DC as follows:
DC = 8 + Proficiency Bonus + your Strength or Dexterity modifier (your choice)
Counter CharmStarting at 3rd level, you have advantage on saving throws against spells cast by creatures from a monster type contained in your monster grimoire.Additionally, when a creature you can see within 60 feet of you casts a spell or makes a spell attack; you can use Studied Response before the spell is cast or the attack roll is made.Mage HunterStarting at 7th level, you consider any humanoid that can cast at least 1 spell as being from a monster type written about in your monster grimoire.Additionally, when you damage a creature from a monster type listed in your monster grimoire, that creature has disadvantage on the saving throw it makes to maintain its concentration if it is concentrating on a spell.Occult KnowledgeBy 10th level, your knowledge of magic has increased so that you learn to cast rituals. You can cast a spell as a ritual if that spell has the ritual tag and it’s a spell you know.In addition to the spell you learn at 10th level, you also learn two more spells from any spell list. These two spells must be of a level for which you have spell slots and must have the ritual tag. When you reach 14th level in this class, you can replace one of the spells you know from this feature with another spell of your choice from any spell list. The new spell must be of a level for which you have spell slots and must have the ritual tag.Magical AegisAt 15th level, you gain the ability to extend your protective charm to your allies. You and friendly creatures within 20 feet of you have advantage on saving throws against spells cast by creatures from a monster type written about in your monster grimoire.Additionally, you learn counterspell if it is not a spell you already know. You can cast counterspell once without expending a spell slot. You must finish a long rest before you can do so again.Arcane Response At 18th level, you have learned to anticipate your enemies well enough to rapidly cast spells in response to their attacks. When you use Studied Response, instead of making an attack you can cast a cantrip or spell with a casting time no greater than 1 action.
Jaeger
Jaeger overview
As a jaeger, you gain the following class features.
Hit Points
Hit Dice: 1d8 per Jaeger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Jaeger level after 1st
Proficiencies
Armor: Light armor,medium armor
Weapons: Simple weapons,martial weapons, firearms.
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Investigation,Medicine, Nature, Perception, Religion, Sleight of Hand, Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Two martial weapons (a) a pistol and pouch of 20 bullets or (b) any two simple weapons
(a) scale mail or (b) leather armor
(a) a dungeoneer’s pack or (b) an explorer’s pack
Jaeger class features
Flexible Combatant
Beginning at 1st level, you can draw or stow two onehanded
weapons when you would normally be able to
draw or stow only one, and you can reload weapons
with the loading, reload, or barrel properties without a
free hand.
Additionally, if you are carrying a one-handed melee
weapon in one hand, and a one-handed ranged weapon
in the other, you do not have disadvantage from being
within 5 feet of a hostile creature on attacks made with
that ranged weapon.
Focus
Starting at 1st level, your concentration during battle
is razor sharp, letting you keenly focus during critical
moments. You have 1 Focus Point. You gain additional
Focus Points at 2nd, 5th, 9th, 13th, and 17th level, as
shown on the Jaeger table. You can expend Focus
Points to use Focus Arts. You learn two such Focus
Arts: Weapon Parry and Dodge Step. You learn one
additional Focus Art of your choice at 2nd, 7th, 13th,
and 17th level. Your Focus Art options are detailed at
the end of the class description.
When you roll a 20 on a saving throw or attack roll
against a hostile creature, you regain 1 expended
Focus Point. You regain all expended Focus Points
when you finish a short or long rest.When you roll
initiative and have no Focus Points remaining, you
regain 1 Focus Point.
Weapon Parry
Focus Art, Reaction
As a reaction to being hit by a creature you can see
within range of a weapon you are holding, you can
expend 1 Focus Point to make a special weapon attack
against that creature. This attack does no damage, but
instead blocks an amount of damage from the
incoming attack equal to the weapon's damage roll
(include ability modifier), unless your attack roll is a 1.
On a 20, any weapon damage dice are doubled (like a
critical hit would be) and if this total fully blocks the
incoming attack, the target is stunned until the start of
its next turn.
Dodge Step
Focus Art, Reaction
As a reaction to being attacked by a creature you can
see, if your speed is not 0, you can expend 1 Focus
Point to move 5 feet without provoking opportunity
attacks and make a Dexterity saving throw with a DC
equal to the attacker's attack roll (including modifiers).
On a success, you evade completely and take no
damage. On a failure, you halve the attack's damage
against you.
Eldritch Hunter
Also at 1st level, when you make an ability check to track
or identify an Aberration, Celestial, Fiend,Monstrosity,
or Undead, you can add your proficiency bonus to the
ability check. If you are already proficient in the ability
check, you can double your proficiency bonus.
Momentum
Starting at 2nd level, any time you expend a Focus Point
you gain one Momentum die, which is a d6. This die
changes as you gain jaeger levels, as shown in the Jaeger
table. You can have a maximum number of Momentum
dice equal to your proficiency bonus + your Strength or
Dexterity modifier (whichever is higher).Whenever you
gain a Momentum die, or if you attack or end your turn
within 5 feet of a hostile creature, all of your
Momentum dice last until the end of your next turn.
While you have one or more Momentum dice, you can
expend all of your Momentum dice to execute a Finisher.
You know Brutal Finisher. You learn one additional
Finisher (listed at the end of the class description) of
your choice at 4th, 6th, 8th, and 12th level, and may
gain others through Jaeger Chapter features.
Brutal Finisher
Finisher, special
When you hit a creature with an attack, you can expend
all of your Momentum dice and add them to the
damage roll. If you reduce the target to 0 hit points
with this Finisher, you regain 1 expended Focus Point.
Fighting Style
At 2nd level, you adopt a style of fighting as your
specialty. Choose one of the following options. You
can’t take a Fighting Style option more than once, even
if you later get to choose again.
Dueling
When you are wielding a melee weapon in one hand
and no other weapons, you gain a +2 bonus to damage
rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack
you make with a melee weapon that you are wielding
with two hands, you can reroll the die and must use the
new roll. The weapon must have the two-handed or
versatile property for you to gain this benefit.
Flexible Fighting
You can engage in two-weapon fighting with any
weapons you can wield in one hand, including onehanded
ranged weapons and weapons without the light
property.When you do so, you gain a +1 bonus to the
damage rolls of both weapons.
Focused Fighting
You learn an additional Focus Art, and you gain 1
additional Focus Point.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
Jaeger Chapter
When you reach 3rd level, you choose a Jaeger Chapter
that suits the means by which you intend to further
your powers. Select one of the following: Absolute
Chapter, Heretic Chapter,Marauder Chapter, Salvation
Chapter, or Sanguine Chapter.
Piercing Gaze
Also at 3rd level, you gain the ability to activate a
magical sight at will (no action required), allowing you
to effortlessly pierce the gloom and see what lurks
within. For 1 hour, you gain darkvision with a range of
60 feet. If you already have darkvision, its range
increases to 120 feet. This vision lets you see normally in
dim light and darkness, both magical and nonmagical.
When you reach 7th level, you also gain the effect of
see invisibility for the duration, and when you reach
13th level, you additionally gain the effect of true
seeing for the duration.
Once you use this feature, you can’t use it again until
you finish a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 12th,
16th, and 19th level, you can increase one ability score
of your choice by 2, or you can increase two ability
scores of your choice by 1. As normal, you can’t increase
an ability score above 20 using this feature.
Seasoned Survivor
At 4th level, you gain advantage on Intelligence
(Investigation) ability checks to find secret passages,
interpret markings or messages left by other creatures
on walls or surfaces, or determine the fate of creatures
from blood stains and remains.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Hunter's Pursuit
Starting at 6th level, at the start of your turn, you can
expend 1 Focus Point to immediately move up to half
your speed without using any of your movement for
the turn and without provoking opportunity attacks.
Evasion
Beginning at 9th level, you can nimbly dodge out of the
way of certain area effects, such as a red dragon's fiery
breath or an ice storm spell.When you are subjected to
an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only
half damage if you fail.
Lethal Tempo
Starting at 11th level, the first time you hit a creature
on your turn, you gain 1 Momentum die. You gain 1
additional Momentum die any time you reduce a
creature to 0 hit points.
Relentless Pursuit
Starting at 13th level, when you use your Hunter's
Pursuit, if you end your movement next to a hostile
creature, you regain the expended Focus Point.
Inured to Madness
At 15th level, you gain advantage on saving throws
against being charmed or frightened, or against effects
that cause madness. If you fail a saving throw against
madness, you can expend 1 Focus Point to reroll the
die. You must use the new roll.
Eternal Watch
Starting at 18th level, you are always under the effect
of Piercing Gaze.
Always Ready
Starting at 20th level, once per round (starting at the
start of your turn), you gain one additional reaction,
which you can only use on a Hunter Art that uses a
reaction (such as Weapon Parry or Dodge Step).When
you expend a Focus Point on this special reaction, you
immediately regain the expended Focus Point.
Absolute Chapter
Jaegers of the Absolute Chapter aim for the perfect hunt
- to kill their prey without suffering a single hit. Quick
hands, quick feet, and quick minds, they never stay still -
always one step ahead, always striking with lethal
accuracy. They are masters of their craft, refining the
core techniques of a jaeger to absolute perfection.
Members of the Absolute Chapter are respected by their
allies and feared by their enemies.
Counter Strike
Starting at 3rd level, when you use the Weapon
Parry Focus Art, your damage roll increases by an
amount equal to half your level in this class
(rounded down). If the amount of damage you
block exceeds the damage their attack would
deal, and your attack roll would hit their AC,
the target takes damage equal to the remainder of
the damage roll.
Whenever you expend a Focus Point on a Focus Art,
you gain advantage on your next weapon attack roll
before the end of your next turn.
Unencumbered Movement
Also at 3rd level, while you are wearing light armor or
no armor, your speed increases by 10 feet, and the
distance you can move when using the Dodge Step
Focus Art increases by 5 feet.
Encircling Strike
At 7th level, if you move to the opposite side of a
creature from where you started your turn, or are
directly on the opposite side of a creature from an
allied creature of yours, you deal additional damage to
the target equal to your Momentum die the first time
you hit it with a melee weapon attack.
Mobile Pursuer
At 14th level, when you move as part of your Hunter's
Pursuit, you ignore difficult terrain, can pass through
hostile creatures, and don’t need to spend extra
movement to climb or swim.
The Hunt
Starting at 17th level, you can declare a hunt (no action
required). For 1 minute, you are under the effect of
freedom of movement and each time you expend a
Focus Point, you gain 2 Momentum dice, instead of 1.
This effect ends early if you become incapacitated, or
end it early as a bonus action. Once you use this feature,
you can’t use it again until you finish a long rest.
Heretic Chapter
The Heretic Chapter's jaegers are despised by both
religious organizations and their adherents. In a world
where acts of faith are required to harness divine powers,
these jaegers instead rip these powers from the very gods,
tearing away their divine fabric. Through blasphemous
rituals, strange ingestions, and direct grafting of powers
onto their souls, heretics bind the powers of greater
beings to their will. This is a path that calls for a certain
madness that is only found in the most ardent of hunters,
those who feel the burning need to reach the pinnacle of
power and will do anything to achieve it. Some seek such
power for its own sake, but most want it to put an end to
the nightmare.
Heretic Magic
At 3rd level, you bend the dark powers of those you
hunt to your service through blasphemous occult
rituals,making them your own. You gain the ability to
cast spells.
Cantrips.
You learn two cantrips of your choice from the warlock
spell list. You learn an additional warlock cantrip of
your choice at 10th level.
Spell Slots
The Heretic Spellcasting table shows how many spell
slots you have, as well as the level of those spell slots.
All of your slots are of the same level. To cast one of
your warlock spells of 1st level or higher, you must
expend a spell slot. You regain all expended spell slots
when you finish a short or long rest.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice
from the warlock spell list. The Spells Known column of
the Heretic Spellcasting table shows when you learn a
new spell of your choice from the warlock spell list. A
spell you choose must be of a level you can cast.
Spellcasting Ability
Intelligence is your spellcasting ability for your warlock
spells, since you learn your spells through study and
memorization. You use your Intelligence whenever a
spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving
throw DC for a warlock spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Intelligence modifier
Spell attack modifier = your proficiency bonus + your
Intelligence modifier
Heretic
Level
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 2 2 1st
6th 2 3 2 1st
7th 2 3 2 2nd
8th 2 3 2 2nd
9th 2 4 2 2nd
10th 3 4 2 2nd
11th 3 4 2 2nd
12th 3 5 2 2nd
13th 3 5 2 3rd
14th 3 5 2 3rd
15th 3 6 2 3rd
16th 3 6 2 3rd
17th 3 6 2 3rd
18th 3 7 2 3rd
19th 3 7 2 4th
20th 3 7 2 4th
Arcane Arts
At 3rd level, you learn the Spell Flurry Focus Art. This
does not count against your Focus Arts known.
Spell Flurry
Focus Art, Bonus Action
When you cast a spell, you can expend 1 Focus Point to
make a single weapon attack as a bonus action.
Shrouded Steps
At 7th level, when you use Dodge Step, Hunter's Rush,
or other jaeger abilities that allow you to move without
expending your movement (such as Chasing Finisher),
you can teleport the distance moved instead.When
doing so you always succeed on the saving throw for
Dodge Step.
Mystical Momentum
Beginning at 14th level, when you expend a spell slot,
you gain a number of Momentum dice equal to the
level of the spell slot spent.
Darkness Within
Starting at 17th level, you can unleash the twisted
powers you've bound to your soul, taking on a terrifying
aspect as a bonus action. For 1 minute, you sprout
wings of shadow and become wreathed in darkness.
You gain the following effects:
• The area within 10 feet around you dims. Bright
light becomes dim light, and dim light becomes
darkness.
• You are heavily obscured by swirling shadows.
• You gain a flying speed of 30 feet.
• You have resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks that aren't
silvered.
These effects end early if you become incapacitated, or
end this feature early as a bonus action. Once you use
this feature, you can’t use it again until you finish a
long rest.
Marauder Chapter
A jaeger of this Chapter embodies raw slaughter.
Vengeance, wrath, and death, all rolled into one swing
that never ceases, endlessly scything through monsters,
leaving a bloody wake of destruction. Each marauder is
a symbol of the Chapter's determination and ferocity,
striking fear into the hearts of their enemies with every
swing of their weapon. They are unstoppable warriors,
driven by a thirst for vengeance and the need to protect
humanity from the monstrous hordes.
Path of Gore
Starting at 3rd level, you learn the Great Cleave Finisher.
This does not count against your Finishers known.
Great Cleave
Finisher, special
When you hit a creature with an attack using a weapon
with the two-handed property, you can expend all of
your Momentum dice.When you do so, the attack deals
additional damage equal to 1 Momentum die, and
cleaves a number of adjacent targets within reach equal
to the number of dice expended.Make a melee weapon
attack against each creature targeted. You regain 1
Focus Point for each creature this reduces to 0 hit
points, up to your maximum number of Focus Points.
Marauder Momentum
Also at 3rd level, while you are wielding a melee
weapon with the two-handed property, the size of your
Momentum die is increased by one step (from a d6 to a
d8, to a d10 at 11th level, and to a d12 at 17th level).
Additionally, while you are wearing medium armor, you
can add your Constitution modifier in place of your
Dexterity modifier (to a maximum of +2) when
calculating your AC.
Leap Attack
At 7th level, once per turn, if you move more than 15
feet toward a creature (or fall 10 feet or more)
immediately before making a weapon attack against
them, you deal additional damage on a hit equal to
your Momentum Dice.
When falling, you can make this attack prior to hitting
the ground if there is a target creature in range where
you would fall. On a hit, any falling damage you take is
reduced by half, and you do not fall prone from the fall.
Fell the Leviathan
Starting at 14th level, whenever you use a Finisher, the
target must make a Strength saving throw against 8 +
your Strength modifier + your proficiency bonus, or be
knocked prone. Creatures that are Large or larger have
disadvantage on this saving throw.
Titanic Strength
Starting at 17th level, your strength is so great that
you can wield a two-handed weapon in one hand, and
can use two-weapon fighting even when the weapons
you are wielding aren't light (including using twohanded
weapons).
If you choose to use two hands to wield a two-handed
weapon, when you roll damage with it, you deal bonus
damage equal to half your Strength modifier
(rounded up).
Additionally, when you use a Finisher, you can use your
full titanic power to treat it as if it had twice as many
Momentum dice, up to a number equal to your
maximum Momentum dice + 1. Once you use this, you
can’t do so again until you finish a long rest.
Salvation Chapter
A divine force endows jaegers of the Salvation Chapter
with the ability to defend the world from the horrors,
purging evil with one hand while saving the innocent
with the other. Favorites of the Radiant Church, they are
the light of hope in the darkness where evil dwells.
Members of the Salvation Chapter know that prevention
is always better than cure, and that murder is the most
effective method of prevention. In their zealous
righteousness, they offer hope of sanity and sanctuary to
those that stand with them in their war against the
tides of madness.
Art of Salvation
At 3rd level, you learn the Prayer of Salvation Focus Art.
This does not count against your Focus Arts known.
Prayer of Salvation
Divine Art, bonus action
As a bonus action, you expend 1 Focus Point. You and
one creature of your choice you can see within 60 feet
of you regain 1d4 hit points, and gain an equal number
of temporary hit points.
Savior's Focus
Also at 3rd level, you find new strength in the most
desperate hours.When an allied creature you can see or
hear is reduced to 0 hit points, you regain 1 Focus
Point. Once you use this feature, you can’t do so again
for 1 minute.
Sanctifying Light
Starting at 7th level, when you expend a Focus Point,
you can choose to emit a glow of divine light until the
end of your next turn, illuminating a 20-foot radius in
bright light and an additional 20 feet in dim light. Any
allied creature that starts its turn in the bright light or
enters it for the first time on its turn gains 1d4 + your
proficiency bonus hit points. This light is extinguished
if you become incapacitated.
Purifying Salvation
Starting at 14th level, your Prayer of Salvation Focus
Art can target an additional creature, and the amount
of hit points it restores and temporary hit points it
grants increases to 1d8.
Additionally, if any of the targets are charmed,
frightened, poisoned, or suffering from a short-term
madness, you can cleanse the condition from them,
ending it.
Light of Hope
Starting at 17th level, as a bonus action, you can
unleash a blinding light from within for 1 minute,
illuminating the darkness. You gain the following
benefits for the duration:
• The radius of your Sanctifying Light becomes 30
feet of bright light and an additional 30 feet of dim
light, and the light becomes sunlight. You and all
creatures of your choice within the bright light are
under the effect of bless. Creatures in the bright light
have advantage on death saving throws, do not die at
three failed saves, and continue to roll until they are
stable. A creature that is no longer within the bright
light of this effect and is not stable dies if they have
failed three death saving throws.
• When you use Prayer of Salvation, you immediately
regain the expended Focus Point.
These benefits end early if you become incapacitated,
or end this feature early as a bonus action. Once you
use this feature, you can’t use it again until you finish a
long rest.
Sanguine Chapter
In order to strengthen themselves, jaegers of the Blood
Chapter rely on the essential essence that is blood.
They achieve resilient states of unnatural life and feed
their powers with the fruits of their violence. Although
some may consider them to be monsters in and of
themselves, when faced with the horrors that lurk in
the dark recesses of the world, their abilities can hold
the line and preserve the tenuous flame of life when it
should have long since been extinguished, keeping
themselves and their allies alive while draining the
strength of their adversaries in an endless crimson
parade of blood.
Vital Consumption
Starting at 3rd level, you gain the ability to draw power
from the flowing blood of your foes, and learn the
Blood Drain Finisher, which does not count against your
Finishers known. Some of your abilities use a Blood
Magic save DC, which is calculated as follows:
Blood Magic DC = 8 + your Intelligence or Constitution
modifier (your choice) + your proficiency modifiers.
Blood Drain
Finisher, bonus action
As a bonus action, you can expend all of your
Momentum dice to drain a creature within 5 feet of
blood,magically consuming its vitality as your own.
The target makes a Constitution saving throw against
your Blood Magic save DC. On a failed save, it takes
necrotic damage equal to the value rolled on all the
expended Momentum dice. On successful save, it takes
half as much necrotic damage damage. Success or
failure, you regain hit points equal to half the necrotic
damage dealt.
If the target is bloodied (has fewer than half its
maximum hit points) after taking the damage from this
Finisher or if you use this Finisher against a creature
suffering from an effect that makes it bleed (such as
Hemorrhaging Wound), you regain 1 Focus Point.
Crimson Rage
Also at 3rd level, the first time you become bloodied
(have fewer than half your maximum hit points), you
gain 1 Focus Point and 1 Momentum die. You cannot
benefit from this feature again for 1 minute.
Blood Hex
Starting at 7th level, when you use your Blood Drain
Finisher and the target fails its saving throw, you can
invoke a blood hex, selecting one of the following
effects:
• Blood Puppet. The target must use its reaction to
move up to 5 feet in a direction of your choice (if the
target's reaction is unavailable, they cannot move).
• Bound Blood. The target's movement speed is
reduced by half until the start of your next turn.
• Burning Blood. The target takes additional fire
damage equal to half necrotic damage dealt.
Empowered Blood Hex
Starting at 14th level, you can invoke more powerful
blood hexes. You gain the following options, each of
which are improved versions of the hexes granted by
Blood Hex, but cost 2 Focus Points to invoke.
• Blood Puppet (Empowered). The target must
use its reaction to move up to 5 feet and make a single
weapon attack against a creature of your choice (if the
target's reaction is unavailable, they cannot move).
• Bound Blood (Empowered). The target is
restrained until the start of your next turn.
• Burning Blood (Empowered). The target takes
fire damage equal to the necrotic damage dealt at the
start of each of its turns. It can repeat the saving throw
it made against the Blood Drain Finisher at the end of
each of its turns, ending the effect on a success.
Blood Frenzy
Starting at 17th level, while bloodied (have fewer than
half your maximum hit points), you gain the following
the benefits:
• Your speed is increased by 20 feet.
• When you take the attack action, the number of
attacks you make increases to three.
• All hit points you regain from your jaeger abilities
are doubled.
• You can use the Blood Craze Focus Art.
Blood Craze
Focus Art, Reaction
As a reaction to being reduced to 0 hit points, you
can expend 1 Focus Point to be reduced to 1 hit
point instead.
Note: Blood Craze
This is a Focus Art, so it works with Always Ready
(which grants an additional reaction), making the
Sanguine Chapter fairly difficult to stop at 20th level
Additional Focus Arts
Aerial Vault
Focus Art, special
When you make a long jump or high jump, you can
expend 1 Focus Point to double your jumping distance
for that jump and you can ignore difficult terrain until
the end of your turn.When you use this Focus Art, the
maximum distance you can jump isn’t limited by your
movement speed.
Elemental Art
Focus Art, bonus action
As a bonus action, you expend 1 Focus Point and touch
a weapon you're carrying. Choose between Acid, Cold,
Fire, or Lightning. For 1 minute, the weapon deals that
damage type.
Focus Mind
Focus Art, reaction
As a reaction to making a saving throw against being
charmed, frightened, or having your mind read or
influenced, you can expend 1 Focus Point to gain
advantage on the roll. If you already have advantage on
the roll, you can reroll one of the dice once.
Flourish
Focus Art, bonus action
As a bonus action, you expend 1 Focus Point
and gain 1 additional Momentum die (gaining
2 Momentum dice in total, which includes the
die gained through the Momentum feature
from expending the Focus Point on Flourish).
Hunter's Rush
Focus Art, bonus action
As a bonus action, you can expend 1 Focus Point to
take the Dash action.
I Don't Want To Be Eaten Today
Focus Art, reaction
As a reaction to becoming grappled or restrained by an
effect that has an escape DC or to making a contested
roll against these conditions, you can expend 1 Focus
Point to attempt to immediately escape the effect,
making an Athletics or Acrobatics check against the
escape DC, or gain advantage on the contested roll.
Jaeger's Assessment
Focus Art, bonus action
As a bonus action, you can expend 1 Focus Point to
make an Intelligence (Investigation) check against a
hostile creature you can see within 60 feet, contested
by its Charisma (Deception) check. On success, you
learn its creature type, AC, any resistances or
immunities it has to damage or conditions, and any
spells it is under the effect of.
Alternatively, when you take this bonus action, you can
take the Search action.
Finishers
Breaking Blow
Finisher, special
When you hit a creature with an attack, you can expend
all of your Momentum dice to force the target to make
a saving throw, or suffer a condition for 1 minute on a
failure. The DC of the save is 8 + your Strength or
Dexterity modifier (your choice) + your proficiency
bonus. The condition depends on the number of
Momentum dice you have when you use this Finisher.
You can choose to inflict a condition that requires
fewer Momentum dice than you expend, but all
Momentum dice are expended regardless of the
condition selected.
The target can repeat its saving throw against the
condition at the end of each of its turns, ending the
effect on a success. If the condition inflicted is Prone,
they do not need to pass a subsequent save and can
end the condition by standing as normal instead (if
able to).
If the target fails their initial save against the effect, you
regain 1 Focus Point.
Chasing Finisher
Finisher, bonus action
As a bonus action, you expend all of your Momentum
dice to move 10 feet per die expended before making a
melee weapon attack. On hit, add the expended
Momentum dice to the weapon damage roll.
Hemorrhaging Wound
Finisher, special
When you hit a creature with an attack, you can expend
all of your Momentum dice to rend a vicious bleeding
wound. At the end of each of the creature's turns, it
loses hit points equal to the number of Momentum
dice expended. Each time it takes damage from this
effect, the number of dice of damage it takes at the
end of its next turn is reduced by 1, and the bleeding
stops when the number of dice would be reduced to 0.
Applying a new bleed while the target is still bleeding
does not stack, but refreshes the number of dice of
damage taken from the bleed to the higher of the
two values.
Opportunistic Shot
Finisher, reaction
As a reaction to a creature within 20 feet becoming
paralyzed, restrained, or stunned, you can expend all of
your Momentum dice and make a single weapon attack
with a firearm you are holding. On hit, add the
expended Momentum dice to the weapon damage roll.
Vicious Finisher
Finisher, bonus action
As a bonus action, you form one hand into a spectral
beast claw and make a melee weapon attack with it,
and expend all of your Momentum dice. On hit, the
target takes slashing damage equal to 1d12 + your
Strength modifier + 2 Momentum dice for each die
expended. This attack has a higher critical hit range
based on the number of Momentum dice expended,
reducing the roll needed by 1 for each die, up to a
maximum of scoring a critical hit on a 15-20 with 5
Momentum dice.
If the Finisher is a critical hit, you regain 1 Focus Point.
Volley Finisher
Finisher, bonus action
When you are carrying a firearm, as a bonus action, you
can expend all of your Momentum dice to reload and fire
a spray of shots at blinding speed. Each creature in a 30-
foot cone must make a Dexterity saving throw against a
DC of 8 + your Dexterity modifier + your proficiency
bonus. On failure, a creature takes piercing damage
equal to the total rolled on the Momentum dice.
Jaeger feats
During the hunt you are capable of bursts of focus when
you need them most. You gain the following benefits:
• Increase your Dexterity or Wisdom score by 1, to
a maximum of 20.
• You gain 1 Focus Point (adding to your existing
Focus Points if you already have Focus Points), and
learn one new Focus Art, choosing from Weapon
Parry, Dodge Step, or any of the Jaeger’s Additional
Focus Arts.
Brutal Attacker
Prerequisite: Strength 18, Jaeger
You master a reckless approach that maximizes your
offensive capabilities.
• You can wield a two-handed weapon in one hand,
as long as your other hand is empty or wielding a one
handed weapon.
• When you reduce a creature to 0 hit points, your
next attack roll before the end of your next turn gains
advantage.
Apothecary
Apothecary overview
Class Features
As an apothecary, you gain the following class features:
Hit Points
Hit Dice: 1d8 per apothecary level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per apothecary level after 1st
Proficiencies
Armor: light armor, medium armor
Weapons: simple weapons, short swords, hand crossbows
Tools: any tool proficiency, plus another of your choice from the following: poisoner’s kit, herbalism kit, or alchemist’s supplies.
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, History, Investigation, Medicine, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
h a light crossbow and 20 bolts, a shortsword, or any simple weapon
h a component pouch or an arcane focus
h a scholar’s pack or a dungeoneer’s pack
h hide armor, any simple weapon, and two daggers
h A healer’s kit
Apothecary
Level | Proficiency Bonus | Features | Cantrips Known | Spell Slots | Slot Level | Theories Known |
---|---|---|---|---|---|---|
1 | +2 | Apothecary Magic, Occult Practice | 3 | 1 | 1st | — |
2 | +2 | Esoteric Theories | 3 | 2 | 1st | 2 |
3 | +2 | Occult Practice Feature | 3 | 2 | 2nd | 2 |
4 | +2 | Ability Score Improvement | 4 | 2 | 2nd | 3 |
5 | +3 | — | 4 | 3 | 3rd | 3 |
6 | +3 | Occult Practice Feature | 4 | 3 | 3rd | 4 |
7 | +3 | — | 4 | 3 | 4th | 4 |
8 | +3 | Ability Score Improvement | 4 | 3 | 4th | 5 |
9 | +4 | — | 4 | 4 | 5th | 5 |
10 | +4 | Occult Practice Feature | 5 | 4 | 5th | 6 |
11 | +4 | Greater Formula (6th) | 5 | 4 | 5th | 6 |
12 | +4 | Ability Score Improvement | 5 | 4 | 5th | 7 |
13 | +5 | Greater Formula (7th) | 5 | 5 | 5th | 7 |
14 | +5 | Occult Practice Feature | 5 | 5 | 5th | 8 |
15 | +5 | Greater Formula (8th) | 5 | 5 | 5th | 8 |
16 | +5 | Ability Score Improvement | 5 | 5 | 5th | 9 |
17 | +6 | Greater Formula (9th) | 5 | 6 | 5th | 9 |
18 | +6 | Occult Practice Feature | 5 | 6 | 5th | 10 |
19 | +6 | Ability Score Improvement; Add. Formula (6th) | 5 | 6 | 5th | 10 |
20 | +6 | Miraculous Recovery; Add. Formula (7th) | 5 | 6 | 5th | 11 |
Creating an Apothecary
When you set out to create an apothecary, the most important question is to decide your path of study. What is it that drives you to seek knowledge? Are you working in the service of good?
Is your life dedicated to helping those in need? By studying poisons, diseases, occult lore, and forbidden knowledge, do you hope to help the sick and wounded? Perhaps you aim to save someone you care about, or protect your kingdom or homeland from the evils of this world. Or maybe your studies are more dangerous in nature. Do you set out on adventure to test your dangerous chemical formulae? Do you see each monster or enemy as a test subject for your concoctions and spells?
All apothecaries share a search for knowledge, and dabble in forbidden lore and occult practices. Although many in their practice are happy to sell their services or potions in cities or to well-paying nobles and kings, some are called to adventure, setting out on the endless hunt for knowledge. Others work as investigators and researchers. Many apothecaries see adventure as a means to perform direct field research, perfect their skills, and test the true potential of their theories.
Quick Build
You can make an apothecary quickly by following these suggestions.
h First, Intelligence should be your highest ability score, followed by Constitution.
h Second, choose your character ancestry and background.
h Third, choose the poison needle* and spare the dying cantrips, along with the 1st-level spells envenom* and healing word.
Apothecaries in Drakkenheim
Apothecaries can be found throughout the continent in many forms. The term is broadly used to describe many magic-adjacent professions found on the continent and the vast array of possible fields of study is ever expanding.
The Amethyst Academy has departments of apothecaries managing their labs and research centers. Within their many schools and strongholds, they teach advanced sciences and using magic to better understand the body and mind, and the various modern medical practices that can be combined with magic to save lives — or end them.
Not all apothecaries are mageborn. The broad term has been used to describe several practices that combine herbal ingredients, chemicals, and poisons with biological study to induce outcomes similar to the effects of evocation or necromantic magic.
Pathogenists
working in distant labs perform studies to create new powerful strains of disease and poison. Chemists find ways to surpass the potency of mageborn spellcasting with the right dose of chemicals for their explosive and destructive results. Other Mutagenists working with the mutating effects of delerium seek to control and isolate the elements of mutation and apply them in a more controlled manner. There are even reports of apothecaries who are studying techniques to unlock the potential of the mind. These Alienists have caused a stir amongst nobles, mages, and clergy for their ability to tap into mental capabilities that mirror magic, without requiring a mageborn’s lineage.
Secretive reanimators pursue grisly studies into the realms of death and undeath, mimicking necromantic magic using little more than new science and invention. There are apothecaries working under the Sacred Flame as exorcists, channeling their occult knowledge and research into helping rid holy sites of undead, dispatch unwanted spirits, and remove terrible curses.
Apothecaries are found on every continent; whether mageborn or not, many are skilled academics who have a keen mind for pushing the boundaries of science. These researchers have found themselves on the path of the apothecary, lending their aid to cities and towns throughout the continent, and occasionally bringing unique chemical warfare to the battlefield of great wars.
Personality Traits
1 I often use big scientific words; I just can’t help but to embellish my superior intellect.
2 I have a dark sense of humor. Often my jokes fall flat on those who do not share in my macabre ideals.
3 I mutter to myself constantly. Years in the lab have meant that I am accustomed to speaking mostly to myself.
Ideals
1 Science. To push the boundaries of mortal capabilities is a reason to live, and a worthy legacy to leave behind.
2 Education. If I can share the great secrets I learn with others, the world will be better for it.
3 Power. Mageborn think they hold all the cards, but the power we can unlock through occult practice and advanced study will surpass any silly fireball-throwing mage.
Bonds
1 I was laughed at for my passion for study. I want to prove to the world how great science can be.
2 There are secrets of this world capable of unlocking vast mortal potential — I will discover them.
3 My mentor was a great genius. I want to finish the work they started.
Flaws
1 Sometimes you have to make sacrifices to prove a hypothesis. Sometimes those sacrifices are people’s lives. A worthy cost for science, no?
2 I obsess over my theories and discovering occult lore; occasionally it is all consuming.
3 I scoff at mages and their petty parlor tricks. They cannot fathom the pow er we can wield if we simply seek it.
Personal Quest
1 I must collect blood samples of the five chromatic dragons in order to perfect the ultimate concoction.
2 I will be the first non-mageborn to prove the potential of scientific study and join the Amethyst Academy elite.
3 The falling star that struck Drakkenheim is sure to have unfathomable potential for my study. I must collect a shard from the source in the heart of the crater.
alienist
Alienist
An Alienist seeks to master the mysteries of the mind. Having devoted
years to studying the inner workings of the brain, and unlocking
its latent potential, an Alienist is able to read and manipulate the
thoughts of others, and bend reality itself. They tap into unfathomable
realities and shift the world to their will using the psychic energies they
call upon from eldritch lore and arcane knowledge.
Advanced Psychology
1st-level Alienist feature
You learn the eldritch blast cantrip. You gain proficiency in
the Arcana skill. If you already have this proficiency, you gain
proficiency with another skill of your choice.
Alienist Spells
1st-level Alienist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Alienist Spells table. These
spells count as apothecary spells for you, but they don’t count
against the number of apothecary spells you prepare.
Alienist Spells
Apothecary Level Spell
1st charm person, hideous laughter
3rd detect thoughts, suggestion
5th hypnotic pattern, major image
7th arcane eye, dimension door
9th animate objects, modify memory
Mental Influence
3rd-level Alienist Feature
You have studied hard to unlock the deepest recesses of your
psyche, unleashing untapped psychic potential within yourself.
This energy is represented by a pool of Psychic Points. You have
four psychic points. You gain two more at 6th level, another two
at 10th, and two more again at 14th level, which you can expend
to use the various psionic powers you have detailed below.
If you have expended all your Psychic Points, you cannot use
these powers. You regain all your expended Psychic Points when
you finish a short or long rest.
h Cerebral Breakthrough. When you cast an apothecary
spell that deals damage, you can expend a Psychic Point to
re-roll any number of the dice. You must use the new rolls.
h Mind Over Matter. Whenever you take damage, you can
use your reaction and expend a Psychic Point, reducing the
damage taken by an amount equal to your apothecary level.
h Mind Whisperer. When you cast an apothecary spell which
does not deal damage, you may spend a psychic point to cast
it without any somatic or verbal components.
Metaphysical Tether
3rd-level Alienist feature
As an action, you can touch a willing creature to create a psychic
link with it which lasts a number of hours equal to your
Apothecary level or until you end the link (no action required) .
The maximum number of links you can have at any time is
equal to your proficiency bonus. All the creatures tethered in
this way can communicate telepathically with one another as
long as they are within 100 feet of each other.
Chapter 3: Drakkenheim Characters 141
Force Manipulation
6th-level Alienist feature
Your mental prowess allows you to control the very fabric of
your own reality around you, allowing you to defy gravity and
push yourself through the air using only your mind. As a bonus
action, you can expend. a psychic point to give yourself a
flying speed equal to your walking speed for 1 minute, during
which you can hover.
Mental Magic
10th-level Alienist feature
You gain new ways to use your latent psychic powers to manipulate
the essence of your spells and spellcasting. You gain three
new ways to use your Psychic Points:
h Prescribed Effects. Once per turn when a target you can see
within 30 feet of you succeeds on an Intelligence, Wisdom, or
Charisma saving throw against a spell you cast, you can expend
a Psychic Point to fill its mind with scrambled psionic energy,
forcing it to reroll the d20 and use the lower roll for its saving
throw, possibly turning a success into a failure.
h Mentally Prepared. Once per turn, when a target you can
see within 30 feet of you, including yourself, fails an Intelligence,
Wisdom, or Charisma saving throw, you can use a Psychic
Point and add your Intelligence modifier to the creature’s
saving throw, potentially turning the failure into a success.
h Fight or Flight Response. As a bonus action, you
can expend a Psychic Point and teleport up to 30 feet to
an unoccupied space you can see. You immediately gain
temporary hit points equal to twice your intelligence modifier.
Self-Diagnosis
14th-level Alienist feature
If you have no Psychic Points remaining, you can use an bonus
action and expend a spell slot to regain 1d4 Psychic Points.
You also gain two additional psychic features:
h Careful Examination. Whenever you cast a spell which
restores hit points to a creature, you may expend a Psychic Point.
If you do, all creatures targeted by the spell regain an additional
amount of hit points equal to twice your Intelligence modifier.
h Enhanced Cerebellum. When you cast any spell of 1st
level or higher from your Alienist Spells feature, you can
cast it by expending a spell slot as normal or by spending a
number of psychic points equal to the spell’s level.
Impenetrable Mind
18th-level Alienist feature
You are resistant to psychic damage and immune to being
charmed or frightened. Magic cannot put you to sleep and you
have advantage on saving throws against spells that attempt
to read your thoughts or control your mind or actions, such as
dominate person. Additionally, when you use the Self-Diagnosis
feature to regain Psychic Points using a spell slot, you now
regain Psychic Points equal to the spell’s level.
chemist
Chemist
A Chemist is a studied scientist whose advanced research in to
chemical compounds has granted them the ability to terrorize their
enemies with alchemical explosions, devastating gasses, and other
horrific concoctions. Chemists love testing their new compounds in
the field, and are always keen to advance their study and research
further, finding new combinations to combust their foes with.
Chemical Compound
1st-level Chemist feature
You gain proficiency in alchemist’s supplies if you do not already
have it. You also learn the firebolt cantrip and one additional
evocation cantrip of your choice from the wizard spell list. These
cantrips count as apothecary cantrips for you, but do not count
against your cantrips known.
Chemist Spells
1st-level Chemist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Chemist Spells table. These
spells count as apothecary spells for you, but they don’t count
against the number of apothecary spells you prepare.
Chemist Spells
Apothecary Level Spell
1st burning hands, grease
3rd acid arrow, flaming sphere
5th fireball, stinking cloud
7th ice storm, wall of fire
9th cloudkill, cone of cold
Precise Application
3rd-level Chemist feature
When you cast a spell that deals acid, cold, fire, lightning, or
poison damage to other creatures that you can see, you can
choose a number of them equal to your Intelligence modifier.
The chosen creatures automatically succeed on their saving
throws against the spell, and they take no damage if they would
normally take half damage on a successful save.
Chain Reaction
6th-level Chemist feature
When you cast an apothecary cantrip that normally targets
only one creature and deals acid, cold, fire, lightning, or poison
damage, the spell can instead target two creatures that are
within the spell’s range.
Chemical Conditioning
6th-level Chemist feature
As an action, you give one creature you touch (including possibly
yourself) resistance to acid, cold, fire, lightning, or poison
damage for 1 hour. This benefit ends immediately if you use this
feature again.
Bottled Spells
10th-level Chemist feature
You can store a spell from your Chemist Spells feature as a liquid
in a small vial or bottle you touch when you cast the spell. The spell
has no effect other than to be stored in the bottle. The spell
remains stored inside until a creature opens the bottle. Once you
use this feature, any unused bottled spell you previously created
becomes inert, and you can’t bottle another spell until you finish
a short rest. Any creature holding the bottle may spend an action
to open it and cast the spell inside. The spell uses your spell attack
bonus and save DC, but the spell treats the creature who released
it as the caster in all other respects.
Elemental Adjustment
14th-level Chemist feature
When you cast a spell using an apothecary spell slot which deals
a type of damage from the following list, you can change that
damage type to one of the other listed types: acid, cold, fire,
lightning, or poison.
Chemical Cataclysm
18th-level Chemist feature
When you cast a spell that deals acid, cold, fire, lighting, or
poison damage using an apothecary spell slot, it is treated as if it
was cast using a 7th-level spell slot.
Exorcist
Exorcist
An Exorcist comes prepared to deal with evil entities, sinister
spirits, and fearsome fiends. Equipped with their holy symbol, a
book of prayers, and a bag of ritualistic baubles, they stand ready
to face the most unnatural and otherworldly entities of the realms.
An Exorcist is accustomed to facing down insurmountable threats,
with a holy symbol in hand they fear nothing, and stand as a
shield between the realms of men, and those of monsters.
Spiritual Study
1st-level Exorcist feature
You gain proficiency in heavy armor and the Religion Skill. If you
already have this proficiency, you gain proficiency with another
skill of your choice. You can use a holy symbol as an arcane focus
for your apothecary spells and you gain a cantrip of your choice
from the cleric spell list. This cantrip counts as an apothecary
cantrip for you.
Exorcist Spells
1st-level Exorcist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Exorcist Spells table.
These spells count as apothecary spells for you, but they don’t
count against the number of apothecary spells you prepare.
Exorcist Spells
Apothecary Level Spell
1st bless, protection from evil and good
3rd spiritual weapon, zone of truth
5th counterspell, spirit guardians
7th banishment, last rites*
9th dispel evil and good, flame strike
Exorcism
3rd-level Exorcist feature
At 3rd level you gain the ability to imbue divine energy through
your holy symbol to expel evil entities in the area, or purge their
harmful effects from your allies.
When you use this feature, you choose which effect to create.
You can use this feature a number of times equal to half your
proficiency bonus rounded down, you regain all expended uses
on a short or long rest.
If an Exorcism effect requires a saving throw, the DC equals
your Apothecary spell save DC.
Starting at 5th level, when an undead or fiend fails its saving
throw against your Expel Evil feature, that creature suffers 4d8
radiant damage.
Expel Evil. As an action, you present your holy symbol and
speak a prayer censuring creatures that mean you harm. Each
Chapter 3: Drakkenheim Characters 143
undead, celestial, fey, or fiend that can see or hear you within 30
feet of you must make a Wisdom saving throw. If the creature
fails its saving throw, it is turned for 1 minute or until it takes
any damage.
A turned creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move to a space
within 30 feet of you. It also can’t take reactions. For its action,
it can use only the Dash action or try to escape from an effect
that prevents it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
Purge Corruption. You touch a creature or item and can
end either one condition afflicting it. The condition can be
blinded, charmed, deafened, frightened, paralyzed, or poisoned.
Additionally, if a creature is possessed or mind controlled by
a spirit or foreign entity, you can use this feature to remove any
traits or other features related to the possession. If possessed, the
creature possessing it is shunted out of its host to an unoccupied
space within 5 feet and takes psychic damage equal to 2d8 +
your apothecary level.
Sacred Vessel
6th-level Exorcist feature
You are immune to the frightened condition, and cannot be
possessed or cursed. You also have advantage on saving throws
against being charmed.
Negation
10th-level Exorcist feature
As a reaction when a hostile creature you can see targets an ally
with an attack, spell, or other effect, you can expend an Apothecary
spell slot to force it to make a Charisma saving throw
against your spell save DC. On a failure, the action they were
attempting fails and resources used are wasted.
Empowered Healing
14th-level Exorcist feature
Whenever you cast a spell that heals a creature, that spell
deals maximum healing and the creature immediately gains
temporary hit points equal to your apothecary level.
Devout Witness
18th-level Exorcist feature
As a Devout Witness, you speak on behalf of your gods and
can feel their powers surging through you. Commanding spirits
and vanquishing evil is second nature to you. You have added
benefits that bolster your abilities.
h Creatures who fail their saving throws against your Exorcism:
Expel Evil feature take an additional 4d8 radiant damage.
h Creatures who are aided by your Exorcism: Purge Corruption
feature gain 4d8 temporary hit points.
Mutagenist
Mutagenist
Mutagenists have has researched a serum that they inject to
transform into a monstrous form. They use themselves as the
conduit for this power and hurl themselves towards their enemies
as a hulking abomination. They spend their lives researching and
discovering new ways to improve and modify the serum in hopes of
becoming the perfect form.
Natural Philosophy
1st-level Mutagenist feature
You gain proficiency with alchemist’s supplies and either the
herbalism kit or poisoner’s kit. You also gain proficiency in two
additional languages and the Nature Skill. If you already have this
proficiency, you gain proficiency with another skill of your choice.
Mutagenist Spells
1st-level Mutagenist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Mutagenist Spells table. These
spells count as apothecary spells for you, but they don’t count
against the number of apothecary spells you prepare.
Mutagenist Spells
Apothecary Level Spell
1st jump, toxic shield*
3rd alter self, enhance ability
5th haste, water breathing
7th polymorph, stoneskin
9th reincarnate, septic shock*
Transmogrifying Elixir
3rd-level Mutagenist feature
As a bonus action, you may expend a spell slot to undergo a grotesque
transformation. The transformation ends after one minute,
or if you are reduced to 0 hit points or incapacitated. When you
undergo this transformation you maintain your personality, alignment,
and game statistics. However, several changes occur:
h Your Strength and Intelligence ability scores are swapped.
h Your size becomes Large, your jump distance is doubled, and
you count as one size larger when determining your carrying
capacity and the weight you can push, drag, or lift.
h Each of your hands transform into a big meaty fist, which you
can use to make melee weapon attacks. It counts as a simple
weapon for you. Your big meaty fists deal 1d10 + your Strength
modifier + your Apothecary level bludgeoning damage on a hit.
h You cannot cast or concentrate on spells.
h You have darkvision out to a range of 120 feet.
h You gain temporary hit points equal to five times your
Apothecary level.
You also amplify your abilities based on the potency of your
concoction. This is related to the spell slot you used to undergo
the transformation:
h Your speed increases by 5 feet per level of spell slot used.
h Your AC is 13 + the level of spell slot used.
h At the start of each of your turns and as long as you have at
least 1 hit point remaining, you regain a number of hit points
equal to the level of the spell slot used.
Extra Attack
6th-level Mutagenist feature
Beginning at 6th level, you attack twice, instead of once, whenever
you take the Attack action on your turn.
Potent Biology
6th-level Mutagenist feature
When you are in your transmogrified form, you have more powerful
attacks capable of bypassing your enemy’s greatest defenses.
Your big meaty fist attacks count as magical for overcoming resistance
and immunity to non-magical attacks and damage.
When you hit with an attack using your big meaty fists, you
can expend a spell slot to empower the force of your blow with
unnatural energy. When you expend a spell slot in this way you
deal an additional 1d8 force damage per level of spell slot used.
Adaptive Genetics
10th-level Mutagenist feature
You are able to use your changed biology to protect yourself
from the clutches of death. When you are reduced to 0 hit points
in either your natural, or transmogrified state, your other self is
ready to take over.
h When in your natural form and reduced to 0 hit points you
can immediately transform using your Transmogrifying Elixir
feature expending a spell slot as normal. You regain a number
of hit points equal to your Apothecary level when you do (in addition
to gaining temporary hit points from your transformation).
h When you are reduced to 0 hit points in your transmogrified
form, you revert to your natural form with 1 hit point
remaining. If you do, you can’t assume your transmogrified
form again until you finish a short or long rest.
Unnatural Evolution
14th-level Mutagenist feature
You can use your Greater Formulas feature to transmogrify as
if you had used a spell slot of that level. When you transform
in this way you gain one of the additional genome mutations
listed below.
h Draconic Genome. You grow fleshy wings from your back
and your skin takes on a scaly appearance. You gain a flying
speed equal to your walking speed and as an action can spew
bile in a 30-foot cone. All creatures in the area must succeed
on a Constitution saving throw against your spell save DC or
take 8d6 acid damage, or half as much on a successful save.
Once you use this feature, you can not do so again until you
finish a short or long rest.
h Giant Genome. You become a hulking mass of flesh and
muscle, turning yourself into a living siege weapon. Your size
becomes Huge and all damage dealt to objects and structures is
now doubled. As an action, you can expend a spell slot on your
turn to slam your fists into the ground, sending shockwaves
and rubble crashing around you. All creatures in a 30-foot
radius centered on you must succeed on a Dexterity saving
throw against your spell save DC or they take 8d6 bludgeoning
damage and are knocked prone. If they succeed on the saving
throw, they take half damage and are not knocked prone.
h Cerebellum Genome. You maintain a fraction of your mind
as you transform, allowing remnants of your studies to linger
in your monstrous brain. You now have the ability to maintain
concentration on spells while in your transmogrified form.
While transmogrified, your concentration can’t be broken as a
result of taking damage.
The New Flesh
18th-level Mutagenist feature
You have perfected your Transmogrifying Elixir, breaking
the confines of evolution and pushing your form to what you
deem the apex of evolution. You gain the following benefits
while transmogrified:
h As long as you have one or more hit points remaining, you can
use a bonus action and expend a spell slot to regain hit points
equal to ten times the level of the spell slot used.
h If you fail a saving throw, as a reaction you can expend a spell
slot to succeed instead.
h Your Strength score becomes equal to your Intelligence score
when transmogrified. Additionally, you can cast spells while in
your transmogrified form.
Pathogenist
Pathogenist
The study of diseases opens doorways to many dangerous scientific
discoveries. As experts in both ridding the body of sickness and the
mutations of infectious disease, Pathogenists bring their study to
the battlefield by using monsters and enemies as test subjects for
their infections. Long years spent carefully monitoring the causes
and effects of such plagues allows them to be experts at disease
mutation, allowing their sickness to spread in a terrifying manner
and riddle their foes with debilitating symptoms, crippling their
bodies and rattling their minds.
Plague Proficiency
1st-level Pathogenist feature
You learn the chill touch cantrip. You gain proficiency with the
herbalism kit. If you already have this proficiency, you gain
proficiency with one other type of artisan’s tools of your choice.
Pathogenist Spells
1st-level Pathogenist feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Pathogenist Spells table.
These spells count as apothecary spells for you, but they don’t
count against the number of apothecary spells you prepare.
Pathogenist Spells
Apothecary Level Spell
1st infect*, inflict wounds
3rd blindness/deafness, biohazard*
5th pestilence*, venomous aura*
7th blight, blood worm*
9th contagion, insect plague
Pernicious Pathogens
3rd-level Pathogenist feature
Whenever a creature casts a spell or uses a trait or feature that
would cure or remove one of your diseases (such as casting
lesser restoration to remove your infect* spell), the creature must
first make an ability check using its spellcasting ability (or its
Charisma modifier, if the spell or special ability does not specify
a spellcasting ability score). The DC equals your spell save DC.
On a failed check, the creature’s spell, trait, or feature fails and
has no effect. Any material components used are expended, and
any spell slot expended is wasted.
Mutant Strain
3rd-level Pathogenist feature
You can evolve your diseases to cause new symptoms. You learn
two mutant strains of your choice, and each time you gain a
level in this class, you can replace one mutant strain you know
with a different one from this feature. When you reach certain
levels in this class, you learn additional mutant strains, as shown
in the Mutant Strains Known table.
Mutant Strains Known
Apothecary Level Number of Strains
3rd 2
9th 3
15th 4
Whenever you cast a spell which inflicts diseases (such as infect*
or contagion) you can apply an additional effect from your
mutant strain to one of the targets of the spell, which lasts for
the duration of that spell.
The following mutant strains are available to you when you
learn a mutant strain. If a strain has a level requirement, you
must be at least that level in this class to learn the strain.
h Dizziness. The target can’t take reactions.
h Fatigue. Each time the target fails a saving throw against
your disease, its speed is reduced to five feet until the start
of its next turn.
h Coughing Fits. At the start of each of the targets’ turns, it must
make a Constitution saving throw against your spell save DC. On
a failed save, it is unable to speak until the start of its next turn.
h Shivers. The target shakes uncontrollably. At the start of each
of the target’s turns, it drops whatever it is holding in its hands.
h Weakness (9th level). The target deals half damage with
melee weapon attacks.
h Dry Eyes (9th level). Each time the target fails a saving
throw against your disease, it becomes blinded until the start
of its next turn.
h Intense Fever (9th level). The target can’t regain hit points.
h Lesions (9th level). The target loses any damage resistances.
h Nausea (15th level). Each time a target fails a saving
throw against your disease, it becomes incapacitated until
the start of its next turn.
h Dystrophy (15th level). The target becomes vulnerable to
bludgeoning, piercing, and slashing damage.
Breakthrough Infection
6th-level Pathogenist feature
When you cast a spell using an apothecary spell slot or your
Greater Formula feature that causes disease, that spell ignores
any creature’s immunity to disease. Such creatures instead make
any saving throws against your diseases with advantage.
Outbreak
6th-level Pathogenist feature
When a creature infected by one of your diseases dies, you can
use your reaction to spread the disease to a different creature
you can see within 30 feet of that creature.
Insidious Incubation
10th-level Pathogenist feature
When you start casting infect*, you can modify it so that it
doesn’t require concentration. If you do so, the spell’s duration
becomes 1 minute for that casting. You must finish a short or
long rest before using this feature again.
Immunocompromised
14th-level Pathogenist feature
A creature infected with one of your diseases (such as infect*
or contagion) has disadvantage on saving throws against your
apothecary spells.
Rapid Evolution
18th-level Pathogenist feature
Whenever you cast a spell which inflicts diseases, you can apply
an two additional effects from your mutant strain to one of the
targets of the spell, instead of one.
Reanimator
Reanimator
A Reanimator is the master of life and death. Years spent perfecting
their formula to bring the recently dead back, or to construct new
life out of discarded flesh and patchwork anatomy, have left most
Reanimators in a state constantly riding the lines between genius
and madness. A Reanimator’s skills at clutching life from the jaws
of death make them exquisitely suited for dealing with death, and
undeath. Their mad genius is presented with the construction of a
creature made from the scrap body parts left behind by their enemies
which storms forward into battle on their command.
Spark of Life
1st-level Reanimator feature
You learn the shocking grasp and spare the dying cantrips. These
count as apothecary spells for you, and don’t count against the
number of apothecary cantrips you know.
Reanimator Spells
1st-level Reanimator feature
You always have certain spells prepared after you reach particular
levels in this class, as shown in the Reanimator Spells table.
These spells count as apothecary spells for you, but they don’t
count against the number of apothecary spells you prepare.
Reanimator Spells
Apothecary Level Spell
1st false life, inflict wounds
3rd gentle repose, invigorate*
5th lightning bolt, revivify
7th death ward, corpse explosion*
9th raise dead, nerve gas*
Chapter 3: Drakkenheim Characters 147
Corpsewrought Creature
3rd-level Reanimator feature
You have constructed a companion from scavenged body parts
and brought it to life with your occult magic: a corpsewrought
creature. The creature is friendly to you and your companions,
and it obeys your commands. See its game statistics in the accompanying
Corpsewrought Creature stat block, which uses your
proficiency bonus (PB) in several places. You can determine the
cosmetic characteristics of the creature; your choice has no effect
on its game statistics.
In combat, the creature shares your initiative count, but it
takes its turn immediately after yours. It can move and use its
reaction on its own, but the only action it takes on its turn is the
Dodge action, unless you take a bonus action on your turn to
command it to take another action. That action can be one in
its stat block or some other action. If you are incapacitated, the
creature can take any action of its choice, not just Dodge.
If your corpsewrought creature has died within the last hour,
you can use your healer’s kit as an action to revive it, provided
you are within 5 feet of it and you expend an apothecary spell
slot. The corpsewrought companion returns to life after 1
minute with all its hit points restored.
At the end of a long rest, you can create a new corpsewrought
creature if you have your healer’s kit with you and access to
suitable “materials.” If you already have a corpsewrought
creature from this feature, the first one immediately perishes.
The creature also perishes if you die.
Bodyguard
6th-level Reanimator feature
When a creature within 5 feet of your corpsewrought creature
makes an attack against you, it can use its reaction to make a
melee weapon attack against the attacking creature. In addition,
your corpsewrought creature’s slam attack counts as magical
for the purposes of overcoming resistance and immunity to
nonmagical attacks and damage.
In addition, you can cast animate dead once using an
Apothecary spell slot. Once you do, you can’t cast the spell
again until you finish a long rest.
Reanimated Head
6th-level Reanimator feature
You have reanimated the head of a dead humanoid creature
which now serves you in your studies. You may use the head as
a spellcasting focus. The head speaks common and one other
language of your choice.
Whenever you make an Intelligence ability check that lets
you add your proficiency bonus, you can treat a d20 roll of 9 or
lower as a 10. Additionally, you gain proficiency in the Arcana
and Investigation skills.
You can use the head to cast speak with dead without
expending a spell slot. Once you use this feature you can’t do so
again until you finish a short or long rest.
Behold, My Creation
10th-level Reanimator feature
Your corpsewrought creature’s size increases to Large, and its
speed increases to 40 feet.
When your corpsewrought creature hits a creature with
a melee attack, it can immediately make a grapple attempt
against the target. The DC to escape this grapple is equal to 8 +
the corpsewrought creature’s strength modifier (+4) + your PB.
Berserk Fury
14th-level Reanimator feature
When you command your corpsewrought creature to take the
Attack action, the creature can make two attacks.
I Can’t Stop The Monster I Created
18th-level Reanimator feature
Your corpsewrought creature increases in size to Huge, gains
a reach of 10 feet, and its speed increases to 50 feet. Its slam
attack deals an additional 1d8 bludgeoning damage.
Additionally, the weight your corpsewrought creature can
push or lift is doubled.
Corpsewrought Creature
Medium construct
Armor Class 14 + PB
Hit Points 5 + five times your apothecary level (the creature has a
number of hit dice [d12s] equal to your apothecary level)
Speed 30 feet
STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 8 (-1) 12 (+1) 8 (-1)
Saving Throws Con +3 plus PB, Wis +1 plus PB
Skills Athletics +4 plus PB
Damage Immunities poison, lightning
Condition Immunities poisoned
Senses darkvision 60 ft, passive Perception 11
Languages understands the languages of its creator but
cannot speak
Challenge –
Proficiency Bonus equals your proficiency bonus
Lightning Absorption. Whenever the corpsewrought creature is
subjected to lightning damage, it takes no damage and regains a
number of hit points equal to the lightning damage dealt.
Actions
Slam. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target.
Hit: 1d8 + 4 bludgeoning damage.
Apothecary features
Apothecary Magic
Your arcane research has given you facility with spells. Refer to the Core Rules for the general rules of spellcasting and the Spells Listing in this book for the apothecary spell list.
Formula Book
You have a book or collection of notes that you study to prepare
your apothecary spells, develop your esoteric theories, and
record your occult practices. You may use your formula book
as an arcane focus for your apothecary spells. You may describe
this book any way you like. Some examples of your book’s
appearance include:
h A large leatherbound tome with yellowing pages bound shut
with an iron lock
h A scattered assortment of scribbled notes loosely held together
by rope
h A pristine journal with perfect edges and beautiful penmanship
h A leather briefcase with two small golden locks
h A medical bag with surgical symbols on the sides
h A beat-up satchel slung over one shoulder with vials and
bottles poking out of every pocket
If the book is destroyed or lost, you can recreate it using inks
and paper during a long rest.
Cantrips
You know three cantrips of your choice from the apothecary
spell list. You learn additional apothecary cantrips of your choice
at higher levels, as shown in the Cantrips Known column of the
Apothecary table.
Elementary Reformulation. Whenever you finish a
long rest and consult your formula book, you can replace one
apothecary cantrip you know with another cantrip from the
apothecary spell list.
Preparing and Casting Spells
The Apothecary table shows how many spell slots you have to
cast your apothecary spells of 1st through 5th level. The table
also shows what the level of those slots is; all of your spell slots
are the same level. To cast one of your apothecary spells of 1st
level or higher, you must expend a spell slot. You regain all
expended spell slots when you finish a short or long rest.
You prepare the list of apothecary spells that are available
for you to cast, choosing from the apothecary spell list. When
you do so, choose a number of apothecary spells equal to your
Intelligence modifier + your apothecary level (minimum of one
spell). A spell you prepare must be of a level no higher than
what’s shown in the Apothecary table’s Slot Level column for
your level.
For example, if you are a 5th-level apothecary, you have
three 3rd-level spell slots. With an Intelligence of 16, your list of
prepared spells can include eight spells of 1st, 2nd, or 3rd level,
in any combination. To cast the 1st-level spell cure wounds, you
must spend one of those slots, and you cast it as a 3rd-level spell.
Casting a spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish
a long rest. Preparing a new list of apothecary spells requires at
least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your apothecary spells,
since you learn your spells through dedicated study and occult
knowledge. You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for an apothecary
spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier
Spell attack modifier = your proficiency bonus
+ your Intelligence modifier
Ritual Casting
You can cast an apothecary spell as a ritual if that spell has the
ritual tag and you have the spell prepared.
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section of the Core Rules) as a spellcasting focus for your apothecary spells.
Occult Practices
At 1st level, you take up one of the Occult Practices, a chosen
discipline which defines your ongoing research of the body and
spirit: the Alienist, the Chemist, the Exorcist, the Mutagenist,
the Pathogenist, or the Reanimator.
Your choice grants you additional proficiencies and an
expanded spell list at 1st level, and additional class features at
3rd, 6th, 10th, 14th, and 18th level.
Esoteric Theories
You have discovered esoteric theories, scraps of forbidden lore
that you can use to augment your magical abilities.
At 2nd level, you gain two esoteric theories of your choice. Your
theory options are detailed at the end of the class description.
When you gain certain apothecary levels, you gain additional theories
of your choice, as shown in the Theories Known column of
the Apothecary table. Additionally, when you gain a level in this
class, you can choose one of the theories you know and replace it
with another theory that you could learn at that level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you
can increase two ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature
to take a feat of your choice instead.
Greater Formula
At 11th level, you discover a magical secret called a Greater
Formula. Choose one 6th-level spell from the apothecary spell
list as this formula.
You can cast your Greater Formula once without expending a
spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more apothecary spells of your
choice that can be cast in this way: one 7th-level spell at 13th
level, one 8th-level spell at 15th level, and one 9th-level spell at
17th level. You learn an additional 6th level spell at 19th level,
and an additional 7th level spell at 20th level.
You regain all uses when you finish a long rest.
Master Reformulation. Whenever you finish a long rest
and consult your formula book, you can replace one spell you
gained from this feature with another spell of the same level
from the Apothecary spell list.
Miraculous Recovery
At 20th level, you can spend 5 minutes channeling power into a
number of creatures (which can include yourself) equal to your
Intelligence modifier to facilitate an abnormally fast recovery.
You must tend to the creatures during this period, using a healer’s
kit with at least one use remaining. The targets regain hit
points, spell slots, hit dice, and other abilities as if they completed
a long rest. A creature can only benefit from one Miraculous
Recovery in a 24-hour period. Once you use this feature, you
can’t do so again until you finish a long rest.
Optional Rule: Multiclassing
If you allow characters to use the Multiclassing optional rules,
here are the requirements for multiclassing with the Apothecary
Ability Score Minimum. Multiclass characters must meet
ability score prerequisites for both their current class(es) and
their new one. Taking multiclass levels as an Apothecary
requires an Intelligence score of 13 or higher.
Proficiencies. If apothecary isn’t your initial class, when you
take your first level as an apothecary you gain proficiency in
light armor and one tool proficiency of your choice.
Apothecary Magic. If you have both the Spellcasting class
feature and the Apothecary Magic class feature, you can use the
spell slots you gain from the Apothecary Magic feature to cast
spells you know or have prepared from classes with the Spellcasting
class feature, and you can use the spell slots you gain from the
Spellcasting class feature to cast apothecary spells you know.
Esoteric Theories. Meeting the prerequisites for Esoteric
Theories is based on total apothecary levels, not the overall
character level. In addition, the Surgical Strikes esoteric theory
does not give you additional attacks if you have the Extra
Attack class feature.
Apothecary Esoteric Theories
Apothecaries develop esoteric theories during their adventures
and experiments, representing their own unique synthesis of
medical and occult practices. The description of each esoteric
theory details the benefits you gain from selecting that theory.
Some esoteric theories specify a minimum apothecary level.
You can’t learn such an esoteric theory until you are at least that
level. Unless an esoteric theory’s description says otherwise, you
can’t learn an esoteric theory more than once.
Acquired Tolerance
You have advantage on saving throws against poison, and you
gain resistance to poison damage. In addition, you automatically
succeed on saving throws against your own apothecary spells,
and never take damage from your own apothecary spells.
Adrenaline Surge
Prerequisites: 6th-level apothecary
A creature at 0 hit points who regains hit points from a spell you
cast using an apothecary spell slot gains resistance to all damage
and has advantage on saving throws until the end of its next turn.
It gains advantage on the first attack roll it makes on its next turn.
Anatomical Precision
When you make a weapon attack, you can use your Intelligence
modifier, instead of Strength or Dexterity, for the attack and
damage rolls.
Anesthesiology
Prerequisites: 14th-level apothecary
You can cast hold person without expending a spell slot or
requiring material components. You must finish a long rest
before you can use this theory on the same creature again.
Bedside Manner
You gain proficiency in the Insight and Persuasion skills. Your
proficiency bonus is doubled for any ability check you make that
uses either of these skills.
Caustic Formulae
Prerequisites: 6th-level apothecary
Once per turn when you deal damage to a creature or object
with an apothecary spell, you can expend an apothecary spell
slot to deal 2d4 extra acid damage to that target, plus another
2d4 per level of the spell slot.
Clinical Conditioning
Prerequisites: 6th-level apothecary
You gain proficiency in Constitution saving throws.
Combat Medic
You gain proficiency with martial weapons and shields.
Corrosive Compound
Prerequisites: 6th-level apothecary
When you deal poison damage with your apothecary spells, you
can choose to deal half the spell’s damage as poison damage and
half the spell’s damage as acid damage instead.
Cosmetic Surgery
You can spend 8 hours performing an occult surgical procedure
upon a willing creature, permanently transforming its appearance.
You decide what the creature looks like, including facial
features, the sound of its voice, hair length, coloration, and
distinguishing characteristics, but none of its game statistics
change. You can’t alter the size of a creature, and its basic shape
stays the same. The resulting transformation is non-magical,
however, a greater restoration spell or similar magic cast upon
the creature can restore it to its original appearance.
Critical Condition
Prerequisites: 6th-level apothecary
When a creature rolls a natural 1 on a saving throw made against
one of your apothecary spells that deals damage, roll all of the
spell’s damage dice twice and add them together. Then add
any relevant modifiers as normal to determine the damage that
creature takes from the spell.
Diagnosis
You can take the Help action as a bonus action on your turn.
Doctor’s Note
Prerequisites: 6th-level apothecary
You can cast the sending spell at-will. You must finish a long rest
before you can use this theory to contact the same creature again.
Double Dose
Prerequisites: 10th-level apothecary
When you cast an apothecary spell using an apothecary spell
slot that targets a single creature and restores hit points to that
creature, you can target an additional creature within range.
Extracurricular Research
You learn two additional cantrips of your choice from any class’s
spell list. These cantrips become apothecary cantrips for you.
Inoculation
You have resistance to necrotic damage, and your hit point maximum
can’t be reduced. In addition, you are immune to diseases.
Interdisciplinary Practice
Prerequisites: 14th-level apothecary
When you use your action to cast a spell, you can make one
weapon attack as a bonus action.
Laboratory Assistant
You learn the spell find familiar, and always have this spell
prepared. It doesn’t count against the number of apothecary
spells you can prepare.
Liability Insurance
Prerequisites: 14th-level apothecary
You can cast contingency once on yourself without material
components. You can’t do so again until you finish a long rest.
Medical Expertise
You gain proficiency in the Medicine and Nature skills. Your proficiency
bonus is doubled for any ability check you make that uses
either of these skills.
Medical Lexicon
You learn six languages of your choice. You can cast detect poison
and disease at will.
Nerve Agent
Prerequisites: 14th-level apothecary
When you deal poison damage with your apothecary spells, you
can choose to deal psychic damage instead.
Noxious Blood
Prerequisites: 6th-level apothecary
When a creature hits you with a melee attack while within
5 feet of you, it takes poison damage equal to 1d6 + your Constitution modifier.
Pharmacology
When you cast a spell using an apothecary spell slot or your Greater
Formula feature which restores hit points to a creature, the creature
regains additional hit points equal to your Intelligence modifier.
Physiological Analysis
If you spend at least 1 minute observing or interacting with
another creature outside combat, you can learn certain
information about its physiology. The Game Master reveals to
you two of the following characteristics of your choice:
h Any one ability score
h Armor Class
h Current hit points
h Resistances (if any)
h Immunities (if any)
h Vulnerabilities (if any)
Alternatively, you can spend 1 minute observing a corpse.
After 1 minute, you determine the cause of death.
Practical Resuscitation
Prerequisites: 10th-level apothecary
When you cast a spell that has the sole effect of restoring a
creature to life (but not undeath), such as raise dead, you don’t
need material components to cast the spell if the creature has
died within the past hour.
Putrefaction
Your apothecary spells and abilities ignore undead creatures’
resistance or immunity to poison damage and immunity to the
poisoned condition.
Rapid Response
When you cast an apothecary spell that restores hit points to a
creature, before or after casting the spell, you can move your
speed without provoking opportunity attacks.
Routine Procedure
Prerequisites: 10th-level apothecary
You can cast lesser restoration at-will without expending a spell slot.
Stolen Secrets
Prerequisites: 10th-level apothecary
You learn one spell from any class’s spell list. It must be of a level
for which you have apothecary spell slots or lower. The spell is
treated as an apothecary spell for you, and doesn’t count against
the number of apothecary spells you know.
Subject Preparation
Prerequisites: 10th-level apothecary
When you hit a creature with a melee weapon attack, that creature
has disadvantage on the next saving throw it makes against
an apothecary spell you cast before the end of your next turn.
Surgeon’s Instinct
You have blindsight out to a range of 10 feet.
Surgical Strikes
Prerequisites: 6th-level apothecary
You can attack twice, instead of once, when you take the Attack
action on your turn.
Toxicology
Prerequisites: 6th-level apothecary
You add your Intelligence modifier to the damage rolls of spells
that deal poison damage.
Triage
You learn the spare the dying cantrip if you don’t know it
already. When you cast this cantrip, it has a range of 60 feet.
Unfailing Focus
Prerequisites: 6th-level apothecary
When you fail a Constitution saving throw to maintain concentration
on an apothecary spell, you can choose to succeed
instead. Once you use this feature, you can’t do so again until
you finish a short or long rest.
Venomous Instruments
Prerequisites: 10th-level apothecary
When you hit a creature with a weapon attack, the creature
takes extra poison damage equal to your Intelligence modifier.
Virulence
When you roll a 1 on a damage die for an apothecary spell that
deals poison damage, you can reroll the die. You must use the
new result, even if the new roll is a 1.
Vital Signs
When a creature you can see within 30 feet of you fails a saving
throw or death saving throw, you can use your reaction to add
your Intelligence modifier to the creature’s roll, potentially
turning a failure into a success. You must finish a short rest
before you can use this theory on the same creature again.
Vivisection
Prerequisites: 6th-level apothecary
Your weapon attacks score a critical hit on a 19 or 20.
Apothecary Spell List
Below is the list of spells you consult when you learn an apothecary spell. The list is organized by spell level, not character level. If a
spell can be cast as a ritual, the ritual tag (r) appears after the spell’s name.
Each spell is in the Fifth Edition core rules, unless it has one asterisk, which indicates that it is a new spell described in Chapter
4 of this book. Apothecaries may also learn any Contaminated Spell, a new type of spell found in chapter 4 of this book. Contaminated
Spells are available to apothecaries only if found during their adventures, and cannot be chosen normally.
Cantrips
Acid Burn*
Acid Splash
Bacterial Barrage*
Chill Touch
Guidance
Light
Mending
Message
Poison Needle*
Poison Spray
Resistance
Shocking Grasp
Spare the Dying
Thaumaturgy
1st Level
Acrid Orb*
Alarm (r)
Comprehend Languages (r)
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic (r)
Detect Poison and Disease (r)
Envenom*
False Life
Feather Fall
Floating Disk (r)
Fog Cloud
Grease
Healing Word
Hideous Laughter
Identify (r)
Illusory Script (r)
Infect*
Jump
Purify Food and Drink (r)
Sleep
Stream of Consumption*
Toxic Shield*
Unseen Servant (r)
2nd Level
Acid Arrow
Aid
Biohazard*
Blindness/Deafness
Caustic Grip*
Enhance Ability
Enlarge/Reduce
Gentle Repose (r)
Grasping Ghost*
Hold Person
Invigorate*
Lesser Restoration
Ocular Necrosis*
Protection from Poison
Ray of Enfeeblement
See Invisibility
Silence (r)
Spider Climb
Web
3rd Level
Bestow Curse
Corrosive Blast*
Dispel Magic
Fear
Fetid Blade*
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Magic Circle
Mass Healing Word
Pestilence*
Purge Contamination*
Protection from Energy
Remove Curse
Revivify
Sending
Slow
Speak with Dead
Stinking Cloud
Tranquilizing Toxin*
Vampiric Touch
Venomous Aura*
Water Breathing (r)
4th Level
Black Tentacles
Blight
Blood Worm*
Corpse Explosion*
Corrupting Spores*
Death Ward
Freedom of Movement
Last Rites*
Poison Wave*
Polymorph
Stoneskin
Vitriol Ichor*
5th Level
Acid Rain*
Antilife Shell
Cloudkill
Contact Other Plane (r)
Greater Restoration
Hold Monster
Mass Cure Wounds
Nerve Gas*
Raise Dead
Scrying
Septic Shock*
Telepathic Bond (r)
Teleportation Circle
Toxic Barrage*
6th Level
Chain Lightning
Circle of Death
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of Invulnerability
Harm
Heal
Mephitic Vapors*
True Seeing
Vile Necrosis*
7th Level
Etherealness
Finger of Death
Forcecage
Miasma*
Plane Shift
Prismatic Spray
Grievous Wounds*
Regenerate
Resurrection
8th Level
Antimagic Field
Antipathy/Sympathy
Breath of Nightshade*
Clone
Dominate Monster
Feeblemind
Mind Blank
Plague Wind*
Power Word Stun
9th Level
Astral Projection
Foresight
Mass Heal
Pandemic*
Power Word Kill
Time Stop
Touch of Death*
True Polymorph
True Resurrection
Vagabond
Peals of thunder and sheets of rainfall batter a lone
traveler on a forest road. In a flash of lightning, a
half-dozen hooded bandits emerge from the treeline,
brandishing crossbows and shouting demands. Weary
but unfazed, the traveler draws a longsword and plunges
into an exotic stance, sweeping through the brigands with
terrible speed.
On another road, caustic bile drips from a behir’s
teeth as it surveys its latest victim—its next meal. The elf
adorned in patchwork armor, beaten and bruised, snaps
awake and seizes a cracked floor tile with both hands.
Wild desperation in her eyes, the elf drives the tile into the
behir’s skull over and over, carving a path toward salvation.
No matter where they’re going or what they’re
running from, a vagabond’s only home is the open road.
The peril of their journey would leave most dead on the
roadside, but the vagabond endures, driven by a desperate
will to survive and a mastery of fierce combat maneuvers.
Endless Wanderers
Vagabonds are constantly on the road, drifting between
taverns and backwoods villages on an endless, wandering
journey. Some choose the unrooted lifestyle, but many
more were driven from their homes, never to return.
Whether a particular vagabond is a dangerous fugitive,
penniless vagrant, or devout pilgrim is a secret known
only to them. After all, anonymity is a precious boon for
the road-weary.
Many vagabonds prefer to travel alone, but just as
many find themselves in the company of adventurers.
There is safety in numbers, after all, and a lifestyle of
questing and dungeon-delving rarely lets one settle in one
place for long.
Desperate Maneuvers
The long miles of their journeys instill a feeling of
desperation in vagabonds. They’re desperate to continue,
to reach their destinations. But most of all, they’re
desperate to survive. When a vagabond is backed into a
corner, they fight like a crazed animal, slashing wildly,
biting and scratching if necessary.
But they also learn more practical tools for survival.
Vagabonds are experts at performing maneuvers picked
up from traveling companions and warriors they
encounter on their globe-spanning travels. Those that fail
to master these exotic fighting styles end their wanderings
early, dead on the roadside.
When other means fail, vagabonds can always find
short-term employment as sellswords or bodyguards, for
few can match their experience in perilous combat with
equal vigor.
Creating a Vagabond
As you create your vagabond, consider why your
character has taken to the road. Do you one day wish to
return home? Consult the options in the Wander’s Secret
feature for ideas. Also consider how your journey has
shaped your character so far. Do you take joy in finding
companionship wherever you travel, or do you prefer
anonymity underneath a drawn hood? Are you roadweary
from your travels or does seeing a new horizon
invigorate you each day?
Who taught you how to wield a weapon, and who
trained you in the deeper arts of battle tactics? You might
be self-trained, learning through near-death experiences
and careful observation of others. Or you might have had a
tutor, even several of them, whose teachings have resulted
in your unique fighting style. Were you a dangerous
combatant before you left home, or are your fearsome
maneuvers a survival mechanism learned on the road?
Vagabond
Complete Vagabond
4
Proficiencies
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, Deception, Insight, Intimidation,
Perception, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) chain mail or (b) leather armor and two daggers
• (a) a martial weapon and a shield or (b) two martial
weapons
• (a) two handaxes or (b) a shortbow and 20 arrows
• (a) a dungeoneer’s pack or (b) an explorer’s pack
• A trinket from your home
Alternatively, you may start with 4d4 × 10 gp to buy your
own equipment.
Quick Build
You can make a vagabond quickly by following these
suggestions. First, make Strength or Dexterity your
highest ability score, depending on whether you want to
focus on melee weapons or on a combination of archery
and finesse weapons. Your next-highest score should be
Constitution, or Charisma if you plan to take a subclass,
such as Mage Brand, that employs spellcasting or other
magical abilities. Finally, choose any background,
preferably one that ties into your choice for your
Wanderer’s Secret feature.
Class Features
As a vagabond, you have the following class features.
Hit Points
Hit Dice: 1d10 per vagabond level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per vagabond level after 1st
Level
Proficiency
Bonus Features
Maneuvers
Known
Battle
Dice
1st +2 Wanderer’s Secret, Battle Tactics 2 2d8
2nd +2 Desperate Attack, Breather 3 2d8
3rd +2 Wanderer’s Road, Battle Edge 4 3d8
4th +2 Ability Score Improvement 4 3d8
5th +3 Extra Attack 5 3d10
6th +3 Wanderer’s Road feature 5 3d10
7th +3 Mettle 6 4d10
8th +3 Ability Score Improvement 6 4d10
9th +4 Ambush Reflexes 7 4d12
10th +4 Wanderer’s Road feature 7 4d12
11th +4 Battle Edge improvement 8 5d12
12th +4 Ability Score Improvement 8 5d12
13th +5 — 9 6d12
14th +5 Wanderer’s Road feature 9 6d12
15th +5 Desperate Survival 10 7d12
16th +5 Ability Score Improvement 10 7d12
17th +6 — 11 8d12
18th +6 Martial Recovery 11 8d12
19th +6 Ability Score Improvement 12 8d12
20th +6 Wayworn 12 8d12
The Vagabond
Mage Hand Press
5
Battle Tactics
In your endless wandering, you have adopted a handful of
maneuvers from traveling companions and foes that are
fueled by special dice called battle dice.
Battle Dice
You have two battle dice, which are d8s. A battle die is
expended when you use it. Your battle die changes and
more battle dice become available when you reach certain
levels in this class, as shown on the Vagabond table.
You regain all of your expended battle dice when you
finish a short or long rest, or when you roll initiative.
Once per turn, you can use a maneuver of your
choice. Maneuvers typically expend a battle die, but
you don’t add this battle die to the maneuver’s attack or
damage roll unless otherwise noted.
Maneuvers
You learn two maneuvers of your choice, which are
detailed at the end of the class description. You gain
additional maneuvers as you gain levels in this class, as
shown in the Maneuvers Known column of the Vagabond
table. When you gain a level in this class, you can choose
one of the maneuvers you know and replace it with
another maneuver that you could learn at that level.
Overexertion
If you have no battle dice remaining, you can still expend
a battle die once per turn to fuel a maneuver or feature.
When you do so, you roll the battle die and lose hit points
equal to the number rolled.
Saving Throws
Some of your maneuvers require the target to make a
saving throw to resist the maneuver’s effects. The saving
throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)
Desperate Attack
By 2nd level, you are most dangerous when backed into a
corner. If you have no more than half your hit points left,
you have advantage on weapon attack rolls.
Breather
Also at 2nd level, you can take a breather, 1 minute of
downtime during which you compose yourself and mend
your wounds. When you do so, you can expend one Hit
Die to regain hit points as if you finished a short rest.
Wanderer’s Road
By 3rd level, you adopt the mannerisms, style, and skills
of an archetypal wanderer, embodied by a wanderer’s
road. These subclasses are detailed at the end of the class
description. The road you choose grants you features at
3rd level and again at 6th, 10th, and 14th level.
Wanderer’s Secret
By choice or necessity, you have left your home and
committed to a life of aimless travel. Your reasons for
drifting through the world are deeply personal, either
a closely-guarded secret or a painful aspect of your life.
Choose your reason for traveling from the options below:
Avenger. You have set out on a mission to exact
vengeance. You gain proficiency in the Intimidation skill.
Choose up to five specific creatures that have wronged you
that you wish to seek revenge against.
You must know these creatures’ names or must
otherwise have enough information to identify them.
Your weapon attack rolls against these creatures have a +5
bonus to hit and deal an extra 5 damage on a hit.
Bohemian. Wanderlust is in your bones; you
couldn’t stay in one place for too long if you tried. You
ignore nonmagical difficult terrain. Additionally, you
can communicate simple ideas to any creature that
understands at least one language using universal gestures
and some creativity.
Explorer. Consulting vague maps and ancient texts,
you have embarked upon an expedition to find a mythical
location or chart a distant corner of the world. You gain
proficiency in the Survival skill and with cartographer’s
tools and navigator’s tools. Additionally, you learn one
language of your choice.
Ghost. You are dead, as far as anyone knows. If you
can keep moving and remain anonymous, no one will
be the wiser. You gain proficiency in the Deception skill.
Additionally, when you gain this feature, choose one
falsehood about yourself that you practice until you can
recite it perfectly. This falsehood can be a single lie or an
entire false history. You never need to make a Deception
check for this falsehood.
Hunted. You are pursued by those who would kill
you on sight or drag you to an ill-fated end. You might
be on the run from the law, a wayward assassin, or a
supernatural force. This constant threat grants you a +5
bonus to your passive Wisdom (Perception) score and
allows you to instantly awaken whenever a creature moves
within 30 feet of you.
Pilgrim. Your journey is to a remote holy site, both
as a test of faith and in search of enlightenment. You
gain proficiency in the Religion skill. Additionally, you
learn the light and spare the dying cantrips. Intelligence,
Wisdom, or Charisma is your spellcasting ability for these
spells when you cast them with this feature (choose when
you select this motive).
Seeker. You are searching for something or someone
that is precious to you, such as a loved one or a powerful
magic item. You have advantage on ability checks you
make to gather information about the object of your
search. Additionally, you can take the Search action as a
bonus action.
Vagrant. You are penniless and just trying to get by.
Because you are beneath the notice of most people, you
never need to make a Stealth check to move unnoticed
while traveling alone in public spaces. This anonymity
fails if your conduct draws undue attention to yourself.
Additionally, you can perfectly conceal one-handed
weapons on your person.
Complete Vagabond
6
Maneuvers
The vagabond can spend battle dice to utilize special
maneuvers listed in this section. They are presented in
order of prerequisite level. If a maneuver has prerequisites,
you must meet them to learn it. You can learn the
maneuver at the same time that you meet its prerequisites.
A level prerequisite refers to your level in this class.
Bear Hug
Immediately after you hit a creature with a melee attack
on your turn, you can expend one battle die as a bonus
action to attempt to grapple the target. Add the battle
die to the Strength (Athletics) check. If you successfully
grapple the target, it takes bludgeoning damage equal to
the battle die’s roll + your Strength modifier.
Bull Rush
When you move at least 10 feet in a straight line and
immediately make a melee weapon attack against a
creature, you can use a bonus action and expend one battle
die to shove the target after the attack. Add the battle die
to the Strength (Athletics) check you make to shove the
target. On a success, you can choose to either knock the
target prone or push it up to 10 feet away from you.
Cleave
Once on each of your turns, when you reduce a hostile
creature to 0 hit points or score a critical hit with a melee
weapon attack, you can expend a battle die to move up
to 15 feet and make another melee weapon attack as part
of the same action. On a hit, you add the battle die to the
attack’s damage roll.
Dig Deep
As a bonus action on your turn, you can expend one battle
die to gain temporary hit points equal to the number
rolled on the die + your Constitution modifier. These
temporary hit points last for 1 minute.
Dodge Roll
You can expend one battle die as a bonus action to move
up to 15 feet. This movement doesn’t provoke opportunity
attacks, ignores difficult terrain, and allows you to move
through a hostile creature’s space, as long as you don’t end
your movement there.
Eagle Shot
When you make a ranged weapon attack roll against a
creature, you can use your bonus action and expend one
battle die to add it to the roll. You can use this ability
before or after making the attack roll, but before the GM
says whether the attack hits or misses.
Effortless Dodge
As a bonus action, you can expend a battle die to take the
Dodge action. You can’t use this maneuver while wearing
medium or heavy armor.
Battle Edge
Also at 3rd level, you gain an additional way to spend
your battle dice. Once on each of your turns, when you hit
a creature with an attack, you can expend one battle die
and add it to the attack’s damage roll.
Starting at 11th level, you can use this feature twice
on each of your turns.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.
Mettle
At 7th level, your determination allows you to shrug
off effects that would otherwise harm you. When you
are subjected to an effect that allows you to make a
Constitution saving throw to take only half damage, you
instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Ambush Reflexes
Beginning at 9th level, you can sense ambushes moments
before they happen. You can’t be surprised while you
are conscious. Additionally, when you roll initiative, you
can move up to your walking speed without provoking
opportunity attacks.
Desperate Survival
By 15th level, you have a knack for evading lethal blows. If
you have no more than half your hit points left and aren’t
incapacitated, critical hits against you automatically miss.
Martial Recovery
Starting at 18th level, you can use your bonus action to
regain all of your expended battle dice. You can use this
bonus action only if you haven’t used a maneuver this
turn, and after you use the bonus action, you can’t use a
maneuver until the end of the current turn.
Once you use this feature, you can’t use it again until
you finish a short or long rest.
Wayworn
By 20th level, your long years on the road have left you
bone-weary, but always ready for danger. You are always
considered to have fewer than half of your hit points for
the purposes of your class features.
Mage Hand Press
7
Lion’s Challenge
When you hit a creature with a weapon attack on your
turn, you can expend one battle die as a bonus action to
challenge the target to a duel. Until the end of your next
turn, that target has disadvantage on any attack roll that
isn’t against you.
Staggering Strike
As a bonus action when you make a weapon attack
against a Large or smaller creature, you can expend a
battle die to attempt to daze the target. On a hit, the
target must succeed on a Constitution saving throw or be
incapacitated until the start of your next turn.
Viper Strike
When you make a weapon attack on your turn, you can
expend one battle die as a bonus action to extend the
strike’s distance. If it is a melee attack, increase your reach
by 5 feet for that attack. If it is a ranged attack, increase
the attack’s range by 30 feet for that attack.
Additionally, if the attack hits, the target can’t take
reactions until the start of its next turn.
Heel-Cutter
When you make an opportunity attack against a creature,
you can expend one battle die to knock the creature off
balance, preventing it from escaping. You add the battle
die to the attack roll, and on a hit, the target must make
a Strength saving throw. On a failed save, its speed is
reduced to 0 until the end of its turn.
Iron Wall
As a bonus action, you can expend a battle die to fortify
yourself. The next time you are hit by an attack within the
next minute, roll the battle die. You gain a bonus to your
Armor Class against the attack equal to half the number
rolled on the battle die, rounded down (to a minimum of
+1), potentially causing the attack to miss you. You must
be wearing heavy armor to use this maneuver.
Lightning Reflexes
After you regain battle dice when rolling initiative, you
can immediately expend one battle die and add it to
your initiative roll, provided you aren’t incapacitated or
surprised.
Vagabond Maneuvers
Maneuver
Prerequisite
Level
Battle Dice
Cost Description
Bear Hug — 1 Grapple a target and crush them
Bull Rush — 1 After a charge, push a target away or knock it prone
Cleave — 1 Perform a deadly follow-up to a critical hit or mortal blow
Dig Deep — 1 Bolster yourself with temporary hit points
Dodge Roll — 1 Roll out of harm’s way without provoking opportunity attacks
Eagle Shot — 1 Make a ranged attack with pin-point accuracy
Effortless Dodge — 1 Take the Dodge action as a bonus action
Heel-Cutter — 1 Prevent a foe from retreating
Iron Wall — 1 Gain an AC bonus against the next hit against you
Lightning Reflexes — 1 Add a battle die to your initiative roll
Lion’s Challenge — 1 Challenge a target to single combat for one round
Staggering Strike — 1 Attempt to temporarily incapacitate a foe
Viper Strike — 1 Increase your reach and prevent a foe’s reactions
Blinding Attack 5th 3 Aim for the eyes and attempt to temporarily blind a foe
Coup de Grace 5th Varies Attempt a killing blow
Ruinous Blow 5th 3 Permanently damage a foe’s armor
Volley 5th 3 Target several foes with ranged attacks
Whirlwind Attack 5th 3 Attack multiple foes around you
Critical Strike 11th Varies Make an attack with a high chance of scoring a critical hit
Flourish 11th Varies Perform an elegant maneuver with up to five effects
Focused Assault 11th Varies Keep attacking until you miss
Stunning Blow 11th 5 Perform a powerful blow with a chance to stun
Wounding Strike 11th Varies Inflict bleeding wounds on a foe
Complete Vagabond
Flourish
Prerequisite: 11th level
You can use your action to perform a graceful maneuver
with a melee weapon you are holding. Make a weapon
attack against a creature. On a hit, expend up to five
battle dice and add any number of them to the damage
roll. Additionally, you can choose to inflict one of the
following effects, plus an additional effect for each die you
didn’t add to the damage roll:
• If the target is Large or smaller, you knock it prone or
push it 15 feet away from you.
• If the target can make multiple attacks on its turn, it
can make one fewer than normal, to a minimum of one.
• The target has disadvantage on the next attack roll,
ability check, or saving throw it makes.
• The target can’t take reactions until the start of its next
turn. If it has Legendary Actions, it can take one fewer
before the start of its next turn.
• The target drops one item of your choice that it’s
holding. The object lands at its feet.
Focused Assault
Prerequisite: 11th level
You can use your action to initiate a series of rapid strikes.
Make a weapon attack against a creature. On a hit, you can
expend one battle die to attack the target again. You can
continue expending battle dice and attacking the target,
up to a maximum of five attacks, until you miss. On each
hit after the first, add a battle die to the damage roll.
Stunning Blow
Prerequisite: 11th level
You can use your action to make a weapon attack against
a creature, attempting to stun it with the force of the
blow. On a hit, you expend five battle dice and add them
to the damage roll. The target you hit must succeed on
a Constitution saving throw or be stunned for up to 1
minute. A creature stunned by this maneuver makes
another Constitution saving throw at the end of each of its
turns. On a successful save, it is no longer stunned.
Wounding Strike
Prerequisite: 11th level
You can use your action and make a weapon attack against
a target, attempting to deal a bleeding wound. On a hit,
you expend two, four, or six battle dice, and add half of
them to the damage roll. The target suffers a bleeding
wound for every two dice you expended. Constructs,
Oozes, and Undead can’t get bleeding wounds. While the
target has one or more bleeding wounds, it loses hit points
at the start of each of its turns equal to one roll of your
battle die for each wound. The creature can use an action
to staunch the bleeding of all of its wounds. While a target
is bleeding, it can’t regain lost hit points.
Blinding Attack
Prerequisite: 5th level
You can use your action to make a weapon attack against a
creature, attempting to temporarily blind it. On a hit, you
expend three battle dice and add them to the damage roll.
The target you hit must succeed on a Constitution saving
throw or be blinded for up to 1 minute. A creature blinded
by this maneuver makes another Constitution saving
throw at the end of each of its turns. On a successful save,
it is no longer blinded.
Coup de Grace
Prerequisite: 5th level
You can use your action to make a melee weapon attack
against a creature that is missing any of its hit points. On
a hit, you expend up to three battle dice and add them to
the damage roll. If this attack reduces the target to 0 hit
points, this maneuver expends no battle dice.
Ruinous Blow
Prerequisite: 5th level
You can use your action and make a melee weapon attack
against a target that has natural armor or is wearing
armor, attempting to sunder its defenses. On a hit, you
expend three battle dice and add them to the damage roll.
The target you hit suffers a −3 penalty to its Armor Class.
The penalty imposed by this maneuver is cumulative if a
creature is affected by it multiple times. Armor reduced to
an AC of 10 in this way is destroyed. A creature can repair
its armor or heal the damage dealt to its natural armor
over the course of a long rest.
Volley
Prerequisite: 5th level
You can use your action and expend three or more battle
dice to make a ranged weapon attack against a number of
creatures up to the number of battle dice expended. Each
target must be within 10 feet of a point you can see within
your weapon’s range. You must have ammunition for each
target, as normal, and you make a separate attack roll for
each target. On a hit, add a battle die to the damage roll.
Whirlwind Attack
Prerequisite: 5th level
You can use your action and expend three or more battle
dice to make a melee attack against a number of creatures
within 5 feet of you, up to the number of battle dice
expended, with a separate attack roll for each target. On a
hit, add a battle die to the damage roll.
Critical Strike
Prerequisite: 11th level
You can use your action to aim for a foe’s vital areas.
Choose how many battle dice to expend on a hit, up to
five, and make a weapon attack against a target. For each
battle die, the number you must roll on the d20 to score a
critical hit decreases by 2. For example, if you expend five
battle dice, you score a critical hit on a roll of 10–20. On a
critical hit, expend the chosen number of battle dice and
add half of them, rounded down, to the damage roll.
Mage Hand Press
9
Maneuver: Sick ‘Em!
Also at 3rd level, you learn the following maneuver:
As a bonus action, you can expend a battle die to
command your hound to attack a creature you can see
within 40 feet of it. The hound moves up to its speed and
makes one Bite attack against the target, adding the battle
die to its attack roll.
Desperate Companion
Also at 3rd level, your hound will stop at nothing to
protect you. If you have no more than half your hit points
left, your hound has advantage on weapon attack rolls.
Hound’s Instincts
By 6th level, your hound can pick up a scent and follow
it for miles. While your hound is at your side, you have
advantage on Wisdom (Survival) checks you make to
track a creature and can always discern if a creature has
passed through a location.
Additionally, you have advantage on Wisdom
(Insight) checks you make to discern if a creature is
hostile and any ability check you make to determine if a
creature is disguised, possessed, or transformed.
Wanderer’s Roads
No two vagabonds embark on the same journey; no two
roads are the same. However, the destinations sometimes
rhyme. Each of a vagabond’s choices on their endless
journey is a fork in the road that shapes them. Each mile
hardens them a bit more. Ultimately, a vagabond’s choices
and skills converge on an archetypal expression, that of a
wanderer’s road. This road represents how the vagabond
chooses to travel, what they value most, and lines they will
never cross.
Houndmaster
Stretching ever onward, the road is grueling and
unforgiving. But, as houndmasters know, it need not be
lonely. A single dog, mankind’s most loyal companion,
can make all the difference in the world. Houndmasters
are never found without their dogs, who both serve as
inseparable companions and fearsome defenders as the
need arises.
Faithful Hound
Starting when you set out on this road at 3rd level, you
always have your loyal hound at your side. Your hound’s
statistics improve as you gain levels in this class.
Commanding Your Hound. You can control your
hound with verbal commands or hand signals while you
are conscious without using any actions. In combat, your
hound takes its turns immediately before or after your
turn each round (your choice). If you are unconscious,
your hound will move and attack to protect your body
from harm.
Hit Points. For each vagabond level you gain after
3rd, your hound gains an additional Hit Die and increases
its hit points accordingly.
If your hound drops to 0 hit points, it is stable but
unconscious until it regains any hit points. See the Does
the Dog Die? sidebar for how to govern your hound living
or dying.
Proficiencies. Your hound uses your proficiency
bonus rather than its own. Due to your connection and
your hound’s training, your hound adds your proficiency
bonus to its Armor Class, saving throws, and damage
rolls.
Wanderer’s Roads
Name Description
Houndmaster A wanderer, inseparable from their dog
Mage Brand Burns their body with magical runes to command minor magic
Rōnin A dangerous and disgraced knight
Hound
Medium Beast, Unaligned
Armor Class 12
Hit Points 16 (3d8 +3)
Speed 40 ft.
STR
13 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
3 (–4)
WIS
12 (+1)
CHA
7 (–2)
Skills Perception +3, Survival +3
Senses passive Perception 13
Languages —
Challenge 1/8 (25 XP) Proficiency Bonus +2
Keen Hearing and Smell. The hound has advantage
on Wisdom (Perception) checks that rely on hearing or
smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) piercing damage. If the target is
a creature, it must succeed on a DC 11 Strength saving
throw or be knocked prone.
Complete Vagabond
10
Spellbranding
Starting when you set out on this road at 3rd level, you
have been taught the agonizing magic of spellbranding.
Cantrips. You learn two cantrips of your choice
from the wizard spell list. You learn an additional wizard
cantrip of your choice at 10th level.
Branded Spells. By searing arcane symbols into your
flesh, you gain the ability to harness certain spells. You
gain two 1st-level spells of your choice from the Branded
Spells table. At 6th level, you gain two 2nd-level spells of
your choice from the table.
Because your spells are branded onto your skin, you
can’t later remove or replace a spell after it is gained.
Casting Spells of 1st-Level or Higher. To cast one of
your branded spells, you must expend a number of battle
dice equal to the spell’s level.
Spellcasting Ability. Charisma is your spellcasting
ability for your branded spells, so you use your Charisma
whenever a spell refers to your spellcasting ability. In
addition, you use your Charisma modifier when setting
the saving throw DC for a branded spell you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier
Loyal Redirection
By 10th level, you would put your life on the line for your
hound. When your hound is within 5 feet of you and is
targeted by an attack while you are within the attack’s
range or reach, you can use your reaction to change the
target of the attack to you instead. Or vice-versa, your
hound can use its reaction to change the target of an
attack to it instead, provided it is within 5 feet of you and
within the attack’s reach or range.
Old Dog, New Tricks
Starting at 14th level, your dog has learned how to
perform dangerous combat maneuvers.
Battle Dice. Your hound has two battle dice, which
are d12s. A battle die is expended when your hound uses
it. It regains all of its expended battle dice when it finishes
a short or long rest, or when it rolls initiative.
Maneuvers. Your dog knows two of your maneuvers
that don’t have a prerequisite. If a maneuver you use
requires a target to make a saving throw to resist the
maneuver’s effects, the saving throw DC equals your
Maneuver save DC.
Mage Brand
Searing runes and arcane geometry into one’s skin is an
agonizing practice known as spellbranding. Though it was
once used by tyrannical giants to imbue their conscripts
with a mote of magical potential, spellbranding has long
since been disparaged in polite society. However, a few
that are willing and desperate enough to burn themselves
with magical runes might still utilize that magic today.
The so-called “Mage Brands” need none of a mage’s
intellect or a priest’s faith; they need only tenacity and a
tolerance for pain.
Does the Dog Die?
Your hound isn’t just a minion to be sacrificed in
combat: it’s your most loyal companion, an important
part of your character, and an integral component
of your playstyle. Therefore, discuss with your GM
about how to handle the possibility of your dog’s
death. Your dog might be narratively immortal and
fully healed overnight, or its death might represent a
major moment in your character’s story, causing you to
adopt another subclass, such as Death Wish, instead
of this one.
Mage Hand Press
11
Recall
2nd-level conjuration (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round
Record where you are when you cast this spell. Until
the end of your next turn, you can use your reaction
to teleport back to that location, or to the nearest
unoccupied space. If you use this reaction in response
to an attack, spell, magical effect, or any other damaging
effect, resolve the triggering effect before teleporting.
Stone Bones
2nd-level transmutation
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S
Duration: 1 round
You magically reinforce a creature you can see within
range, granting it resistance to bludgeoning, piercing, and
slashing damage from nonmagical attacks until the end of
your next turn.
Swift Flight
2nd-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: 1 round
Streaks of energy flow from the back of a willing creature
you touch, tracing the shapes of wings. The target gains a
flying speed of 30 feet until the end of its next turn. When
the spell ends, the target falls if it is in the air and nothing
is holding it aloft.
Time Hop
1st-level conjuration (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (the second hand of a clock)
Duration: Varies
You shunt yourself a few seconds into the future. Choose
a duration: 1 round, 2 rounds, or 3 rounds. You vanish,
reappearing after the duration at the start of your turn in
the nearest unoccupied space to where you disappeared.
While vanished, you are outside time; you can’t take
actions or reactions, time doesn’t pass for you, your spell
effects are suspended, and you can’t be affected by attacks
or effects.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can choose a duration
of 1 minute. If you cast this spell using a spell slot of 5th
level or higher, you can choose a duration of 1 hour.
Branded Spells
New spells are marked with an asterisk (*) and included at
the end of the class description.
Spell Level Spells
1st expeditious retreat, instant replay,*
time hop,* sanctuary
2nd magic weapon, misty step, recall,*
stone bones,* swift flight*
Arcane Synesthesia
Starting at 6th level, due to your spellbrands, you can
smell and taste the lingering evidence of magic. You can
instantly identify a creature that has cast a spell within the
last 24 hours. If you touch an object, you can detect if it is
a magic item, but not its properties.
Aegis Mark
By 10th level, you bear a defensive spellbrand that wards
you from harm and punishes your foes. You can cast the
spell hellish rebuke or shield using this feature without
expending a spell slot or battle dice.
Once you use this feature to cast one of these spells,
you can’t do so again until you finish a short or long rest,
unless you expend two battle dice to use it again.
Imprinted Spellscar
Beginning at 14th level, when a spell is cast that targets
you, or you are in the area of a spell’s effect, you can
temporarily learn that spell if it is of 5th lever or lower,
marking it on your skin as a faint spellbrand. You can’t use
this ability to learn a spell that had no effect on you, even
if it forced you to make a saving throw against it.
Once before you finish a long rest, you can cast this
spell as a branded spell by expending a number of battle
dice equal to the spell’s level.
You know this spell until you cast it or you use this
feature again.
Branded Spells
The following spells are available to the Mage Brand as
branded spells, and are presented in alphabetical order.
Instant Replay
1st-level transmutation (chronomancy)
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 minute
The next time you miss a creature with an attack before this
spell ends, you can instantly reset yourself to the moment
before the attack and repeat it against the same target.
Complete Vagabond
12
Rōnin
You were once a knight of renown, a blademaster almost
without peer. But those days are long gone. You have
broken the only vows you have ever sworn, and worse, lived
to tell the tale. Disgraced and despised, people know you
only as a dangerous swordmaster—someone to be feared.
You may search for a new master, a way to redeem the
black mark on your honor, or simply to survive another
day in your endless journey. Perhaps your broken vows still
guide you, or perhaps you have abandoned all semblance
of honor; only your conduct, and your blade, define you.
Infamy
Starting when you set out on this road at 3rd level, your
violent reputation precedes you. Choose the Deception or
Intimidation skill. You gain proficiency in the chosen skill.
Whenever you make a Charisma check using the chosen
skill, you can treat the result as a 10, or your vagabond
level plus your Charisma modifier, whichever is higher.
Maneuver: Grudge
Also at 3rd level, you learn the following maneuver:
As a bonus action, you can expend a battle die to
mark a creature that has dealt damage to you or a friendly
creature with a grudge. This grudge lasts for 1 minute, or
until you use this maneuver again.
At the start of each of your turns while the creature is
marked, you gain a grudge battle die, which is a d6. You
can only have one of these battle dice at a time. You can
only use your grudge battle die to either fuel maneuvers
or use Battle Edge targeting the marked creature.
Lone Wolf
By 6th level, you’re used to being outnumbered. When
you roll initiative and there are more hostile creatures
than friendly creatures in the initiative order, you have
advantage on the roll.
Additionally, other creatures don’t gain advantage on
attack rolls against you as a result of the Ambusher, Blood
Frenzy, Grappler, or Pack Tactics traits, nor do they gain
advantage as a result of the Help action. Furthermore,
circumstances such as enemies flanking or surrounding
you don’t grant other creatures advantage on attack rolls
against you.
Killing Stroke
Starting at 10th level, when a creature that you can see
makes a melee attack against you, you can use your
reaction to preemptively strike. Make a melee weapon
attack against the attacker; your attack precedes the
triggering effect. You can draw a melee weapon as a part
of this reaction. On a hit, the target takes damage as
normal and its attack misses you, regardless of its roll.
Once you use this feature, you can’t do so again until
you finish a short or long rest.
Swordmaster
By 14th level, your skill with a blade has no equal. Once
on each of your turns when you make a melee weapon
attack and miss, you can repeat that attack against the
same target.
New Subclasses:
Brigand
Death Wish
Justicar
Knight Errant
Pugilist
Troubadour
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