Classes Avanturističke profesije i njihovi arhetipi Apothecary 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. 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 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 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. 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 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. 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. 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. 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. 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 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. 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. Barbarian 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. 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 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 Djinnbound A hunched figure at the edge of the village summons powers from the depths into an orphan child – afraid, dressed in ceremonial robes, and holding a weapon in their tiny hands. In another place the sages of the tribe call upon the power of the Al-Ghaib and channel it to the pregnant woman standing among the incense, ancestral flames, and statues of forefathers. Creatures from Al-Ghaib answer, and their essence and chaotic spirits bind with the unborn child. There are many ways to create a Djinnbound, but the results are the same: you were bound with a djinni when you were a child by the elders, sages, shamans, magicians or priests of your society. It gives you strange powers and enhanced strength drawn from the Al-Ghaib itself. These powers manifest as a primal force residing within you, and when you wield your weapon the djinn strike with you. d6 Result 1 You were chosen before birth as the omens in the flames indicated you. 2 Your parents come from a line of keepers of a relic or a site that is related to Al-Ghaib, and you are next to inherit this power. 3 You were chosen because your parents died in a war, and your chief wants capable warriors to wreak havoc among the enemies of your society. 4 Your parents were punished for a serious crime, and your tribe used this method as a punishment. You were indoctrinated to fight against the tribe’s enemies. 5 Your mother endured a great deal of influence from the Al-Ghaib, and a djinn’s essence is infused within your soul. 6 A djinn attempted to possess you when you were a child, but your soul proved to be stronger. Level 3: Power Unleashed: Starting at 3rd level, the power of your bound djinn unleashes through your rage. Whenever you rage, your djinn appears on your back as an invisible being that occasionally breaks light, and grants you the following benefits: D Your djinn allows your weapon swings to echo further as an eldritch force. Your reach with a melee weapon increases by 5 ft. D Your djinn can push and pull your opponents in the heat of battle. You can use your bonus action to move a creature within your reach 5 ft. towards any destination except to an ending point that would be out of your reach. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). A willing creature can choose to fail the saving throw. D If you grapple, or force a hostile creature to move, within that turn, your rage won’t end due to not attacking or not taking damage. Level 6: Power Beyond the Body: Starting at 6th level, your bond with your djinni grows, granting you access to the features below: D The echoes of your weapon swings are now stronger, pushing even further. Your melee reach increases by an additional 5 ft. D Your weapon’s echoes burn away any illusions as your djinn grants clarity to you in the heat of battle. While you are raging, any damage you deal to creatures forces those creatures to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) if they are shapeshifters or not native to the plane you are on. On a failed save, they show their true nature, you realize which plane of existence they are from, and you may choose to deal extra 2d6 necrotic damage. You can choose to deal damage this way a number of times equal to your proficiency bonus. Expended uses refresh when you finish a long rest. This damage becomes 3d6 at 9th level, 4d6 at 13th level, 5d6 at 17th level. D Your djinn allows you to gaze further than your natural limits. You gain darkvision out to a range of 60 ft. This bonus can be added to your darkvision if you have it from another source. Level 10: Power Beyond the Veil: Starting at 10th level, your bound djinn’s power becomes your own and you gain the following benefits: D The eldritch echoes cover your weapon, and you start using them as a part of your battle tactics. Your melee reach increases by an additional 5 ft. D The djinn protects your mind against any assaults that strikes at your psyche. Your mental fortitude grants you proficiency in Wisdom saving throws. D When you deal damage to a creature, you can expend one of your Power Beyond the Body uses and give the target disadvantage on the next attack roll. Level 14: Power Beyond the World: When you reach 14th level your bound djinn becomes your servant and now can be seen by everyone. You gain the following benefits: D The eldritch echoes of your djinn are one and the same with you, and you can control the attacks as if they were a part of your body. Your melee reach increases by an additional 5 ft. D You have seen beyond the Al-Ghaib and none can make you afraid. You can’t be frightened. D When you deal damage to a creature, you can expend one of your Power Beyond the Body uses and force the creature to make a Charisma saving throw (DC = 8 + your proficiency bonus + your Constitution saving throw). On a failed save, they are banished as if they are under the effects of a banishment spell. You concentrate on this while you are raging as if you are concentrating on a spell. If your concentration is broken or your rage ends, this banishment ends. If you complete 6 rounds of concentration, the creature is banished completely if it is not native to the plane of existence you are on. 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. 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 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 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 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. Bard 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 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 Bloodsinging Bards of the College of Bloodsinging create macabre pieces of art that can slow down or speed up the flow of blood in others’ veins. Known as Bloodsingers, these bards perform the art of necromantic magic and mimic the necrotic melodies of blood flowing through the veins. They are also capable of using weapons to shed blood. Trained Bloodsinger When you join the College of Bloodsinging at 3rd level, you either gain proficiency with one medium armor of your choice and one martial weapon of your choice that deals piercing or slashing damage, or learn two necromancy cantrips of your choice from any spell list. These cantrips count as bard cantrips for you. Bloodsinging At 3rd level, your performance can invoke the power within others’ blood. If a creature has a Bardic Inspiration die from you and makes a successful spell or weapon attack, the creature can roll one of its own Hit Dice, spending it, and add the result to the damage of the attack. This Hit Die counts against the maximum number of Hit Dice that the creature can spend before finishing a long rest or recovering spent Hit Dice in any other way. Blood Macabre Starting at 6th level, you can perform the art of life and death. As a bonus action, you can start playing a melody or performing another form of art that is specific to Bloodsingers. When you start to perform, you choose one ally and one other creature, both of whom are able to hear or see you, and both of whom are within 60 feet of you. Until the end of their next turn, the chosen ally has a +1 bonus to attack rolls, has advantage on death saving throws, and the chosen creature takes necrotic damage equal to your Bardic Inspiration die if it takes an action, a bonus action, or a reaction. The target can take this damage only once per turn. Once you start performing the Blood Macabre, you can keep performing by spending your bonus action on consecutive turns, for up to 1 minute. This requires concentration as if concentrating on a spell. Also, you can choose different targets at the start of each of your turns. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. Master Bloodsinger Starting at 14th level, you perfect the art of bloodsinging. Either you choose a type of weapon that you are proficient with and have advantage on attack rolls made with it, or you learn one 1st level necromancy spell of your choice from any spell list. This spell counts as a bard spell, and you can cast it at its base level without expending a spell slot. 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?).   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 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 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. College of Scent The sense of smell is one of the most important adaptations that any creature has. A small difference of scent between flowers or pieces of meat might mean the thin line between life and death. Sentient creatures have been able to take their animal instinct for scent and refine it; trained artisans have become even more proficient in manipulating the scents, and some masters of the craft even managed to invoke arcane techniques through their work. On the Silk Road, you may encounter some of these people in colorful bazaars, caravanserais and crowded streets, exercising their craft as exotic perfume merchants, renowned herbalists, or honored guests and entertainers of high ranking courts. Their skill in manipulating the scents are usually bolstered by their silver tongues and well-honed manners, making them masters of persuasion and deception. Level 3: Mesmerizing Aroma: Starting at 3rd level, your expertise on the nature of fragrance gives you access to the first stage of scent-craft. You can spend 1 hour and appropriate resources to create your own elixirs. You can use these elixirs as a bonus action. Due to the arcane binding of these elixirs, you can’t have more than 3 elixirs in your possession at the same time. If you create an elixir after the third one, the first one loses its magic unless you spend one of your bardic dice to create one. You can also give other creatures the elixirs you have created, but they must treat it as a normal object, so they can’t use their bonus action to use them unless they are granted that ability from another source (e.g. the Thief’s Fast Hand feature) The list of the elixirs can be found below. You can work with your GM to create new elixirs that do not appear on the list. Elixir of Dreams Resources* Effect Charges Characteristics Enchanting Scent - The Rose of Qaf 50 gp and one 2nd-level spell slot. You can affect only one creature with one charge. The creature must be within 5 feet of you. The creature must succeed on a Constitution saving throw against your spell save DC or be charmed by you for 1-hour or until it takes damage. The person does not know it is charmed by you. 2 Upon uncorking the bottle the sickly sweet of rosewater rises to your nostrils. The scent rises up like a plume of pink smoke. Empowering Scent - The Enduring Ivy 25 gp and one 1st-level spell slot. You can affect only one person with one charge. The creature must be within 5 feet of you. The creature gains 1d6 temporary hit points. 2 An ivy green liquid that smells very delicately of mint. Revealing Scent - The Miragebane 50 gp and one 2nd-level spell slot. You can affect only one person with one charge. The creature must be within 5 feet of you. The creature must succeed on a Constitution saving throw against your spell save DC or reveal its original shape if it's a shapechanger. In addition, it reveals if it is not native to this plane, but you learn no further information about its origin. The creature also can’t turn invisible or change shapes for the next 10 minutes. 3 The liquid resembles an orange juice with green herbs in it. Lucky Scent - The Bottled Chance 25 gp and one 2nd-level spell slot. You can affect only one person with one charge. The creature must be within 5 feet of you. It has an advantage on an ability check you determine for the next 10 minutes. 2 Vivid, almost neon green in color, this liquid froths and bubbles. Serpent’s Scent - The Gaib Zehir 20 gp and one 1st-level spell slot. This bottle can be tossed up to 30 ft. away and breaks when it hits a solid surface. It affects a 20 ft. radius sphere. All inside the sphere must succeed on a Constitution saving throw or be poisoned for 1 minute. They can repeat the saving throw at the end of each of their turns. 2 Almost solid, this elixir is viscous and yellow-green in color. Slowing Scent 50 gp and one 3rd-level spell slot You can affect only one creature with one one charge. The creature must be within 5 feet of you. It must make a Constitution saving throw. On a failed save, its speed is halved for 10 minutes. 2 At first glance, this elixir looks just like milk until shaken, after which sinister blue tints can be seen. Swift Rose 45 gp and one 1st-level spell slot It increases the movement speed by 10 feet of the drinker. 2 The liquid resembles wispy clouds driven by the wind. table continues next page 12 Subclass Options Mist of Qaf 40 gp and one 1st-level spell slot You can affect only one creature with one charge. The creature must be within 5 feet of you. It gives disadvantage on WIS (Perception) checks to that creature. It lasts for 10 minutes. 2 It appears as bottled smoke. Essence of Hogweed 50 gp and one 1st-level spell slot You can affect only one creature with one charge. The creature must succeed on a Constitution saving throw or be blinded for 1 minute. It can repeat the saving throw at the end of each of its turns. 5 The gas in the bottle resembles a crimson cloud. Liquid Inspiration 25 gp and one 1st-level spell slot. You can affect creatures within 15 ft. of you. The character gains a Bardic Inspiration die (d6) for 10 minutes. This does not scale with your Bardic Inspirations, and this can’t be stacked with Bardic Inspiration. 3 The liquid resembles a Rosé wine. Scent of Summer 20 gp and one 1st-level spell slot. You can affect one creature within 10 ft. of you with one charge. It gives resistance to extreme heat. It lasts for 24 hours. 5 You are afraid to touch this vial: it looks like bottled lava…surely it will burn you. Scent of Winter 20 gp and one 1st-level spell slot. You can affect one creature within 10 ft. of you with one charge. It gives resistance to extreme cold. It lasts for 24 hours. 5 The liquid resembles the most clear water from the the most remote glacier; it is so pure and so cold you feel like you could cut yourself on it. Rock-hard Scent 75 gp and one 2nd-level spell slot. You can affect one creature within 10 ft. of you with one charge. It gives you resistance to one type of damage from the list: fire, cold, lightning, thunder, acid, poison. It lasts for 1 hour. 2 An unpleasant vial that looks like it's filled with mud–or at least you hope it’s mud. *Resources: The cost represents the needed herbs, plants, goods, tools and similar equipment. At your GM’s discretion, some of the resources can be found in shops, trading posts, hunters’ guilds, or in the wilderness. Level 3: Heightened Senses: Starting at 3rd level, you become an expert at identifying scents and fragrance around you. You have the benefits below: D You now can identify a humanoid’s specific scent and never forget it. D You learn detect poison and disease spell. It is considered a bard spell for you. It doesn’t count against the bard spells you know. You can cast it without needing any components and without expending a spell slot as if you are smelling the air. You can’t do so again until you finish a long rest. You can normally cast the spell with your spell slots and expending one of your bardic dice. D You can focus your ability to recognize scents using your bonus action by spending your bardic dice. While focusing you have advantage on Perception checks rely on smell and Insight checks to determine someone’s lying within 30 ft. of you for the next 10 minutes. Level 6: Bottled Arcana: Starting at 6th level, the number of elixirs you can have prepared at the same time is now 4. Also, your power to smell and identify scents has made you an expert at detecting otherworldly creatures. You learn the detect evil and good spell. It doesn’t count against the bard spells you know, but it is considered a bard spell for you. You can cast it without needing any components and without expending a spell slot as if you are smelling the air. 13 Subclass Options You can’t do so again until you finish a long rest. You can normally cast the spell with your spell slots or by expanding a bardic die. Additionally, you have mastered the ability to store your magical power in scents. Instead of making an elixir, you can store a spell (1-action spell) that is 3rd-level or lower in one of your elixir bottles. For every level of the spell you must spend 10 gp. The bottles contain the spells until you cast them or you make a new one after the 4th. You can later cast those spells using an action. Level 14: Elixir of Dreams: Starting at 14th level, the number of elixirs you can keep at the same time is now 6. Additionally, you can spread ideas and emotions with your abilities. You learn the following elixirs and you must consult with your GM for appropriate ideas, emotions, states of mind and other capabilities for these elixirs. If an elixir forces a saving throw, you can spend one of your bardic dice as a reaction to grant a minus bonus to it. Elixir of Dreams Resources Effect Charges Characteristics Kızguran - The Crimson Liquid 250 gp and one 5th-level spell slot 120 ft. area from the scent’s origin. Every creature that has 5 Intelligence or higher must make a Constitution saving throw against your spell save DC or fall under the effects of the odor for the next hour. The failed creatures are frenzied and start attacking the closest target. If the frenzied creature has them, melee attacks must be used. 2 The liquid resembles molten incandescent iron; it is comfortably warm to the touch unless shaken, when it begins to burn red hot… The Bottled Doubt 250 gp and one 5th-level spell slot 250 ft. area from the odor’s origin. Every creature that has 5 Intelligence or higher must make a Constitution saving throw or fall under the effects of the odor for the next hour. Every creature that is affected gets the “Paranoid” flaw. 2 The liquid looks like the most vibrant and strange ultramarine. The Potential of Everything 500 gp and one 7th level spell slot. You put an idea of your choice into the bottle. You can spread doubt about a political figure, some dirty whispers about a certain individual, sow rumors about a great threat lying beneath the city. The potential is endless. Consult with your GM before producing this elixir. This elixir can affect 300 ft., and its effects last for a day. After the effects have ended, some creatures may still believe the ideas you sowed at the GM’s discretion. 1 This liquid resembles a dark shadow falling across an otherwise sunlight day, or a stain of necrotic magic infecting an oasis. 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 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 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. 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. Class list Artificer * Barbarian * Bard * Cleric * Druid * Fighter * Martyr * Monk *  Necromancer * Paladin * Ranger * Rogue * Sorcerer * Warlock *  Warmage * Witch * Wizard Cleric 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. 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 l evel Antimagic Field Control Weather Earthquake Holy Aura 9th level Astral Projection Gate Mass Heal True Resurrection Chaos Domain “Chaos molds the world.” These are the words spoken in ancient pagan rituals: “Chaos shapes destinies, for chaos is potential.” The aspect of chaos manifests itself through the tears in reality and ambitions of men. Some orders, cults, and religious organizations follow the manifestations by naming them as gods or deities: Leviathan, Set, Eris, sons of Erlik, and other gods of discord. Most believe that singularity can only be achieved through chaos and discord, by worshiping their deity. Peace and order are lies, only committing people to sloth and preventing advancement, enlightenment. The unpredictability of life is what makes it perfect. There is no other reason that they are seen as evil and shunned than they are unpredictable and true to their purpose. They deny the usual prejudices and hold the world to higher standards. Domain Spell List Cleric Level Spells 1st color spray, inflict wounds 3rd enthrall, suggestion 5th bestow curse, hypnotic pattern 7th confusion, polymorph 9th geas, mislead Optional Feature: The Lure of Serenity If a cleric fails to follow the path of chaos and doesn't abide by the beliefs of their deity, they may be punished. This event may be triggered by a cleric gaining a fondness of order, balance, calm, or simply remaining inactive for too long. When a GM decides that it is triggered, a cleric may be given time to amend for it. However, first, they lose the ability to use their highest spell slot-level for at least three days. After that, they lose all their class abilities. Aspects of balance and serenity will reach out to the cleric and invite them to the path of karma, thus enabling the cleric to become a paladin and eventually swear the oath of karma (when they reach 3rd level or they are already 3rd level or higher). All class related abilities and proficiencies change (such as weapons, spellcasting), but ability scores remain the same. Level 1: Voice of Chaos: When you expend a spell slot of the highest level, you roll on the Chaos table below. At 20th level, you suffer no effects from the Chaos Table. It always triggers when you cast a spell of 6th level or higher. Additionally, the GM may decide that you should roll in other situations no more than twice. 15 Subclass Options d20 Chaos Effect 1 The spell is lost. You take d6 psychic damage for each level of the spell. 2 The spell does not take effect, and you expend the spell slot. 3 You must succeed on a DC 10 Wisdom saving throw to be able to cast your next spell. 4 You are blinded until the end of your next turn. 5 d4 random creatures within 60 ft. of you may fall under the effect of the hellish rebuke spell if they fail the necessary saving throw. 6 d3 random creatures within 60 ft. of you have disadvantage on attack rolls until the end of your next turn. 7 You have disadvantage on the next attack roll, ability check, or saving throw. 8 A total of d4 flammable objects that are not worn or carried within 120 feet catch fire. 9 The sound of thunder cracks. It is audible within 300 feet. 10 1d2 creatures within 30 ft. of you fall under the effects of the sanctuary spell; the targets are random, and the DC is equal to your spell save DC. 11 You can ignite candles, torches, and campfires in the next hour with a bonus action. 12 The resistance spell is cast on yourself. 13 You can cast a cantrip as a bonus action until the end of your next turn. 14 You regain 1d4 hit points. If that exceeds your maximum HP, you gain the extra as temporary hit points. The healing dice increases by 1 for 3rd level spells and increases by 2 for 5th level spells. 15 1d4 creatures of your choice within 30 ft. of you fall under the effects of the guidance spell. 16 1d4 creatures of your choice within 30 ft. of you fall under the effects of the bless spell. 17 4 creatures of your choice within 60 ft. of you take 2d6 radiant damage. 18 The next spell cast within 30 feet of you heals a random ally of yours equal to a d6. Each level of the spell increases the die by 1. 19 You gain d4 temporary hit points for each level of the spell. 20 You regain the spell slot. In the Historica Arcanum universe, any spell or effect that triggers the chaos table doesn’t trigger any additional spell rebound effects. Chaos Table Level 1: Unpredictable Might Your connection with chaos enables you to affect many spells cast near you. When a creature within 30 ft. of you casts a spell of 1st-level or higher, you can use your reaction to choose one of the effects below, if appropriate. First, you must succeed on a Wisdom saving throw; The DC equals 10 + the spell’s level. On a success you can apply one of the effects below. You can do so a number of times equal to your proficiency bonus and regain expended uses after you finish a long rest. Change Target: If it’s a one-target spell, you can change the target within the spell's range to another creature you can see. Change Type: You can change its type; if it is a spell that 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, poison, thunder. Change Origin: If it’s a spell that affects an area and has a point of origin other than the caster, you can change its point of origin by 10 feet. Cause Harm: After you witness a healing spell within 30 ft. of you, you can deal 1d6 psychic damage to the target or the caster. The chosen creature must be within 30 ft. of you. The die increases by 1d6 each time you gain an ability score improvement. Cause Heal: After you witness a damaging spell within 30 ft. of you, you can restore 1d6 hit points to the target or the caster (other than you). The chosen creature must be within 30 ft of you. The die increases by 1d6 each time you gain ability score improvement. 16 Subclass Options Level 2: Channel Divinity: Chaotic Displacement: You utter a word belonging to the primordial chaos and choose four willing creatures within 120 feet of you. You don’t need to see them but must know their locations. All chosen creatures swap their locations randomly and gain temporary hit points equal to 2d4 + proficiency bonus and advantage on the next saving throw they make until the end of your next turn. Disturbance in the Fabric: You utter a word that touches the deepest fears of your enemies. All enemies within 30 ft. of you must succeed on a Charisma saving throw or fall into a great disturbance wherein they perceive their friends as enemies. They automatically succeed on the saving throw if they are immune to charm. Each time you start a turn, you must succeed on a DC 15 Wisdom saving throw to keep this effect going. On a failed save you take 1d6 psychic damage and the effect ends; the damage die increases by 1d6 for each 2 cleric level you have. If you succeed through 1 minute, the effect ends and you don’t take any damage. Level 6: Controlled Chaos When you roll on the Chaos table, you can choose which effects to occur. You can choose two times and can’t do so again until you finish a long rest. Additionally, when you cast a spell that includes an attack roll and it lands as a critical hit, you choose another creature within the spell’s range and cast the spell again immediately without expending a spell slot. Level 8: Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. Level 17: Ultimate Chaos When you reach 17th level, you can cast each of these spells once a day without expending a spell slot: thunderwave, shatter, fear, confusion, contagion. They don’t count against the spells you can prepare each day and count as a cleric spell for you. If you don’t normally prepare them, you can’t cast them using your spell slots as normal. If they are normally not available in your spell list, this feature doesn’t enable you to prepare them as normal. 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). 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. 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. 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. 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. 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. 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. 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 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 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 the Eternal Sky (The Shaman) A great bonfire lights up the earth under the eternal blue sky; a woman covered from head to toe in vibrantly coloured robes and ribbons conducts a ceremony of rhythm and soul. Soon, the spirits are compelled to answer her call and reveal themselves within the fire. With them they bring divine words and Druid Level Spells 3rd prayer of healing, lesser restoration 5th conjure animals, speak with dead 7th banishment, divination 9th commune, conjure elemental prophecy to those with wisdom enough to understand them. An omen of war, a warning of a famine that only the scorching sun can bring, or a sign of prosperity and victory. The spirits obey her commands, the forefathers abide by her orders, the mother earth answers her prayers. She sees the underworld - her people call it the Tamag, the black hells of Erlik. Druids of the Eternal Sky, called qamana (Shaman Matriarch) or qamata (Shaman Patriarch) in nomadic steppe traditions, is a powerful ambassador of mother nature and the circle of the sky. Their role is to try to understand the messages and words in the upper or lower worlds. Their connection with nature enables them to contact spirits, the deceased, and other otherworldly beings. They value freedom above all else, and the fact that their home is everywhere under the eternal blue sky. Circle of the Eternal Sky Spells a certain creature for connection but the feature does not guarentee a connection with it. It is up to the GM which entity you connect. D You reach out to the eternal blue sky or the black hell for magical powers. The demands are the same with the ones mentioned above. The eternal blue sky grants the ability to heal. For the next 8 hours, you can touch up to three creatures as a bonus action and heal them for 1d6 + spellcasting ability modifier (minimum of 1). The black hell grants the ability to harm with eyes. For the next hour, with your action, you can mark up to three creatures and force them to make a Wisdom saving throw against your spell save DC, and on a failed save they take 2d6 psychic damage or half as much on a successful one. Level 2: The Forefathers: The long-gone spirits of your forefathers can be called forth for their assistance. Whenever a creature within 60 ft. of you that you can see takes damage, you can use your reaction to roll a 1d6 and reduce the damage by the total amount. If the reduction exceeds the damage, that creature gains temporary hit points equal to the excess. You can use this feature a number of times equal to your proficiency bonus. Additionally, when a creature dies within 60 ft. of you in the past hour, you can enter a trance state and guide that creature’s spirit away from a horrible fate. At the end of 1 minute, you must succeed on a Wisdom saving throw (DC 12). On a failed save, you take 2d6 psychic damage. On a success, that creature cannot be turned into an undead anymore, and you gain 2d4 temporary hit points. Alternatively, when a creature rolls for a death save within 60 ft. of you that you can see, you can use your reaction to grant advantage to the roll. At 6th level, the damage reduction becomes 2d6; at 10th level, 3d6; at 14th level, 4d6. Level 6: Connecting to the Blue Sky Starting at 6th level, you can expend one of your Wild Shape uses to connect the blue sky and ask for help. In return, the blue sky favors you with an aid you can choose from below (You can choose one of them): D You turn into a spirit and can go through objects, but if you end your turn in an object, you take 5 (1d10) psychic damage. If you use a damaging spell, you deal an extra 1d6 psychic damage to enemies. This form lasts for 1 minute and as if you are concentrating on a spell. D When you cast conjure animals, you can turn into one of the animals you have summoned and no longer need to concentrate on the spell, but the spell ends if it has already been active for more than 1 minute. If not, the spell ends after 1 minute. Level 2: The Spirit Walk: Starting at 2nd level, your connection with the spirits allows you to use your Wild Shapeas an action to start a Spirit Walk rather than turn into a beast. A Spirit Walk lasts for 10 minutes and can be dismissed as an action. While in the Spirit Walk, you gain the following benefits: D You transform into a form that resembles an elemental spirit (you can choose the form’s physical features). You can see and talk to spirits and detect the undead within 120 feet of you that are not obscured by total cover. D Near a bonfire, you can ask the blue sky or the black hell a question that can be answered with a yes or no and about the future or the past. The blue sky demands a sacrifice of your soul’s energy, and if you expend a spell slot, you gain a truthful answer. The black hell demands a blood sacrifice, and if you spill your own blood (5 piercing damage) or sacrifice another’s, you gain a truthful answer as well. The blue sky answers questions about the future, and the black hell answers questions about the past. Your answers may be truthful, but both aspects are not omniscient: your answer will depend on the knowledge of the creature you connected to in the blue sky or the black hell. You can specify 18 Subclass Options D You can choose a name (it must be a real name, not a nickname or a pseudonym) from among the deceased and ask that spirit one question. The spirit’s face appears in a surface near you. You must succeed on a Wisdom saving throw (DC 13). On a success, you can ask that dead spirit 3 questions. The spirits are under no compulsion to tell you the truth and their answers are mostly brief, cryptic and mysterious. Level 6: Connecting the Black Hell: Starting at 6th level, you can expend one of your Wild Shape uses to connect the black hell and ask for help. In return, the black hell aids you. The black hell is capricious, and you can never be exactly in what form the help will be granted. Roll on the following table. D You are considered to have entered The Spirit Walk form. D You have advantage on saving throws to maintain your concentration on a conjuration spell. D This form lasts for 10 minutes, and you can’t use this feature again until you finish a long rest. Level 14: The Home Under the Sky: Starting at 14th level, you are one of the most capable druids of your circle and have access to certain abilities: D You can cast these spells once a day each, without expending a spell slot: banishment, commune, conjure animals. You can’t do so again until you finish a long rest. D You can cast the speak with animals spell at will. D You can expend one of your spell slots (at least 6th level) to disperse your spirit from your body without dying and travel with your spirit during the process. You can name a location and meditate on it for 10 minutes, as if you are casting a ritual spell. You must use incense and herbs worth at least 500 gp, which this process consumes. After 10 minutes, your spirit leaves your body, appears at the place you meditated and cannot be detected by mere mortal eyes. See invisibility and true seeing spells can detect you. Creatures that see through the ethereal plane can also see and interfere with you. If detect evil and good or divine sense is used to determine what you are, the caster will get an unusual result: The enduring spirit. You can protect this form for 8 hours. Your walking speed is 60 ft., and you have a flying speed equal to your walking speed. You can travel great distances by expending your spell slots. By spending a 1st level spell slot, you can travel up to 1 mile instantly. After that every spell slot level increases the range by 1 mile. If you use a 9th-level spell slot, you can go any distance instantly. While in this form, you can only interfere with neardeath creatures, djinns, and other ethereal beings, otherwise only your voice can be heard. You can choose to be seen by mortal beings with a bonus action. You can revert back with a bonus action as well. You can only cast the four spells granted by this level’s ability in this form. Your body is in a state of suspended animation, but if it or your spirit form take damage, you are forced back to your body. 1d6 Result 1-2 You gain immunity to fire damage for 1 hour. 3-4 You gain the ability of Devil’s Sight for 1 hour. 5-6 Your body twists, bones pop into new alignments, and your flesh melts like tallow as you turn into a hell hound for 1 hour. Your mental ability scores and your alignment doesn’t change. This transformation only ends if your hit point reaches 0 or when 1 hour passes. With every druid level you gain, this hound form gains temporary hit points equal to your druid level. You gain bonuses to attack rolls and damage rolls in certain levels: At 9th level (+1), at 12th (+2), at 15th (+3) Level 10: The Sound of Underground: Starting at 10th level, you gain the ability to invoke the vengeful spirits around you. By spending both of your Wild Shape uses to transform into a spirit form which resembles a woodland spirit. While in this form, you have the following benefits: D You are under the effects of the protection from evil and good spell. D You are under the effects of the speak with animals spell. D You can cast the dispel evil and good spell once, without expending a spell slot, but you can’t do so again until you finish a long rest. D You gain one of the Level 6 abilities, either from the blue sky or the black hell. If you choose the black hell, you can determine the benefit. 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. 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 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 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. 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  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 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. 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. 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. 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. 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. Fighter 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. 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. The Masked Warrior (The Cuman) While the moon shines bright in the night, from the very edge of the world a piercing whistle emanates. Within seconds, a rain of arrows darkens the unveiled moon – and following those silvered arrows, the the horsemen of apocalypse, galloping toward their victims. With a dreadful mask and deadly talent, the cavalry of the steppes come charging out of a cloud of dust. Their enemies seldom have the time to feel terror, though they should. These warriors cover their faces with steel masks, bearing rictus grins, leering smirks, and hysterical smiles–they are not allowed to take them off until their blades rest, bloody. May the horselords be pierced by arrows, cut to shreds by blades or bewitched by sorcery, their enemies will see only the same terrifying visage: the Mask of the Cuman grins still. Level 3: The Centaur: Starting at 3rd level, your mastery with a mount has reached such a point that the tales and whispers of your descendancy from the mythic centaurs start to sound true, even to you. You can mount and dismount from your mount with 5 ft. of your movement speed, and you have advantage on saving throws against effects that would force you to fall from your horse. You can give yourself advantage until the end of your next turn while you are mounted. You can activate this ability a number of times equal to your proficiency modifier. Your expended uses are refreshed when you finish a long rest. You also gain the Animal Handling skill if you don’t already have it. Additionally, you have advantage on Animal Handling checks when dealing with horses. Level 3: The Mask of Terror: By the time you are 3rd level, your training enables you to craft and wield a special mask. While wearing it, you have the following benefits: D You can spend a hit die as an action and heal yourself an amount equal to 1d10 + your Constitution modifier. You can’t spend more than 2 hit dice this way, and the uses refresh after a long rest. D When you hit a creature with a weapon attack, you can force the creature to make a Wisdom saving throw (DC = 8 + proficiency bonus + your Charisma modifier). On a failed save, the creature is frightened of you until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus. You gain expended uses when you finish a long rest. D You can deal extra damage equal to your Charisma modifier when you hit a creature with a weapon attack. You can use this feature a number of times equal to your proficiency bonus. You gain expended uses when you finish a long rest. If your mask is destroyed, you can spend 1 hour to repair it or craft a new one. Level 7: The Mask of the Steppes: Starting at 7th level, you can add additional features to your mask, carving runes and symbols from myths and legends. Choose one of the following benefits: Mask of the Eagle: You gain proficiency in Charisma saving throws. Additionally, you can mark your enemies with the Mark of the Eagle. When you hit a creature with a weapon attack, that creature is marked by you and your allies. Until the end of your next turn, the target takes extra 20 Subclass Options psychic damage equal to your Charisma modifier the next time it takes damage. You can use this feature a number of times equal to your proficiency bonus. You gain expended uses when you finish a long rest. Mask of the Wolf: You gain proficiency in Wisdom saving throws. Additionally, you fight in harmony with your allies like a wolf in a pack. If an ally is within 5 ft. of the target of your next attack, you can give yourself advantage on the attack roll. You can use this feature a number of times equal to your proficiency bonus. You regain uses when you finish a long rest.. Mask of the Dragon: You gain the Intimidation skill or double your proficiency bonus when using that skill if you already have it. Additionally, your fear effects improve greatly. You activate your mask for 1 minute. When a creature wants to attack you, it must make a Wisdom saving throw (DC = 8 + your Proficiency bonus + your Charisma modifier). On a failed save, it makes the attack with disadvantage and can’t change the target, or it will lose the attack. This ability can’t be used again until the next dawn. Mask of the Phoenix: You gain access to spells with the runes on your mask and cast them once a day without expending a spell slot: longstrider, Farabi’s favor, compelled duel. Charisma is your spellcasting ability for it. You also learn the resistance cantrip. Level 10: The Fearless Warrior: Starting at 10th level, while you wear your mask, you are immune to the frightened condition. Additionally, when you hit a creature while it is frightened of you, you gain the ability to change your entire damage to be psychic against that creature. Level 15: Fast and Precise: Starting at 15th level, when you use your Action Surge, you have advantage on the attack rolls you make with the Action Surge. Level 18: The Scourge of God: Starting at 18th level, you get another mask option from the The Mask of the Steppes abilities. 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. 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. 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. 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. 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. 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. 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. 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. 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 blan k. 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. 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 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. Jaeger 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. 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. 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. 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. 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. 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 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 Martyr 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 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 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 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 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.                                                                                                                 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 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 Mist Walker Focusing his mind on the brightly colored armor, the man stalks his target, making his way through the chaos of the battle around him. He closes his eyes and feels his body become one with the mist. In a blink of an eye he’s on top of the enemy commander— a whirling blade of death. 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. The Mist Walker 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. Monk (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. 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. 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 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. 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 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 Fire Sage Smoke rising from the mountain signals almost infinite power lightly sleeping just below the surface of the world. Bystanders know that the smoke can never be extinguished, the flames in its foundations saw the emerging of the mountains, the first rain drops, and the rise and fall of empires. The everlasting flame is protected by the monks of an ancient tradition, the fire sages. They believe that the first flame lives inside every soul, and humankind must continue to kindle the light. Their devotion to fire and understanding of energy fuels them as they travel down their paths: either to light an everlasting flame in the souls of others or to harness the power of their own inner flame. With their power, they can rekindle lost hopes, bring back the ashes of laments, cauterize deep wounds in the flesh or soul, and guide others out of the darkness. Level 3: Cleansing Fire: When you choose this way at 3rd level, you gain access to following abilities: D By spending two Ki points, you can cast either of these spells: burning hands and flame blade. D You learn the produce flame cantrip. D You have the ability to sear wounds. By spending a Ki point and using your action, you can summon fire into your palm and touch an open wound, healing the creature equal to your martial arts die + Wisdom modifier. D While you hit your opponents with your flurry of blows, you deal an extra 1d4 fire damage on each attack that is granted to you by the flurry of blows. You use Wisdom as your spellcasting ability for any spell or cantrip that is mentioned here and below. Level 6: Rekindle the Flame: When you reach 6th level you become able to see and understand the fire inside a body. Using that power, you are able to kindle a flame in somebody's heart that would have otherwise sputtered out. You can spend 1 Ki point with your bonus action by 21 Subclass Options touching a fallen creature that is rolling death saving throws or unconscious; it regains 1 hit point and can use its reaction to get up. By spending 1 Ki point as an action, touching a dead creature that has been dead for no more than 1 minute restores it to life with 1 hit point. This works in the same way as a revivify spell. However, it isn’t without a cost. When the creature is restored to life, you roll 1d4 and reduce it from your hit point maximum. This feature lets you share your inner flame with the extinguished ones. In addition, you can sense Ki in other creatures, thus gaining advantage on Medicine checks, and you feel their medical conditions through their ki and inner flame. Level 11: Catching Fire: By using your abilities to deal fire damage to your opponents, you can force them to make a Constitution saving throw against your Ki save DC. On a failed save, they catch fire and repeat the saving throw at the start of each of their turns. On a failed save, they take 2d6 fire damage that cannot be reduced in any way (except immunity). If they succeed on a saving throw, a minute passes or they or another creature uses an action to put the flames out, this effect ends. You can affect a number of creatures equal to your proficiency bonus and regain expended uses after you finish a long rest. You can affect more than 1 creature at once if you have enough uses and use an appropriate way–for example, a burning hands spell. Level 17: Burn Them All: By spending 3 ki points you can strike down a creature with your ultimate blaze. On a hit with an unarmed strike, you can force them to make a Constitution saving throw against your Ki save DC. On a failed save, the creature’s internal organs start to burn. Unless greater restoration or a more powerful spell is used, the target’s hit point maximum is reduced by an amount equal to 2d6 + your Wisdom modifier each dawn. On a success, the target takes 12d8 fire damage. 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 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. 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) Occultist GuildIn Etharis there are those who fear magic, and those who seek to understand it. Monster hunters from the Occultist Guild know folk from both sides are equally dangerous. An Occultist investigates the arcane, the supernatural, and the uncanny, while avoiding the influence of superstition or ideology. Despite their reputation as mage hunters, an occultist does not burn their enemies at the stake.Knowledge and proficiency in magic gives the Occultist an edge over their mystical adversaries. Their spells are used to detect and defend against dangerous arcana, and destroy monsters that cannot be harmed by steel.Acolyte of the OccultWhen you choose this guild at 3rd level, you gain proficiency in the Arcana skill.SpellcastingStarting at 3rd level, your study of the occult gives you the ability to cast spells. CantripsYou learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.Spell SlotsThe Occultist Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st leveland 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 shieldand have a 1st-level and 2nd-level spell slot available, you can cast shieldusing either slot.Spells Known of 1st Level and HigherYou know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and divination spells on the wizard spell list.The Spells Known column of the Occultist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or divination spell of your choice, and 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 any school of magic.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 an abjuration or divination spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.Spellcasting AbilityIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through occult research. 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 modifierSpell attack modifier= your proficiency bonus + your Intelligence modifier Counter Charm Starting 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 Hunter Starting 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 Knowledge By 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 Aegis At 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. 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 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. 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. 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   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. Y ou 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. 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. 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. Nova stranica Barbarian - Path of the Djinnbound Bard - College of Scent 14 Subclass Options Cleric - Chaos Domain Druid – Circle of the Eternal Sky (The Shaman) 19 Subclass Options Fighter – The Masked Warrior (The Cuman) While the moon shines bright in the night, from the very edge of the world a piercing whistle emanates. Within seconds, a rain of arrows darkens the unveiled moon – and following those silvered arrows, the the horsemen of apocalypse, galloping toward their victims. With a dreadful mask and deadly talent, the cavalry of the steppes come charging out of a cloud of dust. Their enemies seldom have the time to feel terror, though they should. These warriors cover their faces with steel masks, bearing rictus grins, leering smirks, and hysterical smiles–they are not allowed to take them off until their blades rest, bloody. May the horselords be pierced by arrows, cut to shreds by blades or bewitched by sorcery, their enemies will see only the same terrifying visage: the Mask of the Cuman grins still. Level 3: The Centaur: Starting at 3rd level, your mastery with a mount has reached such a point that the tales and whispers of your descendancy from the mythic centaurs start to sound true, even to you. You can mount and dismount from your mount with 5 ft. of your movement speed, and you have advantage on saving throws against effects that would force you to fall from your horse. You can give yourself advantage until the end of your next turn while you are mounted. You can activate this ability a number of times equal to your proficiency modifier. Your expended uses are refreshed when you finish a long rest. You also gain the Animal Handling skill if you don’t already have it. Additionally, you have advantage on Animal Handling checks when dealing with horses. Level 3: The Mask of Terror: By the time you are 3rd level, your training enables you to craft and wield a special mask. While wearing it, you have the following benefits: D You can spend a hit die as an action and heal yourself an amount equal to 1d10 + your Constitution modifier. You can’t spend more than 2 hit dice this way, and the uses refresh after a long rest. D When you hit a creature with a weapon attack, you can force the creature to make a Wisdom saving throw (DC = 8 + proficiency bonus + your Charisma modifier). On a failed save, the creature is frightened of you until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus. You gain expended uses when you finish a long rest. D You can deal extra damage equal to your Charisma modifier when you hit a creature with a weapon attack. You can use this feature a number of times equal to your proficiency bonus. You gain expended uses when you finish a long rest. If your mask is destroyed, you can spend 1 hour to repair it or craft a new one. Level 7: The Mask of the Steppes: Starting at 7th level, you can add additional features to your mask, carving runes and symbols from myths and legends. Choose one of the following benefits: Mask of the Eagle: You gain proficiency in Charisma saving throws. Additionally, you can mark your enemies with the Mark of the Eagle. When you hit a creature with a weapon attack, that creature is marked by you and your allies. Until the end of your next turn, the target takes extra 20 Subclass Options psychic damage equal to your Charisma modifier the next time it takes damage. You can use this feature a number of times equal to your proficiency bonus. You gain expended uses when you finish a long rest. Mask of the Wolf: You gain proficiency in Wisdom saving throws. Additionally, you fight in harmony with your allies like a wolf in a pack. If an ally is within 5 ft. of the target of your next attack, you can give yourself advantage on the attack roll. You can use this feature a number of times equal to your proficiency bonus. You regain uses when you finish a long rest.. Mask of the Dragon: You gain the Intimidation skill or double your proficiency bonus when using that skill if you already have it. Additionally, your fear effects improve greatly. You activate your mask for 1 minute. When a creature wants to attack you, it must make a Wisdom saving throw (DC = 8 + your Proficiency bonus + your Charisma modifier). On a failed save, it makes the attack with disadvantage and can’t change the target, or it will lose the attack. This ability can’t be used again until the next dawn. Mask of the Phoenix: You gain access to spells with the runes on your mask and cast them once a day without expending a spell slot: longstrider, Farabi’s favor, compelled duel. Charisma is your spellcasting ability for it. You also learn the resistance cantrip. Level 10: The Fearless Warrior: Starting at 10th level, while you wear your mask, you are immune to the frightened condition. Additionally, when you hit a creature while it is frightened of you, you gain the ability to change your entire damage to be psychic against that creature. Level 15: Fast and Precise: Starting at 15th level, when you use your Action Surge, you have advantage on the attack rolls you make with the Action Surge. Level 18: The Scourge of God: Starting at 18th level, you get another mask option from the The Mask of the Steppes abilities. Monk - Way of the Fire Sage Smoke rising from the mountain signals almost infinite power lightly sleeping just below the surface of the world. Bystanders know that the smoke can never be extinguished, the flames in its foundations saw the emerging of the mountains, the first rain drops, and the rise and fall of empires. The everlasting flame is protected by the monks of an ancient tradition, the fire sages. They believe that the first flame lives inside every soul, and humankind must continue to kindle the light. Their devotion to fire and understanding of energy fuels them as they travel down their paths: either to light an everlasting flame in the souls of others or to harness the power of their own inner flame. With their power, they can rekindle lost hopes, bring back the ashes of laments, cauterize deep wounds in the flesh or soul, and guide others out of the darkness. Level 3: Cleansing Fire: When you choose this way at 3rd level, you gain access to following abilities: D By spending two Ki points, you can cast either of these spells: burning hands and flame blade. D You learn the produce flame cantrip. D You have the ability to sear wounds. By spending a Ki point and using your action, you can summon fire into your palm and touch an open wound, healing the creature equal to your martial arts die + Wisdom modifier. D While you hit your opponents with your flurry of blows, you deal an extra 1d4 fire damage on each attack that is granted to you by the flurry of blows. You use Wisdom as your spellcasting ability for any spell or cantrip that is mentioned here and below. Level 6: Rekindle the Flame: When you reach 6th level you become able to see and understand the fire inside a body. Using that power, you are able to kindle a flame in somebody's heart that would have otherwise sputtered out. You can spend 1 Ki point with your bonus action by 21 Subclass Options touching a fallen creature that is rolling death saving throws or unconscious; it regains 1 hit point and can use its reaction to get up. By spending 1 Ki point as an action, touching a dead creature that has been dead for no more than 1 minute restores it to life with 1 hit point. This works in the same way as a revivify spell. However, it isn’t without a cost. When the creature is restored to life, you roll 1d4 and reduce it from your hit point maximum. This feature lets you share your inner flame with the extinguished ones. In addition, you can sense Ki in other creatures, thus gaining advantage on Medicine checks, and you feel their medical conditions through their ki and inner flame. Level 11: Catching Fire: By using your abilities to deal fire damage to your opponents, you can force them to make a Constitution saving throw against your Ki save DC. On a failed save, they catch fire and repeat the saving throw at the start of each of their turns. On a failed save, they take 2d6 fire damage that cannot be reduced in any way (except immunity). If they succeed on a saving throw, a minute passes or they or another creature uses an action to put the flames out, this effect ends. You can affect a number of creatures equal to your proficiency bonus and regain expended uses after you finish a long rest. You can affect more than 1 creature at once if you have enough uses and use an appropriate way–for example, a burning hands spell. Level 17: Burn Them All: By spending 3 ki points you can strike down a creature with your ultimate blaze. On a hit with an unarmed strike, you can force them to make a Constitution saving throw against your Ki save DC. On a failed save, the creature’s internal organs start to burn. Unless greater restoration or a more powerful spell is used, the target’s hit point maximum is reduced by an amount equal to 2d6 + your Wisdom modifier each dawn. On a success, the target takes 12d8 fire damage. Paladin - Oath of Karma “And here they say that a person consists of desires, and as is his desire, so is his will; and as is his will, so is his deed; and whatever deed he does, that he will reap.” -Brihadaranyaka Upanishad, 7th century BCE Consequences are inevitable, either for a good deed or an evil act. Without regard for the intent, all good deeds must come with a reward, and evil acts must be followed by a proper punishment. All must take the responsibility for the action they have taken, be it a sin or an act of virtue. Followers of Karma believe that they must step in where the laws and customs of men failed. They take the responsibility where others do not dare. Whether it is fair or ugly, truth must not be denied, and consequences must not be avoided. Tenets of Karma Reason: Never rush into mindless actions or emotions. Check your inner self, conscience and experiences to weigh an act before deciding a fate. Use your reason. Responsibility: All acts have consequences; so do yours. Do not run from them, whether fair or foul. You are the architect of your own actions; you are responsible for whatever you have done. Consequence: All must meet a fate for the deeds they do. All consequences are met, whether by the authorities or society, by the strength of your hands, or by the keenness of your blade. Bring the consequences to the world. 22 Subclass Options Duty: You must keep your word. Face what you have promised. Giving a word is also a deed that must be faced. Optional Feature: Bad Karma As an optional rule, when a paladin fails to follow the tenets of the oath they swore, instead of becoming an Oathbreaker Paladin, the aspects of chaos such as powerful djinni, offsprings of leviathan, or great beings from chaotic otherworlds reach out to the paladin and attempt to convert them to their chaotic ways. With this method, the paladin becomes a Chaos Domain cleric at the same level. The ability scores will not change, but everything related to class abilities transforms; for instance, the ability to use divine smite will not work. Oath of Karma Spells of a fight. Whenever you or an ally within your aura drops below half of its hit point maximum, you can use your reaction to give them temporary hit points equal to 1d4 + your paladin level. Additionally, if they take damage from a creature within 60 ft. of you, you can force the creature to make a Wisdom saving throw against your spell save DC or be compelled to fight you for 1 minute and take damage equal to half your paladin level (minimum 1) while in your aura when they start their turn in it. They repeat the saving throw at the end of each of their turns. If they do not choose to attack you, they have disadvantage on the attack roll. This aura increases to 30 ft. at 18th level. Level 15: Divine Karma: When you heal an ally, you can take the amount as necrotic damage to yourself (can’t be reduced by any means) and gain an extra healing option. You can heal the same creature or another creature within 30 ft. of you an amount equal to the damage you took. This feature works with healing spells or features that target one creature. Level 20: Avatar of Karma: You can use your bonus action to become the Avatar of Karma and gain the following benefits for the next minute. D Within your Aura of Protection, when an ally takes damage, you can expend a spell slot as a reaction to make the damage bounce back to the attacker. The attacker takes half the damage it dealt. Also, if you expend a spell slot higher than 1, every spell level increases this damage by 1d8 radiant. D You are immune to the prone condition. D You have magic resistance. You can’t enter this state again until you finish a long rest. Ranger - Mirage Seeker Among the sandstorms of endless dunes, the heat breaks even the sturdiest of creatures, and the sun in the vast sky has never been known to show mercy. Surviving hell is easier than some parts of the desert, and only the most experienced beings can traverse its pathless wastes without significant risk. The deserts hold one of the most dangerous hazards of all: the mirage. The illusions of the desert can deceive the most desperate minds and can trick them at the cost of their lives. In the deserts of Persia and Western Turkestan, some guides, travelers, nomads and warriors have excelled in the art of surviving and are expert in the manipulation of these mirages. Level 3: The Mirage Adept: Starting at 3rd level, you learn the minor illusion cantrip and have the following spells when you reach the ranger levels shown in the table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Level Spells 3rd bane, bless 5th suggestion, zone of truth 9th bestow curse, remove curse 13th blight, death ward 17th dispel evil and good, reincarnate Level 3 Channel Divinity Options: You gain two Channel Divinity options: Vital Equality: You present your holy symbol as a bonus action; choose two creatures that you can see within 60 ft. of you (you can choose yourself) and use your Channel Divinity. If both creatures are willing, their hit points are combined and distributed equally among the creatures (rounded down). For example, if you have 30 hit points, and another creature has 3, your and the creature’s current hit point becomes 16. The chosen creatures gain temporary hit points equal to your paladin level. Mirroring Force: When a creature within 60 ft. of you applies a condition to a creature other than you, you can use your reaction to expend a use of your Channel Divinity. The creature is forced to make a Constitution saving throw. On a failed save, it is applied with the same condition. The conditions can be: Poisoned, blinded, deafened, stunned, or paralyzed. It also can be disease rather than a condition. For example, if one of your allies is paralyzed with an enemy within 60 ft. of you, you can force that enemy to make the saving throw. On a failed save, it will be paralyzed too. The duration and the rules for the condition is the same with the original one. Level 7: Aura of Balance: Starting from 7th level, you have an aura of 10 ft that protects the balance 23 Subclass Options 3rd level silent image 5th level phantasmal force 9th level major image 13th level greater invisibility 17th level seeming Additionally, when you use your Primeval Awareness ability, you gain an aura of 30 ft. This aura allows you to detect illusion spells within 30 ft. of you for the next 10 minutes. You can choose a number of creatures up to your Wisdom modifier; you and these creatures each have advantage on your next Wisdom saving throws against spells in the next 10 minutes while in your aura. You also detect natural phenomenons within your Primeval Awareness’ range, such as an oasis in the desert. Your power also shows natural water resources. Level 3: The Mirage Power: You are especially deft at using the power of mirage through your weapon attacks. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class. For the Historica Arcanum universe, when you cast a spell from the illusion school, your first spell of that day doesn’t count against the Spell Rebound Table. Level 7: Touching the Fabric of Reality: Starting at 7th level, when an evocation or conjuration spell is cast within 30 ft. of you to create fire, acid, cold, lightning or thunder, you can use your reaction to make them illusions, therefore harmless. You must succeed on a spellcasting ability check equal to 10 + spell’s level. In addition, when you use your illusion spells to create water, you can expend one of your spell slots to make the water real. It can’t be used for damaging purposes, but it can be consumed as drinking water. It vanishes after 10 minutes. Level 11: Dispel the Illusion: Starting at 11th level you have mastered the ability to deal with illusions and deceptive enchantments. When you sense an illusion with your aura, you can dispel the illusion, which also ends your aura. You can’t do so again until you finish a short or long rest. In addition, when you cast an illusion spell of 3rd level or higher, you gain one expended spell slot that is 2nd level or lower. You can use this ability a number of times equal to your Wisdom modifier. Level 15: Master of Illusions: Starting at 15th level, you have mastered the ways of illusion. You choose 2 illusion spells of your choice that you know that are 2nd level or lower, and can cast them without expending spell slots. You can do so equal a number of times to your Wisdom modifier (minimum of 1). 24 Subclass Options Rogue - Hashashin The act of killing may have been invented by Cain in the genesis, but it was transformed into an art and instrument of terror in the later centuries. Using the blade and killing a person was never personal for the professionals, as it was a method to decide the fates and lives of a society. It was their business, and they performed it like a musical. Their mystic and arcane abilities are not known widely, but their names are mentioned as an equal of horror and terror. Armies were useless against them, massacre of towns and cities were a waste in the eyes of the Hashashin. Level 3: Esoteric : Starting at the 3rd level, as a trained and excelled warrior of a hashashin group, you gain proficiency with Religion and can read, speak, and write one language that your GM deems appropriate. For the Historica Arcanum universe: while rolling a skill check about Ibrahamic lore, you double your proficiency bonus on the check (if you don’t already double it from another source e.g. the Expertise). In addition, whenever you finish a long rest, you can choose one cantrip and one 1st level spell from the cleric's spell list. You can cast the cantrip at will but at the cost of 1 psychic damage, and the 1st-level spell without expending a spell slot but at the cost of 1d4 psychic damage. You can’t cast the 1st-level spell again until you finish a long rest. This damage can’t be prevented in any way. Charisma is your spellcasting ability for the spells you learn. You can use a holy symbol or a “blessed blade” as a spellcasting focus. The blessed blade must be a melee weapon made of metal of some sort, must have holy carvings on it according to your beliefs, and must cost at least 25 gp. Level 3: Dreadful Arts: By the 3rd level, you have discovered and embraced Alamut’s spells and mystic power and learned to control it. Whenever a creature that can see you within 60 ft. of you targets you or an ally within 10 ft. of you with a spell, as a reaction you can force the creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature must choose a new target or lose the spell and is frightened of you until the end of your next turn. You can use this ability a number of times equal to your proficiency bonus. You regain expended uses after you finish a long rest. Alternatively, if the spell has an area of effect rather than targeting a creature, as a reaction you can give yourself, or a creature within 10 ft. of you, advantage on the saving throw. You can’t do so again until you finish a long rest. Level 9: Name of Terror: Starting from the 9th level, you can remind people of their own mortality at a psychic level. When you are hidden from a creature that you can see within 30 ft. of you, you can use your bonus action on that creature to force it to make a Wisdom saving throw. On a failed save, it is frightened of you for 1 minute. It can repeat the saving throw at the end of its turns to end the effect. While it is frightened of you, each of your hits against the creature will give disadvantage on the saving throw to end the effect. In addition to your Esoteric's spell feature, whenever you finish a long rest, you can choose one 2nd-level spell from the cleric spell list and apply the same rules above, at the cost of 2d4 psychic damage to cast them. 25 Subclass Options Level 13: Spell Mirror: Starting from the 13th level, you gain the upper hand on the mystic arts of spellcasting. Whenever you see a creature casting a spell within 60 ft. of you, you can use your reaction to make a spellcasting ability check (DC = 10 + spell’s level), on a success you can mirror the spell if it is not an area of effect spell, such as fireball, silence or hallucinatory terrain spells. Also, the spell can’t be higher than 5th level. When you mirror it, you can choose another target or targets for the spell by applying your spellcasting modifiers and rolling new attack rolls and saving throws if needed. If there are multiple targets, you can choose multiple targets. You can’t use this ability again until you finish a long rest. In addition to your Esoteric's spell feature, whenever you finish a long rest, you can choose one 3rd-level spell from the cleric spell list and apply the same rules above. Level 17: Name of Death: Starting from 17th level, the fear of death you invoke is so potent that it has begun to have tangible effects on people. When a creature fails its saving throw against your Name of Terror ability, you can force the creature to make another saving throw. If it fails the saving throw, it will automatically fail any death saving throws and drop dead after 3 rounds, if no help is received such as spare the dying, healing word or stronger healing magic or feature. You can’t do so again until you finish a long rest. d4 Features of Your Ancestor The Feature You Inherited 1 A mighty warrior once battled against a goliath, with a magnificent shiny spear. Your weapons or materials to cast spells shine faintly under the moonlight, if you wish so. 2 An eagle-eyed archer once shot a tyrant king from a hill and saved the country from his iron fist. Whenever you cast a spell, you can levitate 5 ft off the ground until the end of your next turn. 3 A powerful seer once foresaw the day of doom with an upcoming invasion from a terrible army and saved the people. Your pupils resemble clouds when you wish them to do so. 4 A trickster that tricked a terrible giant to attack his brethren and saved the village from a disaster. You can alter the color of your eyes once a day. Sorcerer - Blood of the Forebears A woman with radiant beauty stands tall, a woman of strength and grace, her vibrant garments a reflection of her powerful spirit. With a fierce determination, she summons a blade of such ethereal beauty, it could rival the stars that adorn the heavens. Her blood sings with the echoes of her ancestors, lending her their strength and wisdom as she calls upon their ancient powers. Whispers on the wind speak of legends from times long forgotten, of heroics and valor passed down through the generations. As she calls forth her might, darkness trembles at the sight of her, for she is a force to be reckoned with. For her, power is not just a matter of brute force, but a legacy inherited from those who came before. The blood of her ancestors runs through her veins, and with every breath she takes, she honors their memory. The tribes of the steppes believe that the spirits of their forebears guide and protect them, and for her, this is more than just a myth. It is a truth that is manifest in all she does. Level 1: Power of the Forebears: You were born with the power that resides in your blood, and it has been invoked. Work with your GM to determine the properties of your ancestor. A number of times equal to your proficiency bonus, you can summon your inner power, and your ancestor speaks to you in your mind and aids you for 1 minute. During this process you have advantage on any checks or saving throws related to Strength and Constitution. In addition, you learn an additional evocation cantrip from the sorcerer’s spell list. It doesn’t count against the cantrips you know. Your Ancestor 26 Subclass Options These options are also available for other sorcerous origins. Metamagic Options Memorized Spell When you lose concentration on a sorcerer spell, you can use your reaction to spend 3 sorcery points to maintain your concentration. Mythic Spell When you cast a sorcerer spell, you can spend 3 sorcery points to make it a mythic spell. For the next 8 hours, you can cast that spell again once without expending a spell slot. The spell can’t be higher than 5th level. Level 6: Heroic Blood: By the 6th level, your heroic ancestors gained more power over the course of time and experience. You can spend 2 sorcery points as a bonus action to make a melee spell attack against a creature within 5 ft. of you. On a hit, you deal psychic damage equal to 2d8 + your Charisma modifier. Your ancestor’s blade from the myths takes shape as a spectral blade and vanishes after your action. The damage increases to 4d8 + your Charisma modifier at 11th level and 6d8 + your Charisma modifier at 16th level. Level 14: Stories of the Past: In 14th level, you remember everything your ancestor remembers. If you invoke your Power of the Forebears or Heroic Blood feature, you can spend 1 sorcery point to treat any 9 or lower rolls on a d20 as a 10 for the next minute. You can’t use this feature again until you finish a long rest. Level 18: Legends Untold: At 18th level, you can allow your ancestor to take control over your body and your mind. It is hard to surrender fully at first, but once you are used to it, you begin to understand the power now at your disposal. During that time you can strike three times as a melee spell attack on your turns. You deal 1d8 + your Charisma modifier in psychic damage with each attack. In addition, you add your Charisma modifier to your Armor Class. You can’t use this feature again until you finish a long rest. This feature can be combined with Stories of the Past. Warlock - The Underground Patron (Erlik) Deep beneath the ground, fire rules the heart of the earth and breathes life into everything. It is, thus, wise that ancient peoples worshiped fire in all its forms. The creative fire nourishes creativity and passion in the hearts and souls of humanity. Civilizations were built and evolved around fire. Wise men looked at fire, kings used fire; some people danced around it and worshiped it; some understood its power and used it prudently. A warrior, years ago, used a technique he learned from his master to strike with his sword in a state of fiery anger, and magical sparks surrounded the sword, enhancing the power of fire with magic. The spirits Heroic Spell When you cast a sorcerer spell, you can spend 3 sorcery points to make the spells more powerful against neglecting effects. Counterspell or dispel magic’s ability checks have disadvantage against this spell. If the spell is lower than 3rd level, its Difficulty becomes 14. 27 Subclass Options Level 1: The Smith of Black Hells: You learn the heat metal spell. It doesn’t count against the spells you know, and it is a warlock spell for you. You can cast it once without expending a spell slot but can’t do so again until you finish a long rest. You can also cast heat metal as a ritual by changing how it works. During the process, you can work on up to 3 melee weapons of your choice and imbue them with magic. These weapons are counted as magical and deal 1 additional fire damage. This damage becomes 1d4 at 3rd level, 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 16th level. If you imbue another weapon, one of the weapons of your choice that you imbued earlier loses its magical properties. Also, you can imbue up to 5 five pieces of ammunition with this ability, but the ammunitions lose their magical properties after being fired. Alternatively, you can work on 2 sets of armor and imbue it with magic. When the wearer of the armor takes damage, the attacker takes the fire damage stated above if they are within5 feet of the armor. This ability works only once per round for a singular piece of armor. In addition, you gain proficiency in Smith’s Tools and two martial melee weapons of your choice. You can use the smith’s tools or a melee weapon that is made of metal as a spellcasting focus for your warlock spells. Level 1: Herald of Fire: Your fiery soul protects you from harm; while wearing no armor and holding no shields your AC is equal to 10 + your Dexterity modifier + your Charisma modifier. You learn to control flames with your mind. You can ignite flammable objects within 5 ft. of you or extinguish them, for example torches and campfires. You also gain the following benefits: D You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. D You cause simple shapes or images to appear within the flames and animate them as you like. These shapes can be vague form of a creature, an object or a location. The shapes last for 1 hour. Level 6: Astonishing Flames: Starting from 6th level, when you deal fire damage you ignore resistance. In addition, when you hit a creature with fire damage, you also can put a curse on your targets that lasts for 1 minute. You can keep this curse on 1 target. This number increases to 2 at 10th level and 3 at 17th level. You can use this curse a number of times equal to your Charisma modifier (minimum of 1). The creature must succeed on a Wisdom saving throw against your spell save DC at the end of its turns to end this effect. You choose one of the following effects on the target: D The creature has disadvantage on attack rolls. D The creature takes fire damage equal to your Spell Level 1st Farabi’s favor, hunter’s mark 2nd flame blade, magic weapon 3rd bestow curse, fear 4th fabricate, fire shield 5th creation, raise dead of his ancestors turned the hearts of the extinguished fire into a passionate breath with every strike. Expanded Spell List 28 Subclass Options Charisma modifier at the start of its turns. This damage can’t be reduced by any means. D You or your allies have advantage on the saving throws related to the spells that are cast by the creature. D The creature can’t regain hit points. D If the creature is wearing metal armor or holding a metal weapon, it takes 3d6 fire damage. Level 10: Blazing Blade: As a bonus action, you can create a spectral flame weapon that is within 5 ft. of you. It follows you and can’t go further than 5 ft. from you. You can make this weapon strike your opponents as a melee spell attack by controlling it on your bonus actions. It stays for 1 minute and deals 2d6 fire damage. You can’t summon this blade again until you finish a short or long rest. Additionally, you can choose to deal fire damage with your melee weapons. When you do so with a bonus action, the blade sheds bright light in a 5 foot radius and dim light for an additional 5 feet and deals fire damage rather than its normal damage until the end of your next turn and resembles a blade in its incandescent form. Level 14: Call of Fire: You learn conjure elemental spell (it doesn’t count against the spells you know) and can cast it without expending a spell slot to conjure a fire elemental. When your concentration is broken, the elemental vanishes. You can’t do so again until you finish a long rest. You can use your spell slots to normally cast the spell. Wizard - School of the Stone Scribe In the heart of the steppes an ancient tradition still lives among some arcane practitioners. Those who know the language and secrets of nature inscribed them on the stone to let them never be forgotten. This archaic secret is entrusted to the next generations. By using the inscriptions of old they create a unique bond, a circle of wizards, thus sharing a tremendous power and precious knowledge. They learn their spells through inscriptions, borrow arcane energy from one another, and breathe as if they were one of the free spirits living under the eternal sky. They excel at rituals, magic circles, and sealing otherworldly beings away if they ever threaten the eudaimonia of the world. Level 2: Secrets of the Stone: Starting from 2nd level, your studies about the inscriptions of old have enabled you to use them to cast your spells as if they were a spellbook. There are many inscriptions around the world that contain spells on them, and only you and those belonging to your arcane tradition can read them. If you encounter such an inscription, you can use your action to touch the inscription and memorize the spell. You can memorize spells a number of times equal to your Intelligence modifier (you regain expended uses after you finish a long rest). You can cast these without expending a spell slot. When a spell is expended, it can’t be cast this way again, but you can scribe the spell to your spellbook in half the given time and with half the required material. If it is a ritual spell, you can cast it as a ritual in half the given time; after that, the spell is expended. Level 2: Shared Memory: Starting from 2nd level, you can share spell slots with other spellcasters. As a bonus action, you can choose a bard, druid, cleric, sorcerer or another wizard within 20 ft. of you and 29 Subclass Options choose one of your spell slots. That spell slot is counted as expended for you, and the chosen target can use that spell slot to cast appropriate spells with it for the next 10 minutes. Roll a d10 when you share a slot; on a roll of 10, your slot stays as unexpended and your chosen ally can still gain the benefit from it. You can’t use this feature for spell slots above 5th level. You then gain your expended spell slot as normal, such as with arcane recovery or long rest. In addition, you learn the comprehend languages spell and can cast it without expending a spell slot a number of times equal to your Intelligence modifier. If you have slots, you can cast it normally, and it doesn't count against your daily prepared spells. Level 6: Ancient Circles of Sealing: By 6th level, you are aware of the dangers otherworldly creatures possess and inscriptions of old have methods to seal them away. You learn the detect evil and good and magic circle spells and can cast them once a day (each) without expending a spell slot. Also, you can cast detect evil and good as a ritual. You can use your action to summon a sealing circle with 5 ft. radius on otherworldly creatures within 20 ft. of you. The creature must succeed on a Charisma saving throw. On a success it takes 2d6 psychic damage. On a failed save you choose one of the effects below: D The creature’s movement speed becomes 0 for 1 minute. It can repeat the saving throw at the end of each of its turns. D If you are in a building of some sort, the creature is bound to the building and can’t leave unless it succeeds on a Charisma saving throw, or the building ceases to exist completely. It can repeat the saving throw once a month if it fails. D If the creature is possessing a humanoid, it makes a Charisma saving throw again, and on a failed save, it is forced out of the body. D It is blinded or deafened for 1 minute. It can repeat the saving throw at the end of each of its turns. D It has vulnerability to a type of damage of your choice that is not its resistance or immunity for 1 minute. It can repeat the saving throw at the end of each of its turns. Level 10: Perfect Memory: When you use Shared Memory, you can roll a d8 instead of d10. On a roll of 8, your spell slot remains unspent. You also can use your action and restore one of your spell slots that is not higher than 3rd level. You can’t use this feature again until you finish a long rest. In addition, you can cast magic circle as an action and extend its duration for another hour. Level 14: Master Scribe: You are now a master of your arcane arts and can manipulate them in unique and original ways. You can use your action to activate your ancient knowledge and affect your next spell cast within next minute one of the following ways: D A creature has disadvantage on the saving throw against the spell you cast or you have advantage on the attack roll if the spell includes a spell attack. D You ignore resistance against one type of damage in your spell. D If your spell includes an attack roll and hits a creature, you can force the creature to make a Charisma saving throw against your spell save DC; on a failed save, it is banished for 10 minutes. Paladin 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. 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 Karma “And here they say that a person consists of desires, and as is his desire, so is his will; and as is his will, so is his deed; and whatever deed he does, that he will reap.” -Brihadaranyaka Upanishad, 7th century BCE Consequences are inevitable, either for a good deed or an evil act. Without regard for the intent, all good deeds must come with a reward, and evil acts must be followed by a proper punishment. All must take the responsibility for the action they have taken, be it a sin or an act of virtue. Followers of Karma believe that they must step in where the laws and customs of men failed. They take the responsibility where others do not dare. Whether it is fair or ugly, truth must not be denied, and consequences must not be avoided. Tenets of Karma Reason: Never rush into mindless actions or emotions. Check your inner self, conscience and experiences to weigh an act before deciding a fate. Use your reason. Responsibility: All acts have consequences; so do yours. Do not run from them, whether fair or foul. You are the architect of your own actions; you are responsible for whatever you have done. Consequence: All must meet a fate for the deeds they do. All consequences are met, whether by the authorities or society, by the strength of your hands, or by the keenness of your blade. Bring the consequences to the world. 22 Subclass Options Duty: You must keep your word. Face what you have promised. Giving a word is also a deed that must be faced. Optional Feature: Bad Karma As an optional rule, when a paladin fails to follow the tenets of the oath they swore, instead of becoming an Oathbreaker Paladin, the aspects of chaos such as powerful djinni, offsprings of leviathan, or great beings from chaotic otherworlds reach out to the paladin and attempt to convert them to their chaotic ways. With this method, the paladin becomes a Chaos Domain cleric at the same level. The ability scores will not change, but everything related to class abilities transforms; for instance, the ability to use divine smite will not work. Oath of Karma Spells of a fight. Whenever you or an ally within your aura drops below half of its hit point maximum, you can use your reaction to give them temporary hit points equal to 1d4 + your paladin level. Additionally, if they take damage from a creature within 60 ft. of you, you can force the creature to make a Wisdom saving throw against your spell save DC or be compelled to fight you for 1 minute and take damage equal to half your paladin level (minimum 1) while in your aura when they start their turn in it. They repeat the saving throw at the end of each of their turns. If they do not choose to attack you, they have disadvantage on the attack roll. This aura increases to 30 ft. at 18th level. Level 15: Divine Karma: When you heal an ally, you can take the amount as necrotic damage to yourself (can’t be reduced by any means) and gain an extra healing option. You can heal the same creature or another creature within 30 ft. of you an amount equal to the damage you took. This feature works with healing spells or features that target one creature. Level 20: Avatar of Karma: You can use your bonus action to become the Avatar of Karma and gain the following benefits for the next minute. D Within your Aura of Protection, when an ally takes damage, you can expend a spell slot as a reaction to make the damage bounce back to the attacker. The attacker takes half the damage it dealt. Also, if you expend a spell slot higher than 1, every spell level increases this damage by 1d8 radiant. D You are immune to the prone condition. D You have magic resistance. You can’t enter this state 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 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 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. 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. Mirage Seeker Among the sandstorms of endless dunes, the heat breaks even the sturdiest of creatures, and the sun in the vast sky has never been known to show mercy. Surviving hell is easier than some parts of the desert, and only the most experienced beings can traverse its pathless wastes without significant risk. The deserts hold one of the most dangerous hazards of all: the mirage. The illusions of the desert can deceive the most desperate minds and can trick them at the cost of their lives. In the deserts of Persia and Western Turkestan, some guides, travelers, nomads and warriors have excelled in the art of surviving and are expert in the manipulation of these mirages. Level 3: The Mirage Adept: Starting at 3rd level, you learn the minor illusion cantrip and have the following spells when you reach the ranger levels shown in the table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Level Spells 3rd bane, bless 5th suggestion, zone of truth 9th bestow curse, remove curse 13th blight, death ward 17th dispel evil and good, reincarnate Level 3 Channel Divinity Options: You gain two Channel Divinity options: Vital Equality: You present your holy symbol as a bonus action; choose two creatures that you can see within 60 ft. of you (you can choose yourself) and use your Channel Divinity. If both creatures are willing, their hit points are combined and distributed equally among the creatures (rounded down). For example, if you have 30 hit points, and another creature has 3, your and the creature’s current hit point becomes 16. The chosen creatures gain temporary hit points equal to your paladin level. Mirroring Force: When a creature within 60 ft. of you applies a condition to a creature other than you, you can use your reaction to expend a use of your Channel Divinity. The creature is forced to make a Constitution saving throw. On a failed save, it is applied with the same condition. The conditions can be: Poisoned, blinded, deafened, stunned, or paralyzed. It also can be disease rather than a condition. For example, if one of your allies is paralyzed with an enemy within 60 ft. of you, you can force that enemy to make the saving throw. On a failed save, it will be paralyzed too. The duration and the rules for the condition is the same with the original one. Level 7: Aura of Balance: Starting from 7th level, you have an aura of 10 ft that protects the balance 23 Subclass Options 3rd level silent image 5th level phantasmal force 9th level major image 13th level greater invisibility 17th level seeming Additionally, when you use your Primeval Awareness ability, you gain an aura of 30 ft. This aura allows you to detect illusion spells within 30 ft. of you for the next 10 minutes. You can choose a number of creatures up to your Wisdom modifier; you and these creatures each have advantage on your next Wisdom saving throws against spells in the next 10 minutes while in your aura. You also detect natural phenomenons within your Primeval Awareness’ range, such as an oasis in the desert. Your power also shows natural water resources. Level 3: The Mirage Power: You are especially deft at using the power of mirage through your weapon attacks. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn. The extra damage increases to 1d6 when you reach 11th level in this class. For the Historica Arcanum universe, when you cast a spell from the illusion school, your first spell of that day doesn’t count against the Spell Rebound Table. Level 7: Touching the Fabric of Reality: Starting at 7th level, when an evocation or conjuration spell is cast within 30 ft. of you to create fire, acid, cold, lightning or thunder, you can use your reaction to make them illusions, therefore harmless. You must succeed on a spellcasting ability check equal to 10 + spell’s level. In addition, when you use your illusion spells to create water, you can expend one of your spell slots to make the water real. It can’t be used for damaging purposes, but it can be consumed as drinking water. It vanishes after 10 minutes. Level 11: Dispel the Illusion: Starting at 11th level you have mastered the ability to deal with illusions and deceptive enchantments. When you sense an illusion with your aura, you can dispel the illusion, which also ends your aura. You can’t do so again until you finish a short or long rest. In addition, when you cast an illusion spell of 3rd level or higher, you gain one expended spell slot that is 2nd level or lower. You can use this ability a number of times equal to your Wisdom modifier. Level 15: Master of Illusions: Starting at 15th level, you have mastered the ways of illusion. You choose 2 illusion spells of your choice that you know that are 2nd level or lower, and can cast them without expending spell slots. You can do so equal a number of times to your Wisdom modifier (minimum of 1). 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 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. 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. 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) 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 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. 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. Hashashin The act of killing may have been invented by Cain in the genesis, but it was transformed into an art and instrument of terror in the later centuries. Using the blade and killing a person was never personal for the professionals, as it was a method to decide the fates and lives of a society. It was their business, and they performed it like a musical. Their mystic and arcane abilities are not known widely, but their names are mentioned as an equal of horror and terror. Armies were useless against them, massacre of towns and cities were a waste in the eyes of the Hashashin. Level 3: Esoteric : Starting at the 3rd level, as a trained and excelled warrior of a hashashin group, you gain proficiency with Religion and can read, speak, and write one language that your GM deems appropriate. For the Historica Arcanum universe: while rolling a skill check about Ibrahamic lore, you double your proficiency bonus on the check (if you don’t already double it from another source e.g. the Expertise). In addition, whenever you finish a long rest, you can choose one cantrip and one 1st level spell from the cleric's spell list. You can cast the cantrip at will but at the cost of 1 psychic damage, and the 1st-level spell without expending a spell slot but at the cost of 1d4 psychic damage. You can’t cast the 1st-level spell again until you finish a long rest. This damage can’t be prevented in any way. Charisma is your spellcasting ability for the spells you learn. You can use a holy symbol or a “blessed blade” as a spellcasting focus. The blessed blade must be a melee weapon made of metal of some sort, must have holy carvings on it according to your beliefs, and must cost at least 25 gp. Level 3: Dreadful Arts: By the 3rd level, you have discovered and embraced Alamut’s spells and mystic power and learned to control it. Whenever a creature that can see you within 60 ft. of you targets you or an ally within 10 ft. of you with a spell, as a reaction you can force the creature to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creature must choose a new target or lose the spell and is frightened of you until the end of your next turn. You can use this ability a number of times equal to your proficiency bonus. You regain expended uses after you finish a long rest. Alternatively, if the spell has an area of effect rather than targeting a creature, as a reaction you can give yourself, or a creature within 10 ft. of you, advantage on the saving throw. You can’t do so again until you finish a long rest. Level 9: Name of Terror: Starting from the 9th level, you can remind people of their own mortality at a psychic level. When you are hidden from a creature that you can see within 30 ft. of you, you can use your bonus action on that creature to force it to make a Wisdom saving throw. On a failed save, it is frightened of you for 1 minute. It can repeat the saving throw at the end of its turns to end the effect. While it is frightened of you, each of your hits against the creature will give disadvantage on the saving throw to end the effect. In addition to your Esoteric's spell feature, whenever you finish a long rest, you can choose one 2nd-level spell from the cleric spell list and apply the same rules above, at the cost of 2d4 psychic damage to cast them. 25 Subclass Options Level 13: Spell Mirror: Starting from the 13th level, you gain the upper hand on the mystic arts of spellcasting. Whenever you see a creature casting a spell within 60 ft. of you, you can use your reaction to make a spellcasting ability check (DC = 10 + spell’s level), on a success you can mirror the spell if it is not an area of effect spell, such as fireball, silence or hallucinatory terrain spells. Also, the spell can’t be higher than 5th level. When you mirror it, you can choose another target or targets for the spell by applying your spellcasting modifiers and rolling new attack rolls and saving throws if needed. If there are multiple targets, you can choose multiple targets. You can’t use this ability again until you finish a long rest. In addition to your Esoteric's spell feature, whenever you finish a long rest, you can choose one 3rd-level spell from the cleric spell list and apply the same rules above. Level 17: Name of Death: Starting from 17th level, the fear of death you invoke is so potent that it has begun to have tangible effects on people. When a creature fails its saving throw against your Name of Terror ability, you can force the creature to make another saving throw. If it fails the saving throw, it will automatically fail any death saving throws and drop dead after 3 rounds, if no help is received such as spare the dying, healing word or stronger healing magic or feature. You can’t do so again until you finish a long rest. d4 Features of Your Ancestor The Feature You Inherited 1 A mighty warrior once battled against a goliath, with a magnificent shiny spear. Your weapons or materials to cast spells shine faintly under the moonlight, if you wish so. 2 An eagle-eyed archer once shot a tyrant king from a hill and saved the country from his iron fist. Whenever you cast a spell, you can levitate 5 ft off the ground until the end of your next turn. 3 A powerful seer once foresaw the day of doom with an upcoming invasion from a terrible army and saved the people. Your pupils resemble clouds when you wish them to do so. 4 A trickster that tricked a terrible giant to attack his brethren and saved the village from a disaster. You can alter the color of your eyes once a day. 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. 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. 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. 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. 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. 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. 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 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. Sorcerer 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. Blood of the Forebears A woman with radiant beauty stands tall, a woman of strength and grace, her vibrant garments a reflection of her powerful spirit. With a fierce determination, she summons a blade of such ethereal beauty, it could rival the stars that adorn the heavens. Her blood sings with the echoes of her ancestors, lending her their strength and wisdom as she calls upon their ancient powers. Whispers on the wind speak of legends from times long forgotten, of heroics and valor passed down through the generations. As she calls forth her might, darkness trembles at the sight of her, for she is a force to be reckoned with. For her, power is not just a matter of brute force, but a legacy inherited from those who came before. The blood of her ancestors runs through her veins, and with every breath she takes, she honors their memory. The tribes of the steppes believe that the spirits of their forebears guide and protect them, and for her, this is more than just a myth. It is a truth that is manifest in all she does. Level 1: Power of the Forebears: You were born with the power that resides in your blood, and it has been invoked. Work with your GM to determine the properties of your ancestor. A number of times equal to your proficiency bonus, you can summon your inner power, and your ancestor speaks to you in your mind and aids you for 1 minute. During this process you have advantage on any checks or saving throws related to Strength and Constitution. In addition, you learn an additional evocation cantrip from the sorcerer’s spell list. It doesn’t count against the cantrips you know. Your Ancestor 26 Subclass Options These options are also available for other sorcerous origins. Metamagic Options Memorized Spell When you lose concentration on a sorcerer spell, you can use your reaction to spend 3 sorcery points to maintain your concentration. Mythic Spell When you cast a sorcerer spell, you can spend 3 sorcery points to make it a mythic spell. For the next 8 hours, you can cast that spell again once without expending a spell slot. The spell can’t be higher than 5th level. Level 6: Heroic Blood: By the 6th level, your heroic ancestors gained more power over the course of time and experience. You can spend 2 sorcery points as a bonus action to make a melee spell attack against a creature within 5 ft. of you. On a hit, you deal psychic damage equal to 2d8 + your Charisma modifier. Your ancestor’s blade from the myths takes shape as a spectral blade and vanishes after your action. The damage increases to 4d8 + your Charisma modifier at 11th level and 6d8 + your Charisma modifier at 16th level. Level 14: Stories of the Past: In 14th level, you remember everything your ancestor remembers. If you invoke your Power of the Forebears or Heroic Blood feature, you can spend 1 sorcery point to treat any 9 or lower rolls on a d20 as a 10 for the next minute. You can’t use this feature again until you finish a long rest. Level 18: Legends Untold: At 18th level, you can allow your ancestor to take control over your body and your mind. It is hard to surrender fully at first, but once you are used to it, you begin to understand the power now at your disposal. During that time you can strike three times as a melee spell attack on your turns. You deal 1d8 + your Charisma modifier in psychic damage with each attack. In addition, you add your Charisma modifier to your Armor Class. You can’t use this feature again until you finish a long rest. This feature can be combined with Stories of the Past. 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. 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. 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 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. 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. 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 Check Out the Complete Vagabond! Get It On: magehandpress.com Warlock Eldritch invocations Apocryphal Blade (Azrael) Prerequisite: Pact of the Blade feature You can use your pact weapon as a spellcasting focus for your warlock spells. In addition, your pact weapon grants a +1 bonus to your spell attack rolls and spell save DC. Song of Sunrise (Azrael) Prerequisite: Pact of the Chain feature Whenever you are required to make a saving throw while your familiar is within 100 feet of you, you may make the roll with advantage. You cannot do so again until you finish a short or long rest. 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. Atlas of the Wanderer (Azrael) Prerequisite: 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 locate creature spell, targeting the creatures whose names are on the page, without using a spell slot and without using material components. The ink on the page begins to shift and reshape itself into a crude map of the surrounding area, with the names on the page moving to indicate the positions of the named creatures if they are within 1,000 feet. The ink returns to normal after 1 hour. As an action, you can magically erase a name from the page by touching it. 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. 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 Warlocks seek hidden knowledge in the multiverse. The spirit of Samhain is a patron who offers glimpses into the Otherworld, and power over death and rebirth. However, it is also an entity that appreciates devilry. Those who seek patronage from it would do well to cater to its mischief-making, lest they become targets of pranks themselves. 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. 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. 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. 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. 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. The Underground Patron (Erlik) Deep beneath the ground, fire rules the heart of the earth and breathes life into everything. It is, thus, wise that ancient peoples worshiped fire in all its forms. The creative fire nourishes creativity and passion in the hearts and souls of humanity. Civilizations were built and evolved around fire. Wise men looked at fire, kings used fire; some people danced around it and worshiped it; some understood its power and used it prudently. A warrior, years ago, used a technique he learned from his master to strike with his sword in a state of fiery anger, and magical sparks surrounded the sword, enhancing the power of fire with magic. The spirits Heroic Spell When you cast a sorcerer spell, you can spend 3 sorcery points to make the spells more powerful against neglecting effects. Counterspell or dispel magic’s ability checks have disadvantage against this spell. If the spell is lower than 3rd level, its Difficulty becomes 14. 27 Subclass Options Level 1: The Smith of Black Hells: You learn the heat metal spell. It doesn’t count against the spells you know, and it is a warlock spell for you. You can cast it once without expending a spell slot but can’t do so again until you finish a long rest. You can also cast heat metal as a ritual by changing how it works. During the process, you can work on up to 3 melee weapons of your choice and imbue them with magic. These weapons are counted as magical and deal 1 additional fire damage. This damage becomes 1d4 at 3rd level, 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 16th level. If you imbue another weapon, one of the weapons of your choice that you imbued earlier loses its magical properties. Also, you can imbue up to 5 five pieces of ammunition with this ability, but the ammunitions lose their magical properties after being fired. Alternatively, you can work on 2 sets of armor and imbue it with magic. When the wearer of the armor takes damage, the attacker takes the fire damage stated above if they are within5 feet of the armor. This ability works only once per round for a singular piece of armor. In addition, you gain proficiency in Smith’s Tools and two martial melee weapons of your choice. You can use the smith’s tools or a melee weapon that is made of metal as a spellcasting focus for your warlock spells. Level 1: Herald of Fire: Your fiery soul protects you from harm; while wearing no armor and holding no shields your AC is equal to 10 + your Dexterity modifier + your Charisma modifier. You learn to control flames with your mind. You can ignite flammable objects within 5 ft. of you or extinguish them, for example torches and campfires. You also gain the following benefits: D You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. D You cause simple shapes or images to appear within the flames and animate them as you like. These shapes can be vague form of a creature, an object or a location. The shapes last for 1 hour. Level 6: Astonishing Flames: Starting from 6th level, when you deal fire damage you ignore resistance. In addition, when you hit a creature with fire damage, you also can put a curse on your targets that lasts for 1 minute. You can keep this curse on 1 target. This number increases to 2 at 10th level and 3 at 17th level. You can use this curse a number of times equal to your Charisma modifier (minimum of 1). The creature must succeed on a Wisdom saving throw against your spell save DC at the end of its turns to end this effect. You choose one of the following effects on the target: D The creature has disadvantage on attack rolls. D The creature takes fire damage equal to your Spell Level 1st Farabi’s favor, hunter’s mark 2nd flame blade, magic weapon 3rd bestow curse, fear 4th fabricate, fire shield 5th creation, raise dead of his ancestors turned the hearts of the extinguished fire into a passionate breath with every strike. Expanded Spell List 28 Subclass Options Charisma modifier at the start of its turns. This damage can’t be reduced by any means. D You or your allies have advantage on the saving throws related to the spells that are cast by the creature. D The creature can’t regain hit points. D If the creature is wearing metal armor or holding a metal weapon, it takes 3d6 fire damage. Level 10: Blazing Blade: As a bonus action, you can create a spectral flame weapon that is within 5 ft. of you. It follows you and can’t go further than 5 ft. from you. You can make this weapon strike your opponents as a melee spell attack by controlling it on your bonus actions. It stays for 1 minute and deals 2d6 fire damage. You can’t summon this blade again until you finish a short or long rest. Additionally, you can choose to deal fire damage with your melee weapons. When you do so with a bonus action, the blade sheds bright light in a 5 foot radius and dim light for an additional 5 feet and deals fire damage rather than its normal damage until the end of your next turn and resembles a blade in its incandescent form. Level 14: Call of Fire: You learn conjure elemental spell (it doesn’t count against the spells you know) and can cast it without expending a spell slot to conjure a fire elemental. When your concentration is broken, the elemental vanishes. You can’t do so again until you finish a long rest. You can use your spell slots to normally cast the spell. 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 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. 182 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. Warmage 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 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 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 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. 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. 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. 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. 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. 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. 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. 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. FALSE AUTHORITY By 6th level, as an action, you can wrap yourself in an illusory air of expectation. Any creature which sees you perceives you as a figure of authority. A blacksmith might see you as a guild master, whereas a soldier might see you as a captain. The changes perceived by a viewer fail to hold up to physical inspection. This illusion lasts for 1 hour or until you end it on your turn (no action required). To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. Once you use this ability, you can’t use it again until you finish a short or long rest. 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. 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. 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 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 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. 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. 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. 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. 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. 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 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. 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. School of the Stone Scribe In the heart of the steppes an ancient tradition still lives among some arcane practitioners. Those who know the language and secrets of nature inscribed them on the stone to let them never be forgotten. This archaic secret is entrusted to the next generations. By using the inscriptions of old they create a unique bond, a circle of wizards, thus sharing a tremendous power and precious knowledge. They learn their spells through inscriptions, borrow arcane energy from one another, and breathe as if they were one of the free spirits living under the eternal sky. They excel at rituals, magic circles, and sealing otherworldly beings away if they ever threaten the eudaimonia of the world. Level 2: Secrets of the Stone: Starting from 2nd level, your studies about the inscriptions of old have enabled you to use them to cast your spells as if they were a spellbook. There are many inscriptions around the world that contain spells on them, and only you and those belonging to your arcane tradition can read them. If you encounter such an inscription, you can use your action to touch the inscription and memorize the spell. You can memorize spells a number of times equal to your Intelligence modifier (you regain expended uses after you finish a long rest). You can cast these without expending a spell slot. When a spell is expended, it can’t be cast this way again, but you can scribe the spell to your spellbook in half the given time and with half the required material. If it is a ritual spell, you can cast it as a ritual in half the given time; after that, the spell is expended. Level 2: Shared Memory: Starting from 2nd level, you can share spell slots with other spellcasters. As a bonus action, you can choose a bard, druid, cleric, sorcerer or another wizard within 20 ft. of you and 29 Subclass Options choose one of your spell slots. That spell slot is counted as expended for you, and the chosen target can use that spell slot to cast appropriate spells with it for the next 10 minutes. Roll a d10 when you share a slot; on a roll of 10, your slot stays as unexpended and your chosen ally can still gain the benefit from it. You can’t use this feature for spell slots above 5th level. You then gain your expended spell slot as normal, such as with arcane recovery or long rest. In addition, you learn the comprehend languages spell and can cast it without expending a spell slot a number of times equal to your Intelligence modifier. If you have slots, you can cast it normally, and it doesn't count against your daily prepared spells. Level 6: Ancient Circles of Sealing: By 6th level, you are aware of the dangers otherworldly creatures possess and inscriptions of old have methods to seal them away. You learn the detect evil and good and magic circle spells and can cast them once a day (each) without expending a spell slot. Also, you can cast detect evil and good as a ritual. You can use your action to summon a sealing circle with 5 ft. radius on otherworldly creatures within 20 ft. of you. The creature must succeed on a Charisma saving throw. On a success it takes 2d6 psychic damage. On a failed save you choose one of the effects below: D The creature’s movement speed becomes 0 for 1 minute. It can repeat the saving throw at the end of each of its turns. D If you are in a building of some sort, the creature is bound to the building and can’t leave unless it succeeds on a Charisma saving throw, or the building ceases to exist completely. It can repeat the saving throw once a month if it fails. D If the creature is possessing a humanoid, it makes a Charisma saving throw again, and on a failed save, it is forced out of the body. D It is blinded or deafened for 1 minute. It can repeat the saving throw at the end of each of its turns. D It has vulnerability to a type of damage of your choice that is not its resistance or immunity for 1 minute. It can repeat the saving throw at the end of each of its turns. Level 10: Perfect Memory: When you use Shared Memory, you can roll a d8 instead of d10. On a roll of 8, your spell slot remains unspent. You also can use your action and restore one of your spell slots that is not higher than 3rd level. You can’t use this feature again until you finish a long rest. In addition, you can cast magic circle as an action and extend its duration for another hour. Level 14: Master Scribe: You are now a master of your arcane arts and can manipulate them in unique and original ways. You can use your action to activate your ancient knowledge and affect your next spell cast within next minute one of the following ways: D A creature has disadvantage on the saving throw against the spell you cast or you have advantage on the attack roll if the spell includes a spell attack. D You ignore resistance against one type of damage in your spell. D If your spell includes an attack roll and hits a creature, you can force the creature to make a Charisma saving throw against your spell save DC; on a failed save, it is banished for 10 minutes. 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. 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. School Source Abjuration Player's Handbook Bladesinging Sword Coast Adventurer's Guide Tasha's Cauldron of Everything Chronurgy Explorer's Guide to Wildemount Conjuration Player's Handbook Divination Player's Handbook Enchantment Player's Handbook Evocation Player's Handbook Graviturgy Explorer's Guide to Wildemount Illusion Player's Handbook Necromancy Player's Handbook Order of Scribes Tasha's Cauldron of Everything Transmutation Player's Handbook War Magic Xanathar's Guide to Everything Unearthed Arcana Archived Unearthed Arcana Artificer Unearthed Arcana 1 - Eberron Invention Unearthed Arcana 46 - Three Subclasses Lore Mastery Unearthed Arcana 29 - Warlock and Wizard   Mage of Lorehold Unearthed Arcana 79 - Mages of Strixhaven   Mage of Prismari Unearthed Arcana 79 - Mages of Strixhaven   Mage of Quandrix Unearthed Arcana 79 - Mages of Strixhaven   Mage of Silverquill Unearthed Arcana 79 - Mages of Strixhaven Onomancy Unearthed Arcana 63 - Cleric, Druid, Wizard Order of Scribes Unearthed Arcana 72 - Subclasses Revisited Psionics Unearthed Arcana 66 - Fighter, Rogue, Wizard Technomancy Unearthed Arcana 7 - Modern Magic Theurgy Unearthed Arcana 33 - Wizard Revisited 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. 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 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 School of Demonology (Corpus Malicious) The School of Demonology explores the cosmic creatures of chaos and evil: the demons. As you focus your studies on demonology, you learn the nature of demons, as well as their powers and methods. As you delve deeper into demonology, you learn how to manipulate these creatures, bringing them to your world temporarily and binding them to the rules of our reality. Mastering demonology generally leads to an evil path. It is a taboo in most societies since the powers of demons and their methods are evil. However, through careful practice, this mastery can also be used in non-evil ways. Demonology 101 Your studies regarding demons grant you an extended knowledge about them. Starting at 2nd level, you gain the following benefits: • You can add your proficiency bonus again on Intelligence (Arcana, History, and Religion) checks you make about demons. • You gain advantage on the rolls you make in your social interactions with demons. • You can summon a Quasit as a part of the find familiar spell. Demonic Summoning You have been granted knowledge on demonic and forbidden summoning rites by your fiendish sources. Starting at 2nd level, you can use your action to summon a demon with a Challenge rating 1 or lower (this Challenge rating increases to 3 at 6th, 5 at 10th, and 7 at 14th level). Summoned creatures stay with you for 1 hour. Once you use this feature, you must finish a short or long rest to use it again. You can use this feature twice at 6th, three times at 10th, and four times at 14th level. Also, you can choose to conjure creatures that are changed by creatures with corruption (fiendish) template with conjuration spells (such as conjure elemental). You can only affect beasts, constructs, dragons, elementals, fey, giants, humanoids, monstrosities, and plants in this way. Demon Ward Starting at 6th level, you can create a ward against demons. You can prepare a circle with a 10-foot radius by performing a 1-minute ritual. Demons standing inside the circle cannot leave and ones standing outside the circle cannot enter. To attack the inside of the circle (or outside if the demon is within the circle), the demon must succeed on a Wisdom saving throw against your spell save DC, or it cannot do so. The demon ward stays active for 1 hour. Abolish Demon You are now an expert at using magical energies to summon demons and converting that energy for other purposes. Starting at 10th level, you can use your reaction to abolish and destroy a demon you have summoned in order to create and wear an instantaneous shield that can absorb damage. The amount of damage that this shield can absorb is equal to 5 x the challenge rating of the demon. Demonic Binding Starting at 14th level, you gain the ability to perform one of the most forbidden rites of demonic arts and can summon and bind demons to your service for a limited time. This feature requires serious preparation because it calls a creature of another plane and binds it in a way that defies the rules of reality. To perform this rite, you need a vial of blood taken from the body of a living humanoid within the last 24 hours, a bowl of sulfur, and a bowl of saffron. You draw two circles on the ground using a mixture of these components. One is for summoning the demon and the other one is for binding it to your will. Then you perform the rite. You can read the words that must be spoken in 1 hour if you rush through it, or in 8 hours if you read it slowly. In either case, the demon is summoned. It can be a demon with a challenge rating 9 or lower. If you cast it in 1 hour, it can make a Charisma saving throw against your spell save DC to not be bound. Otherwise, no roll is required. This binding stays active for 66 days if you perform the rite in 1 hour or for 13 months if you perform it in 8 hours. You can use your action to dismiss the demon at will. You need to perform the rites again to summon and bind it again. You can summon a type of demon or a specific demon. Summoning a specific demon requires the name of the demon, a piece from the demon (a piece of hair, a part of skin, etc.), or an item strongly connected (a weapon, armor etc.) to it. The demon obeys your commands. It can travel with you, guard you, kill or steal for you. However, demons do not like to be bound and used in this way. So, the demon may not want to save your life in times of trouble if you do not command it to do so. If you die, the demon is set free and it will surely try to wreak vengeance on you, your soul, or whatever is left of you. Creatures With Corruption Template All creatures can become corrupted. A creature changes differently depending on the source of corruption. A creature with corruption keeps its statistics except as follows. Alignment. The corrupted creature’s alignment changes based on the source of corruption. Source Alignment Fiendish Lawful Evil (Devil) or Chaotic Evil (Demon) Nature Neutral Evil Necromantic Varies Aberrant Chaotic Evil New Feature: Aura of Corruption. A corrupted creature reflects the maddening emotions the corruptions invoked within it and emanates an aura of 10-foot radius. Any creature who enters the aura or ends its turn within the aura must make a Wisdom saving throw or it takes 1d10 psychic damage. If a creature fails the saving throw for 3 times within 1 minute, it becomes corrupted. Challenge. The creature’s challenge rating increases by 1. Senses. The corrupted creature’s eye changes color. It can even become pitch black completely. As a result of this change, the creature gains Darkvision with a radius of 60 feet. If it already has Darkvision with a radius of 60 feet, the creature gains Blindsight with a radius of 10 feet Language . The corrupted creature gains a language according to the source. Source Language Fiendish Abyssal or Infernal Nature - Necromantic - Aberrant Deep Speech Resistances. The corrupted creature gains resistance to a type of damage based on the source of corruption. Source Damage Type Fiendish Fire or Poison Nature Acid or Poison Necromantic Necrotic Aberrant Radiant