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Nova stranica

Barbarian - Path of the Djinnbound

Bard - College of Scent

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Subclass Options
Cleric - Chaos Domain

Druid – Circle of the Eternal Sky
(The Shaman)

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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
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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
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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.
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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
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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).
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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.
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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
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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.
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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.