Smash Pack Part 1 for D&D 5th Edition

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Royalty Domain

A Zelda-based cleric subclass.

Royalty Domain Spells
Cleric Level Spells
1st heroism, unseen servant
3rd calm emotions. find steed
5th beacon of hope, conjure barrage
7th banishment, guardian of faith
9th conjure volley, wall of force

Lead by Example

Starting at 1st level, others follow suit when you act. When you successfully hit a creature with an attack, you can use your bonus action to give the next attack roll made against this target before the end of your next turn advantage.

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

Etiquette and Decorum

Also at 1st level, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, or Persuasion.

Channel Divinity: Turn the Tide

Starting at 2nd level, you can bolster injured creatures with your Channel Divinity as a bonus action. Each creature of your choice that can hear you within 30ft of you regains hit points equal to 1d6 + your Wisdom modifier (minimum of 1) if it has no more than half of its hit points.

Empowered Entourage

At 6th level, when you cast a spell targeting yourself or an allied creature, you can also affect another allied creature within 60 feet of you.

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

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Royal Guardian

As an action, you may summon a phantom guardian in an empty space within 30 feet of you. Roll initiative for the phantom, 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 that has attacked you.

The phantom disappears when it drops to 0 hit points or after 1 minute.

Once you use this feature, you must finish a long rest before you can use it again.


Phantom Guardian

Large construct, unaligned


  • Armor Class 19 (natural armor, shield)
  • Hit Points 142 (15d10 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4)

  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Languages understands commands given in any language but can't speak
  • Challenge 7 (2,900 XP)

Royal Guardian. If the phantom is within 60 feet of the creature that summoned it, half of any damage the summoner takes (rounded up) is transferred to the phantom.

Regeneration. The phantom regains 10 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The phantom makes two longsword attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Reactions

Shield. When a creature makes an attack against the creature that summoned the phantom, the phantom grants a +2 bonus to the summoner's AC if the phantom is within 5 feet of the summoner.

Buster

A Cloud-based fighter subclass.

Blade Beam

Beginning when you choose this archetype at 3rd level, the force of your great swings can send out shock waves. Once on each of your turns when you make a melee attack, you can attack a creature up to 30 feet away from you. If the attack is successful and the target is Large or smaller, the target must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, you either knock the target prone or push it 5 feet directly away from you.

Monkey Grip

Starting at 7th level, you have incredible technique and hand strength allowing you to maintain a powerful grasp on objects others would struggle with. When you are wielding a weapon with the versatile property, you always treat them as if you were wielding them in two hands, and you ignore the disadvantage imposed by the heavy property of weapons with which you are proficient.

Additionally, you can wield a weapon with the Two-Handed property in a single hand, but doing so imposes disadvantage on any attack rolls you make with it, a -2 penalty to damage rolls you make with it.

Furthermore, you have advantage on ability checks and saving throws made to avoid dropping a held object or being disarmed.

Cross Slash

At 10th level, you become expert in following up attacks against a target. After you have hit a creature with a melee attack, you have advantage on melee attack rolls against that creature until the end of your turn, and your melee attacks against that creature deal an extra 1d4 damage until the end of your turn. If you miss on an attack against that creature, you lose this benefit against that creature until you hit that creature with a melee attack again.

Additionally, after you make the Attack action on your turn to make a melee attack, you may use your bonus action to immediately make another melee attack against the last creature you attacked.

Finishing Touch

Starting at 15th level, you can perform a spin attack that causes a whirlwind around you. You may use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. Also, when you do so any creatures within 5 feet of you must make a Strength saving throw against a DC equal to 8 + your proficiency bonus your Strength modifier or be pushed 15 feet away from you in a straight line.

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

Omnislash

Beginning at 18th level, you have gained the ability to perform an incredible attack when you are pushed to your limit. When you take the Attack action on your turn, you can opt to make up to 8 meleee attacks against a single target rather than your normal attacks. For each successful attack you make during this action, you may move the target 5 feet.

Once you use this feature, you must finish a short or long rest before you can use it again.

Way of the Jumpman

A Mario-based monk subclass.

Jump-Stomp Technique

Starting when you choose this tradition at 3rd level, you have began to emulate the mythological Jumpman's fighting style. When you make a high jump, you can leap into the air a number of feet equal to your Strength or Dexterity score.

Additionally, when you are airborne you may make a special stomp attack action against any creature directly beneath you. This stomp functions the same as an unarmed strike, but on a hit it deals 2d6 bludgeoning damage. Additionally, a Large or smaller creature hit by this attack falls prone. After making this attack, you land within 5 feet of the target.

Flame Floret

At 6th level, you imbibe a flower sacred to your monastery, said to have been used by the original Jumpman in his quest. This ritual grants you some degree of fire manipulation.

You gain a ranged spell attack that you can use with the attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is fire, and its damage die is a d6. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.

Additionally, when you make an unarmed strike, you can spend ki points to infuse your strikes with searing energy. You can spend up to 3 ki points, adding 1d8 fire damage to the attack for each ki point expended.

Yokai Flutter

Having studied the methods of trickster spirits, you are able to emulate a limited form of flight. Beginning at 11th level, you may fly for up to 20 feet of your movement. You must end this movement on a creature, solid object, or ground. If you do not, you fall. You may only fly once on your turn.

Prismatic Transformation

At 17th level, you gain the ability to temporarily transform into a flashing, rainbow form.

Using your action, you can expend 6 ki points to undergo a transformation. For 1 minute, you gain the following benefits:

  • You have immunity to nonmagical damage, and resistance to all other damage.
  • Bright light shines from you in a 5-foot radius, and dim light shines 5 feet beyond that.
  • When a hostile creature starts its turn within 5 feet of you or moves within 5 feet of you during their turn, that creature must make a Constitution saving throw. On a failed save, the creature takes 1d12 radiant damage and is blinded until the start of their next turn. On a successful save, the creature takes half as much damage and is not blinded.
 

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