Yggdrasil Class Compendium

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Yggdrasil Class Compendium

Barbarian

Path of Madness

There are bizarre things in realms beyond mortal understanding; merely to come into contact with traces of such things can break the mind. Yet, there is strength to draw from such insanity. Such unfortunate beings are usually grouped beneath the title of "madman," but such madmen claim otherwise: they merely see the truth more clearly.

Unwholesome Strength

Most Path of Madness barbarians do not seem physically strong, even being emaciated, but still wield a strength born from a source unknown to this world. Starting when you choose this path at 3rd level, you can use your Intelligence score and modifier in place of your Strength score and modifier for attack rolls, ability checks, saving throws, and barbarian class features, such as Rage providing advantage on Strength checks and Strength saving throws.

Broken Mind

Also at 3rd level, whenever you are raging, if a creature attempts to use an ability or spell to charm you, the creature must first succeed on a Wisdom saving throw. On a failure, the creature is stunned until the start of its next turn and the ability or spell fails. The DC for this saving throw is equal to 8 + your proficiency bonus + your Intelligence modifier.

Impossible Existence

Starting at 6th level, your essence is becoming increasingly connected to the strange but potent energy of something beyond, which becomes especially clear during your bouts of extreme madness. Once per long rest, you can choose to enter an Eldritch Rage as a bonus action. This functions as a normal rage, except that you regain 4 hit points at the start of each of your turns and neither your maximum hit points nor your ability scores can be reduced.

When you reach certain levels in this class, the amount of hit points recovered increases: 6 hit points at 8th level, 8 hit points at 12th level, and 10 hit points at 16th level.

Shriek of the Void

Beginning at 10th level, you can scream out with sounds that have no place in this worlds-realm. As an action, you can force all creatures within 30 feet of you that can hear you to make a Wisdom saving throw against your Broken Mind DC. On a failure, a creature is frightened of you for 1 minute. So long as a creature is frightened in this way, it takes 2d6 psychic damage at the end of each of its turns. A creature makes the saving throw again after it takes this damage, ending the effect on a success.

You must finish a long rest before using this feature again.

Herald of Beyond

At 14th level, whenever you rage, reality around you twists and tears. Creatures within 10 feet of you have halved speed and suffer 3 psychic damage at the start of each of your turns. Additionally during a rage, whenever you roll a natural 1 on an attack, ability check, or saving throw, toss a coin and call heads or tails. If your call was correct, the natural 1 becomes a natural 20. Additionally, if a creature within 10 feet of you rolls a natural 20, you may do the same coin toss, but a successful call changes their roll to a natural 1. You may do this a number of times up to your Intelligence modifier (minimum of 1) per long rest.

Additionally while raging, you can move through other creatures and objects as if they were difficult terrain. You take 5 (ld10) force damage if you ends your turn inside an object.

Strength of a Madman

The observant individual may notice how, mechanically speaking, the best way to play this subclass is to make Strength your lowest ability score and Intelligence your highest. However, that would mean committing to a much less effective barbarian until level 3. While a temporarily non-optimized playstyle can be fun, if this is not desired, ask your DM if you could gain Unwholesome Strength at level 1 (indicating that you begin insane). Alternatively, whatever eldritch experience led to your insanity and your specialization in this Primal Path may have sapped you of your Strength, though your slightly alien Intelligence has risen to match (in other words, when you choose this Primal Path, your Strength and Intelligence score switch places).

Cleric

Sacrifice Domain

Most gods require offerings to them of animals, certain rituals, or heroic actions. Your god is a god of sacrifice, and you are the offering. You have been taught the virtue of giving up yourself for your god and for others. When others should experience pain, destruction, even death, you stand in the way of that tragedy and suffer it for them. Gods of Sacrifice can vary widely in personality and alignment, from the cruel Crom Cruach and merciless Odin to more benevolent figures like Osiris.

Sacrifice Domain Spells
Cleric Level Spells
1st absorb elements, inflict wounds
3rd branding smite, prayer of healing
5th life transference, remove curse
7th death ward, otiluke's resilient sphere
9th dispel evil and good, greater restoration

The Gift of Life

When you select this domain at 1st level, your hit point maximum increases by 2, and increases by 2 again whenever you gain a level in this class.

My Life for Yours

Also at 1st level, you are able to use your blood to heal others. Choose a creature that you can see within 60 feet. As an action, you may expend a number of hit points up to half your hit point maximum and heal that creature 2d8 + the hit points expended.

Channel Divinity: One for All

At 2nd level, you can use your Channel Divinity to take on the pain of others. Whenever a creature you can see within 60 feet of you is subjected to an effect that would deal damage to them, you can use a reaction to suffer the damage in their stead. If multiple creatures would suffer damage, as from a fireball spell, you can take on the damage of a number of creatures up to your Wisdom modifier. For the next minute, you gain an additional attack as part of the Attack action per creature that you prevented from taking damage.

If this damage would reduce you to 0 hit points, you may instantly take a turn, interrupting the current turn. When this turn ends, you fall unconscious with one death saving throw failed.

Scarred Devotion

Beginning at 6th level, so long as you are not wearing armour, you gain resistance to bludgeoning, piercing, and slashing damage and have advantage on saving throws against being charmed or frightened.

Blood Enough to Go Around

At 8th level, your god has taught you how to use your enemies’ blood to strengthen yourself. Whenever you hit an enemy with a weapon attack, you regain hit points equal to half the damage dealt. This feature does not function if you are under the effect of your Channel Divinity.

Awash in Blood

At 17th level, the worst assaults only give you strength. Whenever you are struck by a critical hit, you enter a divine fury. Until the end of your next turn, you gain resistance to all damage, including against the triggering attack, your movement speed is doubled, and you gain an extra attack as part of the Attack action. This effect does not stack if you suffer another critical hit during this frenzy.

A Tale of Tragedy

Deities of sacrifice are not conventionally worshipped for that aspect of them, and so it is likely some transformative event in your past led you to entering into the service of your god. You can use the table below as inspiration for what might have shepherded you to this choice.

1 You were the sole survivor of your hometown's destruction and were unable to save even one person. You serve this god with one oath at the front of your mind: never again.
2 You enjoy pain. The heroism is just a bonus.
3 Someone close to you died because you were too slow to save them.
4 You hail from a distant, barbaric tribe where human sacrifice is part of the religion. One of your loved ones was to be sacrificed, and you offered yourself in their place. Rather than being killed, the tribe's deity made you its servant.
5 You are responsible for a large number of deaths. Perhaps you were a serial killer, or a bloodthirsty warrior, or just a negligent town elder. Whatever the case, you are working to pay for your sins through penance.
6 You were an officer in your kingdom's army, and you rarely fought yourself, instead directing those below you. One day, your commands led to the deaths of your entire regiment. Now you fight in the very front and ensure that no one but you suffers.
7 You used to be protected, cared for, and it seemed that everyone loved you. But one day, all those caretakers were slaughtered, and you alone spared out of pity. You do not like being pitied. Now you are the one who will protect others.
8 In your home community, there is one individual raised, trained, and nurtured to take on the weight of the local god's power. You were that chosen one: a living sacrifice.

Threshold Domain

Some gods of death are not so much concerned with the use or destruction of undead, but rather with the safe transfer of the soul from the body to the afterlife. Such gods, or even Death itself, are usually not worshipped as commonly as the other deities, and their views on resurrection vary from god to god. Additionally, not all these gods are benevolent, some stealing the departed to their heavens for their own ends. Clerics of good Threshold deities often find themselves fighting alongside clerics of Life, as it is their duty not only to protect the dead, but to ensure that the living do not pass until it is their time. Servants of evil Threshold deities often desire the opposite, that rampant death may occur so that they can steal more souls for their heavens.

Threshold Domain Spells
Cleric Level Spells
1st cure wounds, protection from evil and good
3rd gentle repose, ray of enfeeblement
5th remove curse, spirit guardians
7th blight, locate creature
9th antilife shell, dream

Bonus Proficiencies

When you select this domain at 1st level, you gain proficiency in heavy armour and martial weapons.

On the Threshold

At 1st level, you can protect others from the final end that you know so well. You know the cantrip spare the dying, and it does not count against the number of cantrips you know. Also, the range of spare the dying increases to 10 feet.

Channel Divinity: Safe Travels

At 2nd level, whenever a creature within 60 feet of you dies, you can immediately use your Channel Divinity as a reaction to ensure the safe journey of the creature to the afterlife. The corpse of a creature aided in this way cannot be turned into an undead. Additionally, you and all creatures you choose within 30 feet of you regain hit points equal to your level, and act as if the spell lesser restoration was cast on them.

Not Yet Your Time

Beginning at 6th level, you can protect those who die earlier than their ordained time. As a reaction when a creature you can see within 60 feet of you drops to 0 hit points, you can grant them hit points equal to 2d4 + your Wisdom modifier, bringing them back from the brink. You can do this a number of times up to your Wisdom modifier (minimum of 1) per long rest.

Divine Strike

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

All Things Come to an End

At 17th level, you can give the living a glimpse of what is to come. You can use an action to touch a creature within 5 feet of you. Choose whether you wish to ease their spirit or to frighten it. A creature whose spirit you wish to ease glimpses their eventual death and feels the peace of passing on, the tribulations and fears of life washing away in death. The creature regains 10d8 hit points, and hit points that surpass its hit point maximum become temporary hit points that last until the creature's next long rest. The creature is cured of any diseases, purged of curses, and freed from the charmed and frightened conditions and made immune to those conditions for 1 hour.

If you choose to frighten a creature's spirit, it must succeed on a Wisdom saving throw against your cleric spell save DC. On a failure, the creature feels the despair of ending, of all its accomplishments being torn apart by implacable time, the slow forgetting of it by its loved ones, until its very name is lost forever. The creature is turned into a gibbering mess by terror, and functions as if stunned for 1 hour. The creature can make the saving throw again at the end of a 10-minute segment, ending the effect on a success. Also, if the creature takes any damage, it can make the saving throw again with advantage, ending the effect on a success.

Once you use this ability, it cannot be used again until you finish a long rest.

Fighter

Five Rings Archetype

Renowned across Not-Japan as an unparalleled warrior, Miyamoto Musashi's legacy is enshrined in the teachings he left to his disciples: a way of the warrior known as the Five Rings, or alternatively the Five Realms or Elements. This teaching invokes the five elements of Ice, Earth, Fire, Wind, and Void to produce the ultimate warrior.

Ice

"You should not have a favourite weapon. To become over-familiar with one weapon is as much a fault as not knowing it sufficiently well." A warrior who embodies the stability of Ice knows how to strike from any position with any weapon without losing the efficacy of their stance. When you choose this archetype at 3rd level, so long as you are wielding a weapon, you have advantage on Strength and Dexterity checks to avoid being knocked prone. Additionally, you can attack creatures within 5 feet of you with ranged weapons without suffering disadvantage. Finally, if you switch to using a weapon that deals a different damage type than your previous weapon (for instance, from bludgeoning to slashing), your movement speed increases by 10, and if you hit on your next attack you deal one extra die of damage. You cannot benefit from this more than once per round.

Earth

"In all forms of strategy, it is necessary to maintain the combat stance in everyday life and to make your everyday stance your combat stance." Emulating the element of mediation allows a warrior of the Five Rings to always be prepared for combat. Starting at 7th level, so long as you are conscious, you cannot be surprised and have advantage on initiative checks.

Fire

"The essence of this Realm is that you must train day and night in order to make quick decisions. In strategy it is necessary to treat training as a part of normal life with your spirit unchanging." Evoking the element of passion in combat allows a warrior to so refine their mind that they can strike through distractions. At 10th level, you have advantage on checks to recognize illusions, and your proficiency bonus is doubled for any ability checks you make that use Perception.

Wind

"This Ring is concerned with old traditions, present-day traditions, and family traditions of strategy. It is difficult to know yourself if you do not know others." The element of growth empowers a warrior to always be learning, especially from enemies. At 15th level, whenever you fail a saving throw or are hit by an attack, you can use your reaction to analyze the ability used against you. The creature which used the ability or attack must succeed on a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failure, if the creature affects you with an attack or saving throw in the next minute, the attack has disadvantage or you have advantage on the saving throw. Once this is used, the ability ends. You may not affect the same creature in this way more than once every 10 minutes.

Void

"By void I mean that which has no beginning and no end. When you appreciate the power of nature, knowing rhythm of any situation, you will be able to hit the enemy naturally and strike naturally." Those properly attuned to the element of the World are perfectly aware of their surroundings. Starting at 18th level, you have blindsight out to 30 feet. This sight also extends into the ethereal plane. Additionally, if a creature teleports into this area, you can use your reaction to immediately move up to your movement and make an opportunity attack against the creature.

Rogue

Empty Vessel

A strange being in white crafted you, or rebuilt you, though for what purpose you are not entirely sure. This world you reside in is strange to your eyes; perhaps you belong somewhere else or your memories were scraped from your mind. Whatever it may be, you find yourself with inborn abilities that make you a deadly enemy.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and the end of this document for the Empty Vessel spell list.

Cantrips. You learn three cantrips of your choice from the Vessel spell list.

Spell Slots. Spellcasting for the Empty Vessel follows the Arcane Trickster Spellcasting table, which 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level Vessel spells of your choice. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more Vessel 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 Vessel spells you know with another spell of your choice from the Vessel spell list.

Spellcasting Ability. Charisma is your spellcasting ability for your Vessel spells, since you draw the magical power from the emptiness within yourself. You use your Charisma modifier whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Implacable Knight

Starting at 3rd level, you make death saving throws with advantage. Additionally, if you become stabilized, you return to consciousness with 1 hit point.

Friends with Cornifer

Starting at 9th level, you gain proficiency with cartographer's tools. You always know exactly where you are located on a map, and you have advantage on Wisdom (Survival) checks made to navigate.

Nailmaster

By 13th level, you have mastered the various nail arts, and may bring them to bear in battle. At the end of each long rest, choose one of the below arts to gain the benefits of.

Cyclone Slash. As an action, you can make one weapon attack against each creature you choose who is adjacent to you.

Dash Slash. Immediately after taking the Dash action or using Cunning Action to Dash, you may make one weapon attack. You cannot benefit from Sneak Attack damage with this attack.

Great Slash. You may choose for one attack you make to be a Sneak Attack, regardless of whether or not you meet the prerequisites for Sneak Attack.

Void

When you reach 17th level, you have become truly empty, and in the emptiness of the void there is great power. You can pass through other creature's spaces as though they were difficult terrain, but if you end your turn inside a creature, you take 2d6 force damage and are shunted to the nearest unoccupied space. You can attune to one additional item. Finally, you have resistance to nonmagical bludgeoning, piercing, and slashing damage in darkness.

When an aberration attacks you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. On a failure of 5 or more, the aberration is charmed by you for 1 minute. The creature is aware of this effect before it makes its attack against you.

Reflavouring and the Empty Vessel

Some items and abilities from Team Cherry's Hollow Knight are not present here, but certain Rogue class abilities can be easily reflavoured to meet this problem. For instance, Cunning Action, Uncanny Dodge, and Evasion all bring to mind the Mothwing Cloak and cure wounds could simulate Focus. The reason Aganazzar's scorcher is present on the spell list is so that you can mimic the Vengeful Spirit spell, and spider climb for the Mantis Claws.

Empty Vessel Spell List

Cantrips (0 Level)
  • Guidance
  • Infestation
  • Light
  • Mending
  • Spare the Dying
  • Word of Radiance
1st Level
  • Cause Fear
  • Compelled Duel
  • Cure Wounds
  • Dissonant Whispers
  • False Life
  • Feather Fall
  • Identify
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Calm Emotions
  • Detect Thoughts
  • Knock
  • Mind Spike
  • Misty Step
  • Spider Climb
3rd Level
  • Catnap
  • Fear
  • Remove Curse
  • Speak with Dead
  • Spirit Guardians
4th Level
  • Banishment
  • Find Greater Steed
  • Giant Insect
  • Locate Creature
  • Sickening Radiance

Sorcerer

Demigod Origin

Your father or mother could claim some semblance of divinity, whether they were a powerful nature spirit or a bona fide deity. Their blood now flows in your veins, granting you power like their own. Sometimes, these gods choose to employ their children as champions, but other times they are willing to let the demigods make their own way in the world. Regardless, the eyes of the supernatural tend to follow your movements.

Demigod Sorcerer Bonus Spells

You gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know. If you gain a spell that is not on the sorcerer spell list, the spell is a sorcerer spell for you.

Sorcerer Level Spell
1st command, disguise self
3rd lesser restoration, pass without trace
5th bestow curse, tongues
7th polymorph
9th creation

Divine Lineage

At 1st level, you choose a divine domain corresponding to your godly parent. The domain of your parent gives you supernatural ability in certain parts of life, granting proficiency with certain items and skills.

Death Stealth, poisoner's kit
Forge smith's tools, warhammers
Grave Perception, Stealth, weaver's tools
Knowledge History, two tools
Life Medicine, one musical instrument
Light Insight, shields
Nature Animal Handling, Nature, Survival
Sacrifice Medicine, flails
Sea Perception, navigator's tools, one waterborne vehicle
Tempest Acrobatics, longbow
Time History, scythes
Trickery Deception, disguise kit, forgery kit
War light armour, one martial or simple weapon

Sign of Divinity

Starting at 6th level, proof of your half-divine blood manifests in different minor effects and abilities, which you can cause as a bonus action. For instance, a Trickery Demigod might choose to change the colour of their eyes, and a Nature Demigod may cause a withered tree to be healed. These effects cannot cause other creatures to lose hit points. Depending on the relative power of what is done, the DM may choose to impose a short rest delay on using the ability again.

Deific Aspect

Also at 6th level, your features and bearing change to better befit one who has godly blood, radiating a natural charisma. You can forcefully bend this charisma to command those around you. As an action, you can force each creature of your choice within a 20 foot radius of you to make a Wisdom saving throw. On a failure, a creature is charmed by you for 1 minute, and obeys commands you give it so long as they do not bring harm to itself or go against its alignment or personality. If a creature charmed in this way takes any damage from you or your allies, the effect immediately ends.

Once you use this feature, you must complete a long rest before doing so again.

Words of Creation

At 14th level, whenever you gain new spells, you may pick from the cleric, druid, and paladin spell lists as well, but the spells must thematically fit your domain. Additionally, instead of replacing a spell you know with a different one from the sorcerer spell list upon leveling up, you can replace a spell with one from these other lists. You may instantly do this with up to two spells upon reaching this level.

Power in Blood

Also at 14th level, your divine blood begins to affect you in further ways, granting you new abilities based on the domain of your lineage.

Death Immunity to possession and effects which reduce max hit points
Forge Advantage against exhaustion, can cast magic weapon once per long rest at 2nd level without expending a spell slot
Grave Walking speed increases by 10 feet, advantage on death saving throws
Knowledge Can speak all languages and read all writing
Life Whenever you cast a spell of 1st level or higher, you and all allies within 10 feet of you regain hit points equal to your Charisma modifier (minimum of 1) + the level of spell cast
Light Action to emanate bright light for 30 feet and dim light for another 30. This light is sunlight.
Nature Unaffected by difficult terrain and extreme temperatures
Sacrifice Resistance to nonmagical bludgeoning, piercing, and slashing damage
Sea Swim speed of 60 feet, can breathe underwater
Tempest Reaction when taking lightning or thunder damage to halve damage, ranged attacks are unaffected by strong winds
Time Do not suffer the frailty of old age and cannot be magically aged, though still can die of old age, unaffected by the slow spell, Quickened Spell costs 1 sorcery point
Trickery Action to become invisible, and remain invisible for 8 hours or until attacking or casting a spell
War Extra Attack feature, can use Charisma modifier instead of Dexterity for factoring AC

Apotheosis

Beginning at 18th level, you can temporarily take on the power of your divine parent. As an action, you can infuse yourself with deific power for 1 minute, granting you different abilities based on the domain of your parent. Once you use this feature, you must finish a long rest before doing so again.

Death. You gain immunity to cold and necrotic damage. Any spells you cast that create undead reanimate two additional corpses so long as there are some available. Any undead under your command gain immunity to turning and regenerate 1d6 hit points at the start of each of their turns so long as they are not in sunlight.

Forge. You gain immunity to fire damage and your attacks deal an additional 2d6 fire damage. In addition, spells you cast that deal fire damage deal an extra two dice of damage. Lastly, as a bonus action, you can imbue armour or weapons within 5 feet of you with magic, making them a +1 armour or weapon. This bonus lasts until the end of Apotheosis.

Grave. Whenever a creature within 30 feet of you is reduced to 0 hit points, you gain temporary hit points equal to your level that last until your next long rest. If you drop to 0 hit points, you may choose to instantly regain hit points equal to your character level + your Charisma modifier and gain resistance to all damage until the end of Apotheosis.

Knowledge. Choose one class: cleric, druid, paladin, sorcerer, or wizard. For the duration, you act as if you knew all spells from that spell list in addition to your spells known. Additionally, you gain truesight out to 10 feet.

Life. You and allies within 10 feet of you regain 1d8 hit points at the start of each of your turns and make death saving throws with advantage. Any healing spells you cast heal the maximum amount possible.

Light. You radiate bright light in a 60 foot radius and dim light for another 60 feet. This light counts as sunlight. When you hit a creature with a spell attack, they must succeed on a Constitution saving throw against your sorcerer spell save DC or be blinded until the end of their next turn. You can choose to wreathe a creature within 60 feet that you can see in holy fire as an action. The creature must succeed on a Charisma saving throw against your sorcerer spell save DC or be set alight, taking 5d6 fire and 5d6 radiant damage on a failure or half as much on a success.

Nature. You gain immunity to acid and poison damage. You can burrow through nonmagical earth and stone. While doing so, you do not disturb the material you move through. For every foot burrowed, you use up 1 foot of movement. Beasts with Intelligence of 4 or less are charmed by you and obey your commands. If you or your companions peform any harmful actions against these beasts, the charmed effect immediately ends and they become hostile.

Sacrifice. Whenever you deal damage with a spell, you regain hit points equal to half the damage dealt. If you use an area of effect spell in this manner, you regain hit points equal to one fourth the damage you dealt. You can instead choose for a creature within 30 feet of you to receive these hit points. You can sacrifice a number of hit points up to your Charisma modifier when you cast a spell and add double the number of hit points lost to the damage.

Sea. You gain immunity to cold and fire damage. Opportunity attacks are made against you with disadvantage. Your swim speed increases to 120 feet. Aquatic creatures with 4 or less Intelligence are charmed by you and obey your commands. If you or your companions peform any harmful actions against these beasts, the charmed effect immediately ends and they become hostile.

Tempest. You gain immunity to lightning and thunder damage. You have a fly speed equal to double your current walking speed. If you cast a spell that deals lightning or thunder damage, you have advantage on the attack roll, or enemy creatures have disadvantage on the saving throw.

Time. An enemy creature that comes within a 20 foot radius of you or starts its turn there must succeed on a Charisma saving throw against your sorcerer spell save DC or fall under the effects of the slow spell. If the creature leaves the radius of this effect, they are no longer affected. You have advantage on Initiative rolls. You can make a melee spell attack against a creature within your reach. If you hit, you deal 1d10 necrotic damage and rust or decay any nonmagical weapons or armour it has, the armour and shields taking a permanent and cumulative -1 penalty to the AC it offers, and weapons a permanent and cumulative -1 penalty to damage rolls. Armor reduced to an AC of 10, a shield that drops to a +0 bonus, or a weapon that drops below a -5 bonus is destroyed.

Trickery. Illusory doubles appear as if you cast the spell mirror image, except that you have five duplicates. If you have five duplicates, you must roll a 2 or higher to change the attack's target to a duplicate. With four duplicates, you must roll a 4 or higher. If you are in dim light or darkness, attacks against you are made with disadvantage and you can teleport up to your walking speed, using up 1 foot of movement per foot teleported.

War. You gain immunity to nonmagical bludgeoning, piercing, and slashing damage. You gain proficiency with all weapons, and can use your Charisma modifier in place of the Strength and Dexterity modifiers you would normally use for a weapon. All ranges for ranged weapons are doubled for you, and nonmagical attacks you make count as magical. You gain a third attack as part of the Extra Attack feature.

Sword Origin

Your innate magic comes from a fundamental concept of the universe which has permeated your being in such a manner to grant you power beyond normal mortals. This particular fundamental concept is that of Sword. Swords are two-edged things, bearing the power for both justice and vengeance, war and defense, sovereignty and thuggery, and your personality stems partially from this idea. Perhaps you intend to be a stalwart hero of justice or a horrifying icon of vengeance, or maybe both sides of the sword battle within you for control.

Sword Sorcerer Quirks
d8 Quirk
1 Whenever you regain hit points, it looks as if blades inside your body knit your wounds together.
2 Your blood looks like liquefied iron.
3 Whenever you cast a spell, the air around you briefly smells like the inside of a forge.
4 Outwardly displaying your emotions usually requires conscious effort.
5 Your willpower is a force to be reckoned with.
6 Sometimes, when you move, it sounds like blades are scraping against one another.
7 When you are angry, your eyes flare with sparks and distant flame.
8 Whatever your ideals, you hold to them with an iron conviction. Nothing can shake your belief.
Sword Sorcerer Bonus Spells

You gain the following spells at the listed sorcerer level. These spells do not count against the number of sorcerer spells you know.

Sorcerer Level Spell
1st compelled duel, thunderous smite
3rd hold person, spiritual weapon
5th dispel magic, haste
7th staggering smite
9th conjure volley

Faker

At 1st level, you can memorize the appearance of a weapon and magically manifest an almost identical copy of that weapon. You must spend 10 uninterrupted minutes analyzing a weapon before it can be copied in this way. As a bonus action on your turn, you can expend a spell slot to recreate a nonmagical weapon you have analyzed in this fashion. So long as that weapon deals slashing damage, you are considered proficient with it. You may dismiss this summoned weapon as a free action, causing it to blink out of existence. These copies disappear after a number of minutes equal to your Charisma modifier (minimum of 1).

You can even use higher level spell slots to create copies of magical weapons that you have lodged in your memory. However, these copies are weaker than their originals in a way determined by the DM (for instance, the weapon might have only half of its available charges or has a +1 rather than a +2 bonus). You can create magic weapons of the common and uncommon rarities using 2nd level spell slots, the rare rarity using 3rd level spell slots, the very rare rarity using 4th level spell slots, and the legendary rarity using 5th level spell slots. Artifacts cannot be replicated. You are automatically attuned to a weapon you manifest that requires attunement if you meet the other attunement prerequisites. Maximum attunement rules still apply.

Made of Swords

Also at 1st level, though the outside of you looks normal, enemies find you unusually durable. When you aren’t wearing armour, your AC is 13 + your Dexterity modifier. You can use your natural armour to determine your AC if the armour you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armour.

Wielder of Blades

Beginning at 6th level, you can attack twice, instead of once, when taking the Attack action on your turn.

Forgery

Also at 6th level, your natural inclination for blades has given you insight into how to make them normally as well. You gain proficiency with blacksmithing tools, and you double your proficiency bonus when making an ability check with these tools.

High-Speed Analysis

Beginning at 14th level, your ability to comprehend the structural makeup of weapons has increased phenomenally. You can now lodge a weapon in your memory as an Action, rather than needing 10 minutes. Your DM may decide that some weapons' makeup is too complex or magical for this (such as for legendary or artifact weapons), and as such will still require the 10 minutes of study.

Double-Edged

Also at 14th level, whenever you are hit with a melee attack that deals slashing damage, you can use your reaction to deal force damage to the attacker. The damage equals your sorcerer level.

Mind of Steel

At 18th level, you have learned how to project the place where these weapons are forged, your mind, into the real world. You can use an action to pick any number of creatures within a 30-foot radius around you. These creatures must succeed on a Charisma saving throw against your Sorcerer spell save DC or be whisked to a plane that is seemingly infinite in expanse and riddled with weapons. A creature can choose to fail the saving throw. You and the transported creatures remain on this plane for 1 minute or until you drop to 0 hit points, after which everyone is returned to the space they were just teleported from. If that space is occupied, a creature returns to the nearest unoccupied space. You must finish a long rest before using this ability again.

While within this plane, you have a number of bonuses. You gain a second turn at your initiative count -10, but you cannot cast spells of 7th level or higher more than once per round. Using a 6th level spell slot allows you to create a perfect copy of a very rare or lower rarity weapon, meaning that it suffers no downgrading, or an imperfect version of an artifact. Using a 9th level spell slot allows you to create a perfect copy of an artifact. You can summon nonmagical weapons without expending a spell slot. Finally, you have a second bonus action, but this bonus action can only be used to summon weapons. All weapons created in this plane disappear when the ability ends.

Warlock

Chibithulhu

There are horrid monsters beyond the realm of mortal ken whose very existence is antithetical to reality, whose malevolent wishes or apathetic dreams spell the doom of those who encounter them. And then there are those creatures who really want to be like that, but because they are naturally too kind, too playful, or too incompetent, they end up being more amusing than anything. Chibithulhu is one such creature.

Expanded Spell List

Chibithulhu 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.

Chibithulhu Expanded Spells
Spell Level Spells
1st dissonant whispers, healing word
2nd detect thoughts, gentle repose
3rd blink, sending
4th death ward, watery sphere
5th awaken, dominate person

Deceptively Adorable

At 1st level, there is just some aura about you that makes people want to trust you. You are proficient in the Persuasion skill. Additionally, you can force a creature within 60 feet of you that can see you to make a Wisdom saving throw against your warlock spell save DC. On a failure, it is charmed by you for a number of rounds equal to your Charisma modifier (minimum of 1) or until you or your companions do anything harmful to it. The creature tries to shield you from harm during the duration, and can make the saving throw again upon taking damage, ending the effect on a success. When the effect ends, the creature knows it was charmed by you.

You must finish a long rest before using this feature again.

Dread Tentacles of Friend Making

Starting at 6th level, you can use a bonus action to wreathe yourself in squirming tentacles. Whenever a creature within 10 feet of you hits you with an attack, you can choose for the tentacles to stretch out and hug them. The hug is not painful, but it is decidedly awkward and unnerving. The affected creature must succeed on a Charisma saving throw against your warlock spell save DC or suffer 2d4 psychic damage and be stunned until the end of your next turn. After being rejected in this manner, the tentacles slink back into whatever extradimensional space they came from and cannot be summoned again until you finish a long rest.

Not Quite Here or There

At 10th level, you are partially displaced from reality. Your movement speed increases by 10 feet and you gain resistance to necrotic and force damage.

Friends Forever

Death is an awfully annoying barrier to friendship. At 14th level, you can touch the body of someone that isn't undead that you consider your ally that has been dead no longer than 10 days and resurrect them, so long as their spirit is free; it does not need to be willing. If you only have a body part, then the body must not have been dead longer than 5 days. If the body was destroyed, you can speak the name of the creature and resurrect them so long as they have not been dead longer than 1 day. The creature resurrects in the prime of their life, effectively extending their lifespan. However, creatures that return in this way are noticeably altered, either physically or spiritually, in a way related to your patron. Perhaps it is as minor as their skin secreting slime, or as major as an alignment change or multiclassing into warlock. Discuss with your DM what would be the best change for the character. Once you use this ability, you must finish a long rest before doing so again.

Aside from the above, this ability functions as per the resurrection spell.

Willing Souls and Friends Forever

Though there is a line in the 14th level ability describing that an unwilling soul can still be resurrected, a player may want their character to remain dead. There are two ways to solve this. Firstly, the character is resurrected, but as an NPC, perhaps even mysteriously dying shortly thereafter in a way that prevents resurrection. Secondly, the DM can rule the creature's soul as not "free," for whatever reason.

Eldritch Invocations

Knitting Hobby

Prerequisite: Chibithulhu patron, Pact of the Tome feature, 7th level

You can cast the spell tiny servant once per long rest with this feature, except that it forms out of cloth, wool, or thread within 5 feet of you, rather than requiring you to touch an object.

Playmate

Prerequisite: Chibithulhu patron, Pact of the Chain feature

When you have a Chibithulhu doll as your familiar, it gains additional hit points equal to your warlock level. Additionally, its blindsight increases to 60 feet and it gains the ability to innately cast arms of Hadar once per day.

Tickling Tentacle

Prerequisite: Chibithulhu patron, Pact of the Blade feature

You can morph one of your arms into a dreadful tentacle using your Pact of the Blade feature. This weapon counts as an unarmed strike, has a reach of 10 feet, and deals 1d8 bludgeoning damage. You have advantage on Strength checks made with this tentacle. The attacks from this tentacle are strangely ticklish, and this brings your patron unholy joy.

The Not so Great Old One

Chibithulhu is a peculiar being. Out of all the Great Old Ones, it could be said to be the most human. It performs human actions like knitting and weaving. It gets angry and sullen and sad. It even makes friends, viewing its warlocks as "besties," if you will. However, the slightest betrayal is met with a slaughter that reminds any warlock that this is indeed a Great Old One and should not be trifled with, for all its cuteness.

Traits of the Chibified

Consider adding one or more of these traits when creating this warlock, or at moments where you think it unavoidably necessary for a little more ridiculous to be in your life.

Roll Trait.

1 Those who sleep near you have strange dreams where they are treated to tea by a terrifying but amiable entity.
2 Friends are to be cherished. Friends that betray you are to be brutally killed.
3 When you look at your reflection, you see a strange image of yourself with a tiny body and large head.
4 Your heartbeat can sometimes be heard in strange parts of your body, almost as if your heart is moving.
5 Clothing or armour you wear for long periods of time become ethereal in appearance, and feel strangely insubstantial to the touch.
6 Your blood is alien in appearance and taste.
7 You like knitting.
8 Someone who insults your friends will not soon be forgotten or forgiven.
9 Your hair is tentacles. They gently caress you.
10 Your shadow has tentacles.
11 When you cast a spell, multiple eyes float blinking around you.
12 Your eyes are disturbingly gigantic. Some might consider it cute.

Resurrection Table

Though the precise changes to someone resurrected by your Friends Forever ability are infinite in possibility, here are a few ideas that you can use.

1 The next time this creature levels up, it takes a level in this warlock subclass.
2 A large mouth appears on the creature's chest. It occasionally requires feeding, and sometimes offers unsolicited advice.
3 The creature becomes translucent.
4 The creature didn't come all the way back. It's type changes to undead, but it retains its personality and alignment.
5 One limb is replaced with a tentacle.
6 Food is food. Living, dead, beast, human.
7 At least three more eyes appear on the creature's body. It cannot see out of them.
8 One day out of a month, the creature is dominated by a mysterious force.
9 The creature can cast one of your warlock cantrips once every day.
10 Your patron became careless and lost the creature's body, and so had to knit them a new one. The creature now counts as a construct and has a body made of expertly woven thread.

Chibithulhu Doll

One of Chibithulhu's pastimes (though it will never admit it) is knitting. Perhaps its favourite thing to make is a woven-thread image of itself which it then gifts to its warlocks as a way to remember it. Because of the peculiar nature of Chibithulhu, these dolls are sentient and capable of wielding some of the alien power of their creator. This is not intentional. It just happens.


Chibithulhu Doll

Small construct, lawful neutral


  • Armor Class 12
  • Hit Points 22 (6d4 + 4)
  • Speed 10 ft., hover 40 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 18 (+4)

  • Skills stealth +4
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities charmed, diseased, frightened, grappled, paralyzed, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius)
  • Languages understands Common and those known by its master, but can't speak
  • Challenge 1 (200 XP)

Magic Resistance. The Chibithulhu doll has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The Chibithulhu doll’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

4/day: eldritch blast

2/day each: cause fear, charm person


Actions

Grip of Beyond. A creature that the doll can see must succeed on a DC 14 Wisdom saving throw or be psionically lifted up and thrown into an adjacent surface, taking 1d4 bludgeoning damage.

King of Magic Patron

Your patron is the King of Magic, the first wizard and nigh-omniscient observer of all that is. A melancholy, even at times pessimistic, soul, the King is nevertheless benevolent, wishing to prevent destruction and share knowledge. As he cannot escape his observatory, and it is even inordinately difficult just to communicate out of it, he has reached out to you to be his instrument, or perhaps you sought him out because of the knowledge he can provide.

Expanded Spell List

The King of Magic 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.

King of Magic Expanded Spells
Spell Level Spells
1st command, identify
2nd detect thoughts, scorching ray
3rd blink, clairvoyance
4th arcane eye, Mordenkainen's private sanctum
5th conjure elemental, legend lore

Origin of Arcana

At 1st level, you gain proficiency in the Arcana skill and learn one cantrip of your choice from the wizard spell list. This counts as a warlock spell for you.

Master of the Mystical

Also at 1st level, you can use an action to switch one warlock spell you know with another warlock spell for which you have spell slots. You must finish a long rest before using this feature again.

Spell Seal

Starting at 6th level, you can use a bonus action to restrict a creature's connection to magic. You can force one creature you can see within 30 feet of you to make a Charisma saving throw. On a failure, the creature is unable to cast spells until the end of your next turn. Once you use this feature, you can't do so again until you finish a long rest.

Beginning at 10th level, this ability also seals magical abilities and attacks, such as a Nightwalker's Finger of Doom ability.

Shield of Arcana

Beginning at 10th level, you can siphon off magical energy from your enemies' spells. Whenever you are affected by a spell, you can use your reaction to gain a number of spell slots equal to the spell slot level of the spell that affected you. These spell slots are separate from your warlock spell slots and vanish when you take a short or long rest. You can cast spells as normal using these spell slots, but you can decide whether or not to use all of them at once. For instance, if you have three spell slots of energy, you can cast a spell at 1st level, leaving two spell slots of energy, or you can cast it at 3rd level, using up all of the spell slots. You cannot absorb the energy of a spell that is 6th level or higher. Once you use this feature, you must finish a long rest before doing so again.

Chaldaea Omnium

At 14th level, you can choose to focus some of the observatory's attention on one creature. Choose a creature within 100 feet of you that you can see. That creature must succeed on a Charisma saving throw or be affected by this ability. A creature can choose to fail the saving throw.

You always know the direction to and distance from the affected creature and what plane of existence it is on, and are aware of its general wellbeing, such as any illnesses or curses affecting it and whether it is above or below half its maximum hit points. Additionally, you can use an action to force the creature to make a Charisma saving throw, allowing you to see through its eyes for 1 minute on a failure; the creature can choose to fail the saving throw. The creature does not know you did this if they fail the saving throw. Once you use this aspect of this feature, you must finish a long rest before doing so again.

Once per month, you can use an action to teleport yourself to the creature, appearing in an unoccupied space within 30 feet of them.

You can have only one creature under the effect of this feature at a time. You can choose to end this increased observation as an action. The creature can make the saving throw again at the end of each month, ending the effect on a success.

Eldritch Invocations

All Laid Bare

Prerequisite: King of Magic patron, 5th level

You can cast the spell see invisibility at will.

Arcane Secrets

Prerequisite: King of Magic patron, Pact of the Tome feature

Whenever you witness another creature cast a spell, you can use your reaction to inscribe the spell in your tome, and can cast it once using a warlock spell slot, so long as the spell is at a level for which you have spell slots. You may only have one spell so inscribed at a time.

Lord of Magic

Prerequisite: King of Magic patron, 7th level

You can cast the spells counterspell and dispel magic once each per long rest at their lowest spell level without expending a spell slot.

Researcher's Aid

Prerequisite: King of Magic patron, Pact of the Chain feature

When you have an arcanon as your familiar, it gains additional maximum hit points equal to your current warlock level. Once per day, the arcanon can cast the spell invisibility on itself, and so long as you are touching it, you are also affected by the spell.

King's Proclamation

Prerequisite: King of Magic patron, 15th level

You can cast spells and use magic items as normal in an anti-magic zone, such as in a Beholder's gaze or the antimagic field spell.

Seal of the King

Prerequisite: King of Magic patron, Pact of the Blade feature

You can manifest a spear marked with a magical seal using your Pact of the Blade feature. Whenever you hit a creature not native to the plane you are on with this weapon, you can use your bonus action to attempt to bend it to your will. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. It can make the saving throw again if it takes damage, ending the effect on a success. If the saving throw is successful or the effect ends for it, the creature is immune to this charm for the next 24 hours. It knows it was charmed by you when the effect ends.

Traits of the Observer

Consider adding one or more of these traits when you create this warlock or when you prevent a great disaster.

1 Of course we need to kill it, but let me take some notes first...
2 So what if the experiment is a little dangerous? Progress requires risk!
3 How long have you been lecturing on magic again?
4 New discoveries and experiences are your passion.
5 You occasionally dream of a far off disaster you could not prevent.
6 Researching things lost to history is an invigorating experience.
7 The background of your reflection is regularly exotic, even otherplanar.
8 Gazing into your eyes can give the impression of sinking into infinity.
9 Clothing or armour you wear for long periods of time becomes more regal and sometimes crackles with pure magic.
10 Your hair is made of strands of the four elements.
11 Your shadow sometimes sometimes runs off to investigate something.
12 When you cast a spell, royal robes flicker about your form and a crown shines on your brow.

Arcanon

Arcanons were once normal animals, but were granted both greater intelligence and arcane curiosity due to an accident in one of the King's earliest magical experiments. These many ages later, arcanons still have an inkling of servitude to their creator, and so the King often employs them as familiars for his servants. They can occasionally be found in the company of normal wizards, as they are kindred spirits, and arcanons seem to possess an uncanny insight into the function of magic.

Arcanons themselves are fluffy, quadrupedal creatures about the size of a cat. Their eyes are always bright in colour, and sparkle with unending curiosity and a simple happiness in the discovery of new things.


Arcanon

Small monstrosity, neutral


  • Armor Class 13
  • Hit Points 31 (8d4 + 2)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 14 (+2) 18 (+4) 15 (+2) 12 (+1)

  • Skills arcana +8, insight +6, perception +6
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Senses Darkvision 60 ft., passive Perception 16
  • Languages understands those known by its master, but can't speak
  • Challenge 1 (200 XP)

Greater Magic Resistance. The arcanon has advantage on saving throws against spells and other magical effects and takes half damage from spells.

Innate Spellcasting. The arcanon can innately cast the following spells, requiring no material components:

2/day: feather fall

1/day: dimension door


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Mother of Monsters Patron

Your patron is the terrible Echidna, mother of many horrors that stalk the land. Though for now she slumbers, her twisted dreams still reach out and beckon mortals into her service. Her very existence is a threat to all living creatures, as her spawn are just as likely to attack each other as to destroy villages. For whatever reason, if there is any reason at all, you have been chosen, or have harnessed the power, of this terrifying being.

Expanded Spell List

The Mother of Monsters 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.

Mother of Monsters Expanded Spells
Spell Level Spells
1st animal friendship, hunter's mark
2nd alter self, enhance ability
3rd conjure animals, phantom steed
4th confusion, polymorph
5th awaken, skill empowerment

A Mother's Love

At 1st level, the power of your spells has been blessed with the influence of your patron. Spells that refer to beasts (such as animal friendship and conjure animals) now can also affect or use monstrosities, but otherwise follow the original parameters of the spell.

Mother's Favourite

Starting at 6th level, you are specially privileged because of your connection to Echidna. When a monstrosity attacks you, that creature must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.

Thick Hide

At 10th level, your skin starts to become like a creature your patron would spawn. If you are not wearing armour, your AC is equal to 10 + your Dexterity modifier + your Charisma modifier.

Myriad Monstrosities

At 14th level, you can take on the many forms of Echidna's offspring. As an action, you can transform into a monstrosity of a CR equal to your level or lower. This ability functions as per the Wild Shape feature from the Druid class, but only lasts for 10 minutes or until you revert as a bonus action. You turn into an average example of the monstrosity, one without any class levels or the Spellcasting trait. Additionally, you can still cast your Warlock spells while in this form. Once you use this feature, you must finish a long rest before doing so again.

Eldritch Invocations

Blessed Spawn

Prerequisite: Mother of Monsters patron, Pact of the Chain feature

When you have a minor chimaera as your familiar, it gains additional hit points equal to your warlock level. Also, you are able to mold its form. At the end of each long rest, choose one of the following mutations to occur to your familiar.

Additional Appendage. Your familiar gains another limb or a damaging tail which deals 1d4 + Strength modifier of the appropriate damage type. It gains the Multiattack feature, able to make one attack with this appendage and a second with its claws.

Breath Weapon. Your familiar gains a breath weapon Action that shoots a damaging substance in a line 5 feet wide and 30 feet long. Creatures in the line must make a Dexterity saving throw against your warlock spell save DC or take 3d6 acid, fire, lightning, or poison damage, as appropriate. This ability has a Recharge of 6.

Wings. Your familiar gains a fly speed of 30.

Horrid Blasts

Prerequisite: Mother of Monsters patron, 7th level, eldritch blast cantrip

Whenever you hit an enemy with all of the beams of eldritch blast, you may choose to force a creature to make a Constitution saving throw against your warlock spell save DC or be paralyzed until the end of your next turn as its body is briefly wracked by painful mutations.

Once you use this feature, you must finish a short or long rest to do so again.

Monstrous Appendage

Prerequisite: Mother of Monsters patron, Pact of the Blade feature

You can mutate a part of your body into a weapon using your Pact of the Blade feature. This may mean that you grow a tail with a poisonous barb, or that you transform your arm into a scything claw. The weapon type and damage type is appropriate for the appendage. You can make an attack with this appendage immediately after casting a spell using a warlock spell slot.

Spawn of the Spawn

Prerequisite: Mother of Monsters patron, 5th level

You can spawn a mutant offspring from your body. This functions as if you had cast the tiny servant spell. You may use this feature a number of times equal to your Charisma modifier per long rest.

Twisted Formulae

Prerequisite: Mother of Monsters patron, Pact of the Tome feature

You can infect creatures with the power of your patron. If you touch a humanoid, beast, or monstrosity, you can force them to make a Charisma saving throw against your warlock spell save DC. The creature can choose to fail the saving throw. On a failed save, you can temporarily alter the creature's ability scores, increasing a score by 1 at the cost of sacrificing 2 from a different ability score. You can also grant them one of the following abilities. Bestial Arms. Up to two of the creature's arms become more monstrous, allowing an unarmed attack that deals 2d6 of the appropriate damage type for the limb.

Bestial Legs. Up to two of the creature's legs become more monstrous, doubling both movement speed and jump distance.

Vestigial Wings. The creature gains a fly speed of 20 feet.

Horrid Visage. The creature has disadvantage on Charisma saving throws, except for Intimidation, for which it has advantage.

These effects last for 1 hour or until you end them as a bonus action. Once you use this feature, you must finish a long rest before doing so again.

Traits of the Spawn

Consider adding one or more of these traits after creating your warlock or after defeating a new monstrosity.

Roll Trait.

1 Your skin has an unnatural appearance. Maybe it is speckled with small scales, or tiny spines poke out.
2 You have some monstrous addition. Perhaps horns twist from your head, or useless wings dangle from your back, or you have a tail.
3 Strength is virtue.
4 You prefer your meat raw.
5 Killing is messy. You make sure of it.
6 Your eyes flicker between various bestial appearances.
7 Those who sleep near you have nightmares of being chased and devoured.
8 Beasts tend to to be wary of you.
9 Your reflection shows you with multiple heads and/or additional limbs.
10 Your teeth are more like fangs.
11 Your shadow sometimes looks like a mutated version of yourself.
12 When you cast a spell, parts of your body bulge and mutate monstrously.

Minor Chimaera

A mutant mass of body parts, this creature is one of the many cast-off brood of the Mother of Monsters. No two minor chimaera are alike, each a different amalgamation of monstrous intent. Though intelligent for a monster, they are best used as weapons, and some have even been known to turn on their masters if the master grows too weak.


Minor Chimaera

Small monstrosity, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 28 (6d4 + 4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (0) 16 (+3) 6 (-2) 13 (+1) 6 (-2)

  • Skills variable
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Condition Immunities charmed, diseased, frightened
  • Senses darkvision 60 ft., passive Perception varies
  • Languages understands Common and those known by its master, but cannot speak
  • Challenge 1 (200 XP)

Ambiguously Formed. A mixture of creatures, the abilities of this familiar can vary wildly from another of its kind. You may choose two skills for it to be proficient in and an additional damage resistance and condition immunity for it to have.

Magic Resistance. The minor chimaera has advantage on saving throws against spells and other magical effects.

Multi-Headed. The minor chimaera has advantage on Perception checks and saving throws against being blinded or deafened.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and 2 (1d4) poison damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Radiant One Patron

Dreams are usually strange things, but yours have taken this to a new level. Every few nights, you dream that you are a being of brilliant radiance, a creature that moves in an unknowable realm deep amongst the stars. Inexplicably, you can draw power from this thing that is you but is not. You have forged a pact with this Radiant One, gaining some of its strange power.

Expanded Spell List

The Radiant One 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.

Radiant One Expanded Spells
Spell Level Spells
1st guiding bolt, sleep
2nd branding smite, silence
3rd blink, sending
4th confusion, phantasmal killer
5th flame strike, Rary's Telepathic Bond

Amongst the Stars

At 1st level, you can emit a 30-foot long and 5-foot wide line of searing light as an action. Creatures within the line must succeed on a Dexterity saving throw against your Warlock spell save DC or take 2d8 radiant damage and be blinded until the end of your next turn. On a successful saving throw, a creature takes half damage and is not blinded. This damage increases to 3d8 at 3rd level, 5d8 at 6th level, 7d8 at 11th level, 8d8 at 15th level, 9d8 at 17th level, and 10d8 at 19th level. Once you use this feature, you cannot do so again until you complete a short or long rest.

Additionally, so long as you can see the night sky, you cannot become lost.

Nova

Starting at 6th level, you manifest the light of the distant stars in response to harm. When you take damage, you can use your reaction to flare with blinding light. All creatures within 10 feet of you that can see you must succeed on a Constitution saving throw against your Warlock spell save DC or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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

Traveler of the Void

Starting at 10th level, you no longer require air, food, drink, or sleep. To gain the benefits of a long rest, you can spend the rest doing light activity, such as reading or keeping watch. Additionally, you gain resistance to cold damage.

Beyond the Wall of Sleep

At 14th level, you have learned how to transcend your physical form entirely, taking on the radiant body you possess in your dreams. As an action, you can transform into a cosmic elemental, detailed at the end of this class description. This transformation functions as per the true polymorph spell, except that the spell does not require concentration, the transformation does not become permanent when the duration is over, and it only lasts for 1 minute.

You must finish a long rest before using this feature again.

Eldritch Invocations

Across the Stars

Prerequisite: Radiant One patron, 9th level

You can cast the spell dream once per long rest without expending a spell slot.

Gaze of a Star

Prerequisite: Radiant One patron, 7th level, eldritch blast cantrip

You wreathe yourself in the light of a star. When you hit an enemy with your eldritch blast, you can cause them to radiate bright light in a 10-foot radius, and dim light for an additional 10 feet for 1 minute. While radiating this light, their movement speed is halved.

Lancing Radiance

Prerequisite: Radiant One patron, Pact of the Blade feature

You can create a javelin of blazing starlight using your Pact of the Blade feature. You can choose to have this weapon inflict radiant damage. You may choose to fill this javelin with the rage of a star and hurl it through multiple opponents. The javelin transforms into a line of radiance 5 feet wide that extends out from you to a target within 60 feet. Each creature in the line excluding you and the target must make a Dexterity saving against your warlock spell save DC, taking 3d6 radiant damage on a failure and half as much damage on a success. Then make a ranged spell attack against the target. On a hit, the target takes damage from the javelin plus 3d6 radiant damage.

You must finish a long rest before using this aspect of this feature again.

Nightmares

Prerequisite: Radiant One patron, Pact of the Tome feature

The fears that chase creatures' in their slumber are yours to read. You can force a creature within 30 feet of you to make a Wisdom saving against your warlock spell save DC or have one of its fears inscribed in your tome. You may have a number of creatures up to your Charisma modifier (minimum of 1) affected in this way. You gain advantage on Intimidation and Insight checks against a creature whose fears you have written in your tome.

Truths Beyond Reality

Prerequisite: Radiant One patron, Pact of the Chain feature

When you have a starshard as your familiar, it gains additional hit points equal to your warlock level. Whenever you are within 5 feet of it, you have truesight out to 5 feet.

Traits of the Dreamer

Consider adding one or more of these traits when creating a warlock.

Roll Trait.

1 You emit a slight, golden radiance in darkness.
2 You have seen alien things in the beyond, and view the night sky with apprehension.
3 It is sometimes difficult for you to tell the difference between dream and reality.
4 Those who touch you sometimes catch a glimpse of your patron.
5 You are incredibly clumsy, as you are used to soaring through the stars.
6 Your reflection sometimes looks like the version of you from your dreams.
7 Shooting stars sometimes make you laugh with joy, and at others weep in mourning.
8 Your speech sometimes becomes more elegant and poetic without explanation.
9 Clothing or armour you wear for long periods of time gives off slight sparks of radiance.
10 Your blood is like a shining flow of light.
11 Your hair looks to be made of golden light.
12 When you cast a spell, your eyes shine like stars.

Starshard

This starshard is a small, gently glowing crystal. The light the shard gives off is neither comforting nor harsh, but peculiar, and not of any colour known to the material plane. What precisely it is, whether a fragment of a star, a manifestation of your radiant self, or simply a companion to help guide you, not even you know.


Starshard

Small celestial, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 20 (6d4 + 4)
  • Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 11 (0) 11 (+1) 16 (+3)

  • Skills perception +3
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities poison, radiant
  • Condition Immunities charmed, diseased, paralyzed, petrified, poisoned, prone, unconscious
  • Senses darkvision 30 ft., passive Perception 13
  • Languages understands Common and those known by its master, but can't speak
  • Challenge 1 (200 XP)

Magic Resistance. The starshard has advantage on saving throws against spells and other magical effects.

Radiance. The starshard gives off gentle radiance at all times, shedding bright light for 10 feet and dim light for another 10 feet.

Innate Spellcasting. The starshard can innately cast the following spells, requiring no material components:

2/day: sleep


Actions

Multiattack. The starshard makes two shooting star attacks.

Shooting Star. Ranged Magic Attack: +5 to hit, range 40 feet, one target. Hit: 4 (1d4 + 3) radiant damage.



Cosmic Elemental

Huge elemental (1st form), Large elemental (2nd form), neutral


  • Armor Class 18 (natural armour, 1st form), 15 (natural armour, 2nd form)
  • Hit Points 280 (40d12 + 20)
  • Speed 0 ft., fly 100 ft. (hover, 1st form), fly 60 ft. (hover, 2nd form)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 20 (+5)

  • Damage Resistances cold (2nd form), fire (2nd form), psychic; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities poison, radiant, thunder (2nd form)
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses truesight 20 ft., passive Perception 10
  • Languages telepathy 60 ft.
  • Challenge 14 (11,500 XP)

Starbright (1st form). The elemental emits bright light in a 60 foot radius and sheds dim light for an additional 60 feet. This light counts as sunlight, and if it overlaps with an area of darkness created by a spell slot of 3rd level or lower, the spell that created the darkness is dispelled.

Radiant (1st form). A creature within 5 feet of the elemental takes 3 (1d6) radiant damage at the start of each of its turns. Additionally, a creature that touches the elemental or hits it with a melee weapon attack while within 5 feet of it takes 5 (1d10) radiant damage.

Devourer of Light (2nd form). Nonmagical light sources within 120 feet of the elemental cease to emit light. A spell within that radius causing an area of light created by a spell slot of 3rd level or lower is dispelled.

Hyper Dense (2nd form). A creature within 10 feet of the elemental takes 3 (1d6) bludgeoning and 3 (1d6) necrotic damage at the start of each of its turns. The elemental gains immunity to nonmagical weapon attacks, and nonmagical weapons which strike the elemental are destroyed and sucked into its body.

Superior Darkvision (2nd form). The elemental gains darkvision out to 120 feet. This darkvision can see though magical darkness.

Actions

Multiattack. The cosmic elemental makes three stellar bolt attacks in its first form, or one gravity well attack in its second form.

Gravity Well (2nd form). The elemental greatly increases the gravity of four areas within 60 feet of it that it can see. All creatures aside from the elemental within 10 feet of a gravity well must make a DC 15 Strength saving throw or be pulled 5 feet towards the well and suffer 18 (4d8) bludgeoning damage and 18 (4d8) necrotic damage. On a success, a creature takes half damage and is not pulled.

Stellar Bolt (1st form). Ranged Spell Attack: +10 to hit, range 150 ft., one target. Hit: 27 (5d8 + 5) radiant damage.

Supernova (1st form). The dying throes of a star explode outward from the elemental. All creatures that can see the elemental must succeed on a DC 18 Constitution saving throw or be blinded. A creature that fails the saving throw may make the saving throw again at the end of each of its turns, ending the blindness on a success. All creatures within a 30 foot radius of the elemental must also make a DC 17 Dexterity saving throw or suffer 28 (8d6) fire and 28 (8d6) radiant damage, taking half as much on a success. The elemental then transforms into its second form, losing all abilities explicitly related to its first form and gaining the abilities of its second form.

The Eternity Collective

There is a terrifying mystery in the aberrant Illithid race. Where did they come from? What do they want? Can they be stopped? This lack of answers causes great fear, but you know that the truth is worse. Your patron is the Eternity Collective, the first and greatest Elder Brain. Now, you are one of its agents, performingly seemingly inconsequential tasks that will bring this creature's eons-long plans to fruition.

Expanded Spell List

The Eternity Collective 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.

Eternity Collective Expanded Spells
Spell Level Spells
1st command, speak with animals
2nd calm emotions, detect thoughts
3rd sending, slow
4th confusion, phantasmal killer
5th dominate person, modify memory

Ego

At 1st level, you can become a telepathic hub for nearby creatures. As an action, choose a number of willing creatures up to your Charisma modifier (minimum of 1). These creatures must have an Intelligence score of 6 or higher. So long as you are within 300 feet of one another, you and these creatures are able to communicate telepathically for a number of hours up to your warlock level, or until you end this connection as a bonus action. Once this connection ends, you cannot use this ability again until you finish a long rest.

Psychic Scramble

Starting at 6th level, you can emit a blast of chaotic psychic energy into the mind of a creature to confuse it. Whenever a creature you can see within 30 feet of you makes an attack or a saving throw, you can use your reaction to force that creature to make a Wisdom saving throw against your warlock spell save DC. On a failure, the creature has disadvantage on the attack or saving throw.

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

Mental Fortitude

Starting at 10th level, you have resistance to psychic damage. Additionally, once per long rest, you can use an action to end one effect that is charming or frightening you.

Psionic Hub

At 14th level, you can enhance your mental ability with the alien might of your patron as a bonus action. For 1 minute, you and creatures affected by your Ego ability gain resistance to psychic damage, make saving throws against being charmed or frightened with advantage, cannot be surprised, have advantage on initiative rolls, deal an additional 1d6 psychic damage with each attack, and each creature other than yourself can cast one of your 1st level Warlock spells once at its lowest level without expending a spell slot. You must finish a long rest before doing so again.

Eldritch Invocations

Biomagical Death Weapon

Prerequisite: Eternity Collective patron, Pact of the Chain feature

When you have a primal intellect devourer as your familiar, it gains additional hit points equal to your warlock level. It also gains the following ability.

Devour Intellect (Recharge 5-6). The familiar targets one creature it can see within 10 feet of it that has a brain. The target must succeed on an Intelligence saving throw against your warlock spell save DC or suffer 8 (2d8) psychic damage. Also on a failure, roll 3d4: if the total equals or exceeds the target's Intelligence score, that creature is stunned until the end of the familiar's next turn.

Infinite Archive

Prerequisite: Eternity Collective patron, Pact of the Tome feature

At the end of each long rest, the nigh-infinite store of knowledge preserved within your patron fills you with potential. You randomnly gain one of the following features at the end of each long rest by rolling a d6, which lasts until you finish a new long rest.

Extra Language. You know one additional language of your choice.

Extra Spell. You know one additional spell of your choice from the warlock spell list for which you have spell slots.

Skill Proficiency. You gain proficiency in one skill of your choice.

Tool Proficiency. You gain proficiency in one tool of your choice.

Weapon Proficiency. You gain proficiency in one simple or martial weapon of your choice.

Armour Proficiency. You gain proficiency in medium or heavy armour; your choice.

Tentacular Assault

Prerequisite: Eternity Collective patron, Pact of the Blade feature

You can morph your features to be like the illithid that serve your patron using your Pact of the Blade feature. When you do so, you gain the following attacks.

Tentacles. Make a melee spell attack. On a hit, you deal 2d10 + your Charisma modifier in psychic damage. If the target is Medium or smaller, it is grappled. The escape DC is your warlock spell save DC.

Extract Brain. Make a melee spell attack against one creature you have grappled by your tentacles. On a hit, the target takes 4d10 piercing damage. If this damage reduces the target to 0 hit points, you kill the target by extracting and devouring its brain, and you gain temporary hit points equal to your warlock level + your Charisma modifier.

Traits of the Mortal Flayer

Consider adding one or more of these traits when creating a warlock or after destroying or consuming someone's mind.

Roll Trait.

1 Death is not something you are willing to accept for yourself. Whatever it takes to survive.
2 You view all of life as an intellectual problem. Emotions are unnecessary.
3 Your sense of morality tends to revolve around you.
4 You sometimes just think of people as resources.
5 When you become emotional, nearby creatures sometimes find themselves inexplicably experiencing the same emotion, if at a lesser degree.
6 Odd eating habits, even cannibalism, don't faze you.
7 When you sleep, you have dreams of the destruction of the illithid's homeworld.
8 Attempts to read your mind, so long as you notice, infuriate you.
9 Clothing or armour you wear for long periods of time becomes eerily regal, and almost always gains a high collar.
10 Your hair is more like tentacles.
11 When you cast a spell, unnerving thoughts flicker at the edge of nearby creatures' minds.
12 You get sudden cravings for brains. Sometimes, they do not go away until satisfied.

Primal Intellect Devourer

The intellect devourers forged by the Eternity Collective are special, for they not only possess the body stealing ability of their lesser kin, but even have some access to the psionic power of the Elder Brain. This communicates itself both in their inability to be swayed from their master's purpose by magic, but also innate psionic talents. However, as they are some of the first intellect devourers, their ability to steal bodies is not as long-lasting as their later kin.


Primal Intellect Devourer

Small aberration, lawful neutral


  • Armor Class 13
  • Hit Points 25 (8d4 + 2)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 12 (+1) 11 (+1) 8 (-1)

  • Skills perception +3
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities psychic
  • Condition Immunities blinded, charmed, frightened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 13
  • Languages understands those known by its master but cannot speak, telepathy 30 ft.
  • Challenge 1 (200 XP)

Magic Resistance. The primal intellect devourer has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The primal intellect devourer can innately cast the following spells, requiring no material components (save DC 13):

2/day: sleep

1/day: hold person


Actions

Multiattack. The primal intellect devourer makes one Claw attack.

Claw. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) slashing damage.

Body Thief. As per the same ability for the intellect devourer, MM pg. 191, with the exception that the primal intellect devourer cannot occupy a body for longer than 1 minute, after which the body can never be controlled by the familiar again.

The Stormstalker Patron

Your patron is the legendary Stormstalker and its crew. Renowned for their endless thirst for adventure and both the aid and harm they brought to kingdoms across the material plane and beyond, the adventerous spirit of this crew had now been infused into you, and the power of their story with it.

Expanded Spell List

The Stormstalker 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.

Stormstalker Expanded Spells
Spell Level Spells
1st catapult, purify food and drink
2nd continual flame, gust of wind
3rd call lightning, catnap
4th control water, Leomund's secret chest
5th control winds, maelstrom

Seafarer

At 1st level, you know how to ply the waves. You are proficient with water vehicles. Additionally, you are proficient in the Survival skill.

Comrades in Adventure

Also at 1st level, you can excite your allies through sheer adventerousness. As an action, you can choose a number of creatures that you can can see up to your Charisma modifier. Until the end of your next turn, these creatures have an additional 10 feet of movement and advantage on saving throws against being charmed, frightened, or put to sleep.

Adventurous Spirits

Starting at 6th level, you can summon some of your Stormstalker companions to harass your enemies. You can use your bonus action to curse a creature within 60 feet of you that you can see. Ghostly crewmembers from the Stormstalker appear and make vicious attacks, both verbal and literal, at this creature for 1 minute. For the duration, the creature must succeed on a Wisdom saving throw against your Warlock spell save DC when it makes an attack or suffer disadvantage on the attack, and must succeed on the same saving throw if it hits you with an attack, taking 1d4 force damage if it fails. You must finish a long rest before using this feature again.

Above and Below

It is said that the Stormstalker not only sailed on the sea, but could even fly above it or dive below it. Starting at 10th level, you can breathe normally underwater and in high altitudes, and are unaffected by extreme aspects of those environments, such as increased pressure underwater. Additionally, at the end of each long rest, you may choose to gain resistance to either lightning or cold damage.

Broadsides

At 14th level, you can summon the Stormstalker to strafe your enemies using weapons appropriate to your setting, be that cannons, Greek Fire catapults, enchanted ballistae, or trigger-happy sorcerers. As an action, choose a location within 150 feet of you. Each creature in a 40-foot radius sphere must make a Dexterity saving throw or suffer 8d6 bludgeoning damage and 6d8 of one of the following types of damage: fire, force, lightning, or thunder.

You must finish a long rest before using this feature again.

Eldritch Invocations

Good Omen

Prerequisite: Stormstalker patron, Pact of the Chain feature

While you have a St. Elmo's Firewisp as your familiar, it gains additional maximum hit points equal to your warlock level. Once per short or long rest, it can use its reaction to give a creature it can see within 30 feet of it advantage on an attack, skill check, or saving throw.

Man Overboard

Prerequisite: Stormstalker patron, 5th level

You can cast the spell waterbreathing once per long rest without expending a warlock spell slot, and you gain a swim speed equal to your current walking speed.

Stormblade

Prerequisite: Stormstalker patron, Pact of the Blade feature

You can summon a curved scimitar with a shining, swift blade using your Pact of the Blade feature. As an action, you can send forth a raging whirlwind charged with lightning from the blade in a 30-foot cone. All creatures in the cone must succeed on a Strength saving throw or be thrown back 15 feet and suffer 2d8 bludgeoning and 2d8 lightning damage. Once you use this feature, you must finish a short or long rest before doing so again.

Tales of Adventure

Prerequisite: Stormstalker patron, Pact of the Tome feature

Recorded in your tome are tales of the Stormstalker, the stories eventually shifting into new ones, providing endless variety. You can read these tales both to entertain and to gather information. If you wish to gather information about a locale you have not visited before, roll a d100. On a 91-100, a tale from the Stormstalker informs you about basic information there, though the time period likely does not correspond to your own. You must finish a short or long rest before using this part of the feature again.

You can also read off the tales to cheer up your comrades. Once per long rest, you can choose for yourself and creatures within 20 feet of you who can hear you to receive temporary hit points equal to twice your Charisma modifier (minimum of 2) until you finish your next long rest.

Traits of the Adventurer

Consider adding one or more of these traits after creating your warlock or when you complete a thrilling adventure.

Roll Trait.

1 You sometimes awaken to find new, sometimes bizarre tattoos on your body, usually your biceps.
2 Bribery is your vice.
3 You sing sea shanties in your sleep.
4 You dream of places you have never been and of events you have never even remotely experienced.
5 Greedy? I just like to collect things.
6 When you look at your reflection, you sometimes see foreign vistas that pull at your spirit.
7 New things, especially exotic ones, easily distract you.
8 Your eyes sometimes flicker with lightning, or appear to swirl like a hurricane.
9 You bleed seawater. Or liquid, valuable metal that quickly melts away.
10 You often style your hair in exotic ways, and you have no idea where you learned to do that.
11 Your shadow sometimes looks like it is drinking or singing heartily.
12 When you cast a spell, a few ghostly figures flicker nearby, appearing to, in a jovial manner, critique your performance.

St. Elmo's Firewisp

Named for one of the crew of the Stormstalker, a priest who had a habit of adopting every weird creature they came across. These firewisps flicker back and forth between various colours, usually blue, purple, and orange. They were known for being guides in the night, and so were viewed as a good omen, showing up to provide direction when all seemed lost.


St. Elmo's Firewisp

Small elemental, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 34 (6d4 + 4)
  • Speed 30 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 14 (+2) 8 (-1) 18 (+4) 8 (-1)

  • Skills perception +7, survival +7
  • Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Damage Immunities fire, poison
  • Condition Immunities charmed, grappled, petrified, poisoned, unconscious
  • Senses passive Perception 17
  • Languages understands those known by its master, but cannot speak
  • Challenge 1 (200 XP)

Magic Resistance. The St. Elmo's Firewisp has advantage on saving throws against spells and other magical effects.

Radiant Form. The St. Elmo's Firewisp emits bright light for 30 feet and dim light for an additional 30 feet.

Innate Spellcasting. The St. Elmo's Firewisp can innately cast the following spells, requiring no material components:

At will: firebolt, guidance

2/day: bless, hellish rebuke

1/day: Aganazzar's scorcher


Actions

Flare. All creatures within 5 feet of the St. Elmo's Firewisp must succeed on a DC 14 Dexterity saving throw or take 1d4 fire and 1d4 radiant damage.

 

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