Kibbles Compendium of Stuff
Table of Contents
Classes
Artificer
Kibbles' Alternate Artificer
An inventor of unparalled skill, they build their way to greatness. Self-made heroes who always have another trick up their sleeve, an Artificer weaponizes bounds innovation and creativity.
Pick from the Gadgetsmith, Golemsmith, Infusionsmith, Potionsmith, Thundersmith, Warsmith or even the slightly deranged Fleshsmith!
You can find it here: (https://www.gmbinder.com/share/-LAEn6ZdC6lYUKhQ67Qk
Psion
Wielding strange mental powers, these are individuals that few understand or trust. Armed with terrifying and unique abilities, they carve their own way through this reality.
Pick from the Awakened, Unleashed, Trascended or Shaper.
You can find it here: https://www.gmbinder.com/share/-LZSNMgmChWNGW979hrj
Warlord
Taking command with unrivaled presence on the battlefield, the Warlords of the world are many and varied - from the charismatic banner waving knights leading the charge, to the thoughtful scheming tactician moving pieces on a board, this class allows you to tilt the battlefield in any which way.
Pick from the Chieftain, Commander, Packleader, Noble, Paragon, or Tactician
You can find it here: https://www.gmbinder.com/share/-LW4agTNJcbwe6kSv4H2
Barbarian Primal Paths
Path of the Bladestorm
Barbarians are notorious for being engines of destruction on the battlefield, and for none is this more an apt description than those that have chosen the Path of the Bladestorm. They are barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath.
When a Path of the Bladestorm Barbarian walks unto a battlefield, those unprepared to withstand the rain of sharp steel ought to run away and hide until the storm passes. The ones who stay will have to face the winds of destruction and will soon be drenched by flying droplets of blood as the barbarian at the center of the maelstrom smashes, hacks and slashes at the strength of primal winds.
Woe to the foe who would stand before the storm.
Path of the Bladestorm Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Walking Armory, Furious Hurl |
| 6th | Whirling Death, Endless Blades |
| 10th | Winds of Rage |
| 14th | Bladestorm |
Walking Armory
Starting when you choose this path at 3rd level, all melee weapons with the light property also gain the thrown (20/60) property for you. Additionally, when you make an attack to throw a weapon, you can draw a weapon, either drawing a weapon before throwing it, or drawing a new weapon immediately after throwing the weapon if you have another weapon available.
Furious Hurl
Additionally at 3rd level, you can add your Rage bonus damage thrown weapons, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Whirling Death
Starting at 6th level, when you throw a weapon while raging it becomes animated with your fury. A whirling stays spinning where it was thrown until the end of your next turn, and automatically attacks the first hostile creature that ends its turn within 5 feet of it. You can use your reaction to make an attack of opportunity with any weapon animated by this feature if a target moves out of its reach.
Endless Blades
Additionally at 6th level, while raging your rage suffuses any weapon within 20 feet of you that is not being worn or carried. As a bonus action, you can call one or more such weapons to your open hands. Any blade you throw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Winds of Rage.
Beginning at 10th level, the winds around you are tied to your anger. You learn the spell gust. While you are raging, you can cast gust as a bonus action, and the range you can pick up weapons with Endless Blades increases to 60 feet.
Bladestorm
Starting at 14th level, as an action when you are raging, you can start a Bladestorm. You can fling out up two light melee weapons you are carrying and whip any weapons animated by Whirling Death into it. All creatures of your choosing within 20 feet of you must make a Dexterity saving throw with a DC of 8 + your proficiency modifier + your strength modifier. On failure, they take 1d6 damage for each blade that is part of the bladestorm (up to 4d6) + your Strength modifier + your rage bonus damage.
On subsequent turns while raging, you can use your action to keep the Bladestorm going, forcing all creatures within 20 feet to make the save again. You can keep a Bladestorm going for a number of turns equal to your Strength modifier. You can use this feature once per rage. When a bladestorm ends, all included weapons fall to the ground around you.
Path of the Dragon [v1.1]
Barbarians tap into primal powers, and a Barbarian of this path taps into one of the most ancient and primeval of them all: the power of dragons.
Some say this path was born during the Dracorage by mortals tapping into the primal rage as it washed across the world, others say that only those with latent dragon blood coursing through them can walk this path. What all can agree on is the result is a being to be feared.
As with most Barbarian, ones following this path tend toward Chaos, as they contain potent destructive power that paces at the edges of the cage, just waiting to be unleashed. Some, particularly those rare individuals that channel metallic colors, may be exceptions to this tendency.
Path of the Dragon
| Barbarian Level | Feature |
|---|---|
| 3rd | Dragon Form |
| 6th | Unleashed Savagery |
| 10th | Dragonhide |
| 14th | Tyrant of the Skies |
Dragon Form
When you choose this path at 3rd level, when you enter a rage, you take on aspects of a draconic being, growing savage natural weapons as claws grow from your hands, fangs sprout from your maw, and a vicious lashing tail grows from your back which you can use to make unarmed strikes.
| Natural Weapon | Damage | Properties |
|---|---|---|
| Claws | 1d4 slashing | Light |
| Tail | 1d8 bludgeoning | Reach |
| Bite | 1d10 piercing |
Whenever you attack with one of your natural weapons using the Attack action on your turn, if you are not carrying any weapon or shield, you can make a single unarmed strike with your claws as a bonus action.
When you gain this feature, you pick a color, and gain resistance corresponding to the element type of that color on the following chart while raging.
| Dragon Color | Element Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Green | Poison |
| Red | Fire |
| White | Cold |
Unleashed Savagery
Starting at 6th level, once during a rage, as an action, you can unleash your Rage into pure energy, exhaling a blast of elemental power. Creatures within 15 foot cone must make a Dexterity saving throw. The DC of this saving throw is 8 + your proficiency modifier + your strength modifier. A creature takes 6d6 damage of the Elemental Type of your Dragon Color on a failed save.
This increase by 2d6 at 9th level (8d6), 12th level (10d6), 15th level (12d6), and 18th level (14d6).
Additionally, the natural weapons you gain while raging now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Dragonhide
Starting at 10th level, the marks of your Draconic path no longer entirely fade when you are not raging, and heavy scales grant you resistance to bludgeoning, piercing, and slashing damage from nonmagical sources even when you are not raging. Additionally, you gain resistance to your Dragon Color's Elemental Type when not raging.
Tyrant of the Skies
By 14th level, when you enter a rage, massive dragon wings sprout from your back. If you are not wearing heavy armor, you gain a flying speed equal to your movement speed.
Metallic Dragons
The chromatic dragons are typically more connected to the primal powers of wrath that the Path of the Dragon invokes, but your DM may let you select metallic colors as well for your dragonform.
In such a case, the colors still map to the resistances and breath weapon types as the actual kinds of dragons do.
Bard Colleges
College of Requiems [v1.1]
Bards of the College of Requiem are not peddlers of entertainment to the living, but those that play to a far more more challenging audiance - the dead. Laying them rest or inciting them a last act of retribution, these bard's weave a Performance that enthralls the souls of the departed.
Some such souls are filled with compassion and can grant succor to the living, while others are filled with wrath existing only to violent rebuke those that have not yet joined their lifeless ranks; this college's members weave and ply those spirits to act, tormenting their foes and bringing salvation to their allies.
College of Requiems Features
| Bard Level | Feature |
|---|---|
| 3rd | Requiem's Call, Death's Lullaby |
| 6th | Dance of Souls |
| 14th | The Final Verse |
Requiem's Call
When you join the College of Requiems at 3rd level, you can expend a use of Bardic Inspiration as a bonus action to draw a soul of the departed to your side until the end of your next turn. You can have a number of souls by your side equal to half your Charisma modifier (rounded up).
The souls by accompying you from this feature grant you several benefits:
- When you roll damage for Psychic or Necrotic damage, you can add a d4 for each soul by your side to the damage dealt for one target.
- You gain 1 temporary hit point at the start of your turn for each soul accompying you.
- The souls form an aura with a radius of 5 feet for each soul following you. As a reaction to a creature entering or starting their turn in this radius, you can cast bane on that creature without expending a spell slot. This effect does not require concentration to maintain, but this effect ends if the creature ends their turn outside of the radius.
While you have at least one soul by your side, you can make a Charisma (Performance) check as a bonus action to maintain the presence of the souls until the end of your next turn. The DC is 10 + the number of souls at your side. As part of this action, you can expend a use of Bardic Inspiration to draw a new soul to you side.
Death's Lullaby
Additionally at 3rd level, you learn the spell gentle repose and can cast it without expending a spell slot.
Dance of Souls
At 6th level, you gain additional service from the souls that gather to your call. While you have at least soul by your side from Requiem's Call, you can cast healing spirit or spirit guardians as Bard spells. When cast this way, you deal necrotic damage with spirit guardians regardless of your alignment.
Additionally, while you have at least two souls by your side from Requiem's Call you gain advantage on Concentration saving throws to maintain healing spirit or spirit guardians.
The Final Verse
At 14th level, the requiem you wield is eventually conducts to shuffle from this mortal coil, and it's final verse takes a toll upon those that would hear its true nature. The third time expend a use of Bardic Inspiration on Requiem's Call or you pass a check to maintain souls with it on consecutive turns, you can complete the final verse as an action.
A number of creatures of your choice (up to your Charisma modifier) within 60 feet must make a Charisma Saving throw. On failure, they take 4d6 + your Bard level psychic and become frightened of you until the end of their turn. Undead creatures make this save with disdavantage, and do not benefit from any resistance immunity to psychic damage from this effect.
All souls currently following you depart after you deal damage, but if this damage kills any target, their soul's are added to your Requiem's Call.
Once you use this ability, you cannot use it again until you complete a short or long rest.
College of Lyrical Genius
Street Swagger
When you join the College of Lyrical Genius at 3rd level, your gain proficiency with Deception and Intimidation. If you already proficiency with a skill you can select another of your choice.
If you are making a Deception check to lie about your hit points, AC, or general toughness, you gain advantage on that check.
Lyrical Flow
Starting at 3rd level, when your land a line, you're on a roll; when you cast vicious mockery if the target fails their saving throw you can expend a Bardic Inspiration to unleash your lyrical genius to...
Engrandize Yourself: Roll the Bardic Inspiration die and gain temporary hit points equal to that + the damage dealt by vicious mockery.
Double Down: Roll the inspiration die and the target takes additional damage equal to amount rolled, and has disadvantage for an additional attack from vicious mockery.
Make it Personal: If the target attempts to attack anyone besides you until the start of their next turn, you can roll a die equal to your inspiration die and subtract it from their attack roll.
Sick Burns
Starting at 6th level, when you cast a spell that deals Psychic damage, you can add your Charisma modifier to one damage roll of that spell.
Additionally, as a reaction to the end of an incapacitation effect another creature suffered form one of your spells or to them missing an attack from the disadvantage caused by your vicious mockery, you can deal a verbally devastating follow up dealing Psychic damage equal to your Charisma modifier.
Lingo of the People
Additionally at 6th level, your ability to communicate transcends barriers of language. You can communicate basic concepts to creatures that don't share a language with you as long that creature speaks at least one language through intonation, body language, gestures, attitude, and swaggering about.
Using this method you can get information such as how much something should cost, where a notable locations are, who the toughest person or thing around is, where the best intoxicants are served, what might be edible, and which paths or alleyways should be avoided, as well other things your DM might find appropriate for you to be able to learn from them.
You also gain the ability to read these basic concepts from written thieves' cant.
Spitting Fire
Starting at 14th level, your can deliver verbal components to spells with blinding speed and precision. You can expend a use of Bardic Inspiration to cast a spell with the cast time of one action as a bonus action as long as it only has verbal components.
Additionally, you learn the cantrip message, and can cast it as a bonus action.
College of Lyrical Genius Quirks
The following are some optional quirks for a player of this College to choose from.
| d6 | Quick |
|---|---|
| 1 | You prefer to wear as many of your gold pieces as possible on your body. |
| 2 | You have an obsession with where you grew up being the greatest fiefdom |
| 3 | You apply unnecessary modifications to your saddles and carts. |
| 4 | You frequently refer to yourself in the third-person, often as an engradized made up name or title. |
| 5 | You ensure you include unfavorable lyrics about the town guards in all your songs |
| 6 | You frequently brag about the weight of your coin purse, even when it would be inadvisable to do so. |
Cleric Domain
Judgment Domain
A Judgment Domain cleric is a cleric who oversees the distribution of law and order. The may do so in the name Justice itself, or in service to a particular face of justice, be that a lawful god - such as Tyr, Forseti, Helm, Torm, Ilmater... or even Bane, for those that dispense the Iron Fist of Tyranny the World might need - or at the behest of an institution of justice in the land.
Employing a Justice Domain cleric is something that any ruling power must consider carefully. While they are almost always Lawful to the extreme, they answer only to their own, higher, ideals of justice.
Judgment Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | sanctuary, hellish rebuke |
| 3rd | detect thoughts, zone of truth |
| 5th | counterspell, fear |
| 7th | banishment, locate creature |
| 9th | dispel good and evil, geas |
Bonus Cantrip
When you choose this domain at 1st level, you gain the sacred flame cantrip if you don't already know it.
Sacred Judgment
Starting at 1st level, when deal damage to a creature with a cleric spell, you can apply additional damage to a creature equal to your Wisdom modifier damage if that target has dealt damage to another creature since the end of your last turn.
You can do this a number of times equal to your Wisdom modifier, regaining all uses on a long rest.
Sweeping Judgements
If a spell effects multiple creatures, you can apply Sacred Judgement to multiple targets, but each application counts as one use of the ability.
Channel Divinity: Invoke Judgement
Starting at 2nd level, as an action you can present your holy symbol and invoke judgment upon your enemies. You crush a target within 60 feet under the weight of their sins. The target makes a Wisdom saving throw. On failure, the creature is knocked prone and their movement speed is dropped to zero for 1 minute. The creature can repeat their saving throw at the end of each of their turns. They make this save disadvantage if they have dealt damage since the start of their turn.
You can apply the bonus damage of Sacred Judgement when dealing damage with a Cleric spell to a creature you have Invoked Judgement on regardless if they have damaged another creature. This persists for 1 minute regardless of their save.
Rebuke
Starting at 6th level, when an allied creature within 60 feet of you is reduced to zero hit points or takes damage from another creature while under the effect of a sanctuary spell you cast, you can cast hellish rebuke against the attacker them without expending a spell slot.
You can do this a number of times equal to your Wisdom modifier, regain all uses on a long rest.
Potent Cantrip
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Eternal Judgement.
Starting at 17th level, your Sacred Judgement can be used an unlimited number of times.
Druid Subclass
Circle of the Spirits
A circle of the spirits druid, frequently called a spirit shifter, is a druid that has attuned themselves to the celestial aspects of beasts, tapping into their fundamental nature, calling up certain aspects of wilderness and embodying them in spirit. A druid of this circle can be said to wildshape their soul, rather than their body.
Druids of this circle must walk a fine line, as it can be easy for them to delve too deeply into the powerful and savage states of mind they enter, but these magical aspects grant them both unique power and perspective as they walk the world, seeing the world through the eyes of the bestial spirits that boil within them.
Design Intent:
The Circle of the Spirit looks to leverage the two core aspects of a Druid and make them work in harmony. While a Circle of the Moon embodies the power of Wildshape and a Circle of the Land druid fleshes out their spell casting, Circle of the Spirit seeks walk between those worlds, as a Druidic gish if you will.
Circle of the Spirits Features
| Druid Level | Feature |
|---|---|
| 2nd | Spirtshape |
| 6th | Spiritual Regrowth |
| 10th | Chimera Soul |
| 14th | Spiritual Wings |
Circle Spells
At 2nd level, you learn the primal savagery cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Spirit Spells table.
| Druid Level | Circle Spells |
|---|---|
| 3rd | healing spirit, mirror image |
| 5th | flame blade, spirit guardians |
| 7th | fire shield, guardian of faith |
| 9th | steel wind strike, wrath of nature |
Power of Additional Spells
Spirit guardians is a very powerful spell, but also mechanically and thematically appropriate for the subclass, empowering both the theme and mechanics, so is accounted for as part of the class.
Spirtshape
When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. As a bonus action, you can shape your soul to incorporate a beastial aspect.
While your body remains unchanged, the magical essence fills you with a unique power depending on which aspect you assume, granting potent abilities. When you use Spiritshape, you can attune to a primal spirit one minute. Chose one of the following Spritual Aspects:
- Aspect of the Bear: You gain supernatural strength and your magic impacts with staggering force. Your Strength ability score becomes equal to your Wisdom ability score (if it was lower). You can add your Strength modifier to damage dealt by melee spell attacks.
- Aspect of the Turtle: You gain supernatural endurance and perseverance to carry on through a rain of blows. You can add your Wisdom modifier to Constitution saving throws.
- Aspect of the Tiger: You gain a supernatural agility and unrelenting ferocity weaving your magic and attacks together. When you make am melee spell attack as part of your action, you can make one melee weapon attack as a bonus action.
What are your spirits?
While the above are the mechanics of the spirits, the actual nature of the spirits can easily be chaged. Prefer Badgers to Bears? Feel free to pick any beast that you feel embodies the power being granted.
Spiritual Regrowth
Starting at 6th level, whenever you cast a spell while spiritshifted, you recover hit points equal to twice the spell level of the spell cast.
Chimera Soul
Starting at 10th level, you can expend two uses of your wild shape at the same time to assume two Spiritual Aspects at the same time.
Spiritual Wings
Starting at 14th level, you can weave wings of spirit that keep you aloft. While under of the effect of Spiritshape, you gain a flying speed of 30 feet.
Circle of the Spirits Quirks
The following are some optional quirks for a player of this Circle to choose from - these can be either preexisting, signaling their fated path toward this Circle, or appear after the first time they've assumed Spiritshape.
| d6 | Quirk |
|---|---|
| 1 | After spiritshaping, your eyes continue to resemble the Spiritual Aspect you assumed for the rest of the day. |
| 2 | You blame any of your rude behavior on spirits disliking the subject at hand. |
| 3 | When spiritshifted into carnivores, you occasionally forget it's only in spirit and attempt to bite your enemies. |
| 4 | You practice your roaring, just in case. |
| 5 | You act without hesitation, your fist guided by feral instincts. |
| 6 | You collect teeth and claws of impressive creatures, hoping to attune to their spirits. |
Druid Subclass
Circle of the Sun
Druids revere aspects aspects of nature, and none is more central the cycle of life than the sun, origin of light and life. Druids of this circle are not clerics of the god of the sun, but represent it's aspect in the cycle of life, the light and heat and it brings, the fiery radiance with which it reigns over the world.
Druids of the Circle often stand in opposition that with crawls through the dark, that which corrupts in the absence of light, and while still inclined to the neutrality many Druids uphold, they tend to swing further the extremes of passion and action, willing to burn away the rot. Though they might aim for a controlled burn, a controlled burn may often be more destructive than a simple pruning.
Circle of the Sun Features
| Druid Level | Feature |
|---|---|
| 2nd | Circle Spells, Unleash Radiance |
| 6th | Burning Light |
| 10th | Cleansing Fire |
| 14th | Emissary of the Sun |
Circle Spells
At 2nd level, you learn the light and create bonfire cantrips. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Sun Spells table. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
| Druid Level | Circle Spells |
|---|---|
| 3rd | flame sword, flaming sphere |
| 5th | daylight, fireball |
| 7th | fire shield, wall of fire |
| 9th | dawn, flame strike |
Unleash Radiance
When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. You absorb sunlight and as a bonus action, you can unleash the radiance within. When you transform with this ability, creatures within 15 feet of you must make a Constitution saving throw or be blinded until the start of your next turn. For the next one minute you gain the following effects.
You gain the following properties when you transform:
- You shed bright light in a radius of 15 feet, and dimlight for another 15 feet. The bright light is sunlight.
- You when you would take fire or radiant damage, you can instead gain temporary hit points, up to a total of your Druid level. Once you have gained temporary hit points this way up to your Druid level, you no longer gain temporary hit points and gain resistance to fire and radiant damage.
- Once per turn, when you deal fire or radiant damage on your turn, you can deal an addition 1d4 fire or radiant damage to that enemy.
As an action while you are transformed, you can end the effect early, releasing your stored energy in a beam of light a 60 feet long and 5 wide. Each creature in the line must make a Dexterity saving throw, or take 1d12 radiant damage. You can enhance this damage further by expending a 1st level spell slot (to 2d12), and by an additional 1d12 per level of spell slot spent (3d12 for 2nd level spell slot, 4d12 for a 3rd level, etc), up to 6d12 for a 5th level spell slot.
If you have not been exposed to sunlight in the last 24 hours, the duration of the transformation is have, and ending it early does not release a beam of energy.
Burning Light
Starting at 6th level, once per turn on your turn, when you roll fire or radiant damage against a creature that is in bright light, you can add your Wisdom modifier to one roll of that damage.
Additionally some of your fire spells are enhanced in the following was:
- When make a melee spell attack with flame blade you, you can make a second melee spell attack as part of the same action.
- You can concentrate on multiple create bonfire spells at the same time, up to your Wisdom modifier spells.
Rules Tip: Stacking Effects
Multiple instances of create bonfire would not cause additional damage against the same creature. It would, however, be possible to effect more areas with it.
Cleansing Fire
Beginning at 10th level, you can cast remove curse or lessor restoration without expending a spell slot, if the target has a condition or curse removed by the spell, they take 1d10 fire damage and 1d10 radiant damage.
You can do this a number of times equal to your Wisdom modifier, regaining all uses when you complete a long rest.
Emissary of the Sun
Starting at 14th level, when you use Embrace Radiance, you partially become fire itself, and you are under the effect of investiture of flame.
Additionally, you can expend two uses of wildshape to grow wings of flame, taking on a phoenix-like form and gaining a fly speed of 30 feet in addition to the rest of the effects.
Circle of the Sun Quirks
The following are some optional quirks for a player of this Circle to choose from - these can be either preexisting, signaling their fated path toward this Circle, or appear after the first time they've assumed their Radiant shape.
| d6 | Quirk |
|---|---|
| 1 | You have a strong, rational, dislike of the dark. |
| 2 | Guilt can be tested by fire. |
| 3 | You distrust any race with sunlight sensitivity. They are hiding something. |
| 4 | Fire is a part of the life cycle of forests. More things could take notes. |
| 5 | You oft give praise to the sun, and it's enviable gross incandescent. |
| 6 | Your hair acts like fire when you cast fire spells |
Circle of the Woad
While many druids have a kinshape with the deep woods of nature, a Circle of the Woad Druid has a connection that can go much deeper, where some may wonder where the wyrd of the woad ends and the will of the druid starts. Legends say that the first of these druids were woads who took human form, rather than humans that took woad form, but such things are lost to legend.
Frequently, regardless of the nature of their connection, these druids will feel most comfortable deep in nature, and place great value in its unspoiled form, sharing a world view more in common with dyrads and treants than other mortals... perhaps they were even raised by such creatures, leading them to this path.
Circle of the Woad Features
| Druid Level | Feature |
|---|---|
| 2nd | Woad Shape |
| 6th | Extra Attack |
| 10th | Ancient Fortitude |
| 14th | Guardian's Grasp |
Circle Spells
At 2nd level, you learn the shillelagh cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Woad Spells table.
| Druid Level | Circle Spells |
|---|---|
| 3rd | earth tremor, entangle |
| 5th | barkskin, locate animal or plants |
| 7th | grasping vine, guardian of nature |
| 9th | tree stride, wrath of nature |
Woad Shape
When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. As a bonus action, you assume a treelike form, covered in leaves and bark, which lasts up to one hour, or until you end it as a bonus action or until you are incapacitated.
You gain the following properties when you transform:
- Your size becomes Large. Your attacks gain the Reach property.
- Any speed you have becomes 15 feet, unless the speed was lower.
- You gain a natural weapon that is a club under the effect of shillelagh. While in this form, you can target any weapon you are carrying with shillelagh.
- You can make a Wisdom (Athletics) check to initiate, maintain, or contest a grapple, and have hands (in the form grasping roots or branches) equal to your Wisdom modifiers.
- You gain a Natural Armor of 10 + your Constitution modifier + your Wisdom modifier.
- You gain temporary hit points equal to twice your Druid level when you transform into Woad form. When the form ends, you lose any temporary hit points you have from it.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Note: Vulnerable Limbs!
As per Sage Jeremy, a creature you are grappling can attack you regardless if you are in its normal attack range by attacking the limb grappling you. Source
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ancient Fortitude
Beginning at 10th level, you gain the endurance of the of the ancient forests. While in Woad shape, if you have no temporary hit points at the start of your turn, you gain temporary hit points equal to your Wisdom modifier.
Additionally, if you have any temporary hit points when take damage that forces you to make Constitution saving throw to maintain Concentration on a spell, you can make the check with advantage (regardless if the damage exceeds your temporary hit points or not).
Guardian's Grasp
Starting at 14th level, any creature grappled or restrained by you (by a grapple or a spell such as entangle) takes 2d6 bludgeoning damage at the start of their turn as your grasp crushes them.
Cirle of the Woad Quirks
The following are some optional quirks for a player of this Circle to choose from - these can be either preexisting, signaling their fated path toward this Circle, or appear after the first time they've assumed Woad shape.
| d6 | Quirk |
|---|---|
| 1 | You have a strong dislike of fire, and tend to put fires out when possible |
| 2 | Parts of skin resembles bark, even while in human form. |
| 3 | You find other mortals to always be in a terrible hurry. |
| 4 | You can taste 14 flavors of sunlight. Most of them are delicious. |
| 5 | Your hair is leaf green. On a bad hair day, you can't get the leaves out of your hair. |
| 6 | You tend to simply say your own name as means of communication. |
Monk Subclass
Way of the Outcast [v1.1]
An Outcast is a monk that has lost their Way. Trained in the basics of the style, they have abandoned the rigorous discipline and philosophy of their tradition, and is usually now enrolled only in the school of hard knocks.
Having been trained in the fundamentals of the art of ki, these monks choose as often as not to apply that art to tavern brawls. Much to the horror many more formal monks, their rough and tumble lifestyle tends to be solid source of further training.
With great power comes great responsibility? These monks are going to stick with just the great power, thank you very much. Almost always Chaotic, they can range the spectrum from Good to Evil and everything in between just as easily. A distaste for the rigorous philosophy of an order does not mean a penchant for Evil, but Evil and vice can sometimes lead a monk down this road.
Way of the Outcast Features
| Monk Level | Feature |
|---|---|
| 3rd | Bonus Proficiencies, Pragmatism |
| 6th | Soak it Up |
| 11th | Where it Hurts |
| 17th | Lean Into It |
Bonus Proficiencies
At 3rd level, you gain proficiency in the Athletics skill if you don't already have it.
Pragmatism
At 3rd level, you embrace a more pragmatic view, gaining the following benefits:
- You have proficiency in improvised weapons. Improvised melee weapons now count as Monk weapons for you.
- Once per turn, when you deal damage to a prone creature, you can add 1d6 + half your Monk level (rounded down) to the damage.
- You gain proficiency in Light armor. If your Strength is equal to or higher than your Dexterity, you can gain the benefits of Martial Arts, Unarmored Movement and Unarmored Defense (AC = Armor's AC + Dexterity modifier + Wisdom modifier) while wearing light armor.
Soak it Up
At 6th level, your extensive training in the art of getting hit with bar stools and broken bottles grants you increased endurance. When you dodge with Patient Defense, you gain temporary hit points equal to your Proficiency bonus.
Where it Hurts
At 11th level, when you use Stunning Strike on a critical hit or on an attack made against an enemy that was unaware of you, the target has disadvantage on their saving throw against being stunned.
Lean Into It
At 17th level, you have thrown your fair share of walloping hits, and know how to make them reliably. You can forgo adding your Proficiency bonus to an attack to add twice your Proficiency bonus to the damage it deals.
Off the Wagon
Meditating to regain your ki points can now include things such as playing cards, drinking ale, smoking leafy matter of various types, or other relaxin' activities that reset the stress of all that punchin'.
Way of the Outcast Quirks
The following are some optional quirks for a player of this Way to choose from - these can be either preexisting, signaling their fated path toward this Way, or appear after you commit yourself to this Way.
| d6 | Quirk |
|---|---|
| 1 | You view the belch as a harmonic art form. |
| 2 | You call your scars the marks of your Monastic order. |
| 3 | You feel you can only reach your full power after issuing a one-liner. |
| 4 | Occasionally you accidentally achieve enlightenment and have to drown it out with ale. Old habits die hard. |
| 5 | You refer to taverns as temples to your god. |
| 6 | You prefer not hit someone with the same thing twice. That would allow them to get used to it. |
Way of the Soul Knife
Monks of the Way of the Soul Knife are monks who have learned to harnass and focus their ki, using their inner will and focus to control psionic powers - primarily into a blade of pure Psionic power: a Soul Knife.
Soul Knife
Starting when you choose this tradition at 3rd level, you've learned to focus your ki into a psionic blade. As a bonus action, you can create a blade of pure scintillating psionic energy. The blade you create this way most typically takes the form of a knife-like blade projecting from your fist, but you can shape it however you choose. You can choose to create multiple blades, but any blade you are not holding vanishes at the end of your turn and must be resummoned.
Regardless of the form it takes, the weapon is a monk weapon for you, deals 1d8 psychic damage, and has the light, finesse, and thrown(20/60) properties.
Psionic Ki
Additionally at 3rd level, you gain the Telekinetics Discipline; this can be found under the Disciplines list of the Psion class. You can use ki points as psi points, with a limit of 2 ki points. This limit increases to 3 ki points at level 9, 4 ki points at level 14, and 5 ki points at level 17.
Psion Integration
Alternatively, with the agreement of your DM, you can select any one Discipline from the Psion Psionic Disciplines List.
If you spend 1 ki or more on your Discipline abilities as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.
Art of the Soul Knife
Starting at 6th level, your expertise with the blade allows you to control it in unique and powerful ways.
Extended Knife
You can expend 1 ki point to give your weapon the Reach property until the end of your turn.
Psionic Flurry
When you make a Flurry of Blows, you can make the additional attacks with your Soul Knife.
Soul Strike
When you take the attack action, you can focus. Make a single attack using your action (forgoing any additional attacks gained from Extra Attack) to ignore all armor a creature has and treating its AC as 10 + its dexterity. On a hit, the creature takes additional damage equal to your wisdom modifier.

Power of the Mind
Starting at 11th level, your Psionic abilities manifest more completely, giving you greater control and power in your psionic abilities.
Ethereal Sweep
When you use Extended Knife, you can sweep or stab through multiple creatures with a single blow. Once per turn, when you make an attack with your Soul Knife, you can make a single additional weapon attack with your Soul Knife against another creature within range.
Consumptive Blade
Whenever you kill a creature with your Soul Knife that has an Intelligence of 6 or higher, you can can use your reaction draw in part of their Psionic essence. You regain 1d4 hit points and 1 expended ki point.
Empowered Discipline
When you use your Discipline, you can expend 1 ki point for free without exhausting the ki point on empowering the Psionic Power granted by the Discipline (this cannot be used on the spells granted by the Discipline).
Transcendent Knife
Starting at 17th level, your Soul Knife becomes an peerless weapon. You can add a +1 to its attack and damage rolls. You can choose for your knife to effect inanimate material, causing it to gain the Siege property and deal force damage to it when you choose. Reactions that parry or block to add Armor Class against an attack are ineffective against attacks made with the Soul Knife.
Additionally, critical strikes from your weapon rends soul of the target. If a creature would have less than 50 fifty hit points after taking damage from your critical strike, the creature must make a Charisma saving throw. On failure, its Charisma becomes zero and it dies.
Soulknife Quirks
The following are some optional quirks for a player of this Way
| d6 | Quirk |
|---|---|
| 1 | You carry around a bladeless sword hilt for your Soul Knife blade. |
| 2 | You occasionally attempt to cut fruit with your Soul Knife. |
| 3 | You refer to your actions as the will of the living Ki. |
| 4 | You view killing things with your psionic powers as evil, but killing things with your Soul Knife as perfectly okay. |
| 5 | You have endless platitudes about temperance and control. |
| 6 | You practice obscure martial art form stances every morning. |
Paldin Oaths
Oath of Sanity
The Oath of Sanity is the oath of someone that has survived exposure to the horrors that lay beyond the veil.
While most who have glimpsed into the Far Realm suffer instant and irrevocable madness, these Paladins have glimpsed beyond and sworn to remain sane, no matter what the cost. They reject shielding their fragile mind from what they've seen in comforting shroud of madness.
An Oath of Sanity Paladin will usually seem to others as true neutral or lawful neutral following obscure codes incomprehensible to those who haven't experienced a brush with the beyond, their morality coming in blue and orange rather than black and white. Almost universally they are dedicated preventing the threats beyond from consuming the material world and shattering the fragile minds within.
These are the ones who make grim decisions for the greater good, for they know what lies beyond.
Tenets of Sanity
- Order. Never act on random or chaotic impulses. These are the cracks of madness.
- Vigilance. Never let your attention wander, least you miss the signs madness.
- Discipline. Never indulge in a lapse of behavior, your habits keep you safe from madness.
- Solemnity. Your work is terrible. Never take pleasure in it. That leads to the comfort of madness
- Sanity. No matter what, never give into madness.
Oath Spells
You gain oath Spells at the paladin levels listed.:
| Level | Spells |
|---|---|
| 3rd | detect magic, protection from good and evil |
| 5th | calm emotions, see invisibility |
| 9th | dispel magic, remove curse |
| 13th | banishment, dimension door |
| 17th | banishing smite, contact other plane |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Turn the Aberrant: As an action, you can make any aberration or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Focus Mind: As a reaction to becoming Frightened, Charmed, or suffering a negative mental status inflicted by failing an Intelligence, Wisdom or Charisma saving throw, you may focus your mind, expending your Channel Divinity to immediately end the effect.
Aura of Binding
Beginning at 7th level, you project an grounding aura against the warping of space around you. Creatures of your choice within 10 feet attempting to teleport or cross planar boundaries must pass a Charisma saving throw against your spell save DC. On a failure, the spell slot is not wasted but the action is. At 18th level, the range of this aura increases to 30 feet.
Constant Vigilance
Starting at 15th level, you can no longer be surprised, and your passive perception remains the same even while unconscious so long as you have at least 1 health.
Additionally, when you roll for Initiative, if the total result of your roll is less than your passive perception, you can replace the result with your passive perception value.
Awoken
At 20th level, as an action, you can fully perceive the world around you for what it is, shattering the foul magics that bind and piecing the veils that hide, unrelenting and focused, gaining the following benefits for 1 minute:
- You can gain truesight with a range of 120 feet.
- You are immune to psychic damage.
- Whenever you strike an enemy with a Divine Smite, they suffer the effects of dispel magic cast at the level of the spell slot expended.
- You can use Focus Mind without expending your channel divinity during the effect of this ability.
Once you use this feature, you can't use it again until you finish a long rest.
Oath of Sanity Quirks
The following are some optional quirks for a player of this Oath to choose from - these can be either preexisting, signaling their inevitable path toward this Oath, or appear over time due to the influence of their experiences. It is recommended that your roll twice on the quirk on table... this Oath rarely results in individuals that would be considered normal.
| d12 | Quirk |
|---|---|
| 1 | You refer to others as sheltered little lambs. They have no idea. |
| 2 | You talk to yourself to help you stay sane in stressful times. The second personality can be reassuring to have around. |
| 3 | You compare how bad anything could be to eldritch monsters ending reality. |
| 4 | You occasionally bark out "constant vigilance!". |
| 5 | You keep a list of people you suspect will betray you. |
| 6 | You frequently change your plan to throw off mind readers. |
| 7 | You never turn your back on a portal. |
| 8 | You are deeply suspecious of anyone casting spells on you, even if they are buff or heals. |
| 9 | You don't believe in coicidence. It's always cosmic forces conspiring. You might be right. |
| 10 | You have a one hundred and one superstitions. |
| 11 | You frequently try to explain the danger of perfectly normal activities in great depth. |
| 12 | You keep a tin lining on your helmet. |
Rogue Archetypes
Purifier
Not all priests are clerics. Not all problems can be solved by prayer and preaching. Sometimes a more subtle touch is needed to steer the world as the faith dictates, and that is the roll of a Purifier. A blade in the night that commits the lesser evil for the greater good, or a quick end to someone that sniffed too close the Cult of Vecna's business, both could be the work of these divinely guided rogues.
Good is not nice, evil is not stupid. Whatever the organization or god a Purifier serves, it is one that understands the practical nature of the world. Spying, stealing, extracting information, purging the heretics... they have many tasks before them, and complete them with a grim determination.
A Purifier is almost always lawful following an organizational code with zealous focus, but the laws they follow may or may not have any relation to the laws of the land they are in.
Purification
Starting at 3rd level, when you deal damage with your Sneak Attack, you can choose to deal the extra damage as Radiant damage.
Church Militant
When you choose this archetype at 3rd level, you gain proficiency with the religion skill and martial weapons. Your proficiency bonus is doubled for Intelligence (Religion) checks.
Path of Faith
Starting at 9th level, you have mastered the darkness that your foes lurk in. Your Wisdom (Perception) is not effected by dim light.
Additionally, you learn the spell guidance.
Sanctification
At 13th, you learn the spells protection from good & evil, divine favor, and shield of faith. You can cast these spells without consuming a spell lot a number of times equal to your Wisdom modifier (combining all uses of these spells). You regain all uses after completing a long rest.
Additionally, during a short or long rest, you can create one use of Holy Water from normal water without any additional components by reciting a ten minute ritual.
Condemnation
Starting at 17th level, you can use the bonus action granted by your Cunning Action to instill supernatural dread in a foe you can see. They must make a Wisdom saving throw against 8 + your wisdom modifier + your proficiency, or become frightened of you. They make the save with disadvantage if they don't know where you are. A creature frightened may repeat the saving throw at the end of each of their turns.
While a creature is frightened of you, you have advantage on attacks against that creature.
Once a creature passes a save against this effect, they are immune to this effect for 24 hours.
Surgeon v1.1
A different cut entirely, a surgeon is a rogue that has come from the bloodiest walk of life possible... that of medic. Few things phase a rogue that has spent time seeing the worst that the battle field has to offer - roper bites, dragon burns, acid sprays and worse - and their in depth knowledge of anatomy can cut both ways on the battlefield. Unwise would be the one that underestimates the deadly precision of surgeon, for cutting things open was never the hard part of their job.
Surgeons tend to be fastidious and educated, but where their moral compass points can vary widely on what brought them to their calling.
Paramedic Procedures
When you choose this archetype at 3rd level, you gain proficiency with Medicine. If you already have proficiency with Medicine, you can choose to gain proficiency in one of History, Nature, or tool proficiency with an Herbalism Kit.
Additionally, you can use the bonus action to granted by Cunning Action to use a make an Wisdom (Medicine) check, administer or consume a Healing Potion, or use a Healer's Kit. When you use a Healer's Kit, the target regains additional hit points equal to your Wisdom modifier.
Anatomical Assessment
Starting at 3rd level, you can use your Cunning Action to make Wisdom (Medicine) check targeting a creature with a DC equal to its AC to access its weaknesses and how to effectively eviscerate and dissect it. You have advantage on this roll against humanoid creatures, and disadvantage against constructs and elementals.
On success, you can use Sneak Attack against that target even if you don't have advantage on the attack roll as long as you make the attack with a dagger; additionally, if you deal Sneak Attack damage with a dagger, you can reroll a number of the Sneak Attack damage dice up to your Wisdom modifier (minimum 1). You must use the new rolls.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Field Care
Starting at 9th level, during a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 10 Wisdom (Medicine) check for each creature.
On a success, if a creature spends a Hit Die during this rest, the first hit die it expends is replaced by the maximum value of that die.
Medical Prodigy
Beginning at 13th level, you've incorporated a wider range of solutions to cures, to the point where your ability to cure patients borders on supernatural. You can make a Wisdom (Medicine) check on a creature within 5 feet to cure it of blinded, deafened, paralyzed, or poisoned conditions.
If the condition was the result of failing a saving throw, the DC of the check is equal to the DC of the saving throw. Otherwise the DC is 10.
Anatomical Expertise
When you reach 17th level, when you attack a target you that you have succeeded on an Anatomical Assessment of, you can use that knowledge of their weakness to identify where stabbing them would do the most damage.
When you make a melee weapon attack against the target, you can cripple it inflicting one of the following conditions:
- Hamstring. You cripple the creature's locomotion, reducing its movement speed by half.
- Artery. You open a critical artery, causing it to take 4d4 piercing damage at the start of its turns.
- Larynx. You attack the creature's vocal apparatus. The target is muted and cannot speak or perform verbal components.
- Eyes. You strike the creature's eyes. The target is Blinded
At the end of a crippled creatures turns, it makes a Constitution saving throw against 8 + your wisdom modifier + your proficiency. On success, the effect of the crippling wound ends.
You can do this a number of times equal to your Wisdom modifier. You regain all uses when you complete a long rest. Once a creature has saved against a wound type, they are immune to that wound type for 24 hours.
Variant: Intelligent Doctors
You can run a variant of this subclass that replaces Wisdom with Intelligence for all Medicine checks and class features, if you prefer your doctors to be more Intelligent than Wise.
Surgeon Rogue Quirks
The following are some optional quirks for a player of this Archetype to choose from - these can be either preexisting, signaling their fated path toward this Archetype.
| d6 | Quirk |
|---|---|
| 1 | You refer to peoples abilities are their biological enabled functions. |
| 2 | You speculate what conditions people you meet suffer from. At length. |
| 3 | You take meticulous care of your tools. Ominously meticulous. |
| 4 | You have little time for the superstitions quack healing magic of Clerics and their grandstanding. |
| 5 | You give people prescriptions for good health that involve detailed and absurd lifestyle changes. |
| 6 | You frequently talk about the academic opportunities of dissecting things. |
Ranger Conclaves
Revised Beastmaster [v1.1.2]
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.
Beastmaster Features:
| Ranger Level |
Feature |
|---|---|
| 3rd | Beastmaster Magic Ranger's Companion |
| 7th | Magical Bond |
| 11th | Bestial Cunning |
| 15th | Companion Evolution |
Beastmaster's Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown on the Beastmaster Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level |
Feature |
|---|---|
| 3rd | speak with animals |
| 5th | enlarge/reduce |
| 9th | revive beast† |
| 13th | charm monster |
| 17th | commune with nature |
Ranger's Companion
Starting at 3rd level when you choose this subclass, you gain a beast companion. This beast can be either an existing beast, or one summoned to you through a special ritual during a long rest, but upon becoming your companion, gains a magical bond with you that grants it special powers. Your beast can have the appearance of any beast CR 1/2 or lower, but it's stats are determined by the stat block below and the traits selected.
Beast Companion
Medium beast, unaligned
- Armor Class 10 + its Dexterity + its Proficiency.
- Hit Points 5 + ([Beast's Constitution Modifier + 5] * Ranger Level)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Skills Athletics +4 (Proficiency), Perception +2 (Proficiency)
- Senses passive perception 12
- Languages Understands ranger’s languages, but cannot speak
Actions
Attack. Natural Weapon: +4(Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength)
__
You can add two of the following traits to the stat block:
Amphibious
Your Companion gains a swimming speed equal to it's movement speed, and the ability to breathe underwater.
Blindsight
Your Companion gains a Blindsight of 10 feet.
Charge
If your Companion moves at least 20 feet straight toward a target, it can use its action to shove a creature within 5 feet of it. At level 11, it can shove the target as a bonus action.
Flying: Prerequisite: selected beasts appearance must have have wings.
Your Companion's size is Small, and it gains a flying speed equal to its movement speed.
Keen Senses:
Your companion gains proficiency in the Perception skill.
Massive: Incompatible with Flying.
Your Companion's size is Large, and it's Natural Weapon becomes 2d6 + it's Strength.
Pack Tactics:
Your Companion has advantage on an Attack roll against a creature if at least one of the your Companion's allies is within 5 feet of the creature and the ally isn't Incapacitated.
Quick
Your companion is particularly swift, it's movement speed becomes 40 feet.
Sneaky
Your companion gains proficiency in the Stealth skill.
Venomous:
Your beasts attacks deal an additional 1d4 poison damage.
You can allocate a further two ability points to Strength, Dexterity, or Constitution to your Companion's ability scores. Your beast gains an additional two attribute points to allocate to Strength, Dexterity, or Constitution any time you gain an Ability Score Improvement (your Companion has a maximum ability score of 20 for Strength, Dexterity, or Con, and 10 for Intelligence, Wisdom, or Charisma). Your Companion's proficiency is the same as yours and increases when your Proficiency does.
The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command (no action required) the beast to move and to take the Dash, Disengage, Dodge, or Help action, or use your action to command it to take the Attack action.
Your beast regains 6 + its constitution modifier hit points every time you expend a hit die, and regains all its health at the end of a long rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It does not require your command to use its reaction to make an opportunity attack. If you don't issue a command, the beast takes the Dodge action.
If your Companion dies, it can be revived by normal means (such as the revivify spell, or you can recall its spirit and cause it to reincarnate at the end of a long rest at full health.
Coordinated Attack
Additionally at 3rd level, when you strike a creature with weapon attack, you can command your beast Companion to use its reaction to make a single attack. You can do this a number of times equal to your Wisdom modifier, regaining all uses when you complete a short or long rest.
Magical Bond
Starting at 7th level, the magical bond between you and your beast grows, and magic infuses it from this bond. Your beast's Natural Weapon attacks gain +1 to attack and damage rolls, and the beast's attacks are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Bestial Cunning
Starting at 11th level, your beast no longer needs your direction to take the Attack action on it's turn.
Companion Evolution
Starting at the 15th level, your companion starts to
grow beyond the normal limitations of its bestial
nature. You can select one of the following:
- Barbaric Ferocity: You companion gains the
Barbarian class features Reckless Attack and Rage
as if they were 5th level barbarian. - Fighting Spirit: Your companion gains the Fighter
class features Fighting Style (can apply any Fighting
Style to its Natural Weapon attacks) and Extra Attack. - Rogue Cunning: You companion gains the Rogue class features Cunning Action and Sneak Attack as if they
were 5th level rogue. The beasts natural weapon becomes a Finesse weapon.
Feats
The following are some feats appropriate for a Beast Master Ranger. These can be taken as Feats as normal in place of an Ability Score Increase.
Synchronized Combat
Prerequisite: Beast Master Conclave
Your prowess in combat grows, emphasizing your ability to fight in a deadly tempo with your Companion.
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you strike a creature, the next time before the start of your next turn your Companion attacks that creature, it has advantage on it's attack.
- If you roll initiative while having no remaining uses of Coordinated Attack remaining, you regain 1d4 uses of Coordinated Attack.
Learned Tricks
Prerequisite: Beast Master Conclave
You've taught your Companion remarkable tricks, both in combat and out.
- Your Companion gains proficiency with the Performance skill.
- Pick two maneuvers of your choice from the Battle Master archetype. When you use Coordinated Attack, your Companion can use one of the selected maneuvers, rolling a d4 for it's martial die.
Beastmaster Ranger Quirks
The following are some optional quirks for a player of this Conclave to choose from - these can be either preexisting, signaling their fated path toward this Conclave, or appear after they've acquired their Companion.
| d6 | Quirk |
|---|---|
| 1 | You hold conversations with animals... without necessarily casting speak with animals first. |
| 2 | You value animal life as considerably more important than humanoid life. Particularly fluffy animal life. |
| 3 | When you cast speak with animals, you speak animal in a serious of barks, growls, and sniffs. |
| 4 | You have little value for silverware or table manners. |
| 5 | You are convinced your animal companion would never do anything wrong. |
| 6 | You refer to any vaguely animal like monster or beast as "cute". |
Animal Companion Quirks
| d6 | Quirk |
|---|---|
| 1 | It thinks it is a small sized creature. It is not a small sized creature. |
| 2 | It will climb mountains and fight dragons for ear scritches. |
| 3 | Any food is clearly food for it. |
| 4 | There is a problem, you were not paying attention to it. It solves that problem. |
| 5 | It has a tendency to fetch things. Many things. Surely you wanted this thing. |
| 6 | Sunlight makes it sleepy. |
Sorcerer
Aether Heart Origin v1.0
While it is not uncommon for a construct forged to be powered by magic, some of them have such a potent source of magic imbued that they find themselves completely suffused with the overwhelming power, able to channel it to their own ends. When such a creature ends up sentient, it's inherently magical nature makes it a fundamentally magical creature, able to naturally wield it's magic as a Sorcerer.
While this origin is most commonly found in constructed creatures - such as the Warforged - the world is a strange one and many paths can lead to such a fate. An alchemical attempt to raise the dead could leave the subject forever changed, implanted with a magical heart overflowing with power. A creature could even be born with such an abnormal condition, an elemental spark within them of ceaseless power.
However it got there, in the chest of every Aether Heart Sorcerer is a pulsing source of neigh boundless energy that they struggle to control.
Aether Heart Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Aether Heart |
| 6th | Overcharged Metamagic |
| 14th | Arcane Fuel |
| 18th | Tap Power |
Aether Heart
When you choose this origin at 1st level, your aether heart gives you several advantages. You have resistance to Force damage, and your heart can serve as your Arcane Focus.
Additionally, when you reach 3rd level, you automatically gain the Empowered Spell metamagic option.
Overcharged Metamagic
Starting at 6th level, you can unleash the power that rages within your heart. When you modify a spell that deals damage with your Metamagic options, you can add your Charisma modifier to one damage roll of that spell.
Arcane Fuel
At 14th level, you gain immunity to Force damage. When you would take Force damage, you regain health equal to half the damage you would have taken.
Additionally, you learn the spell dispel magic if you do not already know it. When you successfully dispel magic, you regain up to two expended Sorcerer points as you draw in the remnants of the broken magic.
Tap Power
At 18th level, you can tap the power that surges through to replenish your magic. As a bonus action, you can expend a hit die and regain Sorcery Points equal to the number rolled + your Charisma modifier. Once you do this, you cannot do so again until you complete a long rest.
Aether Heart Origin Quirks
The following are some optional quirks for a player of this Origin
| d6 | Quirk |
|---|---|
| 1 | Standing in a high magic area feels like a pleasant sunbathing. |
| 2 | Your insides tend to glow a little. You're a little self-conscious about it. |
| 3 | You occasionally offer to take your heart out and show people. |
| 4 | You have less of a "heartbeat" and more of "heart hum". |
| 5 | You are grossed out by fleshy hearts and blood. |
| 6 | Your eyes change color when you run out of spell slots. |
Warlock Subclass
Knowledge Keeper
You have made pact with being of ancient knowledge. The actual nature of this being can vary greatly, it can be a Pact with a sentient library, an ancient spirit, or perhaps even an entity such as Gond or Oghma. This is a pact for a Warlock that seeks something beyond simple power, they seek knowledge, ancient and unknown knowledge that has once and will again exist.
You can leverage this knowledge to know things that your mortal peers would consider miricles, delve the secrets that others do not even know exist, and, most importantly, perhaps even understand the philosphical mechanics of existence.
Expanded Spell List
The ancient entity of knowledge you've made a pact lets you choose from an expended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Knowledge Keeper Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | identify, tasha's hideous laughter |
| 2nd | locate object, detect thoughts |
| 3rd | tiny servant, speak with dead |
| 4th | leomund's secret chest, divination |
| 5th | legend lore, skill empowerment |
Ancient Secrets
When you select this Patron at 1st level, you can access the ancient secrets your patron has granted you. By expending a pact magic spell slot of at least one level higher than the spell you want to cast (or a first level spell slot for a cantrip), you can cast a Divinition, Transmutation or Abjuration spell that does not appear on your spell list. This spell can be from any classes spell list, but counts as a Warlock spell for you when you cast it this way.
You can do this a number of times equal to your spell casting modifier, and regain all uses of this feature at the end of a long rest.
Ancient Knowledge is Player Knowledge.
Ancient Secrets is very demanding to a player's knowledge of the spells in D&D - if you haven't played several different classes of casters, it will be challenging to quickly leverage the knowledge at your character's finger tips. Consider playing this subclass only when you feel that you can quickly call to mind an reference enough spells to make full use of these powerful Ancient Secrets.
Note that unlike Wish, Ancient Secrets does not remove the need for component materials or effect the cast time of a mimiced spell.
Magical Mechanics
Starting at 6th level, your understand of the mechanics beyond magical effects and the cosmic forces are developed enough that if you see a spell casting casting a spell, you can use your reaction to make an arcana check to know what the spell is. If the spell you indentify with this check would force you to make a saving throw, you can make that saving throw with advantage.
Additionally, your comprehension of magic allows you to access magic beyond your power, but not your knowledge. You can cast from a Spell Scroll even if the spell isn't on your spell list, and you can add your proficiency bonus to the ability check to successfully cast from a Spell Scroll.
Single Minded Focus
Starting at 10th level, when you make a concentration saving throw, if you are focusing on a Divination school spell, you automatically pass the saving throw. If you are concentrating on a spell from another school, you can add your spell casting modifier to the result.
Seeped In Ancient Knowledge
Additionally at 10th level, ancient knowledge has seeped so deeply into you, you instinctively draw from the ancient knowledge of your Patron. You gain the eldritch invocation Eyes of the Rune Keeper and it does not count against your Invocations Known. If you already have this invocation, you can select either Beast Speech or Eldritch Sight instead.
Fleeting Omniscience
Starting at 14th level, you can briefly comprehend the true form of knowledge and use it to weave together the perfect form of magic. As a bonus action, you can replace your spellcasting ability modifier with the sum of your Intelligence, Wisdom, and Charisma modifiers until the end of your turn. You can't use this feature again until you finish a long rest.
Variant Warlock: Intelligence.
Wizards of the Coast has noted that it was originally their intention to make the Warlock an Intelligence caster, and that making Intelligence the Warlock Spell Casting modifier doesn't break anything.
With the approval of your Dungeon Master, consider that a Pact of the Knowledge Keeper warlock might be most thematic playing the Intelligence variant, though it is not by any stretch required.
The Tempest
You have made pact with a tempestuous being, born of wind and rain. An ancient elemental, powerful storm giant, or perhaps a demigod of disagreeable weather. What they sought through you may vary, but the mere touch of their powers causes the storm winds to bend the knee.
Such powers tend to be far better at calling the chaotic power at their disposal than calming it, and many who ride the tempest will find the same is true for them, leaving destruction in their wake if they are not careful in how the use their power... if they even care about what remains in their wake.
Expanded Spell List
The ancient entity of tempestuous power you've made a pact lets you choose from an expended list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Tempest Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | featherfall, thunderwave |
| 2nd | gust of wind, levitate |
| 3rd | lightning bolt, sleet storm |
| 4th | ice storm, storm sphere |
| 5th | control winds, maelstorm |
Building Storm
Starting at 1st level, when you cast a spell of first level or higher on your turn, a storm begins to brew around you. The storm gains Storm Levels based equal to the level of the spell slot used. If you cast a spell while the storm is active, the storm level is increased by the level of the spell slot used (up to a maximum equal to your Charisma ability modifier).
While a storm is active around you, you gain the following abilities based on how powerful the storm is:
| Storm Level | Effect |
|---|---|
| 1 | You can cast gust as a bonus action. |
| 2 | You can use your reaction to impose disadvantage on a ranged weapon attack made against a target within 15 feet of you. |
| 3 | You are under the effect of levitate |
| 4 | If a creature ends their turn within 10 feet of you or strikes you with a melee attack, you can use your reaction to deal 1d8 lightning damage to them. |
| 5 | You gain flying speed equal to your movement speed. |
The storm loses 1 level each time you end your turn without feeding it further by casting a spell; any ongoing effect that requires a higher storm level ends.
Tempestuous Bolts
Starting at 6th level, you learn the spell call lightning and while you have a Storm Level of 1 or higher, you can use your action to conjure bolts of lightning as per a 3rd level call lightning spell, treating your Building Storm as the storm cloud (even if you are indoors). If your Storm Level is 2 or higher, you are considered under "stormy conditions" as per the spell.
Additionally, when you cast eldritch blast you can choose to replace the damage type with lightning or thunder damage.
When you deal lightning or thunder damage on your turn and not otherwise concentrating on a spell, you make a DC 10 Charisma saving throw to use your concentration to mantain your storm level when it would otherwise decay.
Whispering Winds
Starting at 10th level, you can hear a whisper on the winds that tells you where they go what they do. You can predict the weather accurately up to 8 hours away, and know if any weather effect is natural or magical in nature.
Additionally, you may hear other things on the winds by way of what they hear; you can cast scrying without expending a spell slot or requiring any verbal or material components, but when cast in this way, your sensor can only hear and not see. A target gets a -5 to the save if they are in a place open to the wind (such as outdoors), and a +5 to a place that the wind could not reach (such as the Underdark).
Once you cast scrying in this way, you cannot cast it again until you complete a long rest.
Everstorm
Starting at 14th level, the Storm Level of your Building Storm no longer decreases at the end of your turn. You can end the effect of your storm as an action. You can spend an action to start building a storm around you, or increase the storm level by one if you already have a storm.
While the Storm Level is 1 or more, you can cast spells featherfall and levitate without expending spell slots as long as they are targeting creatures that are within 15 feet of you within the effect of the storm.
Pact of the Tempest Quirks
The following are some optional quirks a player who makes a Pact of the Tempest might manifest.
| d6 | Quirk |
|---|---|
| 1 | You dream of flying frequently... sometimes while awake. |
| 2 | You lack any precaution for going out in storms. |
| 3 | Stillness bothers you, you abhor complete silence. |
| 4 | You feel all things must change, nothing lasts forever. Somethings need help not lasting forever. |
| 5 | Little crackles of lightning surround you when you get emotional. |
| 6 | Your belongings are frequently statically charged when other people touch them. |
Additional Eldritch Invocations
Stormblessed
Prerequisite: Pact of the Tempest
You gain resistance to lightning and thunder damage. While in a natural storm, you are under the effect of bless.
Stormcaller
Prerequisite: Pact of the Tempest Prerequisite: 15th level
You learn the spell control weather and can cast it without expending a spell slot. When you cast it in this way, and change the Precipitation or Wind, you can only increase the stage.
Wizard School
School of Innovation [v1.1]
Wizards are, by and large, creatures of tradition and progress. Naturally, there are exceptions to that rule. Wizards of the School of Innovation treat tradition as useful stepping stone - something to be trod on.
These Wizards may make the peers grumble and harumph, but more often than not, it's their names in the Spell Books of the future. While many an Wizard of Innovation was last seen saying 'I have a great idea' those that survive their great idea and return often return with precious new magical understanding.
While by and large Wizards tend to lean to lawful, a School of Invention Wizard tends to regard rules, traditions, and laws with some degree of ambivalence at best, and actual disdain at worst. They tend to neutral or chaotic, but can be found in any stripe.
Invented Lore
Beginning at 2nd level, you understanding of the underlaying mechanics of magic grants grants you proficiency in the Arcana skill.
Invent Spell
Starting at 2nd level, you make your entry to this School by inventing a spell. The spell becomes known as your characters name + descriptive detail. You create a 1st level spell. Spend three Creation Points on the Spell Creation Table to forge your spell. The Spell starts as the Template Spell before any modifiers.
You learn your spell, and you always have your spell prepared.
[Your Names]'s Template Spell
Spell Type
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
If the spell restores health or grants beneficial effects, they are granted. If the spell does damage or inflicts and conditions, affected creatures make a Saving Throw. Creatures that fail the saving throw take damage as applicable, and are effected by any status effects until the end of their next turn. They take half damage a passed save.
If the spell is Concentration, any effect marked with an C continues for the duration of the spell (if it is not, the end at the end of effected creatures turn). Creatures that wish to end the effects of the spell on them repeat the saving throw against any effects at the end of their turn, ending all effects against them on a success. If target is under a condition from the spell that would cause them to automatically fail their saving throw, they make a Constitution saving throw to overcome it instead. If the spell creates an Illusion, it can revealed with an Investigation check against your Spell Save DC.
If the spell has any range added, it's range becomes that instead of Touch. If the spell has an Area of Effect added but not a Range, it becomes a Range of Self.
Add any additional visual flare!
Spell Creation Table
| Creation Points | Effect |
|---|---|
| 0 | Dexterity, Constitution or Wisdom Saving Throw |
| 2 | Strength, Intelligence or Charisma Saving Throw |
| 1 | The Spell does +1d8 acid, fire, lightning, poison, cold, thunder or necrotic damage |
| 1 | The spell does +1d6 force, psychic, radiant, bludgeoning, slashing, or piecing damage |
| 1 | The Spell grants +1d4 temporary hit points for 1 minute |
| 1 | The Spell restores +1d4 health |
| 1 | The Spell has a +10 foot radius |
| 1 | The Spell has +60 foot range |
| 2 | The Spell creates difficult terrain until the end of your next turn.C |
| 2 | The Spell creates an illusion inside the range radius of your spell.C |
| 1 | The Spell manipulates up to 5 cubic feet of an element (Fire, Water, or Earth) |
| 2 | The Spell summons a CR 1/4 creature that cannot cast spells under the casters control.C |
| 1 | Targets are moved 10 feet directly away from the caster |
| 1 | Targets are move 5 feet in a direction of the caster's choice. |
| 2 | Attacks against targets failing the Saving Throw have Advantage. C |
| 1 | Targets failing the Saving Throw become Deafened.C |
| 2 | Targets failing the Saving Throw become Frightened.C |
| 2 | Targets failing the Saving Throw become Charmed.C |
| 2 | Targets failing the Saving Throw become Blinded.C |
| 3 | Targets failing the Saving Throw become Restrained.C |
| 4 | Targets failing the Saving Throw become Paralyzed.C |
| 1 | Targets targets take +1d6 damage of any type at the start of their turn.C |
| 2 | The spell effects targets of your choosing within the area of effect |
| 0 | Spell becomes Concentration, max 1 minute. |
| 1 | Spell no longer has a Somatic Component. |
| 4 | The spell becomes a Bonus Action. |
| 2 | You can select which targets within the radius the spell effects. |
| 4 | The spell targets two creatures or points. |
Melding Spells & Creative License
Not everything can be represented by the table; fortunately there is another tool box to expand the selection further: existing spells. If you want your spell to have an additional effect, add that spells effect for a Creation Point cost of 1 + the Spell Level of the Spell, and double the cost if your spell has an area of effect.
For example, you could add a spiritual weapon effect that attacked everything within the are of effect using your Bonus action dealing 1d8 + your Spell Casting Modifier for as long as the spell lasted for an additional Creation Points 10 points. Alternatively you could add 8d6 fire damage from fireball for 7 creation points against a single target; if you wanted to add the 8d6 a spell with an area of an effect, it would cost 14 creation points, and be cheaper to simply buy damage with Creation Points.
A spells effect cannot be added to your spell more than once.
Innovator's Improvisation.
Starting at 6th level, you can attempt to modify a spell you cast on the fly, adding any effects from the Spell Creation Table. You must make an Arcana check equal to the number of Creation Points added times six to cast the spell. You cannot change the Spells Concentration (or lack thereof), or change its Saving Throw.
If you fail the Arcana check, the spell is cast without modifiers. If you fail the Arcana check by 5 or more, the Spell fails to cast entirely, and the spell slot is lost.
Once you use this ability you cannot use it again until you complete a short or long rest.
Second Time's the Charm
Starting at 10th level, you invent your second spell. The spell becomes known as your characters name + descriptive detail. You can create at 2nd, 3rd, 4th, or 5th level spell. Spend two + two times the spell level Creation Points on the Spell Creation Table. The spell starts as the Template Spell any modifiers.
You learn your spell, and you always have your spell prepared.
Magical Laureate
Starting at 14th level, you invent your third spell! The spell becomes known as your characters name + descriptive detail. You can create a 6th or 7th level spell. Spend three + two times the spell level Creation Points on the Spell Creation Table. The spell starts as the Template Spell any modifiers.
You learn your spell, and you always have your spell prepared.
Example Spells:
Fingers' Poke of Doom
1st-level Enchatment [Invent Spell: 3 Points]
- Casting Time: Casting Time
- Range: Touch
- Components: V, S
- Duration: Duration
The caster leans over and pokes the target. The target must make a Wisdom saving throw, or become Frightened of the caster and take 1d6 psychic damage at the start of their turns while Frightened, gibbering about a finger. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Gil's Gravity Grab
7th-level Transmutation [Magical Laureate: 17 points]
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Conc, Up to 1 Minute
The caster seizes control of gravity in an area, creating a zone of warped space. Each in a 30-foot-radius sphere centered on that point must make a Constitution saving throw. A target that fails the saving throw rises 10 feet into the air and begins to levitate, rising up to another 20 feet; as per levitate, you can use your actions on subsequent turns to raise or lower any creature under the effect of the spell 20 feet. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
Races
Warforged
While many races claim to be designed by the gods, few have the direct and functional purpose of a Warforged, creatures handcrafted for a task. It is just unfortunate that most frequently their handcrafted purpose was cataclysmic wars of annihilation. Warforged exist in many forms, and their origins vary widely.
In the world of Eberron, they were mass produced for the Last War, and now walk the world finding new purpose. Warforged in other worlds may have a similar origin, though how long ago they were last forged and by whom may vary widely.
In other worlds, perhaps the art of their creation remains an active process in some region, or they are forged one at a time, hand crafted by artisans of great reknown. Perhaps they are a common sight, or perhaps they are a relic so old and forgotten no one remembers their existence.
Purpose and Drive
A common element of Warforged is to seek purpose. Warforged are a race of beings that are fully aware of the intentional nature of their creation. Perhaps some lucky few still know exactly what they were meant for, and faithfully carrying out that purpose, but more often than not if a Warforged has become an andventurer, it is because their original purpose may no longer be such a clear path.
Perhaps everyone that would know it is long dead, or perhaps in their growing awareness of their world they intentionally cast it aside... for any number of reasons, a Warforged can find themselves on the same directionless road as many mortals, but tend to be more driven to find a new purpose or meaning to their life, as unlike most mortals they have once before known true purpose, and seek to reclaim that feeling.
Warforged Personality
Warforged are in some ways one of the most variable things that can still be called "a race". Varied in purpose and creation, their appearance and nature can vary widely, but they tend to have some common traits. Few show great outward emotion, and those that do tend fall into a somewhat theatrical expression of it, over acting their role. While some Warforged certainly feel true emotions coursing through them, they are less controlled by these emotions than most races, and do tend to lack the ability to express them with nuance.
Warforged may or may not adopt a gender - by and large the ones created for war fall into a muscular vaguely masculine shape suited for their role of shock troops, but the idea of gender itself is something learned to them. If they choose to apply it to themselves or not will vary. Some Warforged origins in other settings will lead to other models of Warforged that might have been created with a more defined gender, but those would be the rare exception.
Warforged Names
A Warforged's name can vary widely. In the Eberron setting, they were originally created with just a number designation for military service, a fate that may be shared in common with many Warforged of a mass produced origin.
Such Warforged were usually named later, having been given nicknames by other creatures for easy of communication, or even adopted their own names to better fit with society, and the creativity of these names can vary on the company the Warforged kept.
Other Warforged in other settings could have gotten their name from any number of sources. Frequently Warforged names that appear more complicated and exotic may be a simple name or number, but in an ancient forgotten language for those Warforged that hail from antiquity.
Warforged Names: Bastion, Blade, Doty, Doty 2.0, Fourfour, Fred, Hammer, Iron, Lucky, Packmule, Rusty, Scout, Smashy Smasherson, Smiley, That Thing, Woodface, Wilheilm the Fourth, Valt'ud, V.I.J.A.R..
Warforged Traits
Your Warforged has the following traits:
Ability Score Increase. Your Constitution score increase by 1, and another score of your choice increases by 2.
Age. A Warforged does not age, but with the passage of time their body may become increasingly worn. With proper maintenance, a Warforged lives indefinitely, though few get the chance.
Alignment. A Warforged tends toward a Lawful disposition, but it is not an inviolable rule. While almost all Warforged will retain some semblance of the order and discipline they were created with, a small fraction will intentionally discard this behavior and become Chaotic.
Size. Your size is medium. Most Warforged stand between 5 and 6 1/2 feet tall. Their build can vary based on their purpose.
Speed. your base walking speed is 30 feet.
Construct Nature. Your constructed nature proves resistant to certain afflictions.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage
- You are immune to disease.
- You don't need to eat, drink or breathe.
- You have advantage on death saving throws.
Powerdown. Rather than sleeping, you simply need to power down and recharge. Resting in armor in this manner does not confer any penalty.
Language. You can speak, read, and write Common.
Specialized Nature
While Warforged do not have subraces, this is not because they lack variation, rather that they have enough variation the divisions could be neigh infinite. However, as Warforged are created for a purpose, choose one of the following traits that best represents your inherent functionality.
Artificial Knowledge
You were built knowing certain things. You gain one skill proficiency of your choice, and one language of your choice.
Durable Nature
You lack the normal weak points of fleshy creatures. You are immune to critical hits.
Hazardous Environment Adaption.
You were built to operate where weaker creatures couldn't. You gain resistance to one of the follow of your choice: acid, cold, fire, lightning, thunder.
Integrated Tool
You have one built in tool or weapon. Choose between thieves' tools, navigator's tools, any artisan's tools, or any one-handed melee weapon. This tool or weapon is integrated into your body. You gain proficiency with the tool or weapon. You must have a free hand to use the tool or weapon.
Inherent Magic
Your purpose required minor magic. You know one cantrip of your choice from the Wizard spell list. Intelligence is your Spellcasting Ability for it.
Powerful Build
You were built for heavy lifting and manual labor. You count as one size large when determining your carrying capacity and the weight you can push, drag, or lift.
Swift Repairs
You were built with a modular, easily repairable, design. When you roll to regain hit points with hit dice, you can roll two dice and take the higher value.
Dragonborn
Proud Dragon Kin
Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first Dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green.
They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.
The blood of a particular type of dragon runs very strong through some Dragonborn clans. These Dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.
Self-Sufficient Clans
To any Dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each Dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile.
Each Dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.
A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A Dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a Dragonborn.
Though all Dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another Dragonborn clan before seeking aid from other races—or even from the gods.
Dragonborn Names
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit.
Male Names: Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit
Childhood Names: Climber, Earbender, Leaper, Pious, Shieldbiter, Zealous
Clan Names: Clethtinthiallor, Daardendrian, Delmirev, Drachedandion, Fenkenkabradon, Kepeshkmolik, Kerrhylon, Kimbatuul, Linxakasendalor, Myastan, Nemmonis, Norixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
Dragonborn Traits
Your draconic heritage manifests in a variety of traits you share with other dragonborn.
Ability Score Increase
Your Strength or Constitution score increases by 2, and your Charisma score increases by 1.
Age
Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Alignment
Dragonborn are not bound to an alignment by their color. They tend to be proud creatures with powerful traditions more than strictly tending toward good or evil, but are more often than not good. Those among them that let the prideful and greedy nature of a dragon rule them can certainly be ruthlessly evil, however. Some dragonborn choose to acknowledge Bahamut or Tiamat, and align themselves correspondingly.
Size
Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Draconic Ancestry
You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
| Dragon Color | Damage Type | Breath Weapon |
|---|---|---|
| Black | Acid | 5 by 30 ft. line (Dex. Save) |
| Blue | Lightning | 5 by 30 ft. line (Dex. Save) |
| Brass | Fire | 5 by 30 ft. line (Dex. Save) |
| Bronze | Lightning | 5 by 30 ft. line (Dex. Save) |
| Copper | Acid | 5 by 30 ft. line (Dex. Save) |
| Gold | Fire | 15 ft. cone (Dex. Save) |
| Green | Poison | 15 ft. cone (Con. Save) |
| Red | Fire | 15 ft. cone (Dex. Save) |
| Silver | Cold | 15 ft. cone (Con. Save) |
| White | Cold | 15 ft. cone (Con. Save) |
Breath Weapon
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 6d6 at 5th level, 9d6 at 11th level, and 12d6 at 17th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.
Why not a Bonus Action?
The most common fix to a Dragonborn's breath is to make it a bonus action instead of buffing the damage. This is numerically a good fix, but severely diminishes the amount the Breath Weapon feels like a Dragon Breath, demoting it to something more akin to a mechanically balanced but less impressive Dragon Hiccup.
Natural Armor
You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Feats
Dragon's Power
Prerequisite: Dragonborn
The elemental power that courses through your being grows stronger, ready to be unleashed in an even more devastating blast of destruction.
- Increase your Strength or Charisma score by 1, to a maximum of 20.
- You can add your Strength or Charisma modifier to the damage dealt by your Breath Weapon, and its area of effect becomes 5 by 60 ft line or 30 ft. cone (upgrading from its existing type).
Dragon Wings
Prerequisite: Dragonborn, Prerequisite: Character Level 10
The magical blood of the dragon within surges, allowing you to rapidly and permanently grow wings. You gain a flying speed of 30 feet, though this speed is reduced to 20 feet while wearing heavy armor.
Spell Inventor
Prerequisite: Ability to cast a spell.
Through brilliance, luck, or sheer circumstances you've made magical history and invented your own spell. The spell is known as [Your Name's Descriptive Spell Name], or whatever you choose to call it. You learn your spell.
To create your spell of a spell level you have a spell slot level for, spend a one + two times the level of spell you want to create on the School of Innovation Spell Creation Table.
Warforged Upgrade
Prerequisite: Warforged
You upgrade your body to provide the following modifications:
- Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
- You can select another Warforged Specialized Nature or one upgrade from the Alternate Artificer Golemsmith or Warsmith Upgrade list and apply it yourself (treating yourself as the warforged golem or the warplate, as appropriate); this upgrade cannot be one that modifies an Artificer class feature, has a level requirement, or has a prerequisite you do not have.
What is this?
This feat is an Integration for KibblesTasty's Alternate Artificer; if you do not use that, merely select from the list of default Warforged Specializations.
Spells
Fall
1st-level transmutation
- Classes: Artificer, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.
If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.
Arcane Conduit
2nd-level transmutation
- Classes: Sorcerer
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, Up to 1 minute.
You tap directly into the arcane weave. For the duration, you have resistance to all magical damage besides Force damage, but gain vulnerability to force damage.
At the start of each of your turns while tapped into this power, you and all creatures with 5 feet of you take 1d4 Force damage. This damage increases by 1d4 for each subsequent turn you concentration on this spell.
Blazing Beacon
2nd-level evocation
- Classes: Bard, Cleric, Paladin, Sorcerer, Wizard.
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, Up to 1 minute.
You are bathed in holy light, illuminating bright light up to 30 feet and dim light for additional 30 feet.
Any creature targets you with an attack roll or spell that requires them to see you must make a Constitution saving throw. On failure, they are blinded until the start of their next turn. A creature with darkvision makes this roll with disadvantage. A creature without eyes automatically passes their saving throw.
Immutability
3rd-level transmutation
- Classes: Cleric, Wizard.
- Casting Time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, Up to 1 minute.
You assume an immutable form. You become immune to other transmutation spells or magical effects that would alter your form.
Additionally, your form grows more stable the longer you stand still. If you do not move during your turn, you gain advantage on Constitution saving throws until the start of your next turn. If you have not moved since the start of your last turn, you gain resistance to all damage.
If you do not move for three turns, you most make a Constitution saving throw, or your speed drops to zero until the spell ends.
Revive Beast
3rd level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M(Gems worth 25 gp, which the spell consumes)
- Duration: Instantaneous
- Classes: Ranger
You touch a beast that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Orbital Stones
4th-level transmutation
- Classes: Druid, Sorcerer, Warlock
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, Up to 1 Minute.
You lift three small to medium rocks or similar objects from within 10 feet of you, causing them defy gravity and slowly circle you. While all three are in orbit around you, you have total cover against ranged attacks. While two are in orbit, you have three quarters cover, and while only one remains, you have half cover. The spell ends when none of them are orbiting you.
As a bonus action while at least one object remains in orbit, you can magically fling it at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 2d12 bludgeoning damage and is knocked backward 5 feet.
Shroud of Power
2nd-level abjuration
- Classes: Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
You wreathe yourself in arcane energy, while imbued with this power you use your reaction to add +2 to the saving throw against magical effects. Alternatively, you can exhaust the power of spell to reroll the save, ending the the spell. You must use the new roll.
Spelltrap
2nd-level abjuration
- Classes: Bard, Sorcerer, Warlock, Wizard
- Casting Time: 1 minute
- Range: Self
- Components: V, S
- Duration: 8 hours
You create a spelltrap, marking it on yourself, typically as a small glowing mark on your skin. The first time you have to make a saving throw against a 1st level or below spell, the spell is absorbed by the spell trap and none of the effects of the spell take place.
On your next turn, you can cast the spell absorbed the spell trap without expending a spell slot. If you do not cast the spell during your next turn, the spell trap fades and trapped spell is lost.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of the spell it can absorb increases by 1 for each slot level above 2nd.
DM Mechanics
Heroic Inspiration
The following rules are a supplement and expansion to the Inspiration rules designed with several different goals in mind. First and foremost, it is to make it a more interesting resource, and in turn making it a more sought after and core component of the game to make earning Inspiration a bigger consideration in player behavior.
Second, it is modifies risk/reward behavior to attach more reward to continuing to adventure without taking a long rest.
Lastly, it gives the DM another tool to help weight the odds without fudging dice or monster health, giving players that have ended up in a hopeless - but heroic - situation a fighting chance, letting heroes have their heroics while keeping the very real chance that even going above and beyond won't be enough.
Inspiration Mechanics
Inspiration is gained through prioritizing what your character would do, overcoming challenges and objectives, and coming out victorious in hard or deadly combat encounters - all of these fall under the DMs discretion, and can be awarded to either the party as a whole, or individual members.
It has the following mechanics:
- You can have Inspiration up to your Proficiency
- At the end of a long rest, your Inspiration is halved, rounding down.
- You can spend Inspiration to accomplish certain Heroic Acts.
- More stacks of Inspiration are typically harder to earn; do not expect to reach 5 stacks of Inspiration under any normal circumstances. An act that might earn you your first stack of Inspiration will not earn you your 5th stack of Inpiration if you already have 4 stacks.
Heroic Acts
1 Point
Legendary Resolve
After failing an attack roll, ability check, or saving throw, but before you know the outcome of the effect, you can choose to spend 1 Inspiration to roll an additional die. You can choose between the additional die and the die you would have had to otherwise use.
Cast Without Spellslot (1-5)
When you lack the spell slots to cast a spell, you can expend a number of Inspiration equal to the Spell Slot level to cast the spell instead. To cast a first level spell, it would cost 1 Inspiration. To cast a 5th level spell, it would cost 5 Inspiration.
2 Points
Legendary Resistance
After failing a saving throw, you can choose to succeed instead.
Legendary Endurance
At the start of your turn, you can choose to expend a number of hit dice up to your Proficiency modifier. Roll and regain health as normal (the hit dice are expended).
Heroic Save
If a character within 5 feet of you is attacked, or falls a Strength, Dexterity, or Constitution saving Throw, as a reaction you can choose to suffer the effect instead of them. You have resistance to all damage until the start of your next turn. You can move you and/or the saved target up to 10 feet, and only you are subject to Opportunity Attacks.
3 Points
Legendary Action
You can choose - at any point - to expend 3 Inspiration and take a Legendary Action. For your Legendary Action, you can take any standard action you can normally take, or move up to your movement speed.
You gain one level of Exhaustion after the action is complete.
Defy Death
When you would drop to zero hitpoints, you can instead drop to 1 hit point by expending three Inspiration points.
4 Points
Legendary Ability
You can choose after making an attack roll or ability check expend 4 Inspiration points to roll a 20. You must decide to use this before making the check or attack. While a 20 is a critical hit on an attack, a 20 on an ability check is not inherent success, though it will usually be as favorable as possible a result.
5 Points
Five Inspiration points take on a tier of it's own and should only be reached in the most heroic and dire of situations. Once a character has uses a 5 point ability, it can never again be selected for that character.
Unstoppable
You will not fall unconscious until you take lethal damage (negative your maximum health) or 1 minute passes; you can disregard any condition that would automatically kill or destroy until the minute is up, and you are under the effect of freedom of movement. You will die at the end of the of the minute if you have three failed death saving throws. You gain three levels of Exhaustion after the minute is complete.
Perfect Clarity
You achieve a state of perfect clarity. You are under the effects of haste and foresight for one minute. You not restricted to one spell per turn while under this effect. You gain three levels of Exhaustion after the minute is complete.
Deus Ex Machina
A cosmic entity directly interferes and snatches you from reality, returning you and 1d4 of your companions to somewhere safe.
Creating Weapons Guide
At first glance, it seems that the weapon selection in 5e D&D is quite limited, but with a little knowledge of the system, you can largely expose that template that builds those weapon, and from there, well, the local blacksmith is the only limitation to the weapons you can find!
Weapon Creation Template
To create a weapon, you take a d6, go through five steps to determine the final damage and properties of the weapon.
Step 1: Select one of...
| Property | Modifier | Notes |
|---|---|---|
| Simple | -- | |
| Martial | +d2 | Becomes martial weapon. |
Step 2: Select one of...
| Property | Modifier | Notes |
|---|---|---|
| Light | -d2 | |
| None | -- | |
| Versatile | -- | +d2 when wielded with two hands. |
| Two-Handed | +d2 |
Step 3: Select all that apply...
| Property | Modifier | Notes |
|---|---|---|
| Reach | -d2 | |
| Finesse | -d2 | Free if the weapon is Light or has no other properties. |
| Thrown | -- | |
| Heavy | +d2 | Requires two-handed. |
Step 4: Set Damage Die/Dice...
You can divide your damage die into smaller dice that equal the same total. For example, a d12 can become 2d6 or 3d4.
Step 5: Select Damage Type
| Type | Effect |
|---|---|
| Slashing | -- |
| Piercing | -- |
| Bludgeoning | -- |
Notes:
- Dividing the damage die will raise the average damage by 0.5, but is considered equal by the template (as can be seen with Greataxe and Greatsword)
- Thrown can be ranged weapons instead of melee weapons (example: Dart)
- The DM can waive the restriction on Heavy property requiring Two-Handed property.
- Finesse is odd to account for that Rapiers were designed to be too strong.
Not-so-common Weapons.
Taking the formula, we can now make all the missing weapons of the game world. While these weapons should not necessarily be assumed to exist and are not starting gear, perhaps you can craft them, convince the local blacksmith to give your idea a go, or find these as loot early in your adventures - the strongest of these weapons tend to still fall below the threshold of Uncommon, but some will be more powerful for some builds than common starting gear weapons.
Below are some results of the template. Note that all weapons (even if they are created by the template) only count under existing weapon proficiency at the discretion of your DM.
Simple Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Finesse Spear | 1 gp | 1d4 | 2 lbs. | Finesse, Versatile (1d6). |
| Sturdy 10-Foot Pole | 1 sp | 1d6 | 9 lbs. | Reach, Two-handed. |
| Chain | 5 gp | 1d4 | 10lbs. | Reach. |
| Heavy Greatclub | 3sp | 1d10 | 15 lbs. | Two-handed, Heavy. |
Martial Weapons
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| War Spear | 5 gp | 1d8 piercing | 2 lbs. | Versatile (1d10). |
| Long Chain Flail | 15 gp | 1d6 piercing | 12 lbs. | Reach. |
| Finesse Glaive | 20 gp | 1d4 slashing | 5 lbs | Versatile(1d6), Reach, Finesse. |
| Saber | 25 gp | 1d8 slashing | 2 lbs. | Finesse |
| Broadsword | 15 gp | 2d4 slashing | 3 lbs. | -- |
| Katana | 20 gp | 1d6 slashing | 2 lbs. | Vestatile (2d4), Finesse |
Supported By
Creation is made possible by generous patrons:
- Andrew Hoertt
- Angel Gomez
- Ara Enzeru
- Austin Fox
- Billy Dick
- Buackaroo
- Callum Sim
- Chris Lynch
- Chris B.
- Code Ghoul
- Corbin
- Garion Pankievich
- GMBinder
- HerdSheep
- Ihileath
- Issac Dyne
- James Sant
- Jacob Herrera
- Jau
- Jack
- Jackson Jelenic
- Kybernetes
- Larry Eger
- Long Nguyen
- Max
- Nannette Groft
- NotoriousOZB
- Rory Collier
- Seffykun
- Seranata
- Sergio Reyes
- Spenser Birney
- Stalwart Maiden
- Thortron
- Thought-Knot
- Unlikely Alpaca
- Verixa Okblek
...and many more!
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Thank you!