### Table Of Contents
#### Class Options
- **[Barbarian](#p3)** p. 3
- **[Bard](#p7)** p. 7
- **[Clerics](#p13)** p. 13
- **[Druids](#p19)** p. 19
- **[Fighters](#p23)** p. 23
- **[Monk](#p27)** p. 27
- **[Paladin](#p31)** p. 31
- **[Ranger](#p36)** p. 36
- **[Rogue](#p41)** p. 41
- **[Sorcerer](#p44)** p. 44
- **[Warlock](#p49)** p. 49
- **[Wizard](#p60)** p. 60
- **[Lancer](#p67)** p. 67
#### Race Options
- **[Wukong](#p72)** p. 72
#### Feats
- **[Feats](p#73)** p. 73
#### Spells
- **[Lancer spell list](p#74)** p. 74
- **[New Spells](p#74)** p.74
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## This tome, it's creation and it's purpose
I like knowledge. I especially like little known knowledge. I have, over the course of my long studies, managed to find quite a lot of knowledge. It is all very interesting stuff but much of it I cannot use and hording it does little. Whereas if I make it freely available, then it will get use. Knowledge in use breathes and nothing lives until it breathes.
So, in the interest of living breathing knowledge I have deiced to compile some of the more interesting pieces of lore I have gathered in my studies in the hopes that it may be of some use.
A quick note on this compendium. It mostly consists of notes apprehended by various means from other notable, and slightly more specialised, scholars. I do what I can to acredit these sources but in some cases the specifics have been lost.
> ##### A note on notes
>While much of this document is presented in character, notes such as these are out of character notations on design aspects, rules interactions and suggestions.
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# PART 1
##### New class options
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## Barbarians
As compiled by Dringnr Bloodquill, translated to Common from the original Skaalish
#### A Difficult Task
I am a person of few words. I am to talk on barbarians. I face an impossible task. It is not the first I have faced and will not be the last I complete. I could spend days describing fighting styles. I can talk on tribes and traditions. I can explain weapons and warfare. None of this has anything to do with barbarians. Barbarians, first and foremost, are defined by their passion. A fighter dedicates himself to the craft and art of fighting. A paladin fights tooth and nail for his cause. A ranger masters his environment. A barbarian fights with his heart. A barbarian throws himself so deep into the thrill of violence that they can lose themselves. A barbarian, before all else, is unrestrained. The glory of battle is the razors edge, the dance with death, the knowledge that one of you is not walking away. In the face of this certainty, who would restrain themselves? Why would you fight with anything but your all?
#### Battlerage
Barbarians are defined by their rage. The source of this rage can vary from person to person. For some, it is trauma. For some, it is glorylust. For some, necessity. Whatever drives that rage, it is what causes the battlerage that barbarians are famous for. Many see rage as being mindless fury, a lust for blood and violence and little else. Yes, sometimes. But rage is a tool. Any tool can be used however the wielder wishes. Some barbarians use their rage to accomplish impossible feats. These barbarians interest me, and so I will speak on them. To speak on the nature of the rage is to describe a shadow on a wall. However, if I can do enough to bring the passion and glory to one person, if I can ignite that spark in one pair of eyes, then this endeavor is worthwhile.
#### The Uses of Rage
Barbarians use their rage to fight. This is always true. How they do this is what interests me. I have seen warriors cloaked in the spirits of their ancestors. I have seen a hero roar as a bear while run through with many spears. They survived. Their foes did not. I have seen a barbarian infused with divine strength tear a lich apart with their bare hands. There are many who follow these traditions. I have also seen some lesser known barbarians use their rage, their passion, in interesting ways. I will shed some light on these paths. I will be the first. I hope I will not be the last.
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### Beastlord
There is a side of passion that terrifies those that do not understand it. This is something most barbarians use in some manner. Beastlords have managed to take this fear to a unique place. The wilds are a place of strength. Nature lives red in tooth and claw. The strongest survive. A beastlord will take this natural law and prove that they are the strongest, and so they are master. They use this strength to dominate and corral wild beasts to aid them in battle, to prove their own strength, the feed and feast and roar and kill with their master. The most powerful beastlords can command hordes of wild beasts to descend on their foes, tearing them apart in a violent tide. To turn the rage to such an end is bold, inspired and worthy of note.
#### Alpha
Starting at 3rd level, when you show dominance over a beast you can convince it to follow you. When you reduce a beast to 0 hit points rather than knock it unconscious you can instead show dominance. You can spend a bonus action to charm the beast instead of dealing damage.
The beast acts on its own initiative and has its own suite of actions. You can spend a bonus action on your turn to give the beast a simple command that it will follow to the best of its ability, though it will not do anything it considers suicidal.
You cannot dominate a beast with a challenge rating higher than your Barbarian level and can only have one beast dominated at a time.
#### Vengeance!
Starting at 6th level, when a beast you have dominated is killed you immediately go into a rage. This rage exactly mimics your barbarian rage though it does not count as a use of your rage feature. If you are raging when your beast dies, you regain the use of that rage.
#### Packmaster
Starting at 10th level, you gain the ability to command a pack. You can have more than one beast dominated at a time, up to a number equal to your Strength modifier and the total challenge rating of all your dominated beasts cannot exceed your barbarian level.
Additionally, when a beast you have dominated hits with an attack while you are raging you can use your reaction to increase that damage by an amount equal to your rage damage.
#### Wild Howl
Starting at 14th level, you can lead your pack in a chorus of howls that fills you with adrenaline. You can use a bonus action to howl allowing all your dominated beasts who can hear you to spend their reaction to also howl. You increase the damage of your next attack that hits this turn by 2 for each beast that howls.
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### Bombast
The bombasts are wonderful. Their passion and fury flies from them like a raging tide. One cannot see a bombast fight and refuse the call to join in. At home amidst the clash of steel and the roar of battle, there is no foe a bombast will not face, and they will convince you to join them in their glorious crusade for violence. Leaders, each and every one. I have fought amidst a tide of flesh and steel that attempted to tear me apart, a friend and bombast by my side. Together we carved our path through that inenviable tide and came out the other side bloodied but unbowed. I can not say I would have made it out of that situation without the encouraging fury of my friend. I owe them my life, and I would be lying if I said they were not a prime inspiration for this endeavor. My eternal respect to all bombasts.
#### Bombastic Roar
When you adopt this path at level 3, you can let loose an inspiring roar in the midst of combat. When you score a critical hit or reduce a creature to 0 hit points with a melee weapon attack you can use a bonus action to roar. If you do so, choose up to three allies within 60 feet that can hear you. They can add double their proficiency bonus to a single attack roll on their next turn.
#### Inspiring Presence
Starting at 6th level, your stalwart fury in the face of your foes gives your allies great solace. While you are raging you inspire all allies within 60 feet who can see you. They gain a number of temporary hit points equal to your proficiency bonus at the beginning of each of their turns.
#### Encourage Violence
Starting at 10th level, you can steel your allies for an upcoming fight. When you finish a short or long rest you can choose up to 3 allies. Each of these allies gain a single charge of Fury. They can expend this charge to increase either an attack roll or a damage roll by 5. This charge lasts until your next short or long rest.
Whenever you enter a rage you can grant a single charge of fury to an ally within 30 feet.
#### With Me!
Starting at 14th level, you can lead your allies in a surging charge. You can use your action and choose any number of allies within 30 feet. You and each of these allies can move up to 30 feet and make a single melee weapon attack at any point during that movement.
You can use this ability once and regain that use on finishing a short or long rest.
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### Whirling Dervish
The Dervish is a sight to behold. It is a dance, a vicious and violent dance, that has existed for as long as there has been conflict. To tap into the Dervish is not a simple feat. It seems like it requires control. In fact, it requires the opposite. To find and feel the Dervish is to lose yourself into the pattern. It is a cold rage, a subdued passion, a fury so primal it defies explanation. This entire book may be a fool's errand but describing the Dervish is a hole I will not fall down. Suffice to say, those that find themselves within the Dervish are warriors of incredible swiftness and beauty, able to lash out at foes with a grace and speed that no other barbarian can possibly match. I have watched a troupe of wardancers tear a dragon apart, a shockingly quick death of a thousand cuts and tears, with the four of them left standing almost untouched atop the corpse of their kill. Would that I had the words to do this sight service. It may have been the most beautiful thing I have ever seen.
#### Dervish
When you adopt this Path at 3rd level, your Rage becomes a dance of savage fury. You lose the typical benefits of the Rage feature and replace them with the following benefits
- You have advantage on all Dexterity checks and Dexterity saving throws
- When you make a melee weapon attack using Dexterity while within 5 feet of your target you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- Your AC is increased by your proficiency bonus.
Additionally, your Reckless Attack feature applies to Dexterity based attacks while you are within 5 feet of your target, however you lose the AC bonus granted by your Dervish as well as the typical effects of that feature.
#### Savage Dance
Starting at 6th level, you have learned to perform your dervish while wielding heavier weapons. When you make an attack with a weapon in one hand and nothing in the other hand you can use your Dexterity modifier instead of your Strength modifier.
Additionally, when you hit with a melee weapon attack while in your Dervish you can immediately make an additional attack against a different target within 5 feet. This additional attack deals 1d4 bludgeoning damage your Rage Damage bonus.
#### Swirling Whirl
Starting at 10th level, your every movement becomes lithe and deliberate. You can take the Disengage or Dash action as a bonus action.
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#### Leap Attack
Starting at 14th level, you charge into combat with a savage leap, impacting with your target. When you move at least 20 feet towards a target in a straight line you can make a single attack against that target as a bonus action. You can add +5 to your attack roll and the attack deals 1d4 bludgeoning damage plus your Rage Damage.
Additionally, while in your Dervish you score a critical hit on a 19 or 20.
> ##### Whirling Dervish and Elven Accuracy
> I am aware of Elven Accuracy as a feat and how it can turn the Whirling Dervish from an interesting Barbarian path into an unbridled engine of critical hitting terror. While this may be fun for the barbarian, it is possible it can frustrate the DM and other players. If you are a DM, strongly consider limiting the use of this feat in regards to this path. You are within your rights to say that it would not apply to the Reckless Attack feature given the flavour of submitting to the dance and lose of control that entails.
>
> Or you can have your barbarian crit for days, it's your game. I would feel remise if I did not point this out though.
### Wendigo
The wendigo are frightful warriors. They keep their rage hidden. Silent. Until needed. And when that dam breaks and they unleash their horrendous fury, the effect is unnerving. Terrifying. This is the intention. Wendigo are warriors who know the value of fear. You can control a person with what they fear. This style means that wendigo are perhaps the most patient and restrained of the barbarians, but that does not make them any less effective. Having seen one fight, I must admit that even I am disturbed by them. They perform feats of butchery and roar with such unearthly fury. In battle I have seen one rip a fallen foe in half with their bare hands and eat the dead heart. They are often clad head to toe in hides, bones, branches and trophies from important kills. This serves to make them harder to spot while hiding and certainly helps to intimidate foes.
#### Bonus Proficiency
Starting at 3rd level, you gain proficiency in Stealth and Intimidation if you do not have it already.
#### Frightful Ambush
When you adopt this path at 3rd level, you have learned to keep your fury bottled until just the right moment to cause the most fear. When you are raging and take the Attack action against a surprised creature any enemies within 20 feet of you that can see you must make a Charisma saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier. Any who fail are frightened of you until the end of their next turn.
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#### Gory Display
Starting at 6th level, you can dismember and savage a corpse to intimidate and terrify your foes. When you reduce a creature to 0 hit points you can spend an action on your next turn to tear the corpse apart as an example. If you do so, all enemies within 30 feet must make a Charisma saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier. Any who fail are frightened of you until the end of their next turn.
If you reduce a creature to 0 hit points while you have a creature frightened, that creature must make another saving throw if it is within 30 feet of you. If it fails, the condition continues for an additional turn.
#### Totemic Trophies
Starting at 10th level, you have begun to amass a series of trophies from kills that you wear on your body. You add double your proficiency bonus to Intimidate checks.
Whenever you reduce a creature whose challenge rating is higher than your character level you can take a trophy from it. If you do, you can roll an additional 1d4 and add it to any Intimidate checks you make for the next 7 days.
#### Unnerving Howl
Starting at 14th level, while you are hidden from your foes you can unleash an ethereal and terrifying howl . While hidden you can use an action to let loose a howl. All enemies within 60 feet who can hear you must make a Charisma saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier. Those who fail are unnerved and panicked for the next minute. Any attacks against them have advantage until they are hit and they have disadvantage on saves against being frightened. Those who succeed are aware that there is an enemy in the area but cannot pin point your location.
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### Spellrager
I do not claim to know magic. I have been told there are different types of magic. I do not care. Spellragers are those that have magic in them. Whatever that means. They have grown up angry and use that anger to fuel their battle rage. More, they use their magic to fuel that battle rage. The devastation they can wreck is beyond incredible. An ensorcelled rage turns a warrior from engine of destruction to a terrifying force of utter destruction. This takes an enormous toll on their body. Most consider this worth it. Having seen a powerful spellrager at work, their arcane fury tearing through an army, a cacophonous boom throwing dozens into the air as they continue to barrel through those unlucky enough to be left standing, I would agree.
#### Spellcasting
The Spell-Rager Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Charisma is your spellcasting stat for these spells.
#### Spellrage
When you adopt this path at 3rd level, you learn to fuel your rage with your arcane power. When you enter a Rage you can spend a spell slot as a part of the bonus action. If you do, you are wreathed in arcane energy and are now spellraging. The effects are the same as a typical rage but you also deal an additional 2 force damage per level of the spell slot spent for the duration of the spellrage. When your spellrage ends you gain a level of exhaustion.
Additionally, you learn a single cantrip that requires an attack roll and a single spell that deals damage. These spells are drawn from the Sorcerer spell list. When you gain a level in this class you can swap out the learned spell for another viable spell. You learn an additional spell at 7th level, 13th level and 19th level.
#### Intuitive Magic
Starting at 6th level, you learn a single cantrip that requires an attack roll. Choose a single cantrip you know that requires an attack roll. You can cast this cantrip while spellraging. You also learn a single spell that deals damage and has a duration of instantaneous. You can cast this spell once per spellrage by spending a spell slot. Doing so ends your spellrage early.
You draw these spells from the sorcerer spell list. When you gain a level in this class you can swap the spell you have learned from this feature for another viable spell.
#### Arcane Armor
Starting at 10th level, you can fortify yourself with arcane energy without compromising your unarmored defense. When you finish a short or long rest you can spend a spell slot to increase your AC by an amount equal to the level of the slot spent for 8 hours. If you have this effect active and enter a rage, you automatically gain the benefits of a Spellrage as though you had spent a spell slot of the level you spent to gain this effect and you lose this effect.
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#### Unbridled Power
Starting at 14th level, when you hit a target with an attack while Spellraging you can choose an additional target within 5 feet of you to take the bonus damage from the Spellrage plus your Rage Damage.
#### Spellrager Spell Slots
| Level | 1st | 2nd | 3rd | 4th |
|:---:|:---:|:---:|:---:|:---:|
| 3rd | 2|- |- |- |
| 4th | 3|- |- |- |
| 7th |4 |2 |- |- |
| 10th |4 |3 |- |- |
| 13th |4 |3 |2 |- |
| 16th |4 |3 |3 |- |
| 19th |4 |3 |3 |1 |
> ##### Multiclassing Spellrager
> When you are determining your multiclass spell slots you add one third of your Barbarian levels if you are a Spellrager. Additionally, you require 13 Charisma to choose this subclass if your first level is Barbarian.
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## Bards
As compiled by Doctor Kaspar Sourtongue, Medical Doctor And Loreman Extrordinaire. This is his full name and, as far as my research suggets, he has no doctorate, degree or medical training.
#### Bards and Creativity
The ability of the Bards to craft and cast magic is indelibly tied to the magic of music and the creative arts. While you can make a, debatable, case for the artistry involved in the binding and throwing of the arcane performed by Wizards, or the thoughtless channeling of forces performed by Warlocks, there can be no denying that a Bards magic comes from their creativity and imagination. As such, the capacity of the Bards to wield their magic in new and interesting ways is as vast and deep as the infinite ocean of imagination available to all sapient creatures. Within this volume I shall attempt to expose and explain some of the more interesting and fringe styles of Bardic performance. Ladies and gentlemen, allow me the infinite pleasure of introducing to you the Obtuse Syllabus!
#### Bardic Colleges and Their Use:
Performance, being an art, has styles and practices that help to bring new practitioners into the fold and up to speed. Techniques and tricks that codify and define a style. These do not act like laws in either the scientific, arcane or judicial sense. Instead they are different means of utilizing the innate power of creativity. A Bardic college is like unto an artistic style. Yes there are defining traits and easy ways to pick out that style but within it there is infinite room for movement and growth. No two Bards are exactly the same and each practitioner within a college has their own unique style. However, saying that, the colleges are the perfect place for Bards to define their style, hone their craft and come into their own as performers, adventurers and masters of the arcane.
#### Informal Institutions:
An interesting aspect of the Bardic Collegiate is that, as opposed to the formal education and study required for Wizardry, a student can quite easily be self taught. It is my theory that there are actually more self taught Bards than educated ones. These Bards simply pursue their own creative drive and arrive at a similar place to the style of a college. Indeed, many Bardic pursuits are so full of passion, so from the soul, that it is incredibly hard to educate formally. Nonetheless, these styles are referred to as colleges, and bards of a specific college that meet others of their kind most often become fast friends.
Even the formalized colleges are most often far from strict and rigorous institutions. The need to rely on freedom of expression results in a more carefree and, dare I say, interesting places of learning. An interesting aspect of these colleges is that they are not tied to musical performance. While the majority of Bardic magic is music based, mostly because this is the simplest way to express the power of creativity, it is far from the only way. Most of the colleges described in this syllabus are geared towards a different expression of creativity, from acting to narration to crowd working. These obtuse disciplines are a clear expression of the unending potential of the creative process as well as the far reaching wonder and power that bards possess.
#### An Adventurous Academia:
The life of the Bard is most typical a life in constant states of wandering. They are encouraged to travel and learn their art on the road, experience breeds creativity after all, and their vast utility and way with words and their prodigious skill set leads to them often becoming key members of adventuring parties. It would be remiss of me to not explore the impactions of the colleges I have collected in a combat environment, as Bards are quite often in such a precarious position. Trust me, I know. So, without further ado, allow me to present my Obtuse Syllabus.
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### The College of Dirges
The College of Dirges are a morbid lot. A Dirge is the precursor to a death knell, a calling to the grave, and these Bards almost always cling to that aesthetic in a big, big way. My personal feelings on their fashion sense aside, the Dirge Callers of the College of Dirges are an incredibly potent force on the battlefield. They can use their music, most often drums and bells I have found, to instill a sense of impending demise in their foes. The path to the grave is an easy slope to fall down with one of these Bards as your opponent. However, I must admit, spending some times in their company does make one a lot more comfortable with the concept of death and our inevitable demise. Something which is invaluable in the adventurous lifestyle, beset as it is with constant mortal danger. While I may not gain any particular enjoyment from their somber arts, I cannot deny the creative use of their magic and it is certainly obtuse enough to warrant covering in this book.
#### Bell Toller:
At third level when you join the College, you can weaponise your words to speed a target towards their demise. You learn the Toll the Dead cantrip. Additionally, you add your Charisma modifier to the damage dealt by Toll the Dead if your opponent is below half of it's maximum hit points.
#### Dirge:
Also at 3rd level, you can sing a dirge for an opponent, confronting them with their own mortality. As an action you can spend 2 uses of your Bardic Inspiration to target an opponent within 60 feet who can hear you. The target has disadvantage on attack rolls on its next turn as it is faced with a specter of its death. Additionally, it must make a Wisdom saving throw against your Bard spell save DC. If it fails, it takes additional damage from attacks equal to your proficiency bonus for the next minute.
#### Morbid Realizations:
Starting at 6th level, your morbid and maudlin disposition inundates you and your allies to the reality of death, bringing a sense of calm in life threatening situations. Any allies that gain the benefits of your Song of Rest also gain advantage on the death saving throws until their next short or long rest.
#### Banshee Wail:
Starting at 14th level, you can let loose a scream that chills the heart and hastens mortals towards their death. As an action you can spend any number of uses of your Bardic Inspiration to target any number of living creatures within 60 feet who can hear you. Roll the Bardic Inspiration dice you have spent and reduce the targets' current and maximum hit points by that amount.
You can use this ability once per day and regain that use on finishing a long rest.
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### The College of Impresarios
How best to describe Impresarios? I, personally, find them phenomenally entertaining. Invariably bright and colourful folk, filled with kind words and extravagant praise. Their ability to win one over with a broad grin and obvious overstatement is beyond charming. This kind of full force charm works equally well on crowds as it does individuals and I have seen an Impresario hold a small horde captive as a well meaning and misunderstood academic bard made their ignoble escape. Most at home among fellow performers and the working folk that support them, not least because their proclivity for hyperbolic compliment makes them well liked. In combat, however, their excessive expression and showmanship can inspirit a sense of awe or dread towards an ally as they monologue about their, oft overblown, accomplishments. Well liked by almost all, the Impresarios are a wonderful example of atypical creativity, well applied.
#### Master of Games:
When you join this college at 3rd level, you add double your proficiency bonus to any gaming tools you are proficient with. Additionally, if you spend 10 minutes observing a game you are not proficient in you may become proficient in that game.
#### Introducing!
Also at 3rd level, your ability to work a crowd can be honed to a fine point. As an action you can spend a Bardic Inspiration to target one creature within 60 feet that can hear you and one ally within 30 feet. The creature must pass a Charisma check or Insight check (creatures choice) against your Bard spell save DC or become either Frightened of or Charmed by your ally (your choice).
#### Roll up! Roll up!
Starting at 6th level, your crowd working becomes almost magical. As an action on your turn you can spend 2 uses of your Bardic Inspiration to target any number of creatures within 30 feet that can hear you. Each creature targeted must make a Charisma save or Insight check (creatures choice) against your Bard spell save DC. If they fail they cannot take advantage of their passive perception. They must repeat the saving throw whenever they wish to move. Additionally, they have disadvantage on Perception checks and the next attack against them has advantage.
This effect lasts as long as you spend an action on your turn to maintain it and are within 30 feet or until targets take damage.
#### Master of the Show
Starting at 14th level, your ability to inspire and fill with gumption is so innate that you cannot help but big up your allies. Whenever you finish a short or long rest, allies within 60 feet gain a Bardic Inspiration dice. Unlike traditional Bardic inspiration dice, these last for 1 hour rather than 10 minutes.
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### The College of Narration
All Bards tell stories. This is as true as saying 'all wizards cast magic', for what is an expression of creativity if not a means of telling a story? What sets the College of Narration apart is not just the means by which they tell the story, but the tense in which they do so! Most stories are focused on the past tense, what has happened. Some stories are focused on the future tense, often what he hope will happen. Narrators of the College of Narration are the only group I have come across to catalogue and use a style of storytelling focused on the present tense. They use their magic constantly, to not just dictate the flow of combat but to also dictate the flow of events. This power is incredible, a Divination wizard once tried to explain the math to me and ran out of numbers. However, through the simple act of storytelling, this miracle is made possible. Narrators are not so much a new method of expressing creativity as they are a perfection on the simplest form of creativity.
#### Story Teller:
When you join the College at 3rd level, you can use your magic to influence the flow of events more in your allies favor. You learn the Guidance and Resistance cantrips. Additionally, these spells gain a range of 30 feet but cannot target yourself.
#### Narration:
Also at 3rd level, you can dictate a course of actions and use your magic to make those events more likely. You can use an action to spend a use of your Bardic inspiration. Choose either attack rolls, saving throws or ability checks. All your allies within 60 feet that can hear you add your proficiency bonus to the chosen roll until the end of their next turn.
#### Cliché:
Starting at 6th level, you gain the ability to fall back on storytelling clichés to produce powerful effects. As an action on your turn you can spend a Bardic Inspiration to target an ally within 60 feet who can hear you and choose one of the following effects:
**Happily Ever After** - Your words bolster your allies faith and hope. If they are suffering from either the Frightened or Charmed conditions they immediately make a saving throw and add your proficiency bonus to the roll.
**Save the Day** - Your words fill an ally with righteous anger. They can immediately make an attack against an opponent. If the opponent has reduced an ally to 0 hit points in the last round then the attack is made with advantage and adds double your proficiency bonus to the roll.
**Honor and Glory** - Your words encourage your ally to feats of heroism. Roll your Bardic Inspiration dice and add your Charisma modifier. Your ally gains this amount of temporary hit points.
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#### Living Legend:
Starting at 14th level, your ability to narrate can lift an ally to legendary feats of heroism. As an action you can spend 2 uses of your Bardic Inspiration to target an ally within 60 feet who can hear you. The target gains half your Bard level in temporary hit points at the start of each of its turns for the next minute. It also adds 1d4 to attack rolls, saving throws and weapon damage for the duration of the effect. You can only have this effect active on one target at a time. You must continue narrating for the duration of this effect, which does not require an action on your part but if you stop or are unable to continue then the effect ends.
### College of Puns
This one I have been looking forward to, dear reader! The College of Puns is, to my mind, the most incredible use of creativity I have ever experienced. There is this idea within creative circles that some work is good and some is bad. Pun Bards do not worry themselves with such notions. They alone allow their creativity to geyser forth like a rushing torrent of jokes and tangential associations. They know there is no such thing as a 'good' pun and thus are free of the self correction and censorship other creatives burden themselves with. I have seen people reduced to tears, physically sick, due to a well placed pun. I have seen the most dour of kings crack a wary smile and let loose a guffaw. I have seen raging barbarians pause in their slaughter, confusion filling their face before they find their brow wrinkled and their hand drawn inexorably drawn to their forehead, as though to nurse a wounded brain! I cannot, and will not, attempt to hide my delight at this most incredible and expressive use of the creative force.
> ##### Using the College of Puns
>This College assumes a level of comfort at a table that allows you to bring a sense of humour to the game. This atmosphere certainly does not suit all campaigns, and it can be incredibly disrespectful to either force an atmosphere on a group or to act contrary to your DMs and players wishes. Before choosing this College, please check with your fellow players and DM that this is the right fit for your campaign.
>
>If you, your fellow players and your DM are comfortable, this College assumes that you, the player, will be making the puns required for the abilities to work to their full potential. Do not worry about making **good** puns. The worse, the better. This College is designed with light hearted, good natured fun in mind. Enjoy!
#### Lowest Form of Humour:
When you join the College at 3rd level, your ability with puns adds power to your words, for good or for ill. Whenever a character spends an Inspiration Dice you gave them, if you make a pun based on the situation at hand then that character can also add your proficiency bonus to the roll.
The DM determines if your pun is sufficient and you cannot use the same pun more than once in the same week to gain this effect.
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#### Punishing Words:
Also at 3rd level, your puns are capable of reducing people to states of shock and wonder. As an action on your turn you can spend a Bardic Inspiration to make a pun. Target a creature within 60 feet who can hear you. You may choose one of the following effects:
- The target must make a Charisma saving throw against your Bard spell save DC or lose its next action as it cannot help but facepalm.
- The target must make a Charisma saving throw against your Bard spell save DC or they cannot help but laugh. If it is neutral towards you it is now Charmed for the next minute. If it is hostile it cannot target you with an attack if it has any other viable targets for the next minute. It can make a Charisma saving throw at the end of each of its turns to negate this effect.
- The target is emboldened by your humour and gains advantage on the next saving throw it makes within the next minute.
When you use this ability and choose an effect that allows a saving throw, if you make a pun relating to the situation then the saving throw is made with disadvantage. You cannot use the same pun more than once in the same week to gain this effect.
#### Limitless Creativity:
Starting at 6th level, your ability to inspire and encourage is incredible. The number of times you can use Bardic Inspiration increases by 2.
Additionally, you can use an action on your turn to brainstorm and regain one use of Bardic Inspiration. You can use this ability twice and regain those uses on finishing a short or long rest.
#### Painful Groaner:
Starting at 14th level, you gain the ability to tell a joke so bad that it causes actual pain to your enemies. As an action on your turn you can spend 2 uses of your Bardic Inspiration to tell a joke. Target any number of creatures within 60 feet. You can cast Vicious Mockery on each of these targets as a part of this action.
Additionally, you gain an additional use for your Punishing Words:
- The target must make a Constitution saving throw against your Bard spell save DC or suffer the Poisoned condition for the next minute, your words making them physically ill.
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### The College of Sapeopology
The College of Sapeopology is concerned with the study and sublimation of cultures. Once they have learned what they can about a given culture they then use that knowledge to cajole, dissuade and charm the people of that culture. Spending a lot of time with a Sapeopologist is a bizarre experience as you can see them change in mannerism and speech patterns often. Something we take for granted as a characteristic of a personality changes quickly and easily, flowing like water over them. In combat, a Sapeopologist is a nightmare of an opponent, worming their way into your lines and sowing chaos and misdirection. Clever Sapeopologists can use their skills to end fights amicably without bloodshed on either side. Deadly ones can use their skills to set up an ambush even when they are the ones caught off guard. In social situations, a Sapeopologist is a master of subtle mannerisms and turns of phrase to put people at ease. They can grease the wheels of social interaction better than any other Bard I have come across without using magic. A fascinating and intelligent application of creativity, I am sure you will agree.
> ##### The Concept of Culture
>Your DM will determine what constitutes a culture. This term has been left purposfully broad, as it can constitute an entire race or a specific region. For example, a culture could be "Dwarves" or it could be "Dwarves from the northern edge of the Spineback Mountains".
>
>For optimum playability, I would recommend breaking down friendly or nuetral cultures into specifics and hostile cultures broadly.
#### Polyglot
When you join this college at 3rd level, you learn 2 languages of your choice. Additionally, if you spend a month studying with someone who speaks a language you do not, you can learn that language. This includes Thieves Cant.
#### Sapeopology
Also at 3rd level, you gain the ability to study and learn cultures to a great level of detail. You automatically know the culture you grew up in and one additional culture. You can learn a new culture by spending a week or more immersed in it.
When you are interacting with a culture you have learned you can spend a use of your Bardic Inspiration to gain advantage on a Charisma or Intelligence based skill check.
Additionally, when you are facing hostile creature from a culture you have learned you can attempt to convince those creatures you are not hostile. You can use an action to spend a use of you Bardic Inspiration to target each creature from a specific culture you know within 60 feet who can hear you. These creatures can make a Charisma saving throw or Insight check (creatures choice) against your Bard spell save DC. Creatures who fail consider you friendly until you deal damage against them or their allies.
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#### Disruptive Actions
Starting at 6th level, you can use your position of trust within your enemies to cause some havoc. While an enemy considers you friendly you can use an action to target that enemy and impose disadvantage on their next attack.
Additionally, while an enemy considers you friendly you can spend a use of your Bardic Inspiration to target that enemy and cause them to immediately make an attack against a target of your choice. You may only use this feature on a creature with a CR lower than your level.
#### Flying by The Seat of Your Pants
Starting at 14th level, your ability to improvise, extrapolate and insinuate has become legendary. You may read any language you do not speak by spending one minute per paragraph to work it out.
You can now use your Sapeopology and Disruptive Actions abilities on targets from a culture you do not yet know, though targets gain advantage on any saving throws they are required to make.
Additionally, humanoids who would typically be neutral towards you are now friendly towards you.
### College of Thrash and Furor
Witnessing a Bard of the College of Thrash and Furor is awe inspiring. There are Maestros, capable of conducting a battle like an orchestra, and then there are Thrash Bards capable of playing a battle like an instrument. Embodiments of pure passion and fury in a manner more violent and yet expressive than any I have ever seen before, Thrash Bards let this force fly with an almost constant barrage of shouts and screams, both their own and their enemies. The clash and din of battle becomes a percussive crescendo, stirring them into further and further feats of incredible violence. Moreover, this passion is infectious! I am not one for bloodshed but my time spent travelling with a Thrash Bard showed me a whole new side to creativity and expression, one bound in the art of combat. I will admit, dear reader, that I indulged and found it quite freeing.
#### Rebel Yell:
When you join the college at 3rd level, violence and battle fills you with an incredible passion. When you reduce a target to 0 hit points with a melee attack or if you score a critical hit with a melee weapon attack then you regain a use of your Bardic Inspiration.
#### Brutal Percussion:
Also at 3rd level, you almost subconsciously use the din of battle to punctuate and enhance your performance, stirring you towards a violent crescendo. If you hit an opponent with a melee attack and use your bonus action to use Bardic Inspiration, you can also make a single weapon attack as a part of that Bardic Inspiration.
#### Furious Yell:
Starting at 6th level, you can let loose a roar of pure passion and fervor for battle. As an action on your turn you can spend 2 uses of your Bardic Inspiration to target all allies, including yourself, within 60 feet who can hear you. Each of these allies adds 1d4 damage to any melee attacks they make for the next minute as they are filled with a lust for combat.
Additionally, you can use an action on your turn to spend 2 uses of your Bardic Inspiration to target all enemies within 60 feet who can hear you. Targets must make a Charisma saving throw versus your spell save DC or lose their next action as they balk in the face of your fury.
#### Mosh Pit:
Starting at 14th level, your thirst for battle becomes infectious and you can incite violence in a crowd. As an action you can spend a use of your Bardic Inspiration to target all creatures within 60 feet that can hear you. Targets must make a Charisma saving throw against your Bard spell save DC or they must make a melee attack on their next turn. If they cannot make an attack against a hostile target then they will attack a neutral target. If they cannot attack an enemy or a neutral target then they must attack an ally.
### Gambler
In all my travels and all my research I have never come across anything remotely close to the Gambler. I would not even designate them as a College in any real sense. Instead, they are a strange kind of performance art. The thrill they seek from the odds they play is incredibly infectious. Leaving their fate to the whims of luck, as likely to pull off incredible feats of daring do as they are to fall flat on their face. Thier lows are lowest but their highs are highest and when travelling with a Gambler, you begin to understand that excitement. Without clamorous failure, what joy would there be in spectacular success? What is life without a little risk? Boring, sedate, monotonous. But with the correct application, all becomes elevated to a dizzying precipice of adrenaline, tension and ecstatic release.
#### Double or Nothing
When you become a Gambler at 3rd level, you can use your magic and gamblers thrill to either enhance or negate a moment of luck. When you score a critical hit with an attack, you may choose to double down. If you do so, you may roll a gamblers dice, which is a single d20. If the total results in a 15 or higher, double the number of dice you would roll for the critical hit. If the total result is less than a 15, treat the hit as a normal hit.
Additionally, when you roll a critical failure you suffer a moment of devastating bad luck. Roll one of your bardic inspiration die and take that much damage. Alternatively, your DM can have an effect of their choosing happen to you.
#### House Advantage
Also at 3rd level, whenever you roll a gamblers dice you can spend a use of your Bardic Inspiration to roll an additional dice equal to your inspiration dice. You must choose to do this before you roll the gamblers dice. You can do this multiple times for each gamblers dice roll.
#### Stacked Hand
Starting at 6th level, you score a critical hit with an attack roll of 18, 19 or 20. You critically fail an attack roll or ability check on a natural 1, 2 or 3.
Additionally, while an ally has an inspiration dice from you, they score a critical hit on an attack roll of 19-20.
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#### Let it Ride
Starting at 14th level, you can push your luck even further. Whenever you successfully use you Double or Nothing ability, you may choose to attempt to do so again, doubling the number of dice you roll yet again.There is no limit to the amount of times you can attempt this. The result on your gamblers dice required to succeed increases by 10 for each attempt beyond the first. A failure on any gamblers dice roll results in the hit being treated as a normal hit and stops you from trying again. A natural 20 on a gamblers dice is always a success, no matter the DC.
Additionally, when you are reduced to 0 hit points rather than make a death saving throw you can instead choose to roll a single d20. This dice roll cannot be modified by any means. If you roll an 11 or higher, you regain half your maximum hit points. If you roll a 10 or lower, you die and cannot be resurrected by any magic short of a Wish spell.
### Fortune's Fool
A fragment of a holy text found floating in the astral sea, readable in all languages:
The whimsical and fickle thing that is fortune, favour and luck has a particular perpensity for bards. It sometimes makes particularly notable or interesting examples into its plaything. These poor, fortunate souls are surrounded with strange and fascinating examples of outrageous events and twists of fate.
#### Fortune Twisting
Starting at 3rd level, you have a strangely cursed fortune, suffering streaks of bad luck which twist into moments of great payoff. You have a Fortune Die, which is a d20. You may use your reaction to swap this out for any d20 roll which effects a creature within 30 feet of you. This die is a 1. You must decide to use this feature before the die is rolled.
Whenever you use it to a manifestly negative effect for you or an ally, this number increases by 5 to a maximum of 20. If you use it to a positive effect, including giving a low roll to an opponent, you lose this die until you finish a short or long rest.
#### Favours the Bold
Starting at 6th level, your fickle fortune hangs on you so long as you find yourself in dire straits and moments of glory. If you build your Fortune Die to a 20 and use it to score a critical hit or to regain a hit point on a death saving throw you do not lose it. Instead, it becomes a 1.
Additionally, you can use a bonus action to sacrifice a use of your Bardic Inspiration and increase your Fortune Die by 5.
#### Rains and Pours
Starting at 14th level, your fate flows freely from you in a torrent. Using your Fortune Die no longer costs your reaction.
Whenever you use your Fortune Die to allow an enemy to score a critical hit, the target of the attack can use their reaction to make an immediate attack in retaliation. If this attack hits it is also a ciritical hit. Your Fortune Die then becomes 10.
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## Cleric
As compiled by Heinrich Drechter, heretic witchhunter and author of Gladius Tumult. Translated to Common from the original abyssal.
#### On the Nature of Gods and Worship.
The Chaos Gods form a pantheon unlike most others. Most gods are worshiped by followers who cherish them or watch over them. The relationship is one of almost reciprocal power, of nurture and care to some degree. Typical gods encompass a number of domains, often relatively specific such as "home" or "civilization". Moreover, these gods wish to be worshiped and have temples dedicated to them, complex religious orders and hierarchies, civilian worship and even feast days. The Chaos Gods are different, and all together more alien, sinister and gibbering.
#### Describing the Incomprehensible
The nature of the Chaos Gods is complex and difficult to grasp. I will outline a very simplified version here but know that this is nothing but the shadow on the cave wall. The truth is so much more. The four amalgams of energy, thought and purpose that are called the Chaos Gods are not, in fact, gods in the actual sense. They are vast wells of energy that fuel and are fueled by specific acts, actions and desires that harmonize with the natural force they represent. They exist within and beyond the bounds of multiuniversal space. Wherever there is life, there are at least iota's of The Four.
They possess very little personality of their own, those attributed to them often being hyperbolic versions of the type of follower they typically attract. Moreover, being things of pure primal force they do not acknowledge or adhere to typical moral constructs. As such their followers are often seen as barbaric, hedonistic and evil. This is not always true, but it often is. This is something of a self fulfilling prophecy as any attempts to legitimize their worship will draw out the maniacs and those seeking to advance themselves, cementing the idea in the mind of society at large that the Chaos Gods are 'evil', when in reality they simply exist in a moral space far beyond our comprehension.
#### On Worship
Worship of the four Princes of Chaos is done not with rite and ritual, but with deed. You see, a worshiper of the Chaos Gods is not trying to placate or adhere to a set of codes or rules, they are attempting to prove themselves worthy of the attention of their deity. The Four can feel and witness all deeds that fall within their specific domains and the ultimate goal of a Chaos worshiper is the direct attention of the object of their worship. This is not always a wholesome act, many have been obliterated by the attention or have died slowly over time, their 'gifts' growing to untenable levels. The Four seem to delight in this cruel irony, their followers accepting it as a potential risk as the power they achieve is incredible in scope.
To be a favored of the Gods, to be Chosen, is to be an implacable tower of their domains power.
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#### On Naming and A Place in the Cosmic Fugue
The Glowering Court, The Princes of Chaos, The Four.
The Gods of Chaos are known by many names across many universes. The only thing that remains consistent is the domain which they exemplify. There are universes where The Four are embodied, strange creatures playing a stranger game of chess with the souls and actions of mortal champions. There are universes where The Four are nothing more than mindless whorls of energy, incessantly gnawing at the bounds of reality and preying on the basest needs of men. There are universes where The Glowering Court are silent, implacable judges of the weight of life's actions and dolling out rewards or punishments as they see fit. The shape and hue of The Four is infinite in scope and thus all is possible within their bounds.
> ##### The Chaos Gods and You
> The Chaos Gods are not suitable for every campaign, but the flavour of them is such that they can take many forms. While it seems like a Chaos follower might necessitate an evil character, this is not necessarily the case. It is also possible other gods could have these Domains in their repitoire. Talk to your DM about what the best fit for your campaign is or how best to facilitate the rules into their lore. Feel free to recolour the flavour of the mechanics into something more wholesome if you or they see fit.
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### Change
The God of Change, The Knowing Whorl, The Smiling Eye, The Arcane Master, Azethoth, Tchar, The Raven Lord, Rainbow King. The God of Change is perhaps known by more names than any other. Their domain is the primal realm of change, of entropy and construction, of transmutation and growth. Wherever one thing becomes another, they are there. They are also Lord of Magic. Some theorize They are the source of all magic there is or was. One thing is known for certain, magic as a fundamentally transitive force lies squarely in Their domain. Those who bear Their mark gain the ability to see and directly manipulate the winds of magic They blow across creation, a constantly shifting and scintillating rainbow of magical energy that ebbs and flows and swirls in eddies and drafts.
The purest and favored manifestation of Their power and influence is the ever-shifting and beautiful flame. It is common to see a Champion of Change burning with a flame of unusual colours, a flame that does not burn but freezes, or corrodes, or burns the mind or soul. A true Champion of Change is a terrifying opponent, capable of embodying a vast array of fighting styles and never truly out of options.
##### Change Expanded Spell list
| Spell Level | Spell |
|:----:|:-------------|
| 1st | Chaos Bolt, Faerie Fire |
| 2nd | Dragon's Breath. Nystul's Magic Aura|
| 3rd | Counterspell, Elemental Weapon|
| 4th | Elemental Bane, Sickening Radiance |
| 5th | Destructive Wave, Conjure Elemental |
#### Bonus Cantrips
You learn the Produce Flame and Control Flames cantrips and they do not count towards your cleric cantrips known. Additionally, the flames you produce or control using these cantrips change colour randomly.
#### Eldritch Rites
Starting at 1st level, you learn arcane secrets and esoteric techniques to enhance your own abilities. Whenever you finish a short or long rest you can choose either weapon damage or spell damage. Once per turn, when you deal damage of your chosen type you can increase that damage by an amount equal to your Wisdom modifier.
Additionally, your magic counts as both Arcane and Divine for any effects which consider that.
#### Channel Divinity: Baleful Binding
Starting at 2nd level, you can turn your strange techniques on your foes. As an action, choose a target within 30 feet to affect with a binding. The target must subtract 1d4 from any attack or damage rolls they make. Additionally, they must make a Constitution saving throw at the start of each of their turns or they lose their action. If they succeed on this saving throw three times the effect ends.
This effect lasts for 1 minute.
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#### Arcane Winds
Starting at 6th level, your command of the arcane winds of magic increase the potency of your spells and when you commit great acts of spellcasting you can cause these winds to cling to you. Whenever you cast a spell with a spell slot that deals damage it deals additional damage equal to the spells level.
Additionally, whenever you have no spell slots of a level left your weapon attacks deal additional damage equal to the level of those slots. This effect stacks for multiple levels, up to a maximum of 5.
#### Divine Strike
Starting at 8th level, when you finish a long rest you can choose a damage type. Your weapon attacks deal an additional 1d8 of that damage type. When you reach level 14, this damage is increased to 2d8.
This effect appears as different colored flames coating your weapon.
Additionally, the damage done by your Produce Flame cantrip changes to match the damage type you choose for this ability.
#### Well of Power
Starting at 17th level, you are a near inexhaustible reservoir of magical power. When you kill an enemy with a melee weapon attack you can use a bonus action to regain any number of spell slots up to your Wisdom modifier.
You can use this ability once and regain that use on finishing a long rest.
### Blood
The Roaring Bull, Murder, Cain, The Crimson Lord. The Blood God is an elemental force of pure violence in all its various aspects. War, Glory, Rage, Pettiness and Brutality. Wherever two things clash, he is there. There are elements within forging, construction, logistics, law and agriculture that bear his indelible mark. For while he is certainly the Blood God, fully present in carnal glory, that is not the only place wherein beings fight. He does, however, prefer the more violent and vicious displays and his followers know this well. Those who bear his mark can become engines of dark fury, filled with a rage and bloodlust that drives them to incredible acts of violence and slaughter. For this reason, as well as the relative lack of subtlety, his clerics are most often seen as the more dangerous and despicable ones.
The followers of the Blood God forego ranged weapons, preferring to be toe to toe with their opponent so as to facilitate optimum carnage. They tend to choose bombastic spells that result in the most devestation, or those that allow them and their allies to spill more blood in the name of their brutal god. A Champion of Blood is an almost unstoppable juggernaut of violence, at home in a melee and covered in gore.
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##### Blood Expanded Spell list
| Spell Level | Spell |
|:----:|:-------------|
| 1st | Compelled Duel, Wrathful Smite |
| 2nd | Magic Weapon, Branding Smite|
| 3rd | Crusader's Mantle, Blinding Smite|
| 4th | Stoneskin, Staggering Smite |
| 5th | Far Step, Banishing Smite |
#### Bonus Proficiencies
You gain proficiency in heavy armor and martial weapons, but lose proficiency with ranged weapons.
#### Bonus Cantrip
You learn the True Strike and Blade Ward cantrips and they do not count against your cleric cantrips known.
#### Blood for the Blood God
Starting at 1st level, your own fury is enhanced by the dark desires of your thirsty god. Once per turn, when you make an attack as a part of the Attack option and hit, the damage you deal is increased by an amount equal to half your cleric level. If you miss, you can spend your bonus action to make another attack against any target in range.
#### Channel Divinity: Dark Fury
Starting at 2nd level, you evoke in yourself an intense fury as a bonus action. You gain advantage on all melee weapon attacks and these attacks deal additional damage equal to your proficiency bonus. You can use a bonus action to make a weapon attack on your turn.
While under this effect you cannot cast spells, though you can maintain concentration on a spell already in effect.
This effect lasts for 1 minute.
#### Bloodletting
Starting at 6th level, your capacity for inflicting gory wounds and embodying the fury of your god increases. You score a critical hit with a melee weapon on a 19-20. Additionally, when you score a critical hit your target takes half of that damage at the beginning of their next turn as their wounds bleed profusely.
#### Divine Strike
Starting at 8th level, your weapon attacks deal an additional 1d10 of the weapons damage type. When you reach level 14 this damage increases to 2d10.
#### Insatiable Juggernaut
Starting at 17th level, you become fueled by the blood you let in your god's name. Whenever you reduce an opponent to 0 hit points with a melee weapon attack you gain temporary hit points equal to your cleric level.
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### Rot
The Gloaming Mound, Master Plague, Slothlord, Witherwind. The Rotfather is the pure expression of inevitable entropy. Whereas Change is the transmutation of one thing to another, Rot is the breaking down of something. All things come to an end, the mathematical certainty of physical laws dictate that all will end in stillness and rot. Wherever there is death or decay, there lies the Rotfather. His followers consider disease to be a form of blessing from the Rotfather, a kind of permanent attention. They are not wrong. Those who bear his mark are infected with a disease so virulent and horrendous that were it not magical in nature it would kill within minutes. As it is, the nature of their disease gives them an incredible resilience and an undeniable pestilence. For this reason, clerics of Rot find it hard to blend in to traditional society and are often on the fringes, much maligned and avoided.
The followers of the Rotfather see it as their duty to hasten the inevitable victory of their pestilent god. They do this through the spread of disease, seeing it as a blessing more than a curse. They prefer to wade into combat so as to better spread their blessings and have a habit of wearing heavy armor and ragged robes in a vain attempt to disguise their own bountiful blessings. A true Champion of Rot is a horrific sight, nigh unkillable as their body molts and sloughs only to regrow, suffered wounds now forgotten on flesh rotting as quickly as it grows, almost indescernable amidst the swarm of flies and buzzing insects that feast and breed on the necrotic meat.
##### Rot Expanded Spell list
| Spell Level | Spell |
|:----:|:-------------|
| 1st | Ray of Sickness, Fog Cloud |
| 2nd | Ray of Enfeeblement, Spike Growth|
| 3rd | Fear, Vampiric Touch|
| 4th | Blight, Shadow of Moil |
| 5th | Cloudkill, Antilife Shell |
#### Bonus Proficiency
You gain proficiency in heavy armor
#### Bonus Cantrips
You learn the Infestation and Poison Spray cantrips and they do not count against your cleric cantrips known.
Additionally, you can use an action to spoil a single piece of food you touch, up to 1 foot cubed.
#### Cloud of Flies
Starting at 1st level, you are constantly surrounded by a buzzing, droning cloud of abnormally large flies, sustained by your own rotting flesh. You have disadvantage on Stealth checks.
Additionally, when you are targeted by an attack from within 5 feet of you, you can use your reaction to impose disadvantage on that attack.
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#### Rotfather's Blessing
Starting at 1st level, you are blessed with the sweet kiss of the Rotfather and play host to an incredibly virulent disease that constantly putrefies and regrows your flesh. You are immune to conventional disease. You have resistance to poison damage.
Additionally, you gain proficiency in Constitution saving throws and gain advantage on saves to resist or overcome the poisoned condition.
This disease cannot be hidden, even if you change your appearance the stench and maggots it attracts are plain to note. This disease also cannot be cured by any means, including Wish or Miracle.
Your DM may impose disadvantage on Charisma checks against creatures that would be upset by your horrific appearance.
#### Channel Divinty: Gift of Rot
Starting at second level, you can bequeath a devastating and debilitating disease on a creature. Choose a target within 30 feet. They must make a Constitution saving throw or suffer necrotic damage equal to your proficiency bonus as their flesh putrefies. Whether or not they pass the save, they are now poisoned. They may make a Constitution save at the end of each of their turns to remove the poison condition. While the condition persists, they take necrotic damage equal to your proficiency bonus at the beginning of each of their turns.
This effect lasts for 1 minute. If the condition lasts for the full duration the target is no longer poisoned but has contracted a disease. This disease gives them disadvantage on Constitution saves and halves any healing they receive.
This disease is so virulent that it overcomes immunity to disease, though it still cannot affect undead or constructs. It can be cured by conventional means. While affected by this disease, the creature's body begins to bloat with corpse gas and their flesh bulges and becomes covered in thick, weeping sores.
#### Corpulent Tenacity
Starting at 6th level, your body is so used to being under incredible duress that wounds do not bother you. They are subsumed into your rotting flesh and regenerated by the effects of the Rotfather's blessing. Whenever you are conscious and below a quarter of your maximum health you regain an amount of health each turn equal to your cleric level.
Additionally, whenever you suffer damage you regain an amount of health equal to one quarter of the damage suffered.
#### Divine Strike
Starting at 8th level, your weapon attacks deal an additional 1d8 poison damage. This increases to 2d8 at 14th level.
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#### Avatar of Plague
Starting at 17th level, your body has become a veritable hive of disease, rot and potent plague. Flies and mosquitoes buzz around you constantly and even being near you can be enough to contract a horrendous infection. The range for your Cloud of Flies ability extends to 30 feet.
Additionally, any creature that hits you with an attack originating in 5 feet of you takes necrotic damage equal to half your cleric level. Any creature that ends its turn within 5 feet of you must make a Constitution saving throw or become poisoned for 1 minute. It can repeat this saving throw to end this effect at the end of each of its turns. If the effect lasts the full duration, the target is no longer poisoned but has contracted a disease. This disease gives them disadvantage on Constitution saves and halves any healing they receive.
This disease is so virulent that it overcomes immunity to disease, though it still cannot affect undead or constructs. It can be cured by conventional means. While affected by this disease, the creature's body begins to bloat with corpse gas and their flesh bulges and becomes covered in thick, weeping sores.
### Pleasure
The Prince of Pleasure, The Dreaming One, Nyarlathotep, She That Loves. The God of Pleasure is a primal force of self service. It is easy to consider Them as a hedonistic god of sex and gluttony, but this is not all They are. Wheresoever you find a creature acting in self interest, so there is a shred of Them. The more pleasure derived from an activity, the more attentive and present They are. A strange quirk of the particular domain, They tend to be more human than the other Chaos Gods. This can manifest in myriad ways, but it is almost constant across all universes. Those who make contact and bear Their mark find themselves gaining massive amounts of pleasure from every source, but only once. After the first instance, all pleasure is drained from an activity. This drives them to further and further acts of hedonistic glory. For some reason, the only constant source of pleasure is inflicting pain on others. A theological argument that hurting another for your gain is the purest manifestation of the domain of self service may explain this.
The nature of the worship of the God of Pleasure, as well as the layman's perception of what that means, draws the most depraved and hedonistic of people to their orgiastic churches. Worship extends further than sex, often involving feasts of bizarre and foreign foods, strange brews, interesting sports and games, arts and theatre and myriad other activities. Those who know of these sects either regard them jealously or abhor them completely. There is very little middle ground. A true Champion of Pleasure has learned to weaponise the very nature of pleasure, building a cascade of adrenaline and energy that fuels their own abilities or knocking an opponent to the ground with convulsions of pure ecstasy and causing them to die smiling.
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##### Pleasure Expanded Spell list
| Spell Level | Spell |
|:----:|:-------------|
| 1st | Charm Person, Tasha's Hideous Laughter |
| 2nd | Enthrall, Mind Spike|
| 3rd | Hypnotic Pattern, Vampiric Touch|
| 4th | Compulsion, Phantasmal Killer |
| 5th | Dominate Person, Enervation |
#### Bonus Cantrip
You learn the Vicious Mockery cantrip and it does not count against your cleric cantrips known.
Additionally, you can use an action to force a target within 45 feet to make a Charisma saving throw at your Cleric save DC. If they fail, you can force them to either smile or frown.
#### Pleasure from Pain
Starting from 1st level, you derive immense pleasure from inflicting pain on your foes. Whenever you score a critical hit or roll maximum damage on any damage dice you gain a pleasure dice. This dice is a d8 and lasts until the end of your next turn. This dice can be spent to increase any attack rool, damage die roll or to grant yourself temporary hit points equal to the die roll plus your Wisdom modifier as a bonus action. Any number of dice can be spent in this way.
#### Channel Divinity: Ecstatic Convulsions
Starting at 2nd level, you can contort your foes into a writhing mass of pain and pleasure rendering them unable to act. Choose a target within 30 feet. That target must make a Charisma saving throw or fall prone and be incapacitated. A target can repeat this saving throw at the end of each of their turns to remove this condition. If they are subject to a hostile action from you or your allies, they can make a save immediately and with advantage.
This effect lasts for 1 minute.
#### Chase the New
Starting from 6th level, you can gain incredible pleasure from any experience, but only the first time you try it. Whenever you damage a creature type you have never damaged before, cast a spell you have never cast before or undergo any completely new experience you gain a pleasure dice that is 1d20 and lasts for 24 hours.
#### Divine Strike
Starting at 8th level, your weapon attacks deal an additional 1d8 psychic damage as they wrack your foes with a flood of pleasure beyond their limits. At 14th level this increases to 2d8.
#### Orgy of Ecstasy
Starting at 17th level, you can release a wave of power that strikes all foes with an uncontrollable moment of euphoria and agony mixed into a horrendously joyous experience. You can use an action to force all enemies with 30 feet of you to make a Charisma saving throw against your Cleric spell save DC. If they fail, they are knocked prone and lose their next action as they recover themselves. For each target that fails this save you gain a pleasure dice.
You can use this ability twice and regain those uses on finishing a short or long rest.
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> ##### What Constitutes a New Experience
> This domain is based on hedonism and excess, and I have attempted to make it clear that sex is not central to this idea. An important part, undoubtedly, but there is a lot more to experience besides.
>
> I encourage DM's and players alike to seek out new experience in the quest for those valuable 1d20 pleasure dice. Make sure you have a conversation about what constitutes a new experience in realtion to this ability. Is eating ramen a new experience if you have already eaten spaghetti before? Are Orcs and Half-Orcs considered sepearte creatures for this ability? Having a clear understanding will allow for some incredibly fun role play moments and help prevent players from fishing for those dice for describing specific activities.
>
> As a DM, be prepared for and try to accomodate this. It can be a very valuable world building tool if used well.
### Chaos
There are those who worship not just the various Gods of Chaos, but that which it represents. That is not, to say, chaos as it is considered in a moralistic or cosmological sense. This is Chaos as the primal expression of the fundamental ideas that are intrinsic to all living things. Some of them see Chaos as the version of the laws of physics for sapient beings. Some see Chaos as the purest expression of what it means to be alive and aware. Some of them have chosen to follow all the individual Gods and are attempting to gain the attention of all. Some very, very few have been Chosen themselves by the Gods for greatness. No two worshipers are the same or worship for the same reason. One thing that all share, however, is a brutality of outlook and a need to prove themselves to their ridiculous gods.
The Followers of Chaos are a bloody and bold bunch, a true force to behold on the battlefield as they charge headlong into danger, eager to prove their worth through great deeds of violence and glory. The worship of The Four is most easily encompassed in combat, for it is the activity that contains some element of each of them. Great deeds of valor are dedicated to a specific God and, if they are lucky, the Champion is then visited with a gift. Each gift is a step on the journey to greatness, for those that are beloved of Chaos are said to become immortal, undefeatable, powerful beyond measure and many millions of other promises that none have yet seen fulfilled.
##### Chaos Expanded Spell list
| Spell Level | Spell |
|:----:|:-------------|
| 1st | Arms of Hadar, Wrathful Smite |
| 2nd | Crown of Madness, Shadow Blade|
| 3rd | Enemies Abound, Melf's Minute Meteors|
| 4th | Confusion, Evrad's Black Tentacles |
| 5th | Banishing Smite, Enervation |
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#### Bonus Proficiency
You gain proficiency in heavy armor.
#### Devotee of Cruel Gods
Starting at 1st level, you have dedicated yourself to the shifting tides of all Chaos Gods, constantly seeking favor and benediction from your inscrutable and unknowable gods. Whenever you score a critical hit or kill a creature with a Challenge rating higher than your character level you can dedicate the deed to one of the Chaos Gods.
When you do so, choose either melee attacks rolls, spell attack rolls, damage rolls or saving throws. Roll a d20, if you roll a 10 or higher you can add your proficiency bonus to the chosen type of roll for ten minutes. If you already add your proficiency bonus, you can add double your proficiency bonus. If you roll lower than a 10, the Gods do not accept your dedication.
This effect does not stack.
#### Channel Divinity: Witness Me
Starting at 2nd level, you can force a target within 30 feet to make a Charisma saving throw. If it fails, it focuses its attention on you and gains disadvantage to notice anything other than you until the end of your next turn. If you damage the target or one of its allies on your next turn then the creature becomes frightened of you for one minute. The creature can repeat this save at the beginning of its turn. If you did not deal damage during your previous turn or if it can no longer see you then it makes the save with advantage.
#### Devoted Fervor
Starting at 6th level, you are filled with a paranoid and frenetic devotion to your mad gods which leads to outbursts of carnage in an attempt to show your worth. When you attack a creature and hit you can spend your bonus action to turn that hit into a critical hit.
Any creature under the frightened condition automatically fails it's save to end the effect on its next turn if it within 30 feet of you when you use this ability.
You can use this ability once and regain that use on finishing a short or long rest.
#### Divine Strike
Starting at 8th level, your weapon attacks deal an additional 1d8 psychic damage. At 14th level, this increases to 2d8.
#### Glorious Carnage
Starting at 17th level, your fervor to please your gods has reached such fever pitch that it is infectious. You can spend an action to unleash a hellish roar, an oath to your gods, which stirs violence and glory in the hearts of all who hear it. You and every other creature within 30 feet can immediately make a melee weapon attack. If this attack hits, it is an automatic critical hit.
You can use this ability once and regain that use on finishing a long rest.
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## Druids
As compiled by Granny Fairface, Archdruid
#### Nature, Druids and All of That.
Druidic arts and mysticism have long been shrouded in mystery and secrecy. I aim to change that. I know I'm not a big scholar or fancy talker but I can tell you about some of the druid thing I know. First off, Druids aren't mean nasty killers skulking in the forest and we're not all religious zealots opposed to any kind of civilization. People are part of nature too, after all, and blankets don't grow on trees. What we are is people who have devoted ourselves to Nature, capital N. Exactly what Nature is can be different things to different people because truth is nature is huge and changeable. While some druids who shall remain nameless like to think they're all prim and proper and the pure avatar of nature, truth is no one thing can be. That would defeat the point. Nature is a whole lot of things all working together, fighting together, living and loving and dying together. There's not much that is consistent across all of Nature, and It certainly isn't nice! The only thing that IS consistent is change. Paradox, I know, but it's true. A lot of that change follows a path, though. A wheel. A circle. I'm going to have to talk about the parts of that circle here because what happened is some Druid philosophers came together and formed circles based on different parts of this big circle and now we have these circle based circles and it's all a mess so I'm going to try and explain it.
#### Circles in Circles
So to start, a group of druid who follow the same philosophy and teachings is called a circle. Got it? Right. The great big change that Nature runs through most often? Also called the circle. Because it goes around and around and around and doesn't stop. Like a circle. Why isn't it called a wheel or cycle or something to make this less confusing? Couldn't tell ya. Move past it. The point is I'm about to talk about the big circle before I talk about the group circles.
The big circle goes like this. Growth, Bounty, Decline and Death. Growth is obvious, it's about things becoming bigger and better versions of themselves. It is the part of the circle where life energy swells and fills with vim and vigor. Bounty is when things are at their peak, when they've done growing and can start living. Whatever that means to each thing.
Now before we get into the next bit I want to say that no part of Nature is good or bad. It all just is. You might think decline and death are bad words but in this context, they're not. They're just part of the circle. The big circle, not the little ones. Except the ones they are. Anyway!
Decline is the point of the circle when things are spent and start to break apart. 'Cept here's the thing, life energy doesn't come from nowhere. Things that break down go into other things. Death is the point where things are at their lowest ebb, life energy wise. This doesn't always mean they're gone, just that they're done Declining and haven't started Growing.
Many of you will recognize in this the cycle of the seasons. Well done! You're very smart. Have a berry. That's the easiest version of this circle to understand 'cause we've all seen it a bunch of times. Thing is, these other circles? The groups of druids working under one philosophy? They've named themselves after the seasons because of this. So those are the ones I'm going to talk about.
Oh! I'm also going to talk about a group of druids who make friends with the fey folk, because I think they're kind and funny and not many people talk about them but they deserve to be talked about. Also something about fey being closer to Nature than us or whatever. I don't need to justify myself to you.
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### Circle of Spring
This circle, as in group of Druids, is devoted to Growth. They're all into life energy and growing and healing. They're always surrounded by flowers and the Spring Circle I visited in learning for the point of this book was filled with lovely, plump and very kind women with lots of flowers in their hair. It was an ordeal but we do what we must for the task before us. I take personal affront at Druids who embrace stereotypes. Anyway, this circle is great at keeping people alive, of filling them with that life energy that they're so fond of. They're also really, really good at flowers and plants, which makes them very popular with more traditional minded Druids. A good person to have in a pinch, I just wish I knew one that wasn't so... bubbly.
#### Blooming
When you join this circle at 2nd level, you gain the ability to cause life to bloom around you. You can use an action to spend a spell slot. If you do so, any number of creatures within 15 feet regain a number of hit points equal to the level of the spell slot spent times 5.
Additionally, if you are in contact with soil or any natural substance you cause flowers, grass or minor vines to sprout forth in the affected area.
#### Swelling Life
Starting at 6th level, you gain the ability to infuse a target with the long, swelling growth of springtime. You can spend an action to choose a target within 60 feet. This target regains a number of hit points equal to your proficiency bonus at the start of each of their turns for the next minute.
You can use this ability twice and you regain those uses by finishing a long rest, or you can regain one use by sacrifing a use of your Wildshape as a part of the action. A target cannot be healed by this ability more than once before they short rest.
#### Vitality
Starting at 10th level, targets you heal get invigorated by the inexorable tide of life energy that powers spring. Any target you heal by spending a spell slot, including your Blooming ability, gain temporary hit points equal to half your druid level.
#### Perpetual Growth
Starting at 14th level, you become an embodiment of the relentless surge of life. Your hair begins to sprout flowers, vines grow and curl around your arms and you are constantly surrounded by blooming life.
Whenever you spend a spell slot to cast a healing spell you can regain a spell slot of a level up to half the level of the spell slot spent. You can use this feature a number of times per day equal to your Wisdom modifier.
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### Circle of Summer
Now this is the circle dedicated to Bounty. These Druids tend to be about living life to the fullest, of getting the most out of your limited time and being the best that you can be. And yet for all their self aggrandising, they seem to look down on the enjoyment of cakes and booze as somehow not my best life. I think I can decide my own best life, thank you very much. Anyway, they use their focus on Bounty to enhance their own and their allies abilities. I do have to admit, the ability to feel your youth flow through your veins once more is a very, very nice one to have. They also tend to be, let's say, physically astounding. Watching a man leap 14 feet in the air does things to you. If I could do it all again, I might join a different circle. And if you've been paying attention, I will!
#### Summers Strength
When you join this circle at 2nd level, you gain the ability to infuse a target with the stirring strength of summer. You gain a pool of dice equal to your Wisdom modifier. These dice are d8's. You can use a bonus action to grant one of these dice to a target within 60 feet. These dice can be spent to be added to an attack roll, a skill check or a saving throw. They can also be used to increase the amount of healing received or spent as a bonus action to restore 1d8 hit points.
The dice last for 10 minutes and your pool is replenished on finishing a long rest.
#### Energize
Starting at 6th level, your ability to energize and enhance a character with the bounding energy of summer increases. You can spend an action to touch yourself or an ally. When you do so , choose an ability score or damage rolls. The target increases checks and saving throws with the chosen ability score by 1d4 or increases any damage they do by 1d4. This ability lasts for 1 minute.
You can use this ability twice and you regain those uses on finishing a long rest or can regain a use by sacrificing a use of your Wildshape ability as a part of the action.
#### Boundless
Starting at 10th level, you become an embodiment of summer strength. Your jump height is doubled and you can climb at your normal walking speed.
Additionally, when you fail a Strength, Dexterity or Constitution saving throw, you can reroll that saving throw with advantage.
You can use this ability once and regain that use on finishing a short or long rest.
#### Innervate
Starting at 14th level, you gain the ability to manifest a huge burst of summer energy, innervating your allies and empowering your abilities. You can use an action to activate this ability. When you do so, for the next minute you and all allies within 60 feet add 1d4 to attack rolls, damage rolls, saving throws and ability checks. Your Summers Strength dice increases to 1d12 and your Energize die becomes 1d6.
You can use this ability once and regain that use on finishing a long rest.
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### Circle of Autumn
This circle is often misunderstood as somehow mean or nasty. It's not. Things breaking down is a natural part of the circle of nature. I said it earlier, things need to break down to make other things grow. Things eat things. This circle is just really, really good at that. They also really like the word gloaming. It's a good word. Druids of this circle are actually the closest thing to being a manifestation of the full breadth of the circle of nature, to my mind. They kill things to make other things grow. That's like rule one of nature. I like them because they're not apologetic about what they are and what they represent. The circle I visited as research was also full of genuine, down to earth people who brewed some amazing booze. The addition of a good bakery would make it my new home. It may end up being it anyway.
#### Gloaming
When you join this circle at 2nd level, you are infused with the decomposing nature of the gloaming season. You gain a pool of d6's equal to your Druid level. Whenever you deal spell damage to a creature you can spend a number of dice from this pool to add to the damage roll. You can also spend an action to touch a creature. Make a melee spell attack, if you hit you can spend a number of dice from this pool and deal that much damage.
You can only spend a number of dice up to your Wisdom modifier. Any dice added in this way deal maximum damage if used against a plant based creature.
Additionally, you can use these dice to break down natural plant matter. 1d6 will break down a 5 foot cube. Any plants destroyed in this way greatly enrich the soil and allow pants that grow in this area to grow healthier and stronger when they next bloom.
This pool of dice is replenished whenever you finish a long rest.
#### Harvest
Starting at 6th level, you can harvest the energy of those you bring to an end. When you reduce a creature to 0 hit points with spell damage you can regain a number of gloaming dice up to half your Druid level.
You can use this ability once and regain that uses on finishing a long rest, or you can regain a use by spending an action and sacrificing a use of your Wildshape ability.
#### Ingurgitate
Starting at 10th level, you yourself can restore your own spent energy by absorbing the strength of the fallen. You can use an action to touch a corpse. The touched corpse decomposes into a nutrient rich mush. You can then spend a number of gloaming dice up to your Wisdom modifier, and regain a spell slot of level equal to the number of dice spent.
You can use this ability once and regain that use on finishing a long rest.
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#### The Ending Season
Starting at 14th level, you can become a grim reminder of the natural culmination of life. You can spend an action to channel the power of autumn. Each enemy within 30 feet is cursed with an inevitable death. They take an extra 1d6 damage from all sources. Additionally, whenever you use gloaming dice against them they must make a Constitution saving throw against your Druid spell save DC or those dice deal maximum damage.
You can use this ability once and regain that use on finishing a long rest.
### Circle of Winter
When people think of winter they often think of cold, hunger and other bad things. When people think of death they often think of grief, of the pain of dying and even of necromancy. But death is just a passing, it is needed to get from Decline to Growth. Sleep is a part of Death and I know I can't get enough of that. Winter can be a time of rest and recuperation as well as a time of cold, death and pain. The Druids of this circle are in my experience, with one obvious exception, sombre and quiet folk. They're not sad or angry or anything, just well aware that they embody a part of life that most people don't like. They're often misunderstood and I feel bad for them. They do good work, and one of them put me in a sleep the likes of which I've never had before nor since.
#### The Long Quiet
When you join this circle at 2nd level, you gain the ability to suffuse a target with the desolate, quiet emptiness of winter. You gain a pool of dice equal to your Druid level. These dice are d12's. You can use an action to target a creature within 60 feet, if you do so you may spend any number of these dice. Roll the spent dice and add them together, if the total is equal to or greater than the targets remaining health then they fall into a deep sleep and are considered unconscious. If the creature targeted is willing then the dice are automatically considered a 12. The creature is unconscious until roused awake by a creature within 5 foot spending an action to do so or they are hit by an attack, spell or ability.
After being unconscious for 20 minutes the creature can spend hit dice to restore hit points. If they do so then the total amount of hit points they regain is increased by an amount equal to your Druid level.
Your pool of dice is replenished upon finishing a long rest.
#### Hush
Starting at 6th level, you can infuse a creature with the resting quiet of winter, sapping them of their strength. When a creature within 60 foot uses an ability that has a limited number of uses per rest or a recharge mechanic you can use your reaction to attempt to interrupt. If you do, roll a d20 and add your wisdom modifier. The target then rolls a d20 and adds their challenge rating, minimum 1, or their character level if they have one. If you win the roll, the targets ability does not happen. The action is used but the ability is not spent.
You can use this ability twice and regain those uses on finishing a long rest, or you can regain a single use by sacrificing a use of your Wildshape ability as a part of the reaction.
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#### The Chill Sleep
Starting at 10th level, you can sway a sleeping foe towards death rather than rejuvenation. When you have a foe kept Unconscious with The Long Quiet, you can choose to have them take damage equal to half your druid level each turn. If they do, they can make a Wisdom saving throw against your Druid spell save DC to end the condition at the end of their turn.
#### Desolation
Starting at 14th level, you can bring the full force of the desolate winter to bear. An area of 30 foot radius around you becomes covered in a thick layer of snow and becomes difficult terrain. The air is swirling eddies of falling snow. This area moves with you and snow left behind quickly melts away. Enemies in the area have disadvantage on attack rolls and any Long Quiet dice spent to target a creature in the area are considered to roll their maximum. This ability lasts for one minute.
You can use this ability once and regain that use on finishing a long rest.
### Fey Friend
This circle have almost nothing specific to do with the big circle but I found them on my travels and I fell in love so I'm going to tell you about them. These are druids who have made contact with the Feywild and became completely enamoured. They've learned the tricks and rituals necessary for making friends with the Fey. I asked one of them to teach me but the etiquette was way too fussy for me. Whatever weird little games they play they end up being more fey than whatever they started as by the end of it all. I know one woman who has spent two centuries wandering the Feywilds with her friends and she's easily much more fey than human. If I didn't go to school with her then I wouldn't believe she ever even was human. Friends is the right term, by the way. No magical coercion involved here, just rites and rules and often actual friendship.
#### Fey Companion
When you join this circle at 2nd level, you learn a ritual to summon and befriend a fey companion. You must spend 1 hour and pay 100 gold per challenge rating of the fey you are summoning, which cannot be higher than one third your druid level. The fey is friendly towards you but has its own outlook and is not bound to your will. It will do as you ask and follow your commands so long as those commands are not suicidal and do not run counter to the feys views and morality, and may take actions you do not ask of it outside of combat.
The fey acts on your initiative though it has its own suite of actions. It retains any abilities it has other than those that allow it to summon other creatures and multiattack.
#### Teamwork
Also at 2nd level, you and your fey companion can combine your innate magics to make them more powerful. Whenever you cast a spell that instantly restores hit points, your fey companion can use its reaction to assist and empower. This allows you to reroll a number of dice up to your Wisdom modifier. When you reroll a dice you can take either result.
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#### Courting Fey
Starting at 6th level, you are so used to dealing with fey and their idiosyncrasies that you have a limited resistance to them. You learn Sylvan if you did not know it already. While you have a Fey Companion you gain advantage on charisma checks when dealing with fey.
Additionally, you gain resistance on saving throws against being charmed or frightened.
#### Feywilds Walker
Starting at 10th level, you are considered fey for any effect which benefits fey, though do not register as one for magical effects which detect fey.
Additionally, wild beasts which would be neutral towards you are now friendly and hostile creatures are neutral towards you until you take a hostile action.
#### No Place Like Home
Starting at 14th level, you can cast Planeshift without requiring any components but only between the material realm and the Feywilds. Once you cast it with this feature you must finish a long rest before doing so again.
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## Fighters
As compiled by Srgt. Filch Arrowhide, translated to Common from the original Halfling
#### The Purpose of this Document
Fighting. Fighters. The act and art of combat. I am tasked with compiling a manual of the more unusual fighting style I have come across and studied in my many years as a wondering adventurer. A complicated task, no doubt. However, I am in luck. The defining characteristics of a fighter are the discipline and artistry involved in their combat style. I have an easier time of it than some. But enough prattle, allow me to approach the meat of the matter.
No two fighters fight the same way. They do fit into archetypes but many of those archetypes are well defined and broad allowing for a huge range of particulars within those bounds. This causes the problem of many burgeoning fighters finding their style straying towards one of these broad styles and deciding they must adopt this tradition. False. Some of the greatest fighters I have ever encountered have forged their own path, followed their own impulses and arrived at a place so unique and powerful that they have formed their own traditions. I understand the power and place of discipline but discipline is not rigidity nor blind adherence to tradition. I will always encourage a student to follow their instincts.
#### Defining the Unusual
The artistry involved in the fighting styles I am to catalogue here is undeniable. They have found a niche, a technique, and mastered it to a phenomenal degree. Many of these styles grew up out of necessity or a cultural tradition risen to perfection in combat.
I aim to explain both the origins of the style as well as the partical applications, for it is only through understanding do we attain mastery.
It is my hope that I can expand the knowledge of these fighting styles and show potential fighters that there are a vast myriad of ways in which to employ the artistry of combat. Without any more preamble, allow me to get into it.
### Dervish
The Dervish arises from the idea of the Death of a Thousand Cuts. While many warriors believe in the strength of a single, powerful blow a dervish knows that even the most powerful, implacable foe can be brought down with many smaller cuts. They take the oft overlooked art of dual wielding and bring it to a place of awesome efficacy. They rely on manual dexterity and practiced motion to engender the ambidexterity needed to perform their manoeuvres. The style itself is incredibly versatile, capable of performing well in single combat, but where it truly shines is in horde combat. A well trained dervish is capable of standing tall amidst a crowd of enemies and inflicting wounds on all those in reach with a whirling flurry of precise cuts.
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#### Bonus Proficiency
When you adopt the archetype at 3rd level, you can choose either Sleight of Hand or Acrobatics. You gain proficiency in that skill.
#### Ambidexterity
Starting at 3rd level, your proficiency with both hands is marvellous. When you take the Attack action while wielding two weapons with the Light property and not wearing heavy armor then you can make a single attack with your off hand as a part of that action.
Additionally, when you use your bonus action to make a dual wielding attack, that attack can be with either your main or your off hand.
#### Dervish
Starting at 7th level, you can unleash a flurry of light, quick blows at everyone around you. While you are not wearing heavy armor and wielding only weapons with the Light property, you can use an action to activate this ability, dealing damage to all enemies within 5 foot equal to your proficiency bonus.
You can use this ability three times and regain those uses on finishing a short or long rest, or by spending a use of your Action Surge as a part of the action to use this ability.
#### Biting Wind
Starting at 10th level, you reflexively lash out at those who try to exploit your weak points. Whenever an opponent within 5 feet targets you as a part of a reaction they take damage equal to your Dexterity modifier.
#### Whirlwind Attack
Starting at 15th level, you can unleash a devastating flurry of blows against everyone you can reach. While you are not wearing heavy armor and wielding only weapons with the Light property you can spend an action to make an attack against every enemy within 5 feet with your main hand, and then make an additional attack against them with your offhand.
You can use this ability twice and regain those uses on finishing a long rest.
Additionally, when you use a bonus action to attack with your second weapon you can make two attacks instead so long as you are not wearing heavy armor.
#### Steel Cage
Starting at 18th level, your relentless cascade of attacks forms a wall of whirling steel around you. As a bonus action you can adopt a defesive stance. While in this stance, for each melee weapon attack you make on your turn that hits you can increase your AC by 1 until the start of your next turn. You can only increase your AC in this way by an amount equal to your Proficiency bonus.
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### Duelist
The duelist arises from the practice of one on one combat, most often as some form of ritual or judicial practice. Duelists were the first champions for hire or honour who perfected this style of fighting. Through concentration, rigor and needling persistence a Duelist is capable of taking on almost any opponent in a one on one fight. They practice the technique of counter tempo, where they adapt their rhythm to counter the rhythm of their opponent. In single combat, unmatched. However, in encounters with more than one opponent their specialisation can be a severe impediment. So complete is their focus upon one opponent that they leave themselves vulnerable to any other opponent to take advantage. With intelligent application, however, a duelist can be the most devastating warrior.
#### One on One
Starting at 3rd level, you can focus all your attention on a single opponent. You can spend a bonus action to choose a target. Once per turn, when you damage this opponent you can roll an additional weapon dice of damage. You add your proficiency bonus to your AC from attacks made by this opponent against you. Attacks against you from any other source have advantage.
You can only focus your attention on one target at a time. This effect requires concentration, though you do not need to check for damage originating from your target. You can only drop concentration on this effect as bonus action.
#### Counter Tempo
Starting at 7th level, your ability to read your opponent allows you to interrupt their combat flow with your own. When the target of your One on One makes a melee weapon attack, attempts to cast a spell or attempts to use an ability while it is within 5 feet of you, you can use your reaction to make a melee weapon attack.
#### Stare Down
Starting at 10th level, your confidence and demeanour unnerves your opponent. When you use the Attack action against the target of your One on One ability you can forgo one of the attacks to instead make a flourish. If you do so, your opponent must make an Insight check versus your Intimidate or Perform check. If they fail they have disadvantage on attacks against you and on checks to notice anything other than you. Creature that are immune to the Frightened condition are immune to this ability.
#### Flurry
Starting at 15th level, you can channel all your concentration into a devastating cavalcade of blows. If you use the Attack action on the target of your One on One you can declare it a Flurry. You must make this declaration before rolling to hit. If you do, each successful attack after the first deals an additional dice of damage. This effect is cumulative but only lasts until the end of your turn.
You can use this ability once and regain that use on finishing a long rest, or by spending a use of your Action Surge as a part of the action to use this ability.
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#### One on Two
Starting at 18th level, you can keep your concentration on two opponents at once. When you use your One on One ability, you can choose a second target to designate as your opponent.
Additionally, you gain an additional reaction that can only be used against a target of your One on One ability and can only be used to use your Counter Tempo ability.
### Monster Hunter
Monster Hunters arose from the dangers of living in a monster infested area. They began as hunters in the sense of culling and defeating, developing techniques to fight monsters in a way no other has and as such catch them off guard. This lead to dominance and, eventually, capture. A well trained and powerful Monster Hunter is capable of defeating and capturing incredibly powerful monsters and asserting dominance over them. Even those who have yet to achieve such mastery are incredibly potent warriors, using gigantic weapons and unconventional grappling techniques to bring down foes far larger than them. Though they are specialised towards a certain type of enemy, their brutality and dominance allows them to catch any opponent off guard and show off their novel and powerful techniques.
#### Monster Lore
When you adopt this archetype at 3rd level, you have started to study the habitats and fighting styles of monsters. You are considered proficient on any check to identify a beast, monstrosity, dragon or giant or their lair.
#### Wrastlin'!
Also at 3rd level, you learn the best techniques for taking down monsters by getting inside their guard. You have advantage on Athletics checks to grapple a beast, monstrosity, dragon or giant.
Additionally, you can grapple a creature up to two size categories larger than you.
#### Brutality
Also at 3rd level, you are inexorably infused with the brutality of your quarry. Once per turn, when you deal damage you can increase that damage by an amount equal to half your level.
#### Monkey Grip
Starting at 7th level, your ability to wield large weapons improves dramatically. You can attack a target you have grappled with a Heavy weapon so long as you have only one target grappled.
Additionally, you can brace for impact using your weapon to blunt the blow. When you are hit by an attack you can use your reaction to roll your weapon damage dice and reduce the damage by that amount.
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#### Subdue
Starting at 7th level, you learn how to knock a creature out with a well placed blow. If you score a critical hit on a beast, monstrosity, dragon or giant then you can attempt to subdue it. Instead of dealing damage you may roll damage as normal for a critical hit and then double the total. If this would deal enough damage to reduce the creature to 0 hit points it is instead knocked Unconscious at its current hit point total. This condition lasts for 1 hour or until roused.
Additionally, you score a critical hit on a target below half its maximum hit points on a roll of a 19 or 20.
#### Shutdown
Starting at 10th level, you answer an attack from your prey in kind. If you are targeted by an attack from a beast, monstrosity, dragon or giant then you can use your reaction to make a melee weapon attack against the creature.
#### Right Where I Want You
Starting at 15th level, you gain the ability to devastate a target you have proven your strength over. When you hit with a melee weapon attack against a creature you have grappled, you can turn that hit into a critical hit.
You can use this ability once and regain that use on finishing a short or long rest, or by spending a use of your Action Surge when you decide to use this ability.
#### Bring Them In
Starting at 18th level, you can capture a Large or Huge beast, monstrosity, dragon or giant. You learn the technique for crafting manacles and binds for various body types. Each set of bindings takes 30 minutes to craft and 1 minute to attach to a creature. A creature must be Unconscious to be bound against its will.
While bound, a creature is Restrained. As an action, you can force a creature to move up to your movement each turn so long as it remains within 5 feet of you and you keep one hand on the bindings. Each hour a creature is bound, it rolls a d20 and adds its challenge rating. You must make an opposed Intimidate check. If you are successful, the creature cannot take any hostile actions for the next hour. If a creature fails this roll off five times then it cannot take a hostile action while bound.
### Stalwart
The idea of a warrior being a person with a sword and shield is ubiquitous. Ask a typical peasant what a warrior is and this is the image they conjure. Even from the earliest armies and mobs there have always been those with sword and shield. The stalwart takes this idea, the colloquial sword and board, and raises it to its logical extreme. Utilizing their shield as much as, if not more than, their true weapon a stalwart is an immobile and immovable bastion. There is no greater anchor to a battle line than a stalwart. With form, stance and impeccable use of their shield they become almost unkillable. Such is their implacable heroism that they inspire their allies to keep fighting even in the toughest of circumstances. A true fighters fighter, a stalwart is an elevation of an archetype to awesome heights.
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#### Fortress Stance
When you adopt this archetype at 3rd level, you can go into a stance favouring defence over mobility. You can use your movement action to adopt this stance instead of moving. If you do, your speed becomes 0. You cannot adopt this stance if you moved this turn and the stance ends as soon as you move voluntarily or if you are knocked prone. While in this stance you double your shield bonus to AC and can add your shield bonus to Athletics checks to resist forced movement or a saving throw to avoid being knocked prone.
#### Sword and Board
Also at 3rd level, you can use your shield as a weapon as much as a defence. While you are wielding a shield it is considered a light melee weapon that deals 1d6 damage.
Additionally, when you use your shield to shove a creature and succeed, that creature takes damage equal to your Strength modifier.
#### Implacable Guard
Starting at 7th level, you can use your successful defiance to fuel you. When you are targeted by an attack that misses or when you succeed on a saving throw you can use your reaction to gain a number of temporary hit points equal to half your level plus your proficiency bonus.
#### Defiant Cry
Starting at 10th level, you can let loose a shout of pure fury and defiance. You can use a reaction when you are targeted by an attack or have to make a saving throw to grant you resistance to all damage until the start of your next turn.
You can use this ability once and regain that use on finishing a short or long rest, or by expending a use of your Action Surge as a part of the reaction.
#### Rallying Surge
Starting at 15th level, you can lead your allies to glory with your heroics. Whenever you use your Action Surge, you and any allies within 30 feet that can see you regain hit points equal to your proficiency bonus plus your Strength modifier.
#### Invincible Spirit
Starting at 18th level, your will keeps you going when others would fall. When you are reduced to 0 hit points you are instead reduced to 1.
This effect can only occur once and it is refreshed by finishing a long rest or by spending two uses of your Action Surge as a bonus action.
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### Witch Hunter
There is a long tradition of religious warriors who have dedicated themselves to fighting the undead. While this sentiment describes witch hunters, they could not be further from the archetypal paladin. Their fighting style does not rely on an investiture of power or their own faith, instead it is based on knowledge and an implacable spirit. They are relentless in their hunt of their quarry, not resting until they have destroyed them utterly. While capable of hunting any target they are most dangerous while hunting the undead or those who practice magic. A well trained witch hunter is a terrifying foe, protected against the tricks and abilities of its favoured foes and tearing them apart with righteous fury.
#### Bonus Proficiency
When you adopt this archetype at level 3 you gain proficiency in the Religion skill. You can add double your proficiency bonus in any attempts to identify undead or their lairs.
#### Hunt the Wicked
Starting at 3rd level, you focus your intention on one foe, not resting until you bring them down. You can use a bonus action to designate one creature within 60 feet as your quarry. Once per turn, when you deal damage to your quarry you deal an additional d6 damage. If your quarry is undead or has the Spellcasting, Pact Magic or Innate Spellcasting feature then you instead deal an additional d10 damage.
Once you designate a quarry you cannot choose a new one until your current quarry is dead or until one week has passed. You are considered proficient in any checks required to track your quarry so long as it is within 5 miles of your location.
You can use this ability twice and regain those uses on finishing a short or long rest.
#### Interrupt
Starting at 7th level, you become capable of stopping a spell with a well placed blow. If your quarry attempts to cast a spell you can use your reaction to attempt to interrupt them. Make a melee weapon attack against them, if it hits then they must make a Constitution saving throw with a DC equal to the damage dealt. If they fail this save then they lose their spell.
You can use this ability once and regain that use on finishing a short or long rest, or by sacrificing a use of your Action Surge as a part of the reaction.
#### Purity of Will
Starting at 10th level, your trials and tribulations have hardened your will. You gain proficiency in Wisdom saving throws. Additionally, when your quarry forces you to make a saving throw you have advantage on that saving throw.
#### Furor
Starting at 15th level, your drive to kill your quarry can be honed to a fever pitch. If you take the Attack action against your quarry you can spend a bonus action to make an additional attack. If this attack hits, you can make an additional attack. If this attack hits, you can make a third attack that is an automatic critical if it hits.
You can only use this ability once and regain that use on finishing a long rest or by sacrificing two uses of your Action Surge as a bonus action.
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#### Iron Will
Starting at 18th level, you are a mental fortress perfectly at home on the hunt. You gain resistance to spell damage.
Additionally, any time you kill your quarry you gain temporary hit points equal to your proficiency bonus. If your quarry was undead, had the Spellcasting, Pact Magic or Innate Spellcasting feature then you instead gain temporary hit points equal to your fighter level.
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## Monks
As compiled by Venerable Jane, translated to Common from the original Celestial
#### Fundementals
The life of a monk is as varied as the seasons. Intense training and martial practice flows into quiet and still meditation. Rigorous exercise becomes contemplative study becomes martial and mental prowess. The flow of Ki is expressed through all, as it is present in all. Just as Ki can express itself in innumerable ways, more plentiful than the stars in the sky, so too can each of us express our Ki in innumerable unique ways. I have set my purpose to explore some of these techniques of Ki expression, driven by curiosity and intense love of technique. The road to self mastery is long and hard, and is unique to each individual. The means an individual takes to reach this enlightened peak is more interesting to me than the peak itself, for the journey is the important part. The destination, merely an excuse. However, only a fool undertakes a journey wwth no preparation. So, to prepare, allow me to explain some basic concepts you must be familiar with before we continue. If you know these truths already, then you must also know the value of the fundamentals and I would be disappointed in you for taking the short cut of skipping over them.
#### Ki
Ki, or Chi, Qi, Ghi or Faith, is an esoteric force of connection and flow of power. All things that are, are connected through Ki. Through training, meditation, study and self mastery a Monk learns the means by which to direct their Ki, and the Ki of others. I have had conversations with Wizards about the connection between Ki and magic but this is based on a false understanding. Ki is magic. As Ki is the leaf on a tree, the roaring river, the gentle sunbeam and the smiling child. To converse about the nature of Ki as separate from magic is to converse about the nature of the petal as apart from the flower. An interesting topic, but to consider them as wholly separate is to miss the point. All things that happen and exist do so through the expression of Ki.
#### Expression of Ki
There is an idea that one must work very hard to express their Ki. This is false, one cannot help but express their Ki. The trick is in directing the Ki, on choosing how to express it. This is where the work comes in, for to do so you must master yourself and to master yourself is no easy task, and yet it is the easiest task of all. It is the saddest irony that only upon achieving mastery do you understand how easy it could have been.
These expressions of Ki know no bounds, for Ki itself is boundless. Anything, working correctly with and through Ki, can accomplish anything. My interest lies in the ways people and traditions have chosen of understanding, utilising and perfecting techniques of Ki mastery. Every tradition adopts a school of martial arts, for there is no greater tool for self understanding and mastery than battle and technique. I will look at how a tradition fights as well as how it expresses it's Ki.
Before we begin, I must clarify something. Yes, all people express their power and desires through Ki. No, Monks are not the only ones to utilise Ki nor are they the only ones to do so through study, exercise or self mastery. The unique aspect of the Monks path is that we work specifically with Ki in mind, as opposed to any of the facets of Ki that occupy the attention of other disciplines. Rather than study the means to summon forth a ball of fire, we study the underlying nature of fire and how that expression of Ki relates to Ki as a whole, and using that knowledge we channel and shape the Ki into a ball of fire. The result is the same, the practice and theory could not be more different.
Also, I do not consider any one discipline superior to any other. The very idea that they are separate and worth ranking is opposed to everything I understand. With that out of the way, I shall begin.
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### Brawler
The idea that all monks are bald, solemn creature devoid of joy, anger or fear is an unfair yet prominent one. A Monk must possess these traits to express mastery over them. Without fear there is no courage, without failings there is no improvement. However, that is not to say that all who walk the path to self mastery do so with mastery over emotion in mind. Some define the self by their emotions and to stand above them is to no longer be the self that they are trying to master. So says the Brawler, a fighter first and scholar distant third. They express their Ki through passion, excess and violence. Their fighting style is so far removed from any of the traditional martial arts that it is easy to consider as unartful, and yet to see a Brawler in their natural habitat, usually a tavern brawl, is as breathtaking a dance of violence as I have ever seen. This tradition is exemplary for what I wish to achieve with this scroll, to show that not all Monks live cloistered in a monastery living sexless lives of study and meditation.
#### Street Fighting
When you adopt this tradition at 3rd level, you have become adept at using anything you can grab as a weapon. You gain proficiency with improvised weapons and they are considered Monk weapons for you. When you can make an unarmed strike with your Martial Arts feature, you can attack with an improvised weapon instead.
Additionally, improvised weapons gain the thrown property and a range 10/30.
#### Pomp and Circumstance
Also at 3rd level, you can use your force of personality rather than your insight to fuel your abilities. When you are calculating your Ki save DC and Unarmored Defense, you can use either your Charisma or Wisdom, whichever is higher.
#### Show of Force
Starting at 6th level, your thirst for violence and joy of battle is palpable. When you score a critical hit, reduce a ranged attack damage to 0 with your Deflect Missiles or reduce a creature to 0 hit points with a melee attack you can use your bonus action and spend a Ki point to target a creature. If that creature is hostile towards you, it must make a Charisma saving throw or become Frightened of you until the end of their next turn. If that creature is neutral towards you, it is Charmed by you for one minute or until you take a hostile action towards it. If it is friendly towards you, it can use it's reaction to make a melee weapon attack.
#### Brace for Impact
Starting at 11th level, you can face the force of an attack head on and take some of the momentum from it. When you are hit by a melee attack you can use your reaction to reduce the damage of that attack by an amount equal to 1d10 plus your Constitution modifier plus half your monk level. If this reduces the damage of the attack to 0 you can spend a Ki point and immediately make an unarmed strike or an attack with an improvised weapon within reach.
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#### Bloodied, Bold and Resolute
Starting at 17th level, while you are below half your maximum hit points you deal additional damage with your unarmed strikes or improvised weapons equal to your proficiency modifier and become immune to the Frightened and Charmed conditions.
You gain the ability to spend a Ki point as an action to regain half your monk level in hit points, up to half of your maximum.
Additionally, when you succeed on a death saving throw you can spend 4 Ki points to regain 1 hit point.
### Geisha
The tradition of Geisha is an ancient one. Known by many different names in many different cultures, they are simply professional hosts, counsellors and companions. Some societies see them as little more than prostitutes, and some prostitutes style themselves Geisha, but what I am discussing here is a tradition of using Ki to conduct social matters and enhance their connections to others. This skill set makes them phenomenal assassins and court agents, something true Geisha are well feared for. Despite their, admittedly well earned, reputation as insidious agents of swift untraceable death many Geisha are legitimate advisors and valued members of kingly councils. Their knowledge of tradition and social abilities also makes them fantastic diplomats, courtesans or prostitutes. Their fighting style is centred around small, swift and precise movements designed to be quick, quiet and hidden. This began as a means of maintaining decorum, the fact that it applies so well to infiltration and assassination is a happy accident. Or so I am told.
#### Tradition of Hospitality
When you adopt this tradition at 3rd level, you gain proficiency in Insight, Persuasion and the brewers kit. If you are in a situation where you can rely on tradition (such as most civilised high societies, your home or a formal institution) you can use your Wisdom modifier for your Persuasion checks.
#### Hidden Strike
Starting at 3rd level, if you attack a humanoid that is neutral to you with a monk weapon they must make an Insight check against your Ki save DC. If they fail, they cannot immediately identify the source of the attack and you have advantage on the next attack against them. If you attack a creature more than once a round it gains advantage on each Insight check beyond the first.
#### Wise Council
Starting at 6th level, if you succeed on a Persuasion check, you can spend 2 Ki points to cast Suggestion on a target you have just successfully persuaded.
#### Grace and Beauty
Starting at 11th level, your calm and composure becomes preternatural and you can use your Ki to enhance it. You can spend 2 Ki points to cast Charm Person. You can spend multiple Ki points to target multiple creatures at a rate of 1 Ki point per target beyond the first, up to a maximum of your Wisdom modifier.
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#### Deadly Brew
Starting at 17th level, you gain the ability to brew a concoction that can kill quietly and painlessly. You can spend 10 minutes using a brewers kit to make this concoction. It can be a tea, wine, ale or any other beverage of your choice and contains enough servings for two people. While brewing it, you must spend 10 Ki points to infuse it with deadly Ki. You may activate this Ki in any target who drinks your concoction. You can spend an action within 10 minutes of a target drinking this concoction and they must make a Constitution saving throw at your Ki save DC. If they fail, they are reduced to 0 hit points. If they succeed, they are Poisoned for 10 minutes and take 2d10 necrotic damage at the beginning of each of their turns. A target can make a Constitution save at the end of each of their turns to negate this effect.
### Mystic
In the scroll so far it is easy to consider that I am somehow biased against a life of quiet meditation. Far from it, I am fascinated by all aspects of Ki expression. If I possess any bias it is against the notion that all monks are the same. Here I shall look, however, at what might be considered a stereotypical monk but also show how even amidst the archetype there is room for unique expressions of Ki. The tradition of Mysticism is devoted to the understanding of Ki as an astral and multiuniversal force. Through deep and intense meditation they transcend their native level of cosmology and open their minds wide to the infinite. This gives them an understanding of the mundane aspect of Ki that is unmatched, allowing them to alter the flow of their own and others Ki in beneficial ways. They can guide their allies through this meditative state and allow their bodies natural healing to quicken and their minds to open. Their fighting styles are often single strikes, well placed to cause damage by affecting an opponent's Ki flow. A master Mystic can kill an assailant with three well placed blows.
#### Focused Meditation
When you adopt this tradition at 3rd level, you can enter a state of deep meditation and can guide others through this process. When you take a short rest, you or an ally of your choice can enter into this trance. While meditating, you can spend any number of Ki points to restore hit dice to you or your ally in this state, at a rate of one per Ki. Ki spent in this way is taken from your total after you finish the short rest.
Additionally, when you or an ally in this state of meditation regain hit points by spending hit dice, they increase the total number of hit points regained by an amount equal to half your monk level.
#### Natural Healing
Also at 3rd level, you can use your Ki to quicken the body's natural healing process. You can use an action to spend hit dice and regain hit points. You can also use your action to touch an ally and allow them to spend a hit dice to regain hit points. A number of hit dice up to your Wisdom modifier can be spent during this action.
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#### Focus the Mind
Starting at 6th level, you can use your Ki to focus the mind of yourself or your allies to a singular task. As an action, you can spend a Ki point to affect either yourself or an ally you touch. Choose either attack rolls, damage rolls, saving throws or ability checks. The target adds 1d4 to the chosen type of roll for one hour. A single creature can only have one type of roll augmented in this way.
#### Open the Third Eye
Starting at 11th level, you have become so in tune and in touch with Ki that you live in a state of heightened awareness. Your passive Perception increases by 5. You can cast Detect Magic or Detect Good and Evil by spending a Ki point. Whenever you are forced to make a Wisdom, Intelligence or Charisma saving throw you can spend 1 Ki to gain advantage on that save. If you use your Diamond Soul ability to reroll a saving throw, you may spend another Ki point to gain advantage on the reroll.
Additionally, any ally that gains the benefit of your Focused Meditation is considered proficient in Wisdom saving throws until they finish a short or long rest.
#### Living Meditation
Starting at 17th level, you exist in a state of perpetual meditation. You no longer need to sleep, eat or drink but can do so if you desire. Your awareness is also heightened to the point where you can no longer be surprised. Whenever you regain or restore hit points the total healing you recieve is increased by an amount equal to your Wisdom modifier.
Additionally, you can either enter a transcendental meditative state. You can spend 8 Ki points to cast Commune, however the casting time is 10 minutes. The diety you contact can be your own or a true neutral force of Ki if you do not worship a god.
### Ninja
The tradition of Ninja is one devoted to infiltration and the silent kill. Self mastery, for them, is an art of movement. They glide like silent shadows, fly through the air like wisps of cloud, and then they strike from the shadows. This tradition is unparalleled at unnoticed infiltration and dispatch, a fact which has seen this tradition sustained throughout the ages as covert agents, spies and assassins. Some consider the Ninja to be magical, to be able to turn into logs or clone themselves to strike from multiple directions. These are fanciful tales told by frightened survivors of a Ninja assault. In truth, they are simply very, very good at being quiet and at swift murder from the shadows. Their fighting style reflects this, often front loading their power into a single strike. Footwork is the basis of all Ninja technique and their training and kata make their reflexes so practiced that reacting is as easy as breathing. A master Ninja is a true sight to behold, but only so long as they allow it.
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#### Ninja Arts
When you adopt this tradition at 3rd level, you become proficient in infiltration and specialised movement. You gain proficiency in Stealth. If you already have proficiency you can add double your proficiency bonus to Stealth checks.
Additionally, when you use your Step of the Wind ability your vertical jump height is quadrupled and it can move you further than your walking speed. You can also take the Hide action when you move using this ability by spending an additional Ki point.
When you fall and take no damage you land soundlessly. If you move through the open between two pieces of cover while hiding, you can spend a Ki point to maintain your stealth.
#### Ninja Ambush
Starting at 6th level, your mastery of the hidden strike becomes readily apparent. When you attack a creature from hiding, who does not know your location, with a monk weapon, you can spend a Ki point to increase your damage by your martial arts die. You can spend any amount of Ki this way.
Additionally, when you attack a target who is surprised by you, your first attack against them is an automatic critical if it hits.
#### Practiced Reflexes
Starting at 11th level, your speed and reflexes can be enhanced even further with your Ki. When you are hit by an attack or fail a Dexterity saving throw you can use your reaction and spend a Ki point to increase your AC or saving throw result by an amount equal to your half your Monk level against this attack or effect. This may cause the attack to miss or for you to succeed on the saving throw.
#### Fading Wind
Starting at 17th level, you gain the ability to use your Ki to disappear not just from sight but also mind. You can use an action to spend a Ki point to gain the effects of Invisibility until the end of your next turn. If you do so, you can spend an additional 8 Ki points to target one creature that can see you. That creature forgets you were involved in this combat. It remembers you, what you look like and any other information it has about you but it's lapse in memory means that the next time you attack it from hidden it is surprised by you.
### Wayfarer
The Wayfarer is a monk who finds their love of Ki expressed in the landscapes and locales they visit. While many traditions are focused on an inward Ki, or at least a Ki within the living and the elemental, the Wayfarer has an appreciation of Ki as a natural force as it exists in tune with the landscapes and vistas. They see the Ki in the inanimate as worthy and valuable as the Ki expressed through living things. Given their nature, Wayfarers tend not to have traditional monasteries and instead are taught by a wandering master who takes them on their way. Their life is on the road and they are at home only while travelling. Their fighting style reflects this, with many techniques centred around movement and confounding the enemy.
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#### Wanderer's Soul
When you adopt this tradition at 3rd level, you have a wanderlust and an ability to be at peace wherever you are. Whenever you finish a long rest you gain temporary hit points equal to your monk level plus your wisdom modifier if you did not rest in this location within the past week. While you have these temporary hit points, your parties overland speed is doubled.
Additionally, whenever you enter a region for the first time or see a major landmark for the first time, you can spend a minute in quiet appreciation to gain these temporary hit points.
#### Trusted Companion
Also at 3rd level, you can choose a specific weapon you are proficient with. This weapon is your trusted companion, always by your side through your travels. It is considered a monk weapon for you. If your unarmed strikes are considered magical, so is your trusted companion.
Additionally, while you are wielding this weapon and you take the Dodge action you gain a +2 bonus to your AC.
You can bond to a new weapon if it is on your person when you gain temporary hit points from Wanderers Soul. You can only have one Trusted Companion at a time.
#### Abundant Vitality
Starting at 6th level, sating your wander's soul gives you a zest for life and an abundance of energy. While you have the temporary hit points from your Wanderer's Soul ability your jump height is doubled and you ignore difficult terrain when you take the Dash action.
Additionally, you can spend 2 Ki to cast Longstrider but only targeting yourself.
#### Mystic Speed
Starting at 11th level, you can steady yourself to unleash a torrent of blows. When you take the Dodge action, on your next turn you can use an action and spend 3 Ki to make an attack against every creature within 10 feet with your Trusted Companion. This action must be used at the start of your turn or you lose this option.
#### Transversal
Starting at 17th level, you have begun to transcend physical limits. You can spend 6 Ki to cast Far Step.
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## Paladins
As compiled Knightess Cuwen Evendriel, presented in Common to the Collagiate of Most Holy Communion
#### Paladins and Perception
Paladins have ever lived beneath the yoke of a particular stereotype. That of the gallant knight, the noble hero, the stick in the mud, the god-bound fun killer. When most think of a paladin they consider a holy warrior, a crusader or warden of a particular god. And not without reason, for sure. But a paladin is not defined by their god, but by their faith. One can have a wealth of faith in many things beyond a god, even if the divine is most often the focus of faith. However, one can be a righteous defender of an ideal, a king, a community. I am, in this work, to highlight some of the orders of paladins that tend not to follow a god but instead hold true to a different, more unique, oath.
#### What Measure An Oath
The paladin is a warrior pledged. They hold themselves bound to an oath of conduct, of ideal, and it is their faith in this oath that gives them the strength required to perform their magic and other heroic feats. A paladin who breaks his oath is a broken thing, a being bereft of all that defined them. To do so is to be cast into darkness. Some lose themselves there. Yet fewer find themselves... I am not here, however, to cast aspersions or judgement upon differing oaths. My goal here is to present a number of oaths that do not fit neatly into the stereotype of god-bound goody-two-shoes. They are as follows.
> ##### Gods and Oaths
> A Paladin can dedicate themselves to a cause, ideal or pursuit. Often in this case the ruling is that the power for their abilities comes either from a sympathetic diety or from their own strength of will and purpose.
>
> It is also fully possible a god may opperate with any of the below Oaths as within their wheelhouse.
### Oath of Civilization
While there are some gods who consider civilization to be their domain, that is not where this oath originates. This oath was birthed in the ragged frontiers, the edges where wilds meets civilization, where the fight between palisade and wolfen horde threatens advancement and one hero stands alone, the hope of a hamlet resting heavy on his shoulders. This oath pledged to protect the frontiers, to fight the horrific foes that stand ready to devour fledgling townships. They bring the dawn of culture and cultivation to a shabby and inhospitable wilds. Well suited to stewardship and settlement both, these bold warriors can be the difference between success and failure in any expansionist endeavour.
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#### Tenants of Civilization
Though the wording of the Oath varies greatly, these core tenants remain the same.
- **Build Your Walls:** Keep the wilds at bay, civilization is to be protected from those that would tear it down.
- **Nurse the Cradle:** Civilisation is a seed that needs tending. Help it grow.
- **Slay the Monster:** There are forces in the world that would see society fall. You must protect it at all costs.
##### Oath Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Alarm, Shield |
| 5th | Continuous Flame, Heat Metal |
| 9th | Glyph of Warding, Leomund's Tiny Hut |
| 13th | Mordenkainen's Private Sanctum, Stone Shape |
| 17th | Wall of Stone, Teleportation Circle |
#### Channel Divinity
When you take this Oath at 3rd level you gain the following Channel Divinity options.
- **Enkindle:** As a bonus action, you can cause a warm light to emanate from you in a 30 foot radius for one minute. A hostile beast must pass a Charisma save against your Paladin spell save DC to enter this area. A neutral beast will not willingly enter the area. Any allies in the area gain advantage on saving throws against being frightened for the duration of the effect.
- **Conjure Wall:** You can spend an action to conjure a shimmering barrier in a 15 foot by 15 foot cube centred on you for one minute. Creatures within this area have resistance to damage originating from outside this area. Creatures not within this area when it is conjured must spend an action to force their way through the bounds and enter the area.
#### Light of Civilization
Starting at 7th level, you have become a ward of civilization and you are a master at defeating those who would tear it down. Standing watch counts as light activity for you and you can gain the benefits of a rest while doing so. Once per turn, when you deal damage to a beast, monstrosity or giant you can increase that damage by 1d8.
Additionally, when you use your Divine Smite then it deals damage to a beast, monstrosity or giant as though they were a fiend.
#### Warden of the Wall
Starting at 15th level, you and all allies within 30 feet increase their AC by 1.
Additionally, when an ally gaining this AC bonus takes damage you can use your reaction to move towards them by the shortest route, up to your movement speed. You stop if you move adjacent to them.
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#### Paragon of Civilization
Starting at 20th level, you can fill yourself with the light and safety of civilization. You can use an action to kindle the light for 1 minute. For the duration of the effect, you emit a warm, bright light in a 30 foot radius. The AC bonus from your Warden of the Wall ability increases to 3. When you use your reaction to move adjacent to an ally, you can also make an immediate melee weapon attack against the creature that triggered the reaction.
You can use an action at any point during this effect to ward the area against the foes of civilization. Any beasts, monstrosities or giants within 30 feet must make a Charisma saving throw against your Paladin spell save DC. Those who fail have disadvantage on attack rolls so long as they remain within 30 feet of you.
You cna use this ability once and regain that use upon finishing a long rest.
### Oath of Discovery
There are those who hold knowledge and it's application above all else, driven relentlessly in its pursuit. These warrior librarians are beacons of information, freely dispensing what they can to better the lives of those who would listen. This oath arose, originally, to battle the adherents of a god of secrets. They vowed to root out the hidden information, purge the cultists and spread the information throughout the world to ensure this god of secrets would lose its power. This campaign was long ago won, but the oath remains. It has sprouted in various places and in various ways, but always they abhor the secret and fight against those who would hide or blatantly ignore information and gladly seek out the new and unknown. The highest and grandest ideal to aspire to is to learn something wholly and completely new.
#### Tenants of Discovery
Though the words vary the core tenants of the Oath remain the same.
- **Be Relentless in the Pursuit of Knowledge:** Seeking new knowledge is the grandest endeavour, dedicate yourself to it completely.
- **Abhor the Secret:** Those who horde knowledge are villains. Share your discoveries with the world.
- **Teach the Ignorant:** Those who do not know are not at fault. Inform them.
##### Oath Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Comprehend Languages, Identify |
| 5th | Augury, Enhance Ability |
| 9th | Clairvoyance, Tongues |
| 13th | Arcane Eye, Divination |
| 17th | Legend Lore, Skill Empowerment |
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#### Channel Divinity
When you take this oath at 3rd level you gain the following Channel Divinity options:
- **Share Knowledge:** You can use a bonus action to share information to your allies. Choose a skill, tool, instrument or vehicle in which you are proficient. Each ally within 30 feet gains proficiency in that skill, tool, instrument or vehicle for an hour.
- **Ascertain:** You can use a bonus action to gain information on a target within 30 feet. You learn that targets emotional state, lowest saving throw, highest saving throw and any character levels it possesses.
#### Savant
Also at 3rd level, you can choose any skill, tool, instrument or vehicle. You gain proficiency in that skill, tool, instrument or vehicle.
Additionally, you can spend 8 hours in study to change this choice to any other choice.
#### Pursuit of Knowledge
Starting at 7th level, your discoveries fill you with zeal and vigour. You gain a charge of comprehension. You can spend this charge in place of rolling a dice for an ability check or an attack roll. Instead of rolling a dice, consider the roll to be a 15.
You gain a charge of comprehension whenever you learn a piece of significant new information, when you enter into a region you have never been to or when you uncover a secret. Your DM may grant you additional charges for being the first person to discover something.
You can only have a number of charges equal to your proficiency bonus. If you have no charges when you finish a long rest, you regain one charge.
#### Weight of Ignorance
Starting at 15th level, you can stagger a target with the weight of their own ignorance. You can use an action to target a humanoid within 30 feet. If your target is not proficient in your choice for your Savant ability they must immediately make an Intelligence saving throw against your Paladin spell save DC. If they fail they take an additional d6 psychic damage from attacks until the end of your next turn. You can use this ability once and regain that use on finishing a short rest.
#### Paragon of Discovery
Starting at 20th level, you can open your mind wide and let your thoughts race. You can use an action to become a paragon of discovery. For the next minute you are considered proficient in all skills and can replace any ability check roll with a 10. You can use your Ascertain Channel Divinity as many times as you wish for the duration. Targets who you have used Ascertain on take an additional d8 psychic damage from your attacks for the duration.
You can use this ability once and regain that use on finishing a long rest.
\pagebreakNum
> ##### Signficant information
> What constitutes significant infromation is entirely at the discretion of your DM. As a guidline, learning the location of the local tavern would not be significant, learning that the count has a true name he has been hiding from the public might be.
### Oath of Dragons
Dragons, as a species, have historically been the object of worship by those who would be spared their horrendous wrath, or would pledge themselves to their ideals. These warriors, filled with fervour and a devotion to duty, are given pride of place among the dragons servants. Those who prove themselves worthy are gifted a young dragon as a companion, mount, weapon and symbol of the monarchs favour and might. There are as many and more orders of Dragon paladins as there are colours of dragon, and each order follows its own ideal based on the ideals of the dragon they have pledged themselves to. Some are terrifying foes leading an army in conquest. Some are defenders of wild and untamed woodlands. Others are mountaintop sentinels or desert rangers or servants of secret swamplords. Though their oaths vary greatly, some key factors remain consistent.
#### Tenants of Dragons
Though the words of the oath vary wildly, depending on the colour of the dragon you pledge your service to, these core tenants remain the same
- **Devotion to Duty:** Your loyalty lies with your draconic monarch.
- **Defend the Bloodline:** You fight to protect the brood and blood of your monarch.
- **Prove Worthy of your Gifts:** You are risen above the average. Prove worthy, or face the wrath of your monarch.
##### Oath Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Absorb Elements, Chromatic Orb |
| 5th | Dragon's Breath, Suggestion |
| 9th | Fear, Wind Wall |
| 13th | Dominate Beast, Elemental Bane |
| 17th | Dominate Person, Hold Monster |
#### Channel Divinity
When you take this oath at 3rd level, you gain the following two channel divinity options
- **Kneel, chattel!** You can use an action to force any number of creatures within 30 feet to make a Charisma saving throw. If they fail, they must use their next action to kneel and keep their head bowed in supplication for the next minute. They can repeat this saving throw at the end of each of their turns.
- **Dragons Wrath:** You can use an action to release the fury of your draconic monarch. Each creature in a 20 foot cone must make a dexterity saving throw against you Paladin spell save DC. They take 3d8 damage on a failed save, half as much on a success.
The damage of this attack increases by 1d8 at 5th (4d8), 9th(5d8), 13th(6d8) and 17th (7d8) levels.
#### Dragon Monarch
Also at 3rd level, the colour of the monarch you have dedicated yourself to greatly effects your abilities. Any spells you cast that deal damage and allow you to choose a damage type must deal the damage type associated with your monarch. Your Dragons Wrath Channel Divinity deals damage of the type associated with your monarch.
Additionally, when you cast the Find Steed or Find Greater Steed spell you can summon a dragon to act as your steed. You summon a Young dragon of your monarchs colour. If you summon it with Find Steed, it does not have wings and thus no fly speed.
Your mount does not act under its own initiative. Instead, you can use your action to allow your mount to use one of its attacks. Your mount loses its Multiattack and Breath Weapon feature. It's hit points are equal to one half your own hit points.
Your dragon steed is not a beast of burden and is a proud and noble companion. If you command it to do anything it does not agree with or that it considers beneath it, it will not agree and may leave your service if you persist.
#### Dragon Knight
Starting at 7th level, you and your dragon have become a single terrifying foe. You cannot be knocked off your mount if you do not wish to be. While you are on your dragon mount you gain resistance to damage of the type associated with your monarch.
Additionally, you gain an additional use of Channel Divinity that can only be used while mounted on your dragon. You regain this additional use upon finishing a long rest.
#### Aura of Majesty
Starting at 15th level, you and your dragon radiate a power and majesty that emboldens your allies and worries your foes. As an action while mounted on your dragon, you can rear up and let out a roar. For the next 30 seconds, all your allies within 60 feet add 1d4 to attack rolls. Enemies in the area must make a Charisma saving throw against your paladin spell save DC or subtract 1d4 from attack rolls and saving throws for the next 30 seconds.
You can use this ability once and regain that use upon finishing a long rest.
Additionally, when you use your action to allow your dragon to make an attack, you can make a single melee weapon attack as a bonus action.
\pagebreakNum
#### Awaken The Dragon
Starting at 20th level, you and your dragon can unleash the fury of your monarch. You can use an action to goad and encourage your dragon steed. For the next minute, your dragon steed gains a breath weapon attack. Use the breath weapon of an Adult dragon of the colour of your dragon monarch. If your monarch has multiple breath weapons, you can use either though they share a recharge mechanic.
You can use this ability once and regain that use upon finishing a long rest.
Additionally, when you use your action to allow your dragon to make an attack you can take the Attack action as a bonus action.
> ##### Managing a Dragon
> A dragon is not a typical steed, they are wilfull and proud creatures and do not submit themselves to the will of others. As a DM, feel free to have your players dragon act as an NPC with it's own goals and desires, and you can have them leave the service of the player if they are being abused.
>
>Alternatively, you can just have the dragon as a mute but useful class feature. I'm not your boss.
### Oath of Tomfoolery
Some warriors fight to preserve life and light. I would consider these tricksters to fall into that category, though perhaps in a more grey shaded way. They believe completely that a life without laughter is a waste. As such, they pursue an avenue to bring this laughter to as many people as they can, though often at the expense of someone else. They pursue larger and larger feats of tomfoolery, often including gross defacement of public monuments or crashing of high society balls. Their skill set is ideal for this, allowing them to pull off fantastic pranks and escape unscathed. In all of my travels, this is by far the most unique oath I have ever encountered and a prime example of how not all paladins are somber and serious folk.
#### Tenants of Tomfoolery
Though the words of the Oath may vary the core tenants remain the same.
- **Life Needs To Be Lived:** A life lived without laughter and joy is a life barely lived. Live that joy.
- ** Make Them Laugh:** Ensure your hijinks do not bring more consternation than enjoyment. Some pain is fine, so long as you make people laugh.
- ** Mock the Lofty:** Prank only those who can afford it. Bring down the mighty and elevate the lowly.
##### Oath Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Silent Image, Tasha's Hideous Laughter |
| 5th | Invisibility, Rope Trick |
| 9th | Major Image, Tiny Servant |
| 13th | Confusion, Dimension Door |
| 17th | Animate Objects, Seeming |
#### Channel Divinity
When you take this Oath at 3rd level you gain the following two Channel Divinity options
- **Fwooosh!:** As a bonus action, you can create a cloud of smoke 15 by 15 foot cube centered on your space. You gain invisibility until the end of your turn.
- **Raise Spirits:** As a bonus action, you can raise the spirits of an ally within 60 feet that can hear you with a ribald joke or uplifting words. They gain a charge of Raised Spirits for 1 minute. At any point during this duration they can use that charge to increase a saving throw, their armor class against a single attack or an amount of healing received by your Charisma modifier plus your proficiency bonus.
#### Bonus Proficiency
Choose either Sleight of Hand or Performance. You gain proficiency in that skill.
Additionally, you learn the Prestidigitation cantrip.
#### Panache
Starting at 7th level, you can bring your knack for jokes and tricks onto the battlefield. Whenever you take the Attack action you can replace one of the attacks with a special maneuver designed to humiliate a foe by cutting a belt, entangling them in their own cape or feinting repeatedly while mocking them.
Make a Sleight of Hand or Performance check opposed by your opponents Insight check. If you win, your opponent has disadvantage on attack rolls until the end of its next turn as it struggles to recover.
#### Life of the Party
Starting at 15th level, your zeal for life is infectious and those who are around you cannot help but catch it. When an ally within 30 feet of you, including yourself, regains hit points they regain additional hit points equal to your Charisma modifier.
Additionally, whenever you take a short or long rest you can play a good natured prank on an ally. All other allies taking part in the rest gain a single charge of Raised Spirits that lasts for 4 hours.
#### Paragon of Tomfoolery
Starting at 20th level, you can fill yourself with an overabundance of zest and joie de vivre. You can use an action to let loose a joyous laugh. For the next minute, you can use your Channel Divinity options as many times as you wish.
Additionally, for the duration of the effect you can use an action to Charm a target within 60 feet who is neutral towards you for 1 minute.
You can use this ability once and regain that use upon finishing a long rest
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### Oath of Unity
The greatest miracle of life is the capacity for people to come together and perform feats they would never be able to do alone, or even with the sum of their two strengths. This excess strength is unexplained and is the object of investiture for those who follow this oath. They believe completely in the coming together of people. They are natural leaders and either adopt this position or are thrust into it. They hold others to a high standard and themselves to an impossible one, forever working to better themselves and those who follow them. Their faith lies not with gods nor kings, but men.
#### Tenants of Unity
Though the words of the Oath vary, the core tenants remain the same.
- **Bring Them Together:** Together we can accomplish impossible feats. Work to engender unity among peoples.
- **Lead the Worthy:** Understand your team mates but hold them to account. They can be better, you must help them to be.
- **Prove Worthy of Leadership:** Respect is to be earned, not given. Be the best version of yourself.
##### Oath Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Charm Person, Comprehend Languages |
| 5th | Detect Thoughts, Prayer of Healing |
| 9th | Beacon of Hope, Tongues |
| 13th | Guardian of Faith, Otiluke's Resilient Sphere |
| 17th | Mass Cure Wounds, Rary's Telepathic Bond |
#### Channel Divinity
When you take this Oath at 3rd level you gain the following two Channel Divinity options:
- **Bonds that Bind:** As a bonus action, you can form a bond between yourself and any number of allies within 30 feet. Those allies gain resistance to all damage so long as they remain within 30 feet of you for 1 minute. Whenever they take damage, you take the same amount of damage.
- **Together as One:** As a bonus action you can channel your unity to restore the strength of yourself and your allies. You and all allies within 30 feet regain a number of hit points equal to your proficiency bonus plus the number of allies, including yourself, within 30 feet.
#### Team Tactics
Starting at 7th level, you and your allies have such a strong bond as to work as a perfect unit in combat. Whenever you or an ally within 30 feet hits with a melee weapon attack, any other ally, including you, within 30 feet can use their reaction to deal damage equal to their proficiency bonus to the target of that attack so long as they are within reach.
#### Spirit of Compassion
Starting at 15th level, you can spend 25 points of your Lay on Hands to cast Calm Emotions on a single target.
Additionally, people are well disposed towards you and think the best of you until they have a reason not to.
\columnbreak
#### Paragon of Unity
Starting at 20th level, you can fill yourself with the glorious compassion of a true leader. As an action you let loose a rallying cry. For the next minute, any allies that begin their turn within 30 feet of you regain 10 hit points. For the duration, any allies who gain these hit points add your proficiency bonus to any attack and damage rolls.
Additionally, when you activate this ability you gain an additional use of your Channel Divinity.
You can use this ability once and regain that use upon finishing a long rest
\pagebreakNum
## Rangers
A codified transcript of a speech delivered by Rangemaster Battenbough, translated to Common from the original Sylvan.
#### Defining a Ranger
Rangers are a breed oft misunderstood. Many see us as warrior druids, pledged to protect the spirit of nature. Some of us, yes. Others see us as stalwart and silent guardians of the wild, forgotten places. Some of us, yes. Still others see as a fighters gone feral. Some of us, yes. But none of these are what defines a ranger. A ranger is defined as a warrior who fights within, with and through their environment. More than any other class, rangers are defined by the environs they operate in and the way they manipulate that environment.
A collection of rangers is called a conclave, and many conclaves have arisen from necessity or in defense of an area of great import. Many of these conclaves are very well defined and documented and so hold no interest for me. What I am interested in is the forgotten conclaves, the ill defined and misunderstood conclaves. The deep and the lost. Further within this document you will find descriptions of the rarer conclaves, many of them not even having formalized education or training, and the various ways they came about.
### Feral
The feral are not so much a conclave as a classification. Many of those who walk this path have never seen civilization. They have spent their life in the wilds, surrounded by nature red in tooth and claw. They are sometimes more animal than anything else. What truly defines them though is the ability to let go of their restraint and let loose a savage side that is impossible to control but incredibly devastating in combat. They have learned to harness their rage into a brutal roar called a Howl. These howls have various properties but they cannot fail to stir something within those who hear them. To watch a feral go about their bloody business is to be struck with awe at the fury and power of the natural world.
#### Feral Magic
You learn additional spells when you reach certain levels in this class. They count as ranger spells for you but do not count against your ranger spells known.
##### Feral Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Wrathful Smite |
| 5th | Shatter |
| 9th | Fear |
| 14th | Staggering Smite |
| 17th | Steel Wind Strike |
\columnbreak
#### Go Wild
When you join this conclave at 3rd level, you gain the ability to give in to your feral nature and go wild. You can spend a bonus action to shake the shackles of control. You gain the following effects for one minute:
- You lose the ability to make ranged attacks or to cast spells. You can maintain concentration on a spell already in effect.
- You add your proficiency bonus to any damage rolls you make.
- If you miss with a melee attack you can use your bonus action to make an additional weapon attack.
- You have advantage on melee weapon attacks. Enemies have advantage on any melee attacks against you.
You cannot choose to end this effect early and you must make a melee attack each round for the full duration. If there are no enemies to attack, you must attack a neutral creature. If there are no neutral targets, you must attack an ally. This effect ends early if you are knocked Unconscious or reduced to one quarter of your maximum hit points.
You can use this ability once and regain that use on finishing a short or long rest.
#### Extra Attack
Starting at 5th level, whenever you use the Attack action you can make an additional attack as a part of that action.
#### Terrifying Howl
Starting at 7th level, you gain the ability to Howl and terrify your opponents. You can use a bonus action to let loose a roar. Choose one enemy within 60 feet who can hear you. They must make a Wisdom saving throw against your Ranger spell save DC. If they fail, they must use their turn to move as far from you as they are able to on their next turn. They will move at their fastest speed possible but will not spend spell slots.
If they succeed, they subtract 1d4 from their next attack roll as they are shaken by your savage fury.
You can Howl once and regain that use on finishing a short or long rest, or upon using your Going Wild ability.
#### Bloodletting Howl
Starting at 11th level, you can let loose a Howl that inspires a bloodthirst in your target. Choose a target within 60 feet who can hear you. If they are your ally they immediately make a melee weapon attack and add your proficiency bonus to any damage dealt. If they are your enemy they must make a Charisma saving throw against your Ranger spell save DC. If they fail, they immediately make a melee weapon attack against a target of your choice. If they succeed they must take the Attack action on their next turn.
You can Howl once and regain that use on finishing a short or long rest, or upon using your Going Wild ability.
\pagebreakNum
#### Cacophonous Howl
Starting at 15th level, you can let loose a Howl filled with such savage might that it hurts to hear. All creatures, including allies, within 60 feet who can hear you must make a Constitution saving throw against your Ranger spell save DC. Those who fail take 5d10 thunder damage and are deafened. Those who succeed take half damage and are not deafened.
You can Howl once and regain that use on finishing a short or long rest, or upon using your Going Wild ability.
### Monster Wrangler
Rangers seek to master their environment. For some, this mastery extends to the denizens of that environment. In some of the more dangerous and monster infested areas a conclaves of monster wranglers has arisen. This conclave focuses on the domination of these creatures as temporary companions or minions. The original wranglers were guerilla warriors, capable of unleashing the denizens of their natural habitat upon any invaders. As time has marched onward this skill set has spread out amongst other adventurers and has lead to a small blooming of these curious rangers. A few very powerful monster wranglers find themselves dominating a companion into prolonged servitude, bound by strength and sometimes purpose.
#### Monster Wrangler Magic
You learn additional spells when you reach certain levels in this class. They count as ranger spells for you but do not count against your ranger spells known.
##### Monster Wrangler Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Command |
| 5th | Find Steed |
| 9th | Feign Death |
| 14th | Dominate Beast |
| 17th | Hold Monster |
#### Bestial
When you join this conclave at 3rd level, you start to exude the bestial nature of the creatures you wrangle. You gain advantage on Charisma checks against beasts and monstrosities.
Additionally, beasts and monstrosities are always considered to understand any language you speak.
#### Wrangler
Also at 3rd level, whenever you reduce a beast or monstrosity to 0 hit points, you can dominate them rather than kill them. They are reduced to 1 hit point and are considered Charmed by you for the next 10 minutes.
You can use a bonus action to command any number of creatures you have charmed in this way. They will follow your commands to the best of their ability while they are Charmed by you. You can only charm a creature in this way if it's challenge rating is lower than your ranger level. Once a creature is charmed by you in this way it cannot be charmed again for one week. If you or your allies do not take a hostile action once the charm wears off then the creature is considered neutral towards you and will do it's best to leave the area.
#### Combined Attack
Starting at 5th level, when you take the Attack action you can have a creature you have charmed using your Wrangle ability use it's reaction to also make an attack against your target so long as it is in range. You can only have one such creature make this attack.
#### Inspiring Alpha
Starting at 7th level, your ferocity inspires those whom you have wrangled. Once per turn, when you hit with an attack you can deal an additional 1d8 damage.
On a turn on which you use this ability, any creatures you have charmed with your Wrangle ability deal an additional 2 damage with melee attacks.
#### Bolstering Roar
Starting at 11th level, you can unleash a roaring command to bolster a creature you have under your control. You can use an action to bolster the strength of a creature you have charmed by your Wrangle ability. The target gains a number of temporary hit points equal to your ranger level and gains resistance to all damage until the start of your next turn.
You can use this ability twice and regain those uses on finishing a short rest.
#### You Belong to Me
Starting at 18th level, you can assert total dominance over a creature you have wrangled. You can use this ability against a creature you have charmed with your Wrangle ability. The charm condition they are under lasts indefinitely. If you take a hostile action against them or treat them badly they can immediately make a saving throw against your Ranger spell save DC. If they succeed, they are no longer charmed and are hostile towards you.
You can only have a single creature under this effect and cannot use this ability again until your current target dies or is released from your service.
\pagebreakNum
### Pack Master
Much like the monster wrangler, the pack master seeks to master not just its environment but also the denizens thereof. However, the pack master has a more reciprocal, less violent relationship with those it attempts to master. The pack master is a leader who relies on instincts, insight and teamwork to bolster and inspire his allies. a group of warriors with a pack master at their head is a brutal and efficient force, capable of performing feats far greater than the sum of their parts. While there is a conclave dedicated to teaching these arts, just as many rangers arrive at this skill set themselves through a force of will and benevolent outlook. A truly powerful pack master exudes authority and strength to such a degree that all those who spend time in their presence cannot help but be inspired by them.
#### Pack Master Magic
You learn additional spells when you reach certain levels in this class. They count as ranger spells for you but do not count against your ranger spells known.
##### Pack Master Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Bless |
| 5th | Aid |
| 9th | Crusader's Mantle |
| 14th | Aura of Purity |
| 17th | Mass Cure Wounds |
#### Leader of the Pack
When you join this conclave at level 3, you can command your allies and bolster their performance. When an ally you can see within 60 feet makes an attack roll or damage roll, you can spend your reaction to increase the roll by an amount equal to your proficiency bonus.
You can use this ability a number of times equal to your Wisdom modifier and regain those uses on finishing a short or long rest.
#### Combined Attack
When you take the Attack action you can allow an ally within 5 feet of your target to spend their reaction to make an immediate melee weapon attack against your target.
#### Teamwork
Starting at 7th level, you can instinctively work as a well bonded pack. You can use the Help action as a bonus action.
Additionally, when you Help an ally make an ability check they can roll 1d4 and add that to the check total.
#### Bolster
Starting at 11th level, your leadership and tenacity in the face of difficult odds bolsters your allies resolve. When you use your Leader of the Pack feature to increase the attack or damage roll of an ally they gain temporary hit points equal to half your ranger level.
Additionally, the number of times you can use your Leader of the Pack ability increases by 2.
\columnbreak
#### Monarch of the Wilds
Starting at 15th level, your commanding aura and confidence is infectious and cannot help but bolster your allies. Whenever you finish a short or long rest, any number of allies within 60 feet can gain a number of temporary hit points equal to your ranger level.
Additionally, while an ally is within 30 feet of you and has temporary hit points from either your Monarch of the Wilds or Bolster ability they can sacrifice any number of them to increase a damage roll by an amount equal to the number sacrificed.
### Survivalist
All rangers are survivalists to some degree. They adapt to environments and survive. Survivalists, however, elevate this to a masterful degree. They do not merely survive, they thrive. They pride themselves on their self sufficiency, rigor and ability to live off the land. They practice the act of scrimshaw, the creation of objects from bones and various other materials they find in their journeys. The more practiced survivalists imbue their creations with powerful magics, giving them some incredible abilities. This coupled with their rough and ready nature makes them very difficult foes to defeat or pin down. To watch them work is to see a master guerilla warrior pin down their foes as they survive and thrive against all odds.
#### Survivalist Magic
You learn an additional spell when you reach certain levels in this class. This spell counts as a ranger spell for you but does not count against your ranger spells known.
##### Survivalist Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Entangle |
| 5th | Maximilian's Earthen Grasp |
| 9th | Create Food and Water |
| 14th | Charm Monster |
| 17th | Mislead |
#### Scrimshaw
Starting at 3rd level, you gain the ability to create items from scavenge and the remains of your foes and quarry. When you finish a short or long rest you can create one of the following items.
- A simple weapon
- Up to 25 pieces of ammunition.
- A trophy, which allows you to add 1d6 to a single skill check of your choice within the next 24 hours.
- A bundle of medical herbs, allowing you to stabilise a dying character as an action or restore 1d8 plus two hit points over the course of a minute within the next 24 hours.
These items have no resale value. The trophy and medical herbs last for 24 hours before losing their potency.
\pagebreakNum
#### Roughing It
Starting at 3rd level, your living has made you so rough and tumble that you are incredibly tough. Whenever you are hit by a melee weapon attack you can use your reaction to reduce that damage by 1d4 plus your Constitution modifier.
Additionally, you are immune to negative effects from extreme weather.
#### Extra Attack
Starting at 5th level, whenever you take the Attack action you can make a second attack.
#### Evasion
Starting at 7th level, your instincts are incredibly honed and your body has learned to react before you are even aware of it. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
#### Improved Scrimshaw
Starting at 11th level, you have learned to work your nature magics into your scrimshaw. You gain the following additional options to create when you finish a short or long rest:
- A martial weapon.
- A fetish that allows you to cast Augury once as a ritual.
Additionally, your other Scrimshaw options are improved. Any weapons or ammunition you create count as a +1 magical weapon when wielded by you. Your trophy dice increases from a d6 to a d12. Your medical herb bundle restores 1 hit point to a creature it stabilises and 2d8 plus 4 when used over the course of a minute.
#### Talismanic Opus
Starting at 15th level, you create a talisman from various kills and finds from your travels and imbue it with your magic. While you have this talisman on your person you gain advantage on Wisdom and Charisma saving throws.
If you lose this talisman you can spend 24 hours creating a new one.
### Urbanist
Many people consider civilization to be the opposite of nature. However, civilization is as much an environment as any other. The urbanist is a warrior dedicated to not just the ideals of civilization but also its spread. They are instantly at home in an urban environment and able to utilize this unique environment to an amazing degree. They can construct minor outposts of civilization in an attempt to bring some order and safety to the wilds. The most powerful urbanists claim to be able to speak directly with the very spirit of civilisation to invoke it's power no matter where they are. I have done the same thing with the spirits of nature, which claim no dominion over civilization. If this is true, the urbanist can claim mastery over two forces of immense power. To watch them work is to see this power at play.
\columnbreak
#### Urbanist Magic
You learn an additional spell when you reach certain levels in this class. This spell counts as a ranger spell for you but does not count against your ranger spells known.
##### Urbanist Spells
| Level | Spell |
|:----:|:-------------|
| 3rd | Sanctuary |
| 5th | Continual Flame |
| 9th | Leomund's Tiny Hut |
| 14th | Mordenkainen's Private Sanctum |
| 17th | Rary's Telepathic Bond |
#### City Slicker
When you join this conclave at 3rd level, you have attuned to the native spirit of the urban, accepting it as a part of the natural progress. You gain the benefits of your Natural Explorer ability while in an urban environment without having to spend an hour travelling.
Additionally, you can use your Primeval Awareness to gain a mental map of an urban environment and can learn the location of the nearest place of lodging, entertainment centre, religious centre or a merchant by spending 10 minutes in focused communion with the spirit of the city.
#### Face in the Crowd
Starting at 3rd level, you gain the ability to fade into a crowd. You can take the Hide action to hide while you are surrounded by humanoids of your size or larger. So long as you end your turn surrounded by humanoids of your size or larger you do not reveal your position.
#### Extra Attack
Starting at 5th level, when you take the Attack action you can make an additional attack.
#### Home Is Where The Hearth Is
Starting at 7th level, when you are taking a short or long rest outside of an urban environment you can spend 30 minutes constructing a small hearth and rudimentary shelter. Getting help from 2 or more allies reduces this build time to 10 minutes. Once this hearth and shelter has been set up you and any allies who rest within 60 feet of the hearth can spend a single hit dice to regain hit points without losing that hit dice. If they spend multiple hit dice, only one is refunded.
Additionally, any allies who spend a hit dice gain temporary hit points equal to your ranger level upon finishing their rest. You can have a number of hearths set up equal to your Wisdom modifier, when you set up a new one you can choose which hearths to keep active.
\pagebreakNum
#### Urban Warfare
Starting at 11th level, your proficiency and combat abilities are heightened by your connection to the urban spirit. While you are in an urban environment or while you have temporary hit points from your Home Is Where the Hearth Is feature then your weapon attacks deal an additional d8 damage of the weapons type.
Additionally, if an enemy you have cover from moves within 5 feet of you, you can spend your reaction to immediately move 10 feet.
#### Invoke the Urban Spirit
Starting at 15th level, your understanding of the urban has grown to an innate understanding. You gain the ability to cast Commune With Nature as a ritual but only so long as you are in an urban environment and it only extends to the limits of the urban environment. Once you cast this spell with this feature you cannot do so again until you finish a long rest.
Additionally, while outside of an urban environment you can call upon the urban spirit to support you. You can spend an action to do so and for the next 1 minute the area in a 120 foot radius around you counts as an urban environment for the purposes of your class features.
You can use this ability once and regain that use on finishing a short or long rest.
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## Rogues
As compiled by Lydia Twist, sold as a pamhplet for 5 silver.
#### Preamble
There is an art to being a rogue. It is a subtle art, an often hidden art, and I would have it no other way. But there are those who think that this is all there is to being a rogue. These poor fools have no idea about panache, style, the mental exercises that go into being as suave and pithy as possible. Moreover, we have to make it look effortless. There is much, much work that goes into being a rogue. And that's all before we even get to the particulars of roguehood! Are you an assassin, a thief, an acrobat, a spy? Each of these have their own nuance of behavior and expectation too. It can be exhausting to keep track of! That's why I'm here. I'm gonna write out a description and style guide on some of the more, let's say, hidden avenues of roguedom. Within this wee book you will find information on a wide array of ways that creative people have used their own talents with the effortless coolness that exemplifies rogues!
#### The Basics
I know, I know. Nobody likes starting at the start, but it's where you gotta start because the start is the start. So! Rogues. For the unenlightened, rogues are the coolest members of any adventuring group. They use their skills, wiles and wits to fight dirty, fight well and come out the other side. They often serve as scouts, trap finders, lock pickers and loot hoarders. Common wisdom suggests that to venture forth into a dungeon without a rogue to back you up is foolhardy at best and suicidal at worst. So what is it about rogues that makes them so versatile, so sought after, so wonderful? Well, for one, we're intimately familiar with traps, and in a scrap have ways of making even the largest of foes regret taking their eye off us. But moreover, we're good at what we do.
Rogues specialize in a certain skill set and excel at it. The thing about specialization is there's a huge variety of paths for you to explore and discover. And I like to discover things. So I went and did some research and some fact finding and some carousing and what I found is a small compendium of interesting, intelligent and downright dangerous avenues of exploration. Without further prattle, let's get into it.
>##### DMing a Dungeoneer
> Players like to get a use from their abilities, and well they should. The nature of the Dungeoneering ability means it is ripe for players to misunderstand or attempt to exploit. The Survival check to discern information should present nothing more than educated guesses and hunches. You are within your rights to present false information if you find your players are using this feature as though it were divination magic.
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### Dungeoneer
Where better to start talking about the more interesting and hidden aspects of rogues than diving head first into the most iconic of the rogueish ideals. The Dungeoneer! I have already said, traditionally rogues fill a specific roll in an adventuring group. Dungeoneers double down on this skill set. They have lived so much and learned so much that they can apply their knowledge to specific locations and thrive in an environment that may be far less than hospitable! A well worn Dungeoneer is an almost preternaturally tenacious creature, surviving terrible troubles with grim grit and gristle! If I were planning a dungeon dive in pursuit of untold treasures then the first thing I would seek out would be a dungeoneer. At the very least, your party will have at least one survivor to spread warnings for other groups to ignore.
#### Dungeoneering
When you adopt this archetype at 3rd level, you can adapt quickly to an environment and draw on a wealth of knowledge, learning and similar experience. After you spend an hour in a specific location then you gain the following benefits:
- You and up to 5 companions of your choice have advantage on saving throws caused by the environment.
- You are entitled to make a Perception check when you pass within 5 feet of a hidden door or trap trigger. You cannot gain advantage on this check. Your DM might make this check without your knowledge.
- Through rationing, scrounging and eating boot leather if needed, you can supply enough food and drink to support yourself and up to 5 others per day.
- You can make a Survival check to discern information about the location, such as possible inhabitants, potential pitfalls or dangers or probable direction towards an exit. Your DM will set a DC for these checks and will determine how much information you glean.
These benefits only last so long as you are in the location and you can only be adapted to one location at a time.
#### Grit and Gristle
Also at 3rd level, when you finish a short rest in a location you have adapted to you gain temporary hit points equal to your rogue level plus your proficiency bonus.
#### Get the Drop
Starting at 9th level, you have advantage on Initiative checks in a location you have adapted to.
Additionally, you have advantage on attack rolls against a creature that hasn't acted yet in combat.
\pagebreakNum
#### Resolute Survivor
Starting at 13th level, you have resolved not to die under a pile of rocks or by some trap in some tomb. You gain resistance to damage from traps. If you succeed on a saving throw caused by a trap and would still suffer damage, you instead take no damage.
Additionally, when you fail a saving throw caused by a trap while in a location you have adapted to, you can reroll that saving throw. You can use this ability once and regain that use on finishing a short or long rest.
#### Not Today!
Starting at 17th level, you can draw on your resolution to keep you going when others would fall. When you are reduced to 0 hit points you can make a Constitution saving throw with a DC equal to half the damage that reduced you to 0. If you succeed, you are instead reduced to 1 hit point. You can use this ability once and regain that use after finishing a short or long rest.
Additionally, when you are within a location you are adapted to and have to make a death saving throw, if you roll a 16 or higher on that save then you regain 1 hit point.
### Harlequin
Rogues like a bit of rough and tumble, as a rule of thumb. Many of us prefer a more acrobatic lifestyle, and some of us even turn that acrobatic bent into a career. Harlequin turn this into a powerful fighting style, a way of life. Watching a harlequin work is mind boggling, they move in a method more appropriate to octopi or monkeys than people. Their weird and fascinating skill set is used to throw an opponent off guard and unbalanced before the knife finds the heart. If you're looking for second storey work, an acrobat might be more your bet, but if you're looking for someone who can devastate, distract and destroy your foes with impossible feats of heroic acrobatics, a harlequin is who you want. They also do second storey work.
#### Acrobatic Strike:
When you adopt this archetype at 3rd level, you gain the ability to use your incredibly acrobatic skills offensively, your incredible feats of movements throwing your opponent completely off guard. You can use your movement to tumble through and around an opponent within 5 feet of you. You can move to any sqace adjacent to your target within your movement speed without provoking opportunity attacks and without moving through any interveining space.
If you move in this way you can use an action to make an Acrobatics check versus your targets Insight check. If your result is higher than your opponents then you have advantage on the next attack against that opponent and they cannot use their reaction against you until the end of your next turn.
#### Bonus Proficiency:
Also at level 3, you gain proficiency in Acrobatics if you do not have it already.
Additionally, you can use your reaction when you are targeted by an opportunity attack to make an Acrobatics check. If the result of this check is higher than your AC then you can use this result as your AC against the attack.
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#### Master Acrobat
Starting at 9th level, you are as comfortable tumbling and cart-wheeling as you are walking. Whenever you roll an Acrobatics check that is not prompted by a Harlequin ability and the dice result is below a 15 treat the roll as a 15.
Additionally, when you would be subject to falling damage you can use your reaction to reduce that damage by an amount equal to your rogue level.
#### Dizzying Display
Starting at 13th level, you can use your feats of acrobatic prowess to distract, cajole and strike awe in an opponent. When you use your movement action to move to any square within 5 feet of an opponent you can use your action to attempt a Dizzying Display. Your opponent must make an Intelligence saving throw with a DC equal to 8 plus your proficiency bonus and your dexterity modifier. If they fail, they cannot use their reaction and all attacks against them this turn have advantage.
#### Grand Finale
Starting at 17th level, you can conduct a feat of such stunningly artistic acrobatics that it leaves those who witness in awe. You can use your Action to target an opponent within 45 feet. You can move to a square within 5 feet of the target. Make an Acrobatics check with a DC equal to your targets AC. If you succeed, you hit with a melee weapon attack that is a critical hit. If you fail, you hit with a melee weapon attack that is not a critical hit.
You can use this ability once and regain that use on finishing a short or long rest.
### Mentalist
Some rogues use magic, sure. But some rogues also use a weird almost magic. A mental manipulation based on brain trickery, body language and a whole host of other things I'm not going to pretend to understand. Watching these mentalists at work, though, is a strange sight to behold. With simple words and no magic they can manipulate people into doing things they would not normally do. I have seen a woman talked into stealing a diamond necklace. I have seen a royal guard laid to sleep with a swift motion and word, and when he awoke he forgot not only us but also his own job! They are undeniably useful but also very, very unsettling. Don't think too hard about what their skill set means for the fragility of your self image and the transient nature of your you. Mainly think about how useful these weirdoes might be for your heist!
#### Mentalism Save DC
Many of the options available to the Mentalist require a saving throw. This saving throw is calculated as 8 plus your proficiency bonus plus your Charisma modifier.
\pagebreakNum
#### Mentalism
When you adopt this archetype at 3rd level, you gain the knowledge required to trick people's brains into doing certain things. You gain the following options:
- When you surprise a Humanoid opponent you can use your action to force them to make a Charisma saving throw. If they fail, they are knocked unconscious for 1 minute, until they take damage or until they are roused by a creature within 5 feet using an action to wake them up.
- You can spend ten minutes talking to a target, implanting subtle suggestions into their mind with your words and motions. After this ten minutes you can cast Suggestion on the target which only activates on a condition you choose. This Suggestion lasts 8 hours. Once the trigger occurs the target must make an Intelligence saving throw or perform the action. If they fail, they are aware that what they did was not their idea but are not aware where the suggestion came from. If they succeed, they know they were influenced but may not know where the influence came from.
You can only have one implanted Suggestion at a time.
- When you are attacked by a creature within 5 feet of you, you can use your reaction to make a Deception check. If this check result is higher than your AC then you can use this result as your AC against the attack.
#### Mesmerize
Starting at 9th level, you can bring the full brunt of your charisma to bear against an opponent. You can use an action to target a creature within 5 feet. The target must make a Charisma saving throw. Creatures who are immune to being Charmed pass automatically. If they fail, then they focus all their attention on you.
You must keep talking to hold their attention. They are considered Incapacitated so long as you hold their attention. They have disadvantage to notice anything other than you. The effect is broken if anyone targets them with an attack, spell or ability, or if someone within 5 feet spends an action to rouse them. You have advantage on the next attack you make against a creature who you have mesmerized. The target can repeat the saving throw at the end of each of its turns.
Once a creature passes this saving throw they cannot be affected by this ability for 24 hours.
#### Cold Reading
Starting at 13th level, your ability to read and infer details about people becomes incredible. You can use a bonus action to read a target within 30 feet. If the target is aware that you are attempting to read them you make an Insight check against their Deception check. If they are willing or are unaware of your scrutiny then you automatically succeed. You can learn one of the following details about a target:
- Their current emotional state
- Their highest saving throw
- Their lowest saving throw
- Any classes they have levels in
- Their profession
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#### Perfect Hypnosis
Starting at 17th level, your ability to affect a targets mind reaches legendary status. You gain the ability to cast Modify Memory as a 6th level spell against a target you have under the effect of your Mesmerize ability or that you have knocked unconscious with your Mentalism ability.
If the target is willing or was knocked unconscious by your Mentalism ability then you can instead cast the spell as a 9th level spell.
You can cast the spell with this feature once and regain that use on a short or long rest.
### Slip Rogue
Oh pal! Slip rogues! Don't get me wrong, I love who and what I am, but if I could be anything else I would be a slip rogue! These wonderful creatures have mastered a strange form of teleportation. Some of them have magic in their veins, some of them have hard won their powers from study and practice, but in any case they can slip short distances at will! Just think of the possibilities for stealing! And also combat and exploration and other things probably, but if I could teleport into any vault and just help myself you can be sure I would be doing little else! Watching a slip rogue at work is fascinating and awe inspiring, seeing them slip through space and attack from literally any direction. I am delighted I have never had to fight one because, truly, I have no idea what I would do other than just die... Quickly, I would hope.
#### Slip
When you adopt this archetype at 3rd level, you gain the ability to teleport short distances in a technique called a Slip. When you use the Dash action rather than move at your walking speed you can instead choose to teleport up to 15 feet in a direction of your choosing. If there is no space for you to fit in the space you would land in then you instead do not move and take 3d6 force damage and must make a DC 15 Constitution save or be stunned until the end of your next round. You cannot use this option if your speed is 0.
#### Slip Strike
Also at 3rd level, you can use your ability to Slip as a means of landing your sneak attacks. When you take the Attack action with a melee weapon you can sacrifice any amount of d6 from your sneak attack damage to teleport up to 10 feet per die spent. If you move at least 10 feet in this manner, you can make the attack with sneak attack, minus the dice spent to teleport.
The dice spent to teleport are removed from your sneak attack even if you gain sneak attack from another source.
#### Reflexive Slip
Starting at 5th level, your ability to slip becomes reflexive and can take you out of harm's way with barely a thought. You can use your reaction when you are hit by an attack or forced to make a saving throw to teleport 5 feet in any direction. This can cause the attack to miss if you move out of reach or out of the area of effect. You can use this ability three times and regain those uses on finishing a short or long rest.
This ability replaces Uncanny Dodge.
\pagebreakNum
#### Incredible Acrobatics
Starting at 9th level, you proficiency with Acrobatics is enhanced by your use of slipping to build momentum and propulsion. Whenever you make an Acrobatics check you can use your reaction to add 10 to that check result.
#### Adrenaline Rush
Starting at 13th level, you can slip to gain the drop on your foes. You have advantage on Initiative rolls.
Additionally, if you are not surprised, the first attack to hit you deals half damage.
#### Slip Flurry
Starting at 17th level, you can perform an amazing feat of slipping to attack all the enemies around you. You can use an action to make an attack with a melee weapon against every foe within 10 feet of you. This attack deals an additional 3d6 damage if it hits. You can end your turn in any space within 10 feet of your starting position.
You can use this ability once and regain that use on finishing a short or long rest.
### Tinker
Tinkers are a whole other breed entirely. These daring few are pioneers of a new artform. A deadly chemistry, a volatile alchemy, a terrifying new discipline that can only result in untold destruction. Sure, yeah, they make cool little clockwork contraptions and stuff but everyone wants to talk about the bombs. What are the bombs? How do they work? How do you make them? I don't know! Kinda wish I did though. Sure they are the exact opposite of quiet and subtle but you watch a horde of goblins torn apart by a well placed explosive charge and tell me it's not incredibly impressive. Also, for those keeping score, another example of rogues using magic without using magic! The pioneers and madmen who follow this path are all insane and don't let them tell you otherwise. Anyone who carries that much danger on their person as a matter of course has to be mad.
#### Bombardier
When you adopt this archetype at 3rd level, you gain the ability to create and use small explosive charges. Whenever you finish a short or long rest you can create a number of these charges equal to half your rogue level plus your proficiency bonus. These charges deal damage equal to the Sneak Attack feature. You can use an action to throw one of these charges at a point within 30 feet. Make a ranged attack against all creatures within 5 feet of that point. Targets take damage equal to your Sneak Attack damage plus your dexterity modifier on a hit, and suffer no effect on a miss.
The ability replaces your Sneak Attack feature.
#### Tinker
Also at 3rd level, you gain proficiency in tinkers tools. If you already have proficiency, you can add double your proficiency bonus to any checks using tinkers tools.
You construct a special device that you can use to attack your foes and serves as both badge and uniform to identify you as a tinker. Choose either Shocking Grasp, Firebolt or Ray of Frost. While you wear this device you can cast this cantrip. Dexterity is considered your casting stat for this cantrip.
The device is worn on your person and does not require a hand to wield nor does it require attunement or count as a magical item, though the effect it produces is magical. You can only construct one such device, though if it get's destroyed you can repair it by spending 4 hours and 100 gold in materials.
Additionally, you can use your tinkers tools to create minor clockwork contraptions and toys. These toys are tiny, have AC 5 and 1 hit point and can move at a speed of 5 feet per round if wound up. They can make a small noise to be heard up to 60 feet away or emit dim light in a 15 foot radius.
#### Flechetting
Starting at 9th level, you have learned to pack your explosives with hundreds of tiny pellets, needles and any flechetting you can find. If your ranged attack with your Bombardier feature misses a target they still take damage equal to your dexterity modifier plus your proficiency bonus.
Additionally, your bombs now count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
#### Failsafe
Starting at 13th level, you have rigged yourself up with a high explosive on a deadmans switch. When you are reduced to 0 hitpoints, targets within 5 feet take damage equal to your Sneak Attack damage plus your dexterity modifier. You fail a single death saving throw.
You can choose to activate this effect early by spending an action. You are reduced to 0 hit points and all enemies within 5 feet take damage equal to your Sneak Attack damage plus your dexterity modifier.
#### Bigger and Bigger Bombs
Starting at 17th level, you can let loose a salvo of smaller bombs or combine them into a bigger bombs. You can spend multiple charges of Bombardier as part of a single action. Each charge beyond the first increases the damage by 1d6. Every two charges you spend increase the area by 5 feet.
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## Warlocks
As compiled by Aanika Schultz, translated to common from the original Primordial
#### The Primordial Chaos
The elemental planes are more than simple realms of matter and energy. Deep within their fundamental being they are suffused with the purest expression of their element. This force is driven by a single imperative, to expand its influence. Often this takes the form of vicious and violent outbursts of elemental energies into other realms. However, occasionally, an ambitious or unlucky soul experimenting with arcane magic can make contact with this force. Sometimes they are entirely consumed by this contact. Sometimes they are invested with a tiny iota of this elemental power. Those that are find themselves wrestling with this power as it consumes them, body and soul. The more of themselves they give up, the more intense and incredible this power becomes. If a person is able to ride this fine line and master their fragment of power they become incredibly potent casters capable of harnessing immense powers at the expense of their own body.
#### Atypical Patrons:
The pact a Primordial Warlock enters into is not the traditional Warlock pact. The patron it answers to is an almost mindless mote of pure elemental energy. The bargain is the expression and expansion of the element, the cost the patron extols is a physical one. The Warlock is still a driven individual, a seeker of knowledge, and if anything a Primordial Warlock is more inclined to adventure than a 'standard' Warlock. What better way to express their power and hone their skills? However, they are not bound to service in the same way. Their power cannot help but express itself. There is no cajoling, no bargaining, no contract. There is only a constant battle with the element that will result in the Warlock being entirely consumed. The question is simply how long the internal struggle will last and what the Warlock will do with their power while they have it.
#### Chaotic Adventurers:
Adherents to the Primordial Elements find their temperament and outlook inevitably shaped by the element they battle with. They cannot live a sedentary life and find that if they neglect to use their gifts that their body begins to break down and convert to their element. They are driven to adventure not just by will but by a physical need to express their power. Given that their powers often draw upon their immediate vital essence, a Primordial warlock often finds themselves developing a reckless and cavalier attitude to their own safety. They are doomed anyway, why worry about the when? Sometimes this manifests as a nervous protectiveness of themselves, trying to find the balance of immediate damage versus long term damage. Sometimes this manifests as an anger, a rage that the price is not worth the power and a petulant need to use this power in a vain attempt to get enough for the price. In any case, they cannot help but find that their element shapes their actions and outlook more than almost any other factor in their life.
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> ##### Chaotic Pact Boons
> Your pact boon gained at 3rd level is less your patron rewarding you as it is an extension of your ability to control and manifest your element. Maybe you conjure a flaming weapon, bind a small air spirit to your will or are taking prodigious notes on your experiments with earthen magics. Whichever boons you take it is invariably touched by your element in some way.
### Primordial Pact - Fire
Those who have contacted and contained a mote of the Primordial Fire are those most at danger from their gift. Fire builds and burns through them and they must express it or burn up. It has been known to happen that a fire pact warlock will spontaneously combust if they allow the mote to go too long without use. Those that embrace their gifts though find that their capacity for burning, immolation and incineration is beyond prodigious. More than one pyromaniacal warlock has found themselves consumed by their own flames, both body and soul. This serves the purpose of the Primordial Fire, whose only will is that more things burn.
##### Fire Expanded Spells
| Spell Level | Spell |
|:----:|:-------------|
| 1st | Burning Hands, Searing Smite |
| 2nd | Scorching Ray, Flame Blade |
| 3rd | Fireball, Melf's Minute Meteors |
| 4th | Wall of Fire, Freedom of Movement* |
| 5th | Flame Strike, Immolation |
*self only
#### Bonus Cantrip
You learn the Firebolt cantrip. You also learn the Control Flames cantrip but cannot reduce nor put out flames using it.
> ##### Burning Condition
> A creature who is Burning takes 1d6 fire damage at the start of its turn. It also sheds bright light in a 15 foot radius and dim light for another 15 foot. A creature can spend an action to end the Burning condition on itself or another creature within 5 foot. A creature immune to fire damage cannot be afflicted with the Burning condition.
\pagebreakNum
#### Fireform
Starting at level 1, you can burn up your vital essence and enter a Fireform. As a bonus action you can wreath yourself in flames and you gain the following abilities:
- You shed bright light in a 30 foot area and dim light for a further 30 foot.
- You must reroll any 1's on all fire damage you deal while the effect is active, even if those 1's are rerolls.
- You can overcharge fire damage while the effect is active. Whenever you deal fire damage you can spend a hit dice to add 1d8 damage to that damage. This damage increases to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th. You can only spend a number of hit dice in this way up to your Charisma modifier.
While in Fireform you must make a DC 8 + your Proficiency bonus + (2 per hit dice spent this turn) Con save at the end of each of your turns or suffer 1d8 per hit dice spent this turn (min 1d8) fire damage as the flames burn up out of your control. This damage cannot be reduced by any means, including resistance or immunity, and is dealt to your hit points even if you have temporary hit points.
#### Pyromantic Glory.
Starting at level 6, you gain the ability to ignite a spark within an opponent. While in your Fireform you can spend an action to set a target ablaze. Choose a target within 60 feet. The target must make a Constitution saving throw against your Warlock spell DC. If it fails it takes 1d10 plus Charisma modifier fire damage and is afflicted with the Burning condition.
You can also use an action to ignite an unattended object within range.
Additionally, your mote is fed by any active fire in the area. Your fire spells deal +1 damage for each creature within 60 feet of you that is affected by the Burning condition or taking ongoing fire damage.
#### Flare Up
Starting at level 10, you can throw up a quick blast of flame as a defensive reflex. when a creature attacks you with a melee attack you can use your reaction to flare up. You impose disadvantage on the attack roll. If the attack hits your attacker is now afflicted with the Burning condition.
You can use this ability twice and regain those uses on finishing a short or long rest.
#### Burn The World
Starting at level 14, you gain the ability to unleash a torrential wave of devastating flame in a glorious sphere about you. As an action you can target all living creatures within 60 feet of you that do not have total cover. Affected targets are now afflicted with the Burning condition. All unattended objects within 60 feet are set on fire.
You can use this ability once and regain that use after finishing a long rest.
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### Primordial Pact - Water
Those who have attained a mote of Primordial Water are often perceived to be the most sedate and calm of the primordial warlocks. This is probably because their gifts are the most outwardly beneficial. However, they too must battle their mote or find themselves and their bodies literally flowing away. The application of their motes powers are beneficial to their allies, using the water to soothe and rejuvenate, but they are also incredibly dangerous. Able to smash foes with their control of their element and, with practice, drown a living creature at will, these warlocks are a dangerous and frightening foe as well as a fantastic support to their allies.
##### Water Expanded Spell List
| Spell Level | Spell |
|:----:|:-------------|
| 1st | Cure Wounds, Create or Destroy Water |
| 2nd| Lesser Restoration, Augury |
| 3rd | Tidal Wave, Water Breathing |
| 4th | Control Water, Watery Sphere |
| 5th |Greater Restoration, Maelstrom |
#### Bonus Spell:
You learn the Shape Water cantrip. Additionally, you gain an additional use for this cantrip.
- You can use a freestanding body of water to attack a target. You can attack a target within 30 feet of the body of water, which should cover at least a 5 foot cube. Make a ranged spell attack, on a hit dealing 1d6 bludgeoning damage to the target and additional damage to enemies adjacent to the target up to your charisma modifier.
The damage to the targets increases by 1d6 at levels 5, 11 and 17.
#### Rejuvenating Waters Starting at 1st level, you gain the ability to create and manipulate water to sooth the suffering of your allies. You gain a pool of temporary hit points equal to your Charisma modifier plus three times your level. As a bonus action on your turn you may distribute these to an ally within 30 feet in any amount. This pool refills after a long rest. Additionally you can use your Hit Dice to restore this pool. As a bonus action, or as part of the bonus action to distribute the hit points, you can expend a hit dice to increase this pool by 1d8 plus your Charisma modifier. If this expands the pool past its usual maximum these additional temporary hit points last until the end of your next turn. You can spend a number of hit dice in a round equal to your charisma modifier. #### Aqueous Bolstering Starting at 6th level, you gain the ability to restore temporary hit points. Any time you heal a character who has temporary hit points you can restore lost temporary hit points up to the amount applied by the effect granting them their current temporary hit points. If a character has damage done to hit points and temporary hit points then the healing applies to their hit points first and any additional healing is applied to the temporary hit points. \pagebreakNum #### Drown Starting at 10th level, you gain the ability to attempt to drown a target by creating water within their lungs. As an action you can choose a target with 30 feet. If that target needs to breath and cannot breath water then it must make a Constitution saving throw against your Warlock spell save DC. If it fails then it takes 3d6 bludgeoning damage and has disadvantage on attack rolls and ability checks. This damage cannot be reduced by any means. The target can repeat this saving throw at the start of each of its turns. This ability requires concentration and can only be applied to one target at a time. #### Bolstering Deluge Starting at 14th level, you gain the ability to conjure a deluge of rejuvenating waters to rain down on your allies, bolstering them and granting them incredible resilience for a short time. As an action you can conjure a torrential downfall over a 30 foot radius around you for 1 minute. Any allies in this area gain 10 hit points per round. If they are at maximum hit points they gain temporary hit points instead. This area is considered a free standing area of water for the duration of the effect. You regain the use of this ability after finishing a long rest. ### Primordial Pact - Air Those who have been invested with a mote of elemental air are often the most transitory of the primordial warlocks. Their gifts invest them with an exceptional mobility. Moreover, they use their control of their element to manoeuvre and control opponents and allies alike. They are far from docile however, they can manifest slicing blades of air to harass and buffet an enemy. If they do not manifest their powers then they can bloat or tear, lacerations appearing on their skin. There have even been cases of an air based warlock popping like a gory balloon. ##### Air Expanded Spell List | Spell Level | Spell | |:----:|:-------------| | 1st | Jump, Zephyr Strike | | 2nd| Gust of Wind, Warding Wind | | 3rd | Wind Wall, Haste | | 4th | Freedom of Movement, Greater Invisibility | | 5th |Control Winds, Steel Wind Strike | #### Bonus Cantrip You learn the Gust cantrip. Additionally, the distance you move a creature or object with it is doubled. \columnbreak #### Airemental Manifestation Starting at 1st level, you can conjure a mote of pure elemental air under your direct control. As a bonus action you can place this mote anywhere within 30 foot. It takes up a 5 foot space but does not prevent a creature from occupying that space. It can affect a radius of 15 foot from this point. Winds in this area are gusty and whorl in every direction. When conjured, and as a bonus action on each of your turns, you can choose a creature, including yourself, within the area of effect. You can move that creature up to 15 feet so long as it remains in the area of effect. If the creature is unwilling it can make a Strength saving throw against your Warlock spell save DC. You can also move the mote up to 30 feet as part of this bonus action. Additionally, you may spend a hit dice to increase the potency of the Airemental. You may choose any number of the effects below, each of which costs 1 HD. - The creature you move instead fly's 45 feet and is not bound to the area. - Disadvantage on ranged attacks originating from, or targeting, anyone in the area. Additionally, fog and clouds are cleared from the area - Choose an enemy within the area. That enemy has disadvantage on attack rolls, ability checks and Dexterity saving throws until the end of their next turn as focused winds knock them off balance. Additionally, you can spend hit dice to increase the effective radius of the area. Each hit dice spent increase the radius by 10 feet. You can only spend a number of hit dice in this way up to your Charisma modifier. #### Buffet Starting at 6th level, you can conjure and control winds to knock an enemy off balance. As an action you can target one creature within 60 feet. The target must make a Strength save against your warlock spell save DC or be knocked prone and take 2d6 slashing damage. If the target is flying it has disadvantage on this save. The damage from this effect increases by 1d6 at levels 11 and 17. #### Aeronautic Escape Starting at 10th level your ability to conjure winds becomes reflexive. When you are targeted by an attack you can use your reaction to fly up to 30 feet. You must choose to use this ability before you know whether the attack is a hit or a miss. If this movement takes you beyond the reach of the attack then the attacker may pick a new target. You can use this ability twice and regain those uses on a short or long rest. #### Eye of the Hurricane Starting at 14th level, your mastery of conjuring and controlling winds allows you to throw enemies and allies alike about like ragdolls. As an action you can target any number of creatures within 60 foot of you. You can move those creatures from their current space to any other space within 60 foot of you. This space can be in the air and if the creature does not have a fly speed then it falls. You regain the use of this ability when you finish a long rest. \pagebreakNum ### Primordial Pact - Earth Earth pact warlocks are melee fighters of incredible resilience. Their mote manifests shards of earthen shale and rock to block attacks and their control of stone and dirt allows them to control enemy movements, even to the point of locking them down completely. Their powers make them excellent anchors for a battle line and they have the ability to become nigh invulnerable pillars for a short time, thought the long term damage from this can be immense. Those that fail to express these powers find their bones become heavy and their skin become stony and flaking. Sometimes jagged spurs of rock erupt through their skin. There have even been reports of warlocks seemingly metamorphosing into jagged, spiky balls of shale and flint. ##### Earth Expanded Spells | Spell Level | Spell | |:----:|:-------------| | 1st | Earth Tremor, Compelled Duel | | 2nd | Maxamillian's Earthen Grasp, Spike Growth| | 3rd | Erupting Earth, Wall of Sand | | 4th | Stoneskin, Grasping Vine | | 5th | Transmute Rock, Wall of Stone | #### Bonus Proficiencies and Spell You gain proficiency in medium armor and shields. Additionally you learn the Mold Earth cantrip. #### Earthen Bulwark Starting at 1st level, You become capable of manifesting rock and earth to intercept enemy blows. After you take damage you may use your reaction to reduce that damage. The damage is reduced by your proficiency bonus plus your charisma modifier. You can super charge this ability by spending hit dice when you activate it. If you do so you reduce the damage by an additional 1d8 per hit dice spent. Additionally, your total damage reduction is applied to all attacks received until the end of your next turn. You may only spend a number of hit dice in this way equal to your charisma modifier. #### Upheaval Starting at 6th level, you learn to use your earthen powers to throw enemies off balance and even lock them in place. As a bonus action on your turn you designate an enemy. If that enemy is not flying and attempts to move on its turn it must pass a Strength or Dexterity saving throw (your choice) against your Warlock spell save DC or fall prone. If it succeeds on the save its speed is reduced by 10 feet for the rest of its turn. #### Rock Shelter Starting at 10th level, you can create a enclosed barrier of rock to protect against magical attacks. If an effect would cause you to make a Dexterity saving throw you can use your reaction to conjure a rocky shelter. You and any allies within 5 feet gain a bonus on their saving throw equal to your Charisma modifier and if they succeed on the save they take no damage. You can use this ability twice and you regain those uses on a short or long rest. #### Lockdown Starting at 14th level, you can completely lockdown a large area. Choose any number of creatures within 60 feet of you. Their speed is set to 0. If those creatures are within 20 feet of the ground they are also immediately grounded. Each creature so afflicted takes 4d8 piercing damage. At the start of each of their turns those creatures must make a Strength saving throw. On a failure, their Speed remains 0. You regain the use of this ability after finishing a long rest. ### Primordial Pact - Heart Deep amidst the roiling Primordial Chaos there lies an essence of connection, the raw force of interaction and combining. It is strongest in the interactions between sapient beings and in the comingling of elements to create something new. Very few warlocks have been able to connect to this essence but those who have and have gained a mote of it are capable of amazing acts of empathy, persuasion and even symbiosis. This makes them incredibly versatile but also mistrusted. Their gifts can leave people feeling uncomfortable, tapped, drained and even violated. Those who fail to express their power can find themselves physically bonding to objects they touch, stuck like glue. Sometimes they lose their own thoughts, overwhelmed by a myriads of voices and strengths, driven to madness or suicide by their ordeal. ##### Heart Expanded Spells | Spell Level | Spell | |:----:|:-------------| | 1st | Bless, Tasha's Hideous Laughter | | 2nd | Calm Emotions, Aid| | 3rd | Catnap, Life Transference | | 4th | Compulsion, Dominate Beast | | 5th | Gaes, Rary's Telepathic Bond | #### Bonus Proficiency You gain proficiency in the Persuasion skill. If you already have proficiency then you double your proficiency bonus. #### Empathic Bond Starting at 1st level, you can form an empathic bond with an ally. As a bonus action you may choose an ally within 30 feet and one of their ability scores. You may use their modifier for that ability score in place of your own for so long as you remain within 30 feet of them and for up to a minute afterwards. You may only have one empathic bond active at a time. Additionally, as a bonus action or as part of the action to establish the bond, you can spend a hit dice to deepen this bond and gain the use of an ability they possess and you do not. The ability you can gain is dictated by the number of hit dice spent. Consult the following table. You cannot spend more hit dice than your Charisma modifier. \pagebreakNum | Number of Hit Dice | Gained Ability | |:----:|:-------------| | 1 | You can cast a cantrip they know for the duration of the effect. Alternatively, you can gain one use of a class ability that is gained before level 3, such as Rage, Sneak Attack or Martial Arts. If this ability has an effect based on level, calculate it at half your warlock level | | 2 | You can cast a spell the ally knows of 3rd level or lower once. You must still pay any material component with a cost. Alternatively, you can gain the use of a class ability that is gained after level 3 and is recharged on a short rest. If this ability uses a resource you do not have (such as Ki or Inspiration Die) you are considered to have enough of that resource to use this effect once at its lowest level, or at half your warlock level if relevant. | | 3 | You can cast a spell the ally knows of 5th level or lower once. You must still pay any material components with a cost. | | 4 |You can use any class ability the ally knows that recharges on a long rest. If this ability uses a resource you do not have (such as Ki or Inspiration Die) you are considered to have enough of that resource to use this effect once at its lowest level, or at half your warlock level if relevant. Gain a level of exhaustion. If the ability is gained at a higher level than you are now, gain three levels of exhaustion| #### Sympathetic Drive Starting at 6th level you can use your empathic link to embolden and enhance an ally. As a reaction, when an ally within 30 feet of you damages an enemy with an attack you can use this ability to increase that damage by an amount equal to your proficiency bonus. #### Wounding Look Starting at 10th level, you can use your reaction when damaged by an attack from an enemy within 30 feet of you to force them to make a Wisdom saving throw against your Warlock spell save DC. If they fail they take damage equal to the amount of damage you just received as psychic damage. You regain the use of this ability on a short rest. #### Hearts and Minds Starting at 14th level, as an action you can target any number of creatures within 30 feet. These enemies are now charmed by you. Additionally you can choose from them to be incapacitated. This effect breaks upon them taking any damage. If a target is openly hostile to you it can make a Charisma saving throw against your Warlock spell save DC to avoid these effects. You regain the use of this ability upon finishing a long rest. \columnbreak ### Primordial Pact - Ice The primordial elements often clash and battle. Occasionally from these interactions other forces are created. The most powerful of these forces is the primordial ice. By no means as pervasive as any of the other elements, it is none the less powerful enough to rip a mote from. Those who do are capable of using its power to slide across their element at incredible speeds, harrying their foes and creating treacherous patches of ice to control the battlefield. Those who do not express this power end up as frigid statues, creeping ice spreading from the base. Sometimes their skin and flesh turns brittle and breaks off. ##### Ice Expanded Spells | Spell Level | Spell | |:----:|:-------------| | 1st | Zephyr Strike, Ice Knife | | 2nd | Warding Wind, Snilloc's Snowball Storm| | 3rd | Sleet Storm, Slow | | 4th | Ice Storm, Fire Shield* | | 5th | Cone of Cold, Steel Wind Strike *Chill version only| #### Bonus Cantrip You learn the Shape Water cantrip. Additionally, you gain an additional use for this cantrip: - You can freeze water in an area into jagged spikes which you hurl at a foe. You can attack a target within 30 feet of a freestanding body of water, which should cover at least a 5 foot cube, that is within 30 foot of you. Make a ranged spell attack, on a hit dealing 1d8 piercing damage to the target. This damage is magical and any effects which affect cold damage also affect this damage, excluding resistance and immunity. The damage of this effect increases by 1d8 at levels 5, 11 and 17. #### Ice Skating Starting at 1st level, you gain the ability to coat your feet with a thick coat of ice, flash freezing the ground beneath you and allowing you to skate over any surface. You can activate your Ice Skates as a bonus action. Once you do so, your walking speed increases by 10 feet. Additionally, difficult terrain does not slow your movement. You must move at least 10 feet each round this effect is active. If you are unable to, or refuse to, then this effect ends. You may spend hit dice to increase this effect. As a bonus action you can spend a hit dice to increase your speed by an additional 10 feet this round and you may Dash as a part of this action. You may also spend a hit dice to turn your walking speed into a fly speed for this turn. You can only spend a number of hit dice in this way up to your Charisma modifier. \pagebreakNum #### Black Ice Starting at 6th level , you gain the ability to cover an area in abyssal black ice, incredibly slippery and able to freeze an opponent in place. You can use an action to cover a 10 foot square in Black Ice. The area must be within 30 foot of you. This area is considered difficult terrain. If a creature starts it's turn in the area or moves into the area during its turn it must make a Strength saving throw against your Warlock spell save DC or its speed becomes 0. You may only have one area of Black Ice at a time. If you create a new one, the old one thaws. #### Frigid Tomb Starting at 10th level, you gain the ability to completely encapsulate a creature in a thick, icy tomb. You can use an action to target a creature within 60 foot. That creature must make a Constitution saving throw against your Warlock spell save DC or become encased. A creature may choose to fail this save. While a creature is entombed they are Incapacitated and Immobilised. They also gain temporary hit points equal to five times your charisma modifier and resistance to all damage except fire. The tomb is broken when these temporary hit points are gone. You may use this ability twice and regain those uses on a short or long rest. #### Frozen Dome Starting at 14th level , you gain the ability to freeze an area around you almost completely. You can use an action to freeze an area covering a 15 foot radius from your position. The outward edges of this area are covered in a thick layer of ice about 6 inches thick. This area is impassable terrain and magic effects cannot penetrate it. This barrier has 120 hit points and is vulnerable to fire damage. The area within this barrier is difficult terrain. A creature other than you that is not immune to cold damage must make a constitution saving throw versus your Warlock spell save DC or have disadvantage on attack rolls and ability checks, and have its movement speed halved. ### Primordial Pact - Chaos Far within and beyond and encompassing the Primordial Chaos there is a thing. There is not yet a word for this thing, this amalgam of all elements, thoughts and planes. Warlocks who embrace this power are often subsumed by it, but those who manage to wrestle with it and able to grasp a mote of this chaos are incredibly powerful and unpredictable fighters, adapting to situations and changing their fighting styles in an instant. More than any other, these warlocks war with their mote. There is no way to prevent it from changing your body almost constantly. Those who lose the fight with this mote, and that is most of the very few who manage to find it, invariably end in a roil of violence and brutality. No two of these deaths are the same but each of them are indescribable scenes. \columnbreak ##### Chaos Expanded Spells | Spell Level | Spell | |:----:|:-------------| | 1st | Absorb Elements, Chromatic Orb | | 2nd | Alter Self, Enlarge/Reduce| | 3rd | Elemental Weapon, Protection from Energy | | 4th | Fabricate, Polymorph | | 5th | Conjure Elemental, Creation | #### Chaotic Mote The chaotic mote inside of you makes you incredibly hardy and adaptable. You gain proficiency in Constitution saving throws. However, failing a Constitution saving throw deals damage to you equal to your proficiency bonus as the Elemental Chaos runs out of control. This damage does not occur if you fail your Elemental Apotheosis saving throw. #### Elemental Apotheosis Starting at first level, your body becomes a roiling mass of potential and change. Whenever you take damage of a specific type you gain resistance to that damage type until the end of your next turn. Additionally, you may spend a hit dice to try to tap into this potential, mutating your body. Roll a d8 and consult the following table. You gain the specified mutation. At the end of your turn while you have a mutation active you must make a Constitution saving throw. The DC is equal to 8 plus your proficiency bonus, plus 5 for each mutation active beyond the first. If you fail this save, you and anyone within 5 feet takes force damage equal to half your maximum hit points and you lose the effect of one of your mutations (DM's choice), as you lose control and your body mutates and roils uncontrollably. This damage cannot be reduced or resisted in any way. \pagebreakNum | d8 | Mutation| |:----:|:-------------| | 1 | You take damage equal to one quarter of your maximum hit points. Until the end of your next turn you gain resistance to all damage as your body goes through an impossible amount of mutations and undulations. | | 2 | - A portion of your body takes on a watery aspect and an implacable strength. For the next minute, you gain advantage on Strength checks. Additionally, you gain a swim speed equal to your walking speed and can breathe underwater. While this mutation lasts you may use an action to strike an opponent within 15 feet with your aquatic manifestation. Make a melee spell attack. On a hit, you deal 1d10 + Charisma modifier damage. On a miss, you deal damage equal to your Charisma modifier. The damage of this ability increases by 1d10 at levels 5, 11 and 17, though this does not apply to the miss effect. | | 3 | A portion of your body takes on an airy aspect and you gain incredible dexterity. For the next minute, you gain advantage on Dexterity saving throws. You gain a fly speed equal to your walking speed but you must end your turn on a secure surface or you fall. Additionally, you may Dash as a bonus action for the duration. | | 4 | - A portion of your body takes on an earthen aspect and you gain increased endurance. For the next minute, you have advantage on Constitution saving throws and you gain temporary hit points equal to your Charisma modifier multiplied by 5. Additionally, you may use your reaction to half the damage from an attack for the duration. | | 5 |A portion of your body takes on a fiery aspect and you gain boundless energy. For the next minute, you have advantage on Dexterity checks. You also shed bright light in a 15 foot radius and dim light for a further 15 foot. Whenever an attacker within 30 feet hits you with an attack they take fire damage equal to your Charisma modifier. For the duration of the effect you may move through opponents spaces but may not end your turn there. If you do so they must make a Dexterity saving throw against your Warlock spell save DC or take fire damage equal to your Charisma modifier. | | 6 | - A portion of your body takes on an icy aspect which ends in a gigantic spike. For the next minute, you have advantage on Strength saving throws and opposed Strength checks. You also gain a climb speed equal to your walking speed. For the duration of the effect you can use a bonus action to force an opponent within 60 feet to make a Constitution saving throw against your Warlock spell save DC. On a failure the opponents speed is halved. On a success, it suffers no effect. | | 7 | Your brain undergoes a mutation, granting you incredible powers of mental manipulation. For the next minute , you have advantage on Charisma saving throws. You may use your reaction to force an attacker to make a Charisma saving throw. If they fail, they must pick a new target. If there are no other viable targets they may forgo their action. Additionally, for the duration of the effect, you may use the Help action as a bonus action and at a range of 30 feet. | 8 | You may choose any one of the above effects. Alternatively, you may roll twice and take both effects. | \columnbreak #### Chaotic Whorl You gain a modicum of control over the raw elemental chaos, allowing you to weaponise it. Starting at 6th level, you can use an action to produce a Chaotic Whorl and throw it at an enemy within 90 feet, or thrust it into an enemy in melee range. Make either a ranged spell attack or a melee spell attack. This attack does 2d10 plus Charisma modifier damage. Roll a d6 and consult the following table to determine the type of damage it deals. | d6 | Damage Type| |:----:|:-------------| | 1 | Slashing | 2 | Psychic | 3 | Bludgeoning | 4 | Cold | 5 | Piercing | 6 | Fire The damage of this effect increases by 1d10 at levels 11 and 17. #### Rapid Adaptation Starting at 10th level, your body and mind are adapting to the elemental chaos within you and your adaptations become almost reflexive. When you are attacked or are required to take a saving throw, you may use your reaction to name a damage type. You gain resistance to that damage type until the start of your next turn. You can use this ability twice and regain those uses on a short or long rest. #### Unchecked Mutation Starting at 14th level, you gain the ability to allow your elemental chaos to burst forth in a fountain of unpredictable growth and change that effects not just you but also your allies. You may use an action to activate this ability. For the next minute, you gain any mutation of your choice. Additionally, you and each ally within 30 feet must roll on the Elemental Apotheosis Mutation chart. You and your allies need not make the constitution saving throw for the duration of this effect. When this effect wears off, you automatically fail the Constitution saving throw. You may use this ability once and regain that use on a long rest. \pagebreakNum ### Hdden One Pact Compiled by an unknown entity and found beneath my pillow one morning ##### Hidden One Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | Chaos Bolt, Beast Bond | | 2nd | Animal Messenger*, Detect Thoughts | | 3rd | Clairvoyance, Nondetection | | 4th | Divination, Mordenkainen's Private Sanctum | | 5th | Legend Lore, Modify Memory | *The messenger is always a tentacled rat with wings #### Swarm of Rats When you agree to this pact at 1st level, you gain the ability to summon a swarm of abhorrent rats that act as tutors, scouts and spies. You can use an action to summon a swarm of up to 30 rats which can communicate with you, and only you, telepathically. You can choose to make these rats invisible to other creatures if you wish. The rats have no influence on other creatures and cannot pick up or move objects heavier than 5 pounds. They do not occupy their own space and cannot physically affect another creature. When you summon the rats you must ask them a question. When you do so the swarm then disperses and attempts to find the information for you. This process takes at least an hour. Upon the swarms return you can make an Arcana check to see how successful they were. The higher the result, the more information they glean. The broader the question, the broader your answer. The swarm cannot learn something you could not learn yourself and does not speak any languages you do not. Alternatively, you can ask the swarm to perform a simple task that it would be capable of. Make an Arcana check to see how successful they are at this task. Your DM will determine the level of success based on your result. #### Gleaning Starting at 6th level, you gain the ability to learn a secret or fear of an opponent and turn that knowledge against them. When you hit a creature with an attack you can use your bonus action to force them to make a Charisma saving throw against your Warlock spell save DC. If you are successful, you learn a secret or a fear. If the target succeeds, you learn nothing and they cannot be affected by this ability again for 24 hours. Additionally, if you attack a creature which you know a secret about or a fear of, which need not have come from this ability, you can tailor your attack to exploit this information. If you hit such a creature you can spend a bonus action to force them to make an Intelligence saving throw against your Warlock spell save DC. If they fail they take 2d6 psychic damage as you assail their mind. This damage increases to 3d6 at level 11 and 4d6 at level 16. \columnbreak #### Haunting Visage Starting at 10th level, you can reflexively reach into an opponent's mind and present an appearance that they will not attack. As a reaction you can cause an opponent within 5 feet who is attacking you to make an Intelligence saving throw. If they fail this saving throw, they lose their action. You can use this ability once and regain that use on finishing a short or long rest. #### Voracious Swarm Starting at 14th level, you can manifest a huge and voracious swarm of rats that feed on magic and flesh. These rats attack all enemies within 30 feet, dealing 6d8 damage to each foe. If a target has the Spellcasting, Ritual Caster or Pact Magic features they instead take 50 damage. You can use this feature once and regain this use on finishing a long rest. ### Gravelord Pact A collections of scrawlings presented on a skin parchment, found within a copy of *Forbidden by Gods; The Heaving Bossoms of Lady DeWeir*. Author unknown. ##### Gravelord Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | Command, Ray of Sickness | | 2nd | Phantasmal Force, Alter Self | | 3rd | Stinking Cloud, Animate Dead | | 4th | Phantasmal Killer, Otiluke's Resilient Sphere | | 5th | Cloudkill, Dominate Person | #### Student of the Master: Starting at 1st level, you are inundated with magical knowledge and secrets. You gain proficiency in Arcana if you do not have it already. If you are proficient in Arcana you can instead choose any other skill to become proficient in. Additionally, you can try to make sense of the flood of information to gain additional spell slots. Once per day, upon finishing a long rest, you can attempt to prepare an additional spell slot. To do so you must make an Arcana check and consult the following table: | Check Result | Spell Slot level| |:----:|:-------------| | 10 | 1st | | 15 | 2nd | | 20 | 3rd | | 25 | 4th | | 30 | 5th | This spell slot is lost when used or when you begin a long rest. \pagebreakNum #### Apocryhpal Ritual: Starting at 6th level, you are given a dark and powerful ritual to create powerful undead creatures and bind them permenantly to your service. This ritual takes 1 hour to complete and requires 100 gold worth of incense, candles and viscera per CR of the creature you are creating. Consult the following list to determine the most powerful creature you can create and the required Arcana check. Any undead raised with a CR lower than 1 are considered CR1 for the purposes of this table, but not for the maximum amount you can control. | Warlock Level | Maximum CR| Required Arcana Check | |:----:|:-------------| :------------- | | 6 | 1 | 10 | | 9 | 2 | 15 | | 11 | 3 | 20 | | 13 | 4 | 25 | | 15 | 5 | 30 | | 17 | 6 | 35 | You can animate multiple creatures with this ritual but can only control a maximum up to the CR as dictated by the above table. Attempting to create additional undead causes the ritual to fail and the materials to be destroyed. You can use a bonus action on your turn to issue commands to any undead you have animated in this way if they are within 120 feet of you. You can command multiples at once if you issue the same command. You decide what action the undead will take and where it will move during its next turn, or issue a general command. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature will follow it until its task is complete. #### Lost in the Crowd: Starting at 10th level, if an opponent targets you with an attack and you are adjacent to any of your controlled undead, you can use your reaction to have the attack hit your minion instead. Additionally, you cannot die from old age. You continue to age as normal however, you will simply live indefinitely until killed. #### Rise, minions!: Starting at 14th level, you can almost instantly raise a veritable army of undead. As an action, you can target every humanoid corpse within 90 feet. For the next minute these corpses rise as a zombie or skeleton, as appropriate, under your control. Additionally, during this minute you can use a bonus action to move any number of controlled undead up to 30 foot and have them make an attack. A corpse raised by this effect can never be raised again and will turn to dust at the end of the duration unless you assert control over them by some means. Once you use this ability you cannot use it again until you have finished a long rest. \pagebreakNum ## Eldritch Invocations #### Abyssal Chill *Prerequisite: Primordial Pact - Ice* Whenever you deal cold damage to an opponent with a magical effect you may add your proficiency bonus to the damage dealt. #### Adaptive Whorl *Prerequisite: Primordial Pact - Chaos, Chaotic Whorl ability* When you conjure a Chaotic Whorl, you may make a DC 15 Arcana check. If you are successful, you may roll three times on the damage type table and pick the damage type you wish. #### Apocrypha *Prerequisite: Hidden One Patron* Whenever you make a check to discover information that is considered secret or hidden you add your proficiency to that check. If you are already proficient, you can add double your proficiency. If the information is a secret known only to very few, you gain advantage. This does not allow you to make a check without reason and final ruling on what is considered secret or hidden lies with your DM. #### Black Frost Blood *Prerequisite: Primordial Pact - Ice, 9th level* You may have more than one patch of Black Ice. Each patch beyond the first reduces your maximum hit points by 8. Your regain this loss when you dismiss the Black ice that caused it, but lost hit points are not restored. #### Blackened Flesh *Prerequisite: Primordial Pact - Fire, 9th level* Your fire burns so hot as to afflict incredible burns. Any target that takes fire damage from you has the next sum of healing they receive within 10 minutes halved. #### Bring the Weather *Prerequisite: Primordial Pact - Water, 14th level* The area of your Bolstering Deluge now moves with you. Additionally, you can use a bonus action to move the area up to 60 feet. #### Charismatic Drive *Prerequisite: Primordial Pact - Heart* When you use Sympathetic Drive to increase your allies damage you can add your Charisma bonus to the damage dealt. #### Cloying Flame *Prerequisite: Primordial Pact - Fire* Your Firebolt can ignite targets it hits. A target that takes damage from your Firebolt must make a Dexterity save against your Warlock spell save DC. If it fails it is now afflicted with the Burning condition. #### Corroding Flame *Prerequisite: Primordial Pact - Fire* When a target is hit by your Firebolt it loses any resistance to fire damage until the end of your next turn. \columnbreak #### Deadly Apotheosis *Prerequisite: Primordial Pact - Chaos* While you have a mutation active and you make a weapon attack, you may increase the damage of that attack by an amount equal to your proficiency bonus. Additionally, you may choose for the attack to do damage of a type corresponding to your mutation. - Water - Bludgeoning - Air - Slicing - Earth - Piercing - Fire - Fire - Ice - Cold - Mind - Psychic #### Full Sail *Prerequisite: Primordial Pact - Air* When you move a willing creature with your Airemental Manifestation you may move them an additional 10 feet. #### Jagged Shards *Prerequisite: Primordial Pact - Earth* When you use your Earthen Bulwark to reduce the damage of a melee attack, the attacker takes Piercing damage equal to your Charisma modifier. A target can only take this damage once per round. #### Master of Puppets *Requirements: Gravelord patron, 5th level* You can maintain control of a number of undead created with Animate Dead up to your Charisma modifier indefinitely. Additionally, you can cast Animate Dead once without using a spell slot. This spell is cast at your Warlock slot level. You regain the use of this ability after finishing a long rest. #### Master Skater *Prerequisite: Primordial Pact - Ice, 9th level* While your Ice Skates are active and you have moved at least 40 feet on your last turn, you have advantage on Dexterity saving throws and ranged attacks are at disadvantage against you. #### Muroidic Tutor *Prerequisite: Pact of the Chain, Hidden One Patron* Your Pact of the Chain familiar is a tentacled rat. While your familiar is in contact with you, you gain spell resistance. Additionally, while in contact with you your familiar can use its action to whisper advice and information to you. If it does so, you may add your proficiency bonus to any one damage roll this turn. #### Potent Whorl *Prerequisite: Primordial Pact - Chaos* When Chaotic Whorl does damage, you may increase that damage by an amount equal to your Charisma modifier. #### Rugged Charm *Prerequisite: Primordial Pact - Earth* You maximum hit points increases by an amount equal to your charisma modifier plus your warlock level. \pagebreakNum #### Slicing Wind *Prerequisite: Primordial Pact - Air* When an enemy is moved by, or takes disadvantage from, your Airemental Manifestation it also takes slashing damage equal to your Charisma modifier #### Still Waters *Prerequisite: Primordial Pact - Water* If you did not move last turn, you can ignore the body of water restriction on your additional use for *shape water*. This effect lasts until you move. #### Spiked Scree *Prerequisite: Primordial Pact - Earth, Upheaval ability* If an opponent is knocked prone by your Upheaval ability then it takes piercing damage equal to your Charisma modifier plus your Proficiency bonus. #### Spooky Scary Skeletons *Requirements: Gravelord patron, 7th level* Any raised Undead minions you control add your proficiency bonus to their AC and gain additional Hit points equal to your Warlock level. #### Symbiotic Bond *Prerequisite: Primordial Pact - Heart* The ally to which you are bonded adds your proficiency bonus to skill checks and damage rolls. #### Teacher's Pet *Requirements: Gravelord patron, Pact of the Tome* You double your proficiency bonus with the Arcana skill. Additionally, you can attempt to create a second spell slot upon finishing a long rest, however this second slot cannot be a higher level than your proficiency bonus. #### Tidal Flow *Prerequisite: Primordial Pact - Water, 5th level* An ally who has temporary hit points you granted them increases their AC by 2. This bonus lasts until they are hit by an attack or take damage. #### Utterly Charming *Prerequisite: Primordial Pact - Heart* You can spend a minute talking to any number of creatures. If you do so, make a Persuasion check opposed by the targets' Insight checks. Any creatures who do not beat your check result are Charmed by you for 10 minutes, or until they take damage. #### Winds Master *Prerequisites: Primordial Pact - Air, 5th level* You can cast Feather Fall at will, but only targeting yourself. \pagebreakNum ## Wizards As Compiled by Ludovico Mathrathonius. Translated to Common from the original Academia, with the exception of the aberrant scientist. #### The Arcane Tradition The greatest strength of the Arcane Tradition as a theoretical construct lies in its ability to build upon previously established laws, rules and understandings in a codified and meaningful way. The strength of the Wizard lies in the capacity to specialize. The Diviner is capable of altering fates and foreseeing outcomes of events before they happen, a prospect which seems ridiculous given our objective view of a non-deterministic, action driven universe. And yet, it is clearly possible, observable and quantifiable. This miracle of magical law is possible solely because of the hard work and magical genius of many, many previous practitioners collaborating, collating and codifying. We stand atop of palanquin or power not solely on the benefits of our own intellect, but on the collective intellect of those that came before us and laid the groundwork. But what of the lesser known traditions? What of the new disciplines, the fringe and lesser practiced ones? #### Pushing the Quasi-Thaumic Enclosing Barrier Divination, now one of the most developed of our core traditions, was once a fringe magical science. Before there were Diviners, there were Astrologists. Before the crystal ball and the astrolabe, there was the water bowl and the rune scribed bones. All of our traditions began somewhere, and the accumulation of knowledge that is our greatest strength would be nothing is we had not had these fringe practices, these mavericks and geniuses pursuing their own ideas of what magic was and how to apply it. Within this treatise I will examine some of the more interesting examples of magical theory I have encountered in my studies. I will endeavor to keep this document as readable to the layman as I can, however I will not shy away from technical terms. If this startles you, this may not be for you. If it excites you, then we can begin. #### A Clarification of Intent and Terminology No technical exploration of the type I am about to attempt would be complete without the clarification of some terms and practices. I does not do to assume knowledge on behalf of your readers. Thus, allow me to clear up some of the common understandings of wizards. We are magical practitioners who understand and wield magic through the use of hard work and dedication. This is the sole uniting factor. While many of us, myself foremost among them, would claim that we are scientists understanding a set of natural laws there are also those who are self taught, or who understand these rules almost instinctively and by trial and error. We do keep a record of our works and use those to draw upon, most commonly a book of spells. However I have seen these records kept as tattoos, markings on a staff, even stored as information in the form of light inside crystals. I bring this up to show that while Wizards have a very traditionalized view and many stereotypes associated with them, due to their long standing traditions no doubt, these are not the sole defining features. There are many more adventurist, alternative and abnormal academics practicing their newer disciplines. It is easy for the entrenched academia to look down their noses at these 'upstarts' but I remember the Astrologists, the witches and hedge mages and those brave souls willing to brave persecution to pursue their discipline. It is from this place of respect that I would like to present to you, unapologetically, these wonderful and inventive looks into the mature of the magical theory and it's various applications. \pagebreakNum ### Aberrant Scientist I do not recall where this came from. That is impossible. #### Alien Magics When you join this tradition at 2nd level, the magics you wield come from a place completely and utterly alien to the material plane and contact with them can unsettle the mind and soul. When you target a creature with a spell cast using a spell slot of 1st level or higher, that has a duration of longer than instantaneous, they must also make a Wisdom saving throw against your Wizard spell save DC. If they fail, they must subtract 1d4 from all saving throws while under the effects the spell that triggered this ability. A creature with the Aberration typing can ignore this effect. #### Form Sculptor Also at 2nd level, you are well practiced in the transmutative magics and can use them with incredible efficiency. Whenever you cast a Transmutation spell with a spell slot you can regain a spell slot of up to half the level of the slot spent to cast the spell. You can use this ability a number of times equal to your Intelligence modifier and regain those uses on finishing a long rest. #### Weaken the Seams Starting at 6th level, your capacity for the strange altering magics has given you insight into ways to weaponize your science into a baleful and horrendous spectacle of body horror. You gain the ability to transmute an enemy, altering their physiology in a vicious and disruptive way. You can use an action to spend a spell slot and target an enemy within 60 feet. The target must make a Constitution saving throw t your Wizard spell save DC. If they succeed, they lose their reaction as their body reels from the shock. If they fail, they take 1d6 damage per level of the spell slot spent have disadvantage on attack rolls and ability checks. A creature can repeat this saving throw at the end of it's turn to remove the disadvantage. A creature suffers the effect of your Alien Magics while they have disdvantage from this ability. #### Tactile Learning Starting at 10th level, your altering magics can give you insight into your targets and their weaknesses. Once per turn, you can deal additional damage to a target who has previously failed their save against your Alien Magics feature equal to your Intelligence modifier. #### Inversion Starting at 14th level, you have learned a way to turn a creature inside out. You can use an action to target a creature within 30 feet. The target must make a Constitution saving throw against your Wizard spell save DC. On a success, they take 5d6 damage as they resisst your magics. On a failure, roll 3d4 and that is now their hitpoint total and they must make another saving throw at the start of their next turn. A success on this saving throw reverts them to their true form. A failure knocks them Unconscious. While a creature is Unconscious they must repeat this saving throw at the end of each of their turns. You can use this ability once and regain that use on finishing a long rest. ### Arcane Researcher Of all the traditions contained in this treatise, this is perhaps the oldest. The Arcane Researcher is nothing more than an undisciplined Wizard. Well, this is a clear simplification but it is a convenient lie to build upon. You see, rather than focusing their studies on a particular school of magic, or application of magical theory to support a given discipline, Arcane Researchers instead focus their studies on the nature of magic and magical theory itself. More than any other discipline they rely on practical application of theory to understand their work. Arcane Researchers are known for tweaking the rules of magical theory, of experimenting with the established orders through trial and error to see where the cracks are and how they can maneuver within those cracks. These brave souls are the tip of the spear in mathemagical progress. #### Shorthand and Jargon Starting at 2nd level, you are so used to quick notations, arcane sigil work-arounds and the quirks of transcription that the time required and price of transcribing all spells is reduced by 25%. #### Learn from your Mistakes Starting at 2nd level, you constantly endeavor to learn more about the nature and application of the arcane. If you spend a spell slot to cast a spell that requires a save and a creature succeeds on that save and suffers no effect, you can attempt an Arcana check to regain that spell slot. If you target multiple creatures with the spell each creature must succeed on the save. The DC for this check is 10 plus the level of the spell slot spent. You cannot regain a spell slot of higher than 5th level with this feature. Additionally, if you cast a cantrip that requires a saving throw and your target succeeds, it takes damage equal to your proficiency bonus. #### Copy Technique Starting at 6th level, you can attempt to memorize and replicate a spell you do not know but have seen cast. When a creature within 30 feet of you casts a spell with a casting time of 1 action that you do not have memorized you can use your reaction to attempt to copy it. First, you must make an Arcana check to make sure you know what the spell is. This check DC is equal to 10 plus the level of the spell slot spent. If you succeed on this check, you can use an action and spend a spell slot on your next turn to replicate this spell. The slot spent must be the same as the slot spent for the initial spell and you cannot use a lower or higher level slot. If the original spell was upcast, you must also upcast it. You cannot copy a spell of higher than 5th level with this feature. \pagebreakNum #### Minor Breakthrough Starting at 10th level, your research is paying off and you have managed to fundamentally alter the nature of one of your spells. Choose a single spell you know that requires a saving throw and/or deals a type of damage. You permanently change the type of saving throw required and/or the type of damage dealt. You can repeat this process for another spell by spending 8 hour and 100 gold per level of the spell. Once you alter a spell in this way you cannot alter it any further. #### Major Breakthrough Starting at 14th level, you have finally managed a fundamental breakthrough in magical theory, allowing you to create and codify your own spell. You choose the level of your spell. It must take one action to cast and cannot have the ritual tag. If the spell targets an enemy, it targets a single enemy and requires a saving throw against your Wizard spell save DC. You can choose which saving throw is required. If you want the spell to deal damage it cannot do more damage than 3 times the spell level d10. If it also applies a condition or effect then the damage dice is d8. If it applies two conditions or effects the damage dice are d6 and the damage and conditions or effects each get their own saving throw. If it deals no damage it can apply three conditions or effects. The damage is always instantaneous and any conditions or effects require concentration and can last up to a minute. A spell cannot apply more conditions or effects than the level of that spell. A creature can make a save to end a condition at the end of each of its turns or upon taking damage. If your spell targets an ally, it targets a single ally and cannot restore hit points nor can it return life to a dead creature. Beyond these conditions, the scope of your spell is entirely up to you. > ##### Designing your spell > It is impossible to set rules conditions for all possible spell posabilities and I have no interest in delineating creativity. You should work closely with your DM when designing your spell. They have final say on all aspects of the spell and are free to tweak or ignore any of the above rulings, as many spells in official material do. Conditions refers to any conditions in the PHB and effects refers to any effect of the spell that is not damage or a deliniated condition in the PHB. \columnbreak ### Monster Researcher Monster Researchers are emblematic of everything I espouse and adore about these fringe disciplines. This tradition takes an element of magical theory, that of the transmutative property allowing mimicry, and an interrogative and analytical mind to create an entirely new field of study. The magical effects and abilities of monsters have never satisfactorily been codified, bar some notable exceptions, and these brave souls have dedicated themselves to the pursuit of this very goal. This goal requires an incredible amount of study outside the broader arcane disciplines and an intelligent application of lore into magical theory. I would make the argument that this kind of discipline requires much more applied intellect than any of the disciplines based solely on the schools of magic. #### Monster Lore Starting at 2nd level, your extensive studies into monsters has given you an edge when dealing with their attacks. Whenever an ability used by a beast, dragon or monstrosity forces you to make a saving throw, you use your Intelligence modifier for that saving throw. Proficiency is still calculated based on the original statistic. #### Monster Magic Starting at 2nd level, you can use your magic coupled with your studies to emulate the abilities of monsters. When you are targeted by or subject to an effect originating from a monster that either has a recharge mechanic or recharges on a short rest you can use your reaction to attempt to learn this ability. You make an Arcana check with a DC equal to 10 plus one half of the CR of the creature using the ability (minimum 1). If you succeed on this check, you learn this ability as a spell whose level is equal to one half the CR of the creature who used that ability(minimum 1). When you learn a spell it uses the DC listed in the monsters stat block or your Wizard spell save DC, whichever is lower. If the spell requires a body part you do not possess you manifest that body part for the duration of the spell effect. You cannot learn lair actions nor legendary actions with this ability. If you learn an ability that replicates a spell effect and that would be a different level than that spell then you learn the spell that ability replicates at its original level. You cannot learn a spell for which you have no appropriate level spell slots. You cannot learn a spell cast by the Spellcasting feature. Once you gain this ability, you cannot scribe spells into your spellbook in the typical manner. You still learn spells as you level up but otherwise you can only add to your spellbook using this ability. \pagebreakNum #### Analysis Starting at 6th level, your capacity for analysis has become so honed as to be lightning fast. You can use a bonus action to attempt to analyze an enemy. Make an Intelligence check with a DC equal to 8 plus the CR of your opponent. If you succeed, you can learn one of the following statistics about that opponent: - Their highest saving throw - Their lowest saving throw - Their AC - If they have any resistances - If they have any vulnerabilities You are considered proficient for this check. Additionally, you add double your proficiency bonus to any check to research or learn information about a monster or its lair. #### Exploit Weakness Starting at 10th level, whenever you damage a creature you have successfully used your Analysis ability on you can add your proficiency bonus to damage you deal. #### Reflect Starting at 14th level, when you are affected by an attack you have the ability to learn with Monster Magic, you can use your reaction to spend a spell slot equal to one half the CR of the attacking creature. If you do, you use that ability on the triggering creature. If that ability allows a saving throw you automatically succeed on that saving throw. You can add that ability to your spellbook as a spell with level equal to one half the CR of the attacking creature. You can use this ability once per day and regain that use on finishing a long rest. > ##### On Monsters > The use of the word Monster in this document refers to any enemy that does not possess character levels. Consult with your DM to ensure they agree with this assessment. Your DM has final say on what constitutes a Monster in relation to this arcane tradition and is well within their rights to decide on a case by case basis. They can also change the level of the spell slot required for any learned effect, or allow you to learn an effect that does not fit within the outlined criterea. > >Note that Analysis does not specify it must be used on a Monster \columnbreak ### Summoner The practice of summoning creatures has long been practiced as an established magical method. While more often practiced by the nature based divine casters, the Druids, there is a similar tradition among almost all casters. The Summoner, however, takes that tradition to a new height. A typical summoning conjures a non-specific creature. This tradition, however, seems to be based upon either the creation of or contact with a specific creature of magical origin. The forms these creatures take are incredibly varied, I have never seen two the same and have only seen very few who could reasonably be classified as similar. The connection between the caster and creature is an interesting example of a symbiotic magical manifestation with the casters power fueling the creature. Whether this is an example of manifestation or anchoring is apparently varied from practitioner to practitioner. Despite being loosely grouped into a discipline, each Summoner seems to be unique in practice and application. #### Eidolon Starting at 2nd level, you gain the attention of an Eidolon and the ability to summon it into being with your magic. You choose the form the Eidolon takes though it is always a Large Magical Beast whatever shape you choose. You must also choose a damage type. The Eidolon has resistance to this damage type and whenever an ability says that your Eidolon deals damage then the damage is of that type. You choose the shape and damage type when you gain this ability and cannot change it afterwards. To summon your Eidolon you must use an action to spend a spell slot. When you do so your Eidolon appears within 30 feet of you. Your Eidolon has its own movement, action and reaction. It acts on your initiative and can act on the turn it is summoned. The magic required to tether your Eidolon means it requires concentration and you cannot cast a spell of 1st level or higher while it is summoned. The Eidolons hit points are equal to the level of the spell slot spent to summon it times ten, plus ten. It's attack bonus is your Intelligence modifier plus your proficiency bonus. It deals 1d10 damage with an attack plus half your Wizard level, plus an additional d6 per 2 levels of the spell slot spent to summon it. It's AC is equal to 8 plus your proficiency bonus plus the level of the spell slot spent to summon it. It uses your saving throws and ability score modifiers and is proficient in Athletics. It has a walking speed of 35 feet. The Eidolon cannot be healed nor can it gain temporary hit points. You can use an action to spend a spell slot and set its current and maximum hit points to the level of the spell slot spent times ten plus ten. #### Extra Attack Starting at 5th level, when you use your bonus action to command your Eidolon to take the Attack, it can make two attacks. \pagebreakNum #### Signature Move Starting at 6th level, your Eidolon gains the ability to perform an ability of your design. This ability can target either a 5 foot radius area within 30 feet or a 45 foot line, you can choose each time you activate it. You can use an action on your turn to spend a spell slot and activate this ability. Each target in the area makes a Dexterity saving throw versus your Wizard spell save DC. Those that fail take 2d10 damage per level of the spell spent while those that succeed take half as much damage. #### Spirit Bond Starting at 10th level, your bond to your Eidolon allows it to protect you at all times. While your Eidolon is summoned, if you take damage from any source, half of the damage is dealt to you and the other half is dealt to the Eidolon. Damage dealt to your Eidolon in this way cannot be reduced by any means. You can end this effect at any time without requiring an action and you can establish the link once more as a reaction upon taking damage. #### Limit Break Starting at 14th level, your Eidolon gains the ability to perform a powerful ability of your design. You can use an action on your turn to activate this ability. Your Eidolon can target any number of creatures within 30 feet of it. Each target must makes a Dexterity saving throw at your Wizard spell save DC plus 2. Targets that fail their save takes 25d4 damage, targets that succeed take half damage. You can use this ability once and regain that use on finishing a long rest. > ##### Your Eidolon and You > The design of your Eidolon is entirely up to you. Despite being classified as a Magcial Beast, it can take any shape you wish, though it should probably be tied pretty closely to the type of damage it deals. > > You should work closely with your DM when designing the abilities for your Eidolon. You may use separate damage types, different areas of effect, different saving throws or different amounts of damage if your DM approves \columnbreak ### Technologist The application of magical theory into technological practice is, I believe, going to become such an obvious and useful application of magic that in the future the idea that they are not intrinsically linked will be ridiculous. Imbuing items with magical properties is debatably older than the practice of casting magic, however the creation of technological devices as a specific means of replicating magical effects and spells is a shockingly new concept. The magic itself is built into the device, not just as a power source but the mathemagical runes and sigils are implicit in the construction. There is artistry, engineering, transcription and channeling at play here. This technomancy allows for an innumerable number of inventive uses of spells that are no longer tied specifically to the wizard. If it is not clear, I am incredibly enamored of this discipline, I find it so ground breaking and forward thinking that I am shocked it is so fringe. I do not expect it to remain as such. #### Bonus Proficiency You gain proficiency with tinkers tools if you do not have it already. #### Technomancy Starting at 2nd level, you gain the ability to construct and craft magically imbued machinery. You can spend 4 hours constructing a device. To do so you must choose a spell you know with a casting time of 1 action. You must spend a spell slot equal to at least twice the level of the spell chosen to begin this process. Cantrips are considered level 0.5. The spell slot spent determines the power of the device and the difficulty of the construction. Constructing the device itself requires an Intelligence (tinkers tools) check with a DC equal to 10 + the level of the spell slot spent to make the device. This costs 100 gold per level of the spell slot spent. If the spell has an material components with a gold cost you must also spend that cost times 100. This gold is consumed whether or not the creation attempt is successful. If this check is successful then you construct a device that can cast the chosen spell as an action. The spell is always cast at its lowest level. This device is a magic item. If the creature attempting to use the device can cast the spell contained in it then it does not require attunement. If the creature cannot cast the spell within it then it does require attunement. The charges a device has depends on the spell slot spent. If the slot spent is the level of the spell times 2, then it has 1 charge per day. If the slot spent is the level of the spell chosen times 3 then it gains 1d3 charges per day. If the slot spent is the level of the spell chosen times 4 then it gains 1d6 charges per day. These charges are gained at sunrise. You may only have a number of functioning devices created this way equal to your proficiency bonus. If you make any more, the oldest device ceases to function. \pagebreakNum #### Running on Fumes Starting at 6th level, you can perform some percussive maintenance on a magic item that has run dry. As a bonus action you can attempt to imbue a magic item with no charges remaining with a single charge. Roll a d20. On a 4 or less the item breaks. On a 5 or higher the item regains one charge. This ability can only be used on a specific magic item or constructed device once per day. The item does not need to be attuned to you for you to use this ability. #### Practiced Hand Starting at 10th level, you are so practiced at technomagical work that it is second nature to you. You double your proficiency bonus on checks with your tinkers tools. Additionally, when you roll to regain charges on a magic item the minimum number of charges it regains is equal to your proficiency bonus up to its normal maximum. Note that this does not apply to Running on Fumes. #### Jury Rig Starting at 14th level, you gain the ability to quickly make an incredibly powerful but incredibly fragile piece of Technomancy. When you finish a short rest, instead of using your Arcane Recovery you can instead Jury Rig a device. You may choose a spell of up to 5th level with a casting time of 1 action and spend a spell slot equal to that spells level. You must pass an Intelligence (tinkers tools) check with DC equal to 10 plus that spells level and spend an amount of gold equal to 100 times that spells level. You cannot jury rig a spell with a material component that costs gold. If you succeed on this check you create a device that can cast this spell as an action. The first time you use this device, roll a d20. On a 5 or less, it breaks with no effect. The second time, it breaks on a 10 or less. The third time it breaks on a 15 or less. The fourth time you attempt to use it, it breaks automatically. The contained magic tears the item apart after 8 hours. You can only have one Jury Rigged machine at a time. > ##### Technomancy in Action > Let us use an example of how to craft an item. Say you want to make a wrist mounted flamethrower. Simple. Let's spend a 3rd level spell slot to create a magic item that casts *Burning Hands* at 1st level with 1d3 charges. We must spend 4 hours and make a DC 13 Intelligence (tinkers tools) check to construct the device and spend 300 gold in materials. > >If we are successful, we have constructed our magic item! Huzzah! If the check result is unsuccessful then we have wasted 300 gold worth of materials, consumed in the experiment. \columnbreak ### Telekineticist Telekinetics is a long, long established application of magical power, to the degree that it is almost a stereotype. Many of the simplest tricks we learn as we first start to study the arcane involve it's practical application. Consider the cantrip Mage Hand, or even some of the applications of Prestidigitation. Telekeneticists hone in on this use of magic and master it. They delve deep into the physics of leverage, mass distribution, momentum and angular motion coupled with the magical laws of thaumaturgic conservation, magical modulation of physical limits and linear-quadratic returns of investment. This discipline has an incredible potential of application in both hostile encounters as well as mundane situations, it exemplifies the wizard ideal of discipline focus while retaining a novel and unique application of that principle. #### Mind over Matter Starting at 2nd level, you learn ways to fine tune your control of telekinetic forces. You learn the Mage Hand cantrip if you do not know it already. You can use Mage Hand to use the Help action. Additionally, when you cast any spell which moves an object that has a weight limit you double that weight limit. #### Telekineticist Starting at 2nd level, your control of telekinetic forces allows you shape your magic to control and manipulate objects and bodies. You can use an action and spend a spell slot to affect a creature or object within 30 feet of you. The target is Restrained and you can move the affected creature or object 30 foot as a part of this action and as an action on each turn this effect lasts so long as it remains within 60 feet of you. If the creature is unwilling it can make a Strength saving throw against your Wizard spell save DC, if it succeeds it escapes your grasp and this effect ends. If the target impacts with a stationary creature or object they both take 1d4 damage for every 10 foot of movement it was moved this turn. You can also hold a creature or object suspended in the air, requiring no action. A creature can use an action to attempt to break out of this control, making a save against your Wizard spell save DC and ending this effect on a success. You cannot produce fine movement with this effect but can freely rotate an object or creature. This ability requires concentration and can be maintained for a number of rounds equal to the level of the spell slot spent times five. The weight limit of the effect is 100 lbs times the level of the spell slot spent. \pagebreakNum #### Launch Starting at 6th level, you can build up a store of momentum and then unleash it to launch a suspended object through the air. While you have an object controlled with your Telekeneticist ability you can spend a bonus action to store up some of the telekinetic force, gaining a single momentum charge. You can build a number of momentum charges equal to the level of the spell slot spent for the effect. As an action you can spend all your momentum charges to launch the object. You throw the object 30 feet times the number of momentum charges spent. If it impacts a creature it moves no further and the creature must make a Strength saving throw at your Wizard spell save DC or be knocked prone. Both the object and the creature take 3d8 damage per momentum charge spent. Once you launch an object, your Telekineticist ability ends. #### Precise Action Starting at 10th level, your ability and practice with telekinesis has given you fine control to a fantastic degree. You can now perform fine manipulation with your Telekeneticist ability. Additionally, any spell which deals damage by throwing or launching an object or any of your Telekineticist abilities you can add your Intelligence modifier to that damage. #### Crush Starting at 14th level, you can utilize your incredible telekinetic powers to utterly crush a creature or object you have under your telekinetic control. You can use an action while you have a creature suspended to try and turn it into a condensed orb. The target must make a Strength saving throw against your Wizard spell save DC or take force damage equal to your wizard level times the level of the spell slot used for your Telekineticist ability, half that damage on a success. This damage ignores immunity and cannot be reduced by any means. If the creature or object is reduced to 0 hit points by this effect then it is crushed into an orb one tenth the size it used to be. Once you use this ability your Telekineticist ability ends. You can use this ability once and regain that use on finishing a long rest. \pagebreakNum # Lancer A wary man sits at a campfire, his compainions resting around him. He sharpens a glaive, his eyes darting over the surrounding forest. He stiffens, hearing a sound. He gets to his feet, lets out a whistle to rouse his friends, and leaps directly up near 100 feet into the sky. From this vantage he can see their ambushers. The tables turn as he rockets down, his glaive point reducing one foe to a fine mist. A gnomish woman wanders through an ancient ruin, strange sigils glowing faintly on the walls around her. She knows there is history here, old secrets of her order, but she is sure that is not all. She twils her spear about her with a short, graceful dance movement and magic trails like a ribbon from the tip. Protective magic sheaths her as she continues deeper into the ruin, eyeing every shadow warily. A ragged, bleeding and bruised elf stands supporting themselves on their pike. Facing them is a heavily armoured figure in plate and shield. The blood on their opponents blade prove they are losing this fight. Luckily, they still have one trick left. A leap into the air, a hanging moment of building momentum and a lightning fast dive directly into their foe. The sound of steel piercing steel, a cacophonous roar and a cloud of dust. As the wind blows the cloud away, two figures lie on the ground. Mystic knights, practitioners of an ancient and unique magic and fighting style, warrior scholars and wandering hunters. Lancers run the gamut from esoteric masters to brash and bloodhungry brawlers but what binds them all together is their ancient order of polearm mastery. ### An Ancient Order Lancers draw their origins back into the mists of time. The percise origins of their order are shrouded in mystery. Bodyguards for ancient kings, a mystical mercenary order, elite elven knights. All of these have been true at one point. A schism has resulted in a once-unified order splintering into hundreds of smaller orders each following a different credo. Their unifying thread is thier strange magic and their leaping based fighting style. Some orderstake utmost pride in their ancient heritage. Some seek to set themselves apart from the apart, forging their own reputation and destiny. Some are martial, seeking to further push the envelope on their mastery of the most versatile weaponry. Some are magical, seeking to further understand their esoteric arcana. Ancient secrets, long hidden. Some are proud, powerful bodyguards and knights. Some are roving mercenaries and andventurers. All a force to be reckoned with. \columnbreak ### A Unique Fighting Style Lancers fight in a way that most people have never seen. They approach combat through a more vertical lens than most, striking from on high to catch an opponent offguard before dancing back out of reach to set up for another diving blow. They utilize a subtle and powerful magical technique to enhance their movements and momentum, allowing them to jump prodigeous distances and move with surprising grace. This reaches a head with their signature jump technique, a dramatic and powerful attack that most people identify lancers by. Also unique is their magical pratices. They perform arcane rituals and ceremonies, using secrets that are passed down through their order to perform supportive magics that no other traditions have discovered. These practices make them fantastic secondary healers and support for primary casters while maintaining a powerful presence on the front lines. A versatility and power exemplified by their signature weapon, the polearm. ### Creating a Lancer When creating a lancer, consider their order and their relationship to it. Are they an active and proud memeber? How did they join their order? Do they believe in the credo? What drove them from their order to a life of adventuring? Were they driven out for violating the code? Were they sent out into the world to learn? Perhaps given a specific quest to accomplish? Are they open about their order or is it a dirty secret? A binding chain they wish to be free of? A far-off family they long to return to? Also consider their weapon, which polearm do they use, and why? Do they consider their unique practices to be something to keep secret or something to be proud of? Are they martial or esoteric? Do they seek out reasons to use their powers? Are they interested in the lost history of their order? Or are their abilities a means to an end? Do they feel a responability towards their abilities? #### Quick Build You can build a lancer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose the Noble background. >##### A note on polearms >In the document below, whenever the phrase polearm is used it refers to a spear, quarterstaff, glaive, halberd, lance or pike. This classification may extend to other weapons at your DMs discretion. \pagebreakNum ## Class Features As a lancer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per lancer level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per lancer level after 1st #### Proficiencies ___ - **Armor:** Light and Medium armor - **Weapons:** Glaive, Halberd, Lance, Pike and all simple weapons - **Tools:** None ___ - **Saving Throws:** Strength, Wisdom - **Skills:** Athletics. Additionally, choose one from Acrobatics, History, Insight, Investigation, Perception \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a martial weapon or *(b)* two simple weapons - *(a)* five javelins or *(b)* any simple melee weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - leather armor Alternatively you can ignore the starting equipment from your class and background and start with 5d4 x 10 gp ## Multiclassing as a Lancer ##### Prerequisites | Class | Ability Score Minimum | |:----:|:-------------| | Lancer | Strength 13 and Wisdom 13 | ##### Proficiencies | Class | Proficiency gained | |:----:|:-------------| | Lancer | Athletics, spear, halberd, glaive and pike. |
##### Lancer
| Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|
| 1st | +2 | Lancers Grace, Fighting Style | — | — | — | — | — | — |
| 2nd | +2 | Spellcasting, Lancing | 2 | 2 | — | — | — | — |
| 3rd | +2 | Lancer Order, Jump | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement, Hone In | 3 | 3 | — | — | — | — |
| 5th | +3 | Extra Attack, Backswing | 4 | 4 | 2 | — | — | — |
| 6th | +3 | Order Feature | 4 | 4 | 2 | — | — | — |
| 7th | +3 | Ever Vigilant | 5 | 4 | 3| — | — | — |
| 8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
| 9th | +4 | Bounding | 6 | 4 | 3 | 2 | — | — |
| 10th | +4 | Order feature | 6 | 4 | 3 | 2 | — | — |
| 11th | +4 | Focused Instinct | 7 | 4 | 4 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 7 | 4 | 4 | 3 | — | — |
| 13th | +5 | Improved Spearcracft | 8 | 4 | 4 | 3 | 1 | — |
| 14th | +5 | Order feature | 8 | 4 | 4 | 3 | 1 | — |
| 15th | +5 | High Jump | 9 | 4 | 4 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 9 | 4 | 4 | 3 | 2 | — |
| 17th | +6 | —| 10 | 4 | 4 | 3 | 3 | 1 |
| 18th | +6 | Practiced Safefall | 10 | 4 | 4 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 11 | 4 | 4 | 3 | 3 | 2 |
| 20th | +6 | Flash Dive | 11 | 4 | 4 | 3 | 3 | 2 |
\pagebreakNum
#### Lancers Grace
Starting at 1st level, you have trained extensively with polearms both as weapon and as tool. While you are wielding a polearm you double your proficiency bonus on Athletics or Acrobatics checks that involve jumping or tumbling and you increase your jump distance on a running jump by a number of feet equal to your proficiency bonus.
#### Fighting Style
At 1st level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- **Archery:** You gain a +2 bonus to attack rolls you make with ranged weapons.
- **Defense:** While you are wearing armor, you gain a +1 bonus to AC
- **Dueling:** While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon
- **Great Weapon Fighting:** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
#### Spellcasting
By 2nd level you can cast Lancer spells. You can use a polearm as a spellcasting focus for your lancer spells.
##### Preparing and casting spells
The Lancer table shows how many spell slots you have to cast your lancer spells. To cast one of your lancer spells of 1st level or higher, you must exend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
##### Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the lancer spell list.
The spells known column of the Lancer table shows when you learn more lancer spells of your choice. Each of these spells must be of a level for which you have spells slots. For instance, when you reach 5th level in this class you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class you can choose one of the lancer spells you know and replace it with another spell from the lancer spell list, which also must be of a level for which you have spell slots.
##### Spellcasting Ability
Wisdom is your spellcasting stat for your lancer spells. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a lancer spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
\columnbreak
#### Lancing
Starting at 2nd level, you can use your momentum to perform an acrobatic strike, catching your opponent offguard. If you move 15 feet in a straight line, including straight down, on your turn and then make a melee attack with a polearm you can add a d4 to your first attack roll. This die increases to a d6 at level 11 and a d8 at level 17.
#### Jump
Starting at 3rd level, you can use your magic to augment your athletic ability and gain access to the lancers signature fighting style. You can use an action to spend a spell slot and launch directly up to a height of 20 feet per level of the spell slot spent. You hang in the air at this height until the end of your next turn.
At the beginning of your next turn, you can move in a straight line to a point within 20 feet per level of the spell slot spent. That point must be equal to or lower than your current elevation. You can make a melee weapon attack with a polearm at any point during this movement. If you hit a creature, they take an additional 1d8 piercing damage, plus 1d8 per level of the expended spell slot above 1st.
#### Lancer Order
When you reach 3rd level, you adopt the traditions and tactics of one of the lancer orders. Your choice grants you features at 3rd, 6th, 10th and 14th levels.
#### Hone In
Starting at 4th level, you can focus in on a foe using experience and instinct to find a perfect strike. You can use an action to examine a foe you can see within 60 feet. The first time you deal damage to that target before the end of
your next turn you deal additional damage equal to half your lancer level.
Additionally, at 16th level, you can use your Hone In ability
on a number of targets equal to your Wisdom modifier.
#### Extra Attack
Starting at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
#### Backswing
Starting at 5th level, you can turn a missed strike into an opening. When you miss a creature with a melee attack you can use a bonus action to make a melee attack against that creature.
#### Ever Vigilant
Starting at 7th level, you keep a perpetual eye out for danger and have a healthy and well earned paranoia. You cannot be surprised while you are conscious.
Additionally, while out of combat you are considered proficient in checks to notice danger even if you would not normally be proficient in the relevant skill. This includes hidden ambushers, faults in terrain or monster leavings. A successful check on a skill you are not normally proficient in can only alert you to the danger and cannot give you additional information.
\pagebreakNum
#### Bounding
Starting at 9th level, your magical ability to increase your fighting style becomes innate and constant. Your vertical jump height is doubled at all times and you gain resistance to falling damage while you are conscious.
Additionally, you can cast the *jump* spell on yourself without requiring any componenets. You can cast this spell once using this feature and regain this use on finishing a short or long rest.
#### Focused Instincts
Starting at 11th level, you rely on your instincts which allow you to react quicker than thought. You gain a bonus on initiative rolls equal to your Wisdom modifier.
You can use a bonus action to open your instincts. For the next minute, a creature you cannot see does not have advantage on attacks against you because you cannot see them. They may gain advantage from another source.
Also, while under this effect, you gain a bonus on saving throws equal to your Wisdom modifier.
You can use this ability once and regain that use on finishing a short ot long rest.
#### Improved Spearcraft
Starting at 13th level, your training and specialisation in polearms makes you an incredibly potent force in combat. If you are wielding a polearm and use the Attack action and attack the same target twice, the second attack deals an additional weapon die of damage if it hits.
If you use the Attack action and attack two different targets, you can make an Attack action as a bonus action to attack up to two different targets.
#### High Jump
Starting at 15th level, your Jump ability becomes more powerful. When you spend a spell slot to Jump the height you ascend and distance you can move increases to 30 feet per level of the spell slot spent and the total damage from the attack increases by 1d8.
Additionally, when you use your Lancing ability you increase the damage of the attack by 1d8.
#### Practiced Safefall
Starting at 18th level, you are capable of using your magic to help arrest your momentum from a fall. You reduce the distance you have fallen by 100 feet when calculating fall damage.
#### Flash Dive
Starting at 20th level, you can exert yourself to take advantage of an opponents openings in the blink of an eye. While you are wielding a polearm, you can use an action to move to a point within 40 feet. Each creature you choose within 30 feet of this point must make a Dexterity saving throw. On a failed saving throw a creature takes 6d8 piercing damage and has their speed halved until the end of their next turn. On a success, they suffer half of the piercing damage.
You can use this ability once and regain that use on finishing a short or long rest.
\columnbreak
## Lancer Orders
The different orders of lancer fight in very distinct ways with an emphasis on different aspects of combat. The three primary orders are Errant, Resolute and Sagacious. While many splinter orders exist they tend to fall into the fighting styles of one of these orders.
## Errant Order
The Errant order places it's emphasis on offense. They prefer lightning quick strikes to overwhelm their foes at any cost, often opperating under the adage of 'A good first strike negates the need for a second one' They often eschew the more esoteric or practical elements of the lancer's skillset in favour of the more flashy or exciting. What they lack in restraint they more than make up for in raw damage, often at the expense of themselves.
#### Falling Sky Technique
Starting at 3rd level, you can throw your all into a Jump attack to deal tremendous damage with some major backlash. When you spend a spellslot to Jump you can choose to increase the bonus damage by a number of d8's up to your Wisdom modifier. However, you suffer an equal amount of d8's in force damage from the attack. This damage cannot be reduced by any means.
Additionally, when you use your Lancing ability, you can increase the damage you deal by your proficiency bonus, taking the same amount in force damage.
#### Reckless Abandon
Starting at 6th level, your all-or-nothing attitude extends to all of your attacks. Whenever you take the Attack action you can increase the damage you deal with each attack by an amount between 1 and 5. You suffer an equal penalty to your AC until the start of your next turn.
#### Lightning Strike
Starting at 10th level, you can gather your energy and release it in a burst of fury, dashing to your foe and using that momentum to deliver a powerful strike. You can use an action to teleport next to a target your Hone In ability is active on and make an attack against them, so long as they are within 60 feet and you can see them. You are considered to have moved 15 feet in a straight line for the purposes of this attack.
You can use this ability a number of times equal to your Wisdom modifier and regain those uses on finishing a short or long rest.
#### Jump Mastery
Starting at 14th level, you are so adept and practiced at using the Jump techniques that they are second nature. You can use the Jump ability as though you had spent a 1st-level spell slot without needing to spend a spell slot.
You can use this ability once and regain that use on finishing a short or long rest.
Additionally, you can now use your Backswing ability on a creature if you hit them with a melee attack.
\pagebreakNum
## Resolute Order
The Resolute order stands closest to the oldest principles of the lancers, that is as knight protectors. They often serve as bodyguards to important figures, their unique fighting style giving them an edge against foes who do not expect it. They are focused on defence and battlefield support, their mobility allowing them to opperate in a manner most defensive fighters lack, while maintaining a solid offense.
#### Resolute Training
You gain proficiency in shields.
Additionally, you are adept at wielding a one-handed polearm by using momentum and percise placement to maximize damage. You can roll a d8 in place of normal
damage with melee attacks made with a polearm so long as you are also wielding a shield.
#### Standing Peak Technique
Starting at 3rd level, when you use your Jump technique, you can hold your position in the air for an additional turn. At any point while you are in the air you can use your reaction to land within 5 feet of an enemy that attempts to attack an ally of yours within 20 feet per level of spell slot spent to activate the ability.
You may then make a melee attack with a polearm. If you hit, the creature takes an additional 1d8 piercing damage per level of the spell slot spent to activate the ability. Whether you hit or miss, you target suffers disadvantage on the triggering attack.
#### Wallguard
Starting at 6th level, you can hunker down and use your momentum magic to help deflect blows. While you are wielding a shield you can use an action to increase your AC by an amount equal to your Wisdom modifier until the start of your next turn.
If you take this action, you can use your Hone In ability as a reaction.
#### Throw Back
Starting at 10th level, your momentum magic becomes a defensive weapon. If a target you have used your Hone In ability on attacks you or an ally while within your reach, you can use your reaction to make an attack against them. If this attack hits they must make a Constitution saving throw against your lancer spell save DC. If they fail, they are thrown 10 feet away from you and knocked prone.
You can use this ability a number of times equal to your Wisdom modifier and regain those uses upon finishing a short or long rest.
#### Resolution
Starting at 14th level, so long as your allies stand you will stand beside them. While you have 10 or more hit points and can see an ally that is not unconscious, you can shrug off an otherwise lethal blow. If you are reduced to 0 hit points and not killed outright, make a Wisdom saving throw against a DC equal to the damage dealt. If you succeed, you remain standing on 1 hit point.
\columnbreak
## Sagacious Order
The Sagacious order is concerned with the unique aspects of the lancers brand of magic and its use in their fighting style. They have developed a particular technique involving momentum magic and spearcraft that allows them to wield spears of pure magic and launch them at incredible speeds. Their mastery of the esoteric aspects of the lancers techniques makes them great support while allowing them to keep up a solid offense with their magics.
#### Sagacious Training
You have learned to bind spears with a momentum magic. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls using spears. When you make a ranged weapon attack with a spear, you can use your Wisdom
modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can roll a d8 in place of normal damage for a ranged weapon attacks with a spear.
Additionally, after you make a ranged weapon attack with a spear,
it flies back into your hand.
#### Shooting Star Technique
Starting at 3rd level, you gain access to the Sagacious techniques altering the Jump ability. When you spend a spell slot to use the Jump ability you can hang in the air for a number of rounds equal to your Wisdom modifier. While hanging in this way the thrown range of your spears increases to 100 feet. The first ranged attack you make with a spear deals an additional 1d8 damage per level of the spellslot spent.
You can return to the ground at any point during this duration by spending a bonus action. You return to the space you jumped from and do not suffer fall damage.
#### Esoteric Study
Starting at 6th level, you gain proficiency in Arcana and Religion.
Additionally, choose either Cleric, Druid or Bard. You learn a cantrip from your chosen classes spell list though Wisdom is your spellcasting ability for it.
#### Sagacious Mastery
Starting at 10th level, your proficiency with the Sagacious techniques have reached complete mastery. Any attack with a thrown spear deals an additional 1d8 damage.
Additionally, you double your proficiency bonus for the first attack when you take the Attack action so long as that attack is a ranged attack with a spear.
#### Lancet
Starting at 14th level, your magical studies have taught you the means to attack your foes source of magic directly. When you hit a target with a ranged spear attack that has the Spellcasting, Pact Magic or Innate Spellcasting feature you can force them to make a Wisdom saving throw against your Lancer spell save DC. If they fail, they lose a spell slot of the lowest level they have remaining. You then regain a spent 1st-level spell slot.
You can use this ability once and regain that use on finishing a short or long rest.
\pagebreakNum
# Part 2
#### Race options and feats
\pagebreakNum
## Wukong
"THERE IS LITTLE IN THIS LIFE WORTH MORE THAN *good food, good friends and a good drink!" The simian figure delivered his sermon hanging from a rafter by his tail. He paused briefly to take a hearty chug from a rapidly depleting tankard of beer. The resulting belch did little to slow him down. "I mean, a good fight ranks pretty high up there! And sex, I suppose. I'm partial to a good joke too. And music! And dancing..." This thought seemed to give him a moment of pause, which lasted a blessed three seconds before he shrugged. "I guess there's lots of things to enjoy in this life!" and with a hearty laugh he raised his tankard. "May you find what you enjoy, and plenty of it!"*
Wukong are a boisterous, good-natured and laid back people, as a rule. They live in fairly small nomadic bands, able to make a home anywhere they see fit. They prefer arboreal regions and tropic regions but are an adaptable race, capable of great ingenuity when they put their minds to it. An ingenuity born of a love of leisure and doing as little as possible, for the most part.
### Rash, Brash and Bold
The culture of the Wukong encourages creativity, curiosity and inventiveness, with an emphasis on thinking on your feet and improvisation. They are happiest when in the thick of a mess they made, seeking a way out. This encourages an act first, think later mindset that can definitely lead to a lot of trouble. Wukong that live into adulthood do tend to have an instinct for getting out of trouble and a knack for mitigating of the worst of their mistakes.
This cultural attitude is exacerbated by an almost instinctual competative streak Wukong tend to possess, happy to turn the most mundane of activities into a competition or a bet. Wukong bands tend to have little use for gold and so most of it is used as tokens for these games and bets. Those with more gold are seen as more lucky or skillful, the two attributes Wukong admire most.
### Smiles Abound
The lifestyle of most Wukong is a life filled with music, friendship, jokes and games. Most Wukong are happy to live a life amongst their troupe, adopting an 'if it isn't broke, why fix it?' mentality. They see outsiders as complications or buzz kills and thus are often incredibly insular. Within their limited circle, however, they are happy. On the rare instances where they cannot run from a fight they will attack with a passion and fury born of a need to protect their lifestyle and friends. More than one bandit pack has attacked what they thought was an easy mark only to be torn apart by the unexpectedly ferocious counterattack.
Those Wukong who leave their homes never really leave this attitude behind and often gain reputations as louts, wastrels and ne'er-do-wells. Some of them play up to this stereotype, relishing in the freedom of being underestimated. Others set out to disprove this stereotype and sometimes over-compensate. Whatever attitude they adopt, Wukong in the wider world are considered a happy, well meaning lot who tend to get on well with most peoples.
\columnbreak
### Wukong Names
Wukong view names as badges of honour, tokens of affection and marks of skills they've learned. A Wukong with many names has many friends and has done much. They most often go by a self-adopted name chosen when they turn 12 years old. The other names are only brought out when feeling particularly formal or bragadocious. Names are not gendered among Wukong, who place little value on gender differentiation. Given names are usually adjectives, embellished freely and are often corruptions of a descriptor of why the name was given. Adopted names tend to be one or two sylables and are easy to yell in anger or consternation.
**Given Names:** Acrobacious, Battlebringing, Cardshark, Mendocious, Peacebound, Rapacial, Swordmending, Teneborial, Unthirsty, Willfiendish
**Adopted Names:** Aang, Bakura, Felix, Goku, Jojo, Lindon, Marway, Sun, Vie, Whippant.
### Wukong Traits
**Ability Score Increase:**
Your Dexterity score increases by 2 and your Charisma score increases by 1
**Age:** Wukong reach maturity at age 12 and typically live to be around 80.
**Alignment:**
Wukong live in small, roving family bands. They tend towards a nomadic lifestyle and take life as it comes. They are typically chaotic, straying between good and neutral depending on how much they interact with the wider world beyond their clan.
**Size:** Wukong are between 5 and 6 feet tall, weighing between 80 and 140 pounds. You are Medium.
**Speed:** Your base walking speed is 35 foot and you have a climb speed of 20 foot.
**The Good Life**
Your people are fond of games and the finer things in life. Choose one musical instrument or one gaming set. You are proficient in your choice.
**Brachiation:** You are at home in the trees and your movement is only helped by the abundance of branches to swing from. While in a wooded area your
climb speed is doubled and you can move from one tree to an adjacent tree without needing an ability check.
**Simian Agility** You are incredibly quick on your feet, your body reacting to danger often before you are fully aware of it. You can use your reaction to half the damage from an attack. Once you use this ability you cannot do so again until you finish a long rest.
**Natural Acrobat:** Your people are as used to tumbling, jumping and falling as they are to walking. You are proficient in the Acrobatics skill. In addition, when you roll an Acrobatics check you can roll 1d4 and add the result to the roll.
**Prehensile Tail:** Your tail is prehensile and fully within your control, however it is not capable of fine manipulation. You can use your tail to Use an Item on your turn as a bonus action, however it can only be used to accomplish tasks that do not require fine motor skills. For instance, it can open a door or pull a lever but it cannot turn a key or flip a coin.
**Soft Landing:** Wukong who do not learn the art of falling well tend not to live to maturity. You have resistance to damage taken from falling.
Additionally, you can subtract 20 feet from the distance you have fallen before calculating damage so long as you are not Incapacitated at the time.
\pagebreakNum
## Feats
>##### A note on some of these feats
> A few of these feats come from my own campaign and are character specific or heavily tied into the storyline, making the prerequisites somewhat fuzzy and loose. I have included them here for posterity and my own convenience, do not expect a DM to allow them. Saying that, feel free to use them as a template or to change the prerequisites to fit your own campaign if you wish!
### Boisterous Charm
*Prerequisite: Wukong*
You are an emboidment of your races flippant, open and honest charm. People cannot help but make allowances for you and consider you a person of interest.
- Your Charisma increases by 1.
- People are more kindly inclined towards you, allowing you to get away with minor infractions without social reprecussions. It is readily accepted that you will climb things, sit in strange places and spend as little time touching the ground as possible. You can finagel and smile your way out of minor, harmless crimes by leveraging your status as an outsider. This consideration only lasts so long as you do not abuse it.
- After spending 8 hours in a non-Wukong settlement you gain a reputation as an exotic and interesting person. You can leverage this into gaining an audience with people of interest such as local nobles or rulers. They will accept the audience but may not be kindly disposed towards you.
### Communal Casting
*Prerequisite: Access to 2nd-level spell slots*
You have learned to weave and channel magic together with an ally to create a more powerful effect.
- When you Ready an Action to cast a spell you can hold that spell for a number of rounds equal to your spellcasting stat modifier.
- You gain the ability to support an ally who has used the Ready an Action action to hold a spell. You can Ready an Action to cast the same spell as that ally, releasing the spell when they do. If you do so, increase any spell save DC by 2 and increases the total amount of dice by a quarter (minimum of 1). You must be able to see your ally to use this ability and you must cast the spell using the same level spell slot they do.
\columnbreak
### Emotionally Unstable
*Prerequisite: DM discretion*
You are prone to flying into fits of unconrtolled anger when you feel control slipping away from you.
- You can enter a rage state when you are under extreme duress. When you are reduced to one quarter of your maximum hit points or fewer, when an ally is killed or when you are pushed emotionally you must make a Wisdom saving throw. The DC is equal to 11 + your proficiency bonus. If you pass, you retain control of yourself.
- If you fail, you enter a rage state for 1 minute. You gain resistance to nonmagical slashing, piercing and bludgeoning damage. Your melee attacks deal an additional 2 damage. You must attack a creature each turn. If you cannot attack an enemy you must attack a neutral creature. If you cannot attack a neutral creature, you must attack an ally. If you cannot attack an ally, you must attack yourself.
### Feral Blooded
*Prerequisite: Survive contracting Lycanthropy*
Your blood and body has been irrevocably changed by your encounter with Lycanthropy. There is a savage beast inside you yearning to be let out.
- While not wearing armor, when you make a melee attack, you can gain advantage on that attack. If you do so, all attacks against you have advantage until the start of your next turn.
- While wearing armor, you cannot benefit from increases to your speed.
- You gain the Aberration type.
### Rapid Shot
You are adept of firing off shots quickly and in the mileau of combat.
- You do not suffer disadvantage for attacking a target within 5 feet with a ranged weapon. You cannot gain advantage on a target within 5 feet when using a ranged weapon, however.
- When you take the Attack action and have advantage on a ranged attack within your normal range, you may forgoe the advantage to instead make an additional attack.
### Tail Mastery
*Prerequisite: Wukong*
You have become so proficient and practiced with using your tail that it has become like a third arm. You gain the following benefits:
- Your tail becomes capable of fine motion. You can freely Use an Item as a bonus action.
- You can use your tail to wield a shield. While you are wielding a shield you lose the ability to Use an Item as a bonus action and must use your reaction to gain the shield bonus to AC against a single opponent.
\pagebreakNum
# Part 3
##### Spells and spell lists
\pagebreakNum
### Lancer Spell List
##### 1st Level
Absorb Elements
Alarm
Bane
Bequeath
Bless
Compelled Duel
Faerie Fire
Healing Word
Momentum Shift
Thunderwave ##### 2nd Level Aid
Continual Flame
Earthbind
Gust of Wind
Magic Weapon
See Invisibility
Silence
Warding Wind ##### 3rd Level Beacon of Hope
Catnap
Elemental Weapon
Life Transference
Magic Circle
Rejuvinating Wind
Protection from Energy
Wind Wall ##### 4th Level Arcane Eye
Death Ward
Elemental Bane
Freedom of Movement
Locate Creature
Mordenkainen's Private Sanctum
Stoneskin ##### 5th Level Circle of Power
Control Winds
Dawn
Holy Weapon
Legend Lore
Rary's Telepathic Bond
Skill Empowerment \columnbreak ### New Spells #### Arcane Charge *Transmutation cantrip* **Classes:** Artificer, Wizard ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, M (a weapon) - **Duration:** 1 round As a part of the action to cast this spell you must make a melee weapon attack against a creature, otherwise the spell fails. On a hit, the target takes the attacks normal effects and takes an additional 1d4 force damage. This spells damage die increases when you reach higher levels. At 5th level, the attack deals an additional 1d4 damage. This damage increases by an additional 1d4 at 11th and 17th level. #### Bequeath *1st-level evocation* **Classes:** Lancer ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous You touch a willing creature, passing a fragment of your remaining energy into them. The creature regains a spent 1st-level spell slot. **At Higher Levels:** When you cast this spell using a higher level spell slot the level of restored spell slot equals the level of the spell slot spent to cast this spell. #### Bright Eyes *Evocation cantrip* **Classes:** Cleric, Sorceror, Wizard ___ - **Casting Time:** 1 action - **Range:** 5 foot - **Components:** V, M (a weapon) - **Duration:** 1 round A single target within range must make a Dexterity saving throw or make eye contact with your radiant, burning eyes. On a failed save, they take 1d8 radiant damage. If you are suffering from the *blinded* condition you can immediately make a save to end that condition. This spells damage die increases when you reach higher levels, increases by 1d8 at 5th level (2d8), 11th level (3d8) and 17th level (4d8) \pagebreakNum #### Burning Brand *Evocation cantrip* **Classes:** Sorceror, Warlock, Wizard ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 round Make a melee spell attack against a target in range. On a hit, the target takes 1d6 fire damage and is wreathed in a corona of flame. At the beginning of its next turn the target takes 1d4 fire damage. This spells damage increases when you reach higher levels. At 5th level, the initial attack deals an additional 1d6 fire damage to the target and the target takes an additional 1d4 fire damage at the beginning of it's turn. Both damage rolls increase by 1d6 and 1d4 respectively at 11th and 17th level. #### Corrosive Blow *Conjuration cantrip* **Classes:** Sorceror, Warlock, Wizard ___ - **Casting Time:** 1 action - **Range:** 5 foot - **Components:** V, M (a weapon) - **Duration:** 1 round As a part of the action to cast this spell you must make a melee weapon attack against a creature within the spells range, otherwise the spell fails. On a hit, the target takes the attacks normal effects and is covered in a thin layer of corrosive acid. If your target is wearing metal armor then their AC is reduced by 1 until the end of your next turn. This spells damage increases when you reach higher levels. At 5th level, the initial attack deals an additional 1d6 acid damage to the target and the targets AC is reduced by an additional 1. The damage roll increases by 1d6 and the AC reduction increases by 1 at 11th and 17th level. #### Groundfrost *Evocation cantrip* **Classes:** Druid, Sorceror, Warlock, Wizard ___ - **Casting Time:** 1 action - **Range:** 5 foot - **Components:** V, M (a weapon) - **Duration:** Instantaneous As a part of the action to cast this spell you must make a melee weapon attack against a creature within the spells range, otherwise the spell fails. On a hit, the target takes the attacks normal effects and the ground beneath them begins to flash freeze rapidly. If the target does not move before the end of their next turn they must make a Dexterity saving throw against your spell casting DC or fall prone in their space. The ice patch melts at the beginning of your next turn. This spells damage increases when you reach higher levels. At 5th level, the initial attack deals an additional 1d8 ice damage to the target This damage roll increase by 1d8 at 11th and 17th level. \columnbreak #### Illusion Wreath *Illusion cantrip* **CLasses:** Bard, Warlock, Wizard ___ - **Casting Time:** 1 action - **Range:** 5 foot - **Components:** V, M (a weapon) - **Duration:** 1 round As a part of the action to cast this spell you must make a melee weapon attack against a creature, otherwise the spell fails. On a hit, the target takes the attacks normal effects and illusions plague their vision. The target suffers disadvantage on any attack rolls that include you as a target before the beginning of your next turn. This spells damage die increases when you reach higher levels. At 5th level, the attack deals an additional 1d6 psychic damage. This damage increases by an additional 1d6 at 11th and 17th level. #### Lightning Lance *Evocation cantrip* **Classes:** Sorceror, Warlock, Wizard ___ - **Casting Time:** 1 action - **Range:** Self (15-foot long line) - **Components:** V, M (a weapon) - **Duration:** Instantaneous As a part of the action to cast this spell you must make a melee weapon attack against a creature within the spells range, otherwise the spell fails. On a hit, the target takes the attacks normal effects however the damage type becomes lightning damage. This spells damage increases when you reach higher levels. At 5th level, the weapon attacks deals an additional 1d8 lightning damage to the target. This damage roll increases by 1d8 at 11th and 17th level. #### Master's Mark *Evocation cantrip* **Classes:** Warlock, Wizard ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, - **Duration:** Instantaneous A blazing brand is hurled through the air at a creature within range, distracting it and compelling your familiar to take advantage of the opening. The target must make a Dexterity saving throw. If it fails, it takes 1d6 radiant damage. Whether or not the target succeeds on the save, your familiar must make an attack against the target if it is in range. Your familiar makes a melee attack against the target, even if it cannot normally take the Attack action, and if it hits it deals an additional 1d6 damage. This spells damage from both effects increases by 1d6 when you reach 5th level, 11th level and 17th level. \pagebreakNum #### Momentum Shift *1st-level abjuration* **Classes:** Bard, Sorcerer, Warlock, Wizard ___ - **Casting Time:** 1 reaction which you take in response to falling or forced movement - **Range:** Self - **Components:** S - **Duration:** 1 round With a dramatic gesture a field of force sheaths you and locks you in place. You arrest your momentum and hold yourself in your current position for the duration of the effect. If you have fallen a distance before using this spell you take falling damage as if you had hit the ground. If you use this to negate forced movement, you take 1d6 damage for each 10 foot or part thereof you would otherwise be moved. Until this spell ends you can use an action to launch yourself 30 foot in a direction of your choice. **At Higher Levels:** If you cast this spell with a 2nd level spell slot or higher it gains a range of 30 feet. If you target an unwilling creature they must make a Strength saving throw to avoid the effect. #### Poison Cloudburst *Evocation cantrip* **Classes:** Sorceror, Warlock, Wizard ___ - **Casting Time:** 1 action - **Range:** Self (10-foot long, 15-foot wide line) - **Components:** V, M (a weapon) - **Duration:** Instantaneous As a part of the action to cast this spell you must make a melee weapon attack against a creature within the spells range, otherwise the spell fails. On a hit, the target takes the attacks normal effects and other creatures in the spells area must make a Constitution saving throw against your spellcasting DC or suffer 1d6 poison damage. This spells damage increases when you reach higher levels. At 5th level, the initial attack deals an additional 1d6 poison damage to the target and the targets that fail the saving throw take an additional 1d6 poison damage. Both damage rolls increase by 1d6 at 11th and 17th level. #### Rejuvenating Wind *3rd-level conjuration* **Classes:** Lancer ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Conc. up to 1 minute Choose up to 3 targets within range. Until the spell ends, these targets regains hit points equal to your proficiency bonus at the beginning of each of their turns so long as they remain within the area. \pagebreakNum
JankyAss Games
Thanks
You
With special thanks to Jack Fitzgerald for his patience and help with the math.
The influences for the subclasses found within are varied enough that I could not fit them all here, but it's a safe bet to narrow it down to "anime and mythology".
Lancer deserves special mention as being heavily inspired by my Morrowind character, which in turn was heavily inspired by the Dragoon archetype in Final Fantasy.
For real, if you use these rules and enjoy them then I thank you sincerely from the bottom of my heart.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### More Credits
### Original Artwork
**[Eli Coderoni](https://ellarcode.wixsite.com/corieli/illustration)**
https://ellarcode.wixsite.com/corieli/illustration
### Writting and Design
**Cornelius Dywer**