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# Inara's Vast Library ## Races ## Limun For millenia within the depths of the earth, the Limun has eaten. A roiling mass of ooze and slime filling vast chasms. Each slime in the mob shares a superconsciousness, constantly experiencing and reliving the memories of each member simultaneously. This state appears to be a blissful one for the oozes allowed to take part in it. As oozes join the Limun, the slimes body is incorporated into the Limun's mass and more experiences are added to the collective. Occasionally, memories or quirks introduce problems with the stability of the entity. Those traits are isolated and collected with other problematic matter and expelled as a new slime. This new life will immediately try to return to the Limun, but it will be rejected. From this point forward, this discarded slime will live a completely solitary life. Most oozes will venture into the underdark as black puddings or gelatinous cubes, eating until they are eaten. However, a few remarkable individuals receive enough experiences to piece together a complete, if scattered, consciousness. The Limun take their name from the mass that they emerged from. To be a Limun is to know connection and rejection in the most personal way. Limun are discarded from birth and learn how to exist as intelligent creatures through the memories that were ejected with them. This makes each Limun a unique entity, though some speculate whether such a creature has a soul. Regardless, they are extremely rare and few survive infancy. Those that do are filled by a voracious appetite for new experiences and adventure. #### **Alignment** Limun are inherently chaotic beings, rejected for disturbing the collective. Most are disinterested in the conflict of good and evil, as their conflicting internal experiences pull against each other. Most carry a visceral hatred for being confined or imprisoned. #### **Appearance** While able to take humanoid form, Limun are creatures of slime and ooze. Limun are often bright blue or green, with some able to change their base color to match human skin. Such disguises often do not stand up to harsh scrutiny, but many Limun can effectively imitate human appearances at first glance. #### **Religion** Each Limun at their core share the same instinctual goal, to rejoin their parent. Many fight this urge to their death, with some choosing service to another being in hopes of alleviating their burden. #### **Names**
#### **Limun Racial Traits** **Ability Score Increase**: Your Constitution score increases by 2 **Age**: Limun typically reach maturity a year after birth, and do not show any signs of aging after that point. **Alignment**: Limun are most commonly chaotic, constantly in search of new experiences and fear of chains. **Size**: You can change their size, though not their weight, at will. As an action, you may change your size to either Medium or Small. **Languages**: You can speak, read, and write Common and one extra Language of your choice. **Speed**: Your base walking speed is 25 feet. You also have 10 ft. climb speed. **Amorphous**: You can move through a space as narrow as 1 inch wide without squeezing. **Ooze Nature**: You are resistant to acid damage. **Mutable Form**: You have disadvantage on saving throws against spells or effects that would alter your form **Natural Weapons**: You can transform your body into a variety of pseudopod weapons. You body can produce natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Photo credit : /u/samala
\pagebreakNum ### Subraces The slime that the Limun was born into determines some of their natural characteristics. #### Oblex **Ability Score Increase**: Your Charisma score increases by 1 **Impersonation**: As an action, you can take the form of a humanoid you have seen. A creature examining you closely can make a Perception check contested by your Deception. On a success, the observer identifies you as an ooze creature. #### Ochre Jelly **Ability Score Increase**: Your Dexterity score increases by 1 Placeholder, i really want to make a splitting mechanic that works #### Gray Ooze **Ability Score Increase**: Your Strength score increases by 1 **Corrode Metal**. Any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. Non-magical metal armor is similarly affected if worn by you. You can eat through 2-inch-thick, nonmagical metal in 1 round. #### Gelatinous Cube **Ability Score Increase**: Your Strength score increases by 1 **Enlarge** When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell’s enlarge option. While you are enlarged, you become transparent and have advantage on Dexterity(Stealth) checks while you are not moving. \pagebreakNum ## Halfing : Jerren More information is available in the original Book of Vile Darkness. Jerren are halflings, although they despise that name. After making a deal with a malevolent entity for the power to protect their home from marauding goblinoids, the Jerren were cursed with savagery and violence beyond their peaceful origin. Soon all the goblinoids in the area were replaced with heads on spikes and blood smears representing sacrifices to dark gods. Today, the plains are inhabited by terrible bands of vicious halflings who seek to overcome, feed upon, and corrupt all those they can hunt down and catch. #### Personality Jerren are ruled by strength and blood lust. No leader can manage to control more than a small band of these chaotic and evil halflings, and those who show even the slightest bit of weakness or mercy are quickly cut down and devoured by the others. They live a nomadic lifestyle like other halflings. #### Physical Description A Jerren is physically indistinguishable from a lightfoot halfling, but its evil is so palpable that no one would ever mistake it for a normal halfling. In their rituals to dark deities such as Karaan, Erythnul, Rallaster, and the unnamed power revered by their ancestors, Jerren cover themselves with ritual scars and self-inflicted wounds. Jerren are always angry, bitter, and savage. They are always sadists and often masochists as well. #### Alignment Like the Vashar, the Jerren also are exclusively evil. #### Jerren Traits The Jerren are a subrace of Halfling. **Ability Score Increase** Your Strength score increases by 1. **Menacing** You gain proficiency with the Intimidation Skill. **Bloodlust** When you reduce a creature to 0 Hit Points with a melee Attack on your turn, you can use your reaction to use the Dash action immediately as long as you travel directly toward an enemy creature. This movement does not provoke attacks of opportunity. Photo credit : Wizard's of the Coast
\pagebreakNum ### Dhampir The half-living children of vampires birthed by human females. They are the progeny of horror and evil, and their paths in life are often determined not only by the evil blood in their veins, but by their treatment by their mothers should they survive the experience and the world at large. Their mother's often die in childbirth, and most that survive the experience do not stay with their pale progeny for very long. For this reason, dhampir culture does not exist in any large part, most having been raised in orphanages and the outskirts of society. The exact nature of the dhampir is one of much scholarly pursuit, as the rare species cannot reproduce their own kind, the rare children of dhampir being invariably human. Regardless, the dhampir themselves have the long age of their vampiric parent, though they live and die like mortals. They also share a vampires aversion to sunlight, and can manifest a small inkling of the innate magical powers gifted to them by their father. Dhampir are naturally evil, and those that try to resist the urge to act in the manner of their undead parent rarely succeed. An alliance with a dhampir almost always leads to an ill-fated conclusion. #### Appearance Tall and slender, dhampir are unnaturally beautiful. Most take after their mothers to a surprising degree. Their skin tones are often a ghostly white, while some range to the dark pallor of a fresh bruise. Dhampir can often pass as human, their natural grace and pronounced features rarely hold up to a careful examination. They do not have true fangs, but their teeth are sharp enough to draw blood. While they do not have any physical benefit from imbibing blood, they feel a frequent insatiable desire to do so. #### Names Lacking a culture and unified traditions, dhampir share humans’ predilection for a diversity of names, and most keep their human birth names. Many dhampir take their mother’s surname, while others take the surname of the towns or regions in which they were born, or use a surname derived from a significant event. #### Dhampir Traits **Ability Score Increases** Your Constitution Score increases by 2, and your Charisma Score increases by 1. **Age** Dhampir reach maturity at the same rate as humans, though their features truly settle in at around 100 years. Dhampir have been known to live up to 700 years old, though their treatment by the civilized world often shortens that substantially. **Alignment** Dhampir rarely stray from their evil roots. Hated and feared by the world and driven to darkness by their undead heritage, an hardened, evil mindset is hard to escape. Those who struggle against their wicked natures rarely progress beyond a neutral outlook. **Size** Dhampir are medium creatures, tending to be on the taller side of the human scale. **Speed** Your base walking speed is 30 feet. **Darkvision**: Thanks to your vampiric heritage, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray. **Undead Resistance** You have advantage on saving throws against disease. **Manipulative** You are proficient in the Deception and Perception skills. **Vampiric Charm** When you reach third level, you can cast the spell *charm person* once with this trait and regain the ability to do so when you finish a long rest. When you reach fifth level, you can cast the spell *suggestion* once with this trait and regain the ability to do so when you finish a long rest. You cannot use either of these abilities while in direct sunlight. Charisma is your spellcasting ability for each of these spells. **Sunlight Sensitivity** You have disadvantage on attack rolls and on Wisdom(Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. **Bite Attack** While you do not subsist on blood, your pointed teeth are dead giveaways to your vampiric nature. Your teeth are natural weapons which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Photo credit : Wizard's of the Coast
\pagebreakNum # Classes # Summoner The planes of existence are fraught with all manner of creature and strange magics. It is up to a select few to protect the multiverse from itself. These chosen few are called Summoners, guardians chosen by the rulers of certain planes to safeguard their realm from attack. What a Summoner lacks in physical, and even magical, power, he makes up for it with the aid of creatures and elemental forces he summons. This connection is strongest between a summoner and his eidolon, a creature of magical origin who protects the summoner when he is in harms way. Nothing can break the inseparable bond between an eidolon and its summoner, and the two acting in concert yield a terrifying combination. ## Class Features As a summoner, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per summoner level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per summoner level after 1st #### Proficiencies ___ - **Armor:** Light Armor - **Weapons:** Simple Weapons - **Tools:** ___ - **Saving Throws:** Constitution, Charisma - **Skills:** Choose three from Arcana, Deception, Perception, Persuasion, Religion, Stealth, or Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a Light Crossbow and 20 bolts or (b) any simple weapon • (a) a Component pouch or (b) a summoning focus • (a) a Scholar's Pack or (b) a Dungeoneer's Pack • Leather Armor, any simple weapon, and two daggers
##### The Summoner | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | |:---:|:---:|:---|:---:|:---:|:---:|:---|:------| | 1st | +2 | Pact Magic, Planar Guardian | 2 | 2 | 1 | 1 | | 2nd | +2 | Eidolon | 2 | 3 | 2 | 1 | | 3rd | +2 | | 3 | 4 | 2 | 2 | | 4th | +2 | Ability Score Increase | 3 | 5 | 2 | 2 | | 5th | +3 | Planar Guardian Feature | 3 | 6 | 2 | 3 | | 6th | +3 | Eidolon Improvement | 3 | 7 | 2 | 3 | | 7th | +3 | Shared Spirit | 3 | 8 | 2 | 4 | | 8th | +3 | Ability Score Increase | 3 | 9 | 2 | 4 | | 9th | +4 | | 3 | 10 | 2 | 5 | | 10th | +4 | Planar Guardian Feature | 4 | 10 |3 | 5 | | 11th | +4 | Planar Surge (6th level) | 4 | 11 | 3 | 5 | | 12th | +4 | Ability Score Increase, Eidolon Improvement | 4 | 11 | 3 | 5 | | 13th | +5 | Planar Surge (7th Level) | 4 | 12 | 3 | 5 | | 14th | +5 | Planar Guardian Feature | 4 | 12 | 3 | 5 | | 15th | +5 | Planar Surge (8th level) | 4 | 13 | 3 | 5 | | 16th | +5 | Ability Score Increase | 4 | 13 | 3 | 5 | | 17th | +6 | Planar Surge (9th level) | 4 | 14 | 4 | 5 | | 18th | +6 | Eidolon Improvement | 4 | 14 | 4 | 5 | | 19th | +6 | Ability Score Increase | 4 | 15 | 4 | 5 | | 20th | +6 | Planar Guardian Feature | 4 | 15 | 4 | 5 |
\pagebreakNum ### Pact Magic **Cantrips** You know two Cantrips of your choice from the summoner spell list. You learn additional summoner Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table. **Spell Slots** The summoner table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your summoner Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. **Spells Known of 1st Level and Higher** At 1st level, you know two 1st-level Spells of your choice from the summoner spell list. You learn a new summoner spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new summoner spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the summoner Spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have Spell Slots. **Spellcasting Ability** Charisma is your spellcasting ability for your summoner Spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a summoner spell you cast and when Making an Attack roll with one. Spell save DC = 8 + Proficiency bonus + Charisma modifier Spell Attack modifier = Proficiency bonus + Charisma modifier **Ritual Casting** You can cast any summoner spell you know as a ritual if that spell has the ritual tag. **Spellcasting Focus** You can use a summoner focus as a spellcasting focus for your summoner Spells. **Find Familiar** As a Summoner, you add *find familiar* to your list of known spells. This spell does not count towards your total number of spells known. Once per day, you may cast the spell as a ritual without providing material components. ### Planar Guardian At 1st level, you have had an encounter with a plane other than the Prime Material, and have been chosen as one of its guardians, such as the Shadowfell. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 20th level.
### Eidolon Planar forces choose their minions carefully, and they will do their best to protect you. In addition to your spellcasting, the planes themselves can call forth a guardian spirit to protect you in your time of need. As an action, or immediately after you roll initiative, you can call your eidolon guardian forth. Starting at 2nd level, your Eidolon's hit points are equal to 10 + 2* Cha Mod. Every time you gain a level in Summoner, your Eidolon's maximum hit points increase by 5+Cha Mod. The form your eidolon can take varies with your level, and you can change the form that your eidolon takes whenever you gain a level in Summoner. Starting at 2nd level, your eidolon can take the form of a beast of CR 1/2 or lower. The CR of your eidolon increases with your summoner level, tabulated in the **Eidolon CR Table**. Starting at 6th level, it can also take the form of a monstrosity. At 12th level, your eidolon can take the form of a fey, fiend, or celestial. At 18th level, your eidolon can take the form of any creature of appropriate CR. **Eidolon CR Table** | Summoner Level | Eidolon Max CR | |:---:|:-----------:| | 2 | 1/2 | | 5 | 1 | | 8 | 2 | | 11 | 3 | | 14 | 4 | | 17 | 5 | | 20 | 6 | Your Eidolon cannot speak, however it understands any languages you speak. Your eidolon cannot cast spells even if its form normally could. It has an Intelligence score of 3, and a Charisma score of 5, and only knows what you know when you summon it. The Eidolon is meant as a guardian, and while it will do its best to keep you out of harms way, it will return to the Astral Plane if it believes you are no longer in danger. The Eidolon acts on your initiative, and listens to any telepathic commands you send it without question. Commanding your eidolon to act requires an action. If you do not use an action to command it, it will remain where it is and use the dodge action. Your eidolon feeds off of your magic. You can heal it by using a bonus action to expend a summoner spell slot. If you do so, your eidolon regains hit points equal to half its hit point maximum. It can also be healed by spells such as *cure wounds* as long as it matches the requirements of such spells. Your eidolon is restored to maximum hit points whenever you finish a long rest. When the eidolon drops to 0 hit points, it dissapears. If you use your bonus action to heal it, it reappears in an unoccupied space within 30 feet of you. After a short or long rest, your eidolon also regains all lost hit points. \pagebreakNum ### Shared Spirit Your connection to your Eidolon strengthens at level 7. When you take a short rest and spend hit dice, your eidolon regains hit points equal to the number you regain. ### Planar Surge At 11th level, your established committment to the defense of your plane allows to gain knowledge of arcane secrets. This ability is known as a Planar Surge. Choose one 6th-level spell from the summoner spell list as this surge. You can cast your Planar Surge spell once without expending a spell slot. You must finish a Long Rest before you can do so again. At higher levels, you gain more summoner Spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Planar Surge when you finish a Long Rest. ## Planar Guardian The planes of the multiverse are constantly under attack, and you have been chosen as one of their protectors. The specific magic and power of the plane that has chosen you flows into you, and grants you special abilities that separate you from others of your progression Guardians of the same plane often view each other as allies, though some evil aligned planes can push their guardians into competition. Guardians of different planes often approach each other with caution, though outright confrontation is rare. When it does happen, battle between summoners can often rage out of control as all manner of creatures are pulled through the astral plane to do battle in their controller's proxy. ### The Feywild The Feywild is the positive reflection of the material plane. Serving as the opposite of the Shadowfell, the Feywild is home to all manner of beasts, monstrosities, and fey creatures. Not ruled by gods or archfiends like other planes, the Archfey rule supreme in the Feywild, and one of them was likely responsible for your current status as a Planar Guardian. #### Bonus Language The way of the fey is mysterious and often inscrutable. Your connection to the Feywild gifts you the first step in working with the archfey that control the land. You can read, write, and speak Sylvan, the language of nature and fey creatures. #### Invoke the Green Lord At 1st level, your connection to the Feywild allows you to draw a tiny fragment of power from the Archfey Oberon, the Green Lord. When you cast *find familiar*, you can select a *sprite* as a form for the familiar instead of the normal options. While your familiar is within five feet of you, you have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.
#### Gloaming Ward At 5th level, you can channel the mysterious power of the Queen of Air and Darkness and her Gloaming Court. Immediately before rolling initiative, you can use your reaction to turn invisible until the end of your first turn or when you cast a spell, whichever comes first. #### Foolish Resolve At 10th level, Hyrsam, the Prince of Fools, shares a fragment of his power with you and your eidolon. Both of you become immune to the charmed condition, and you both have advantage on Wisdom saving throws as long as you are within 20 feet of each other. #### With Titania's Blessing At 14th level, Titania herself notes your service and blesses you and your eidolon. As an action, you and your eidolon can teleport to the other's location. This action can be performed simultaneously, in which case the two creatures swap spaces. #### Fey Grandeur At 20th level, your summoning capabilities allow you to draw a fierce protector from the Feywild to assist you in your time of need. As an action, you can transform your Eidolon into the form of a Treant. The Eidolon's current and maximum hit points become equal to the Treants. You must concentrate on this ability as if it were a spell. If your concentration breaks, your eidolon returns to its original form with its hit points equal to the amount they were at before you used this ability. Once you use this feature, you can't use it again until you finish a long rest. ### Celestia Home to the greatest sentinels of truth and justice in the multiverse, Celestia is dominated by a large mountain that penetrates all 7 layers of this Upper Plane. Celestia is the namesake of the celestials, all of which serve the protect it from outside harm. You have been named one of these protectors, and you gain a variety of powers as your mettle is proven. #### Bonus Language Celestia offers you the boon of knowledge to aid in its defense. You can read, speak, and write Celestial. #### In Your Time of Need At 1st level, your familiar draws upon the positive energy of Celestia, and can use that power to save your allies in dire circumstances. Your familiar gains a 30 ft. fly speed if it did not already have a fly speed. In addition, you add *spare the dying* to your list of known cantrips. This does not count towards you number of known cantrips. #### Blinding Radiance At 5th level, the light of Celestia protects you in your time of need. Immediately after rolling initiative, you can use your reaction to generate a blinding wave of radiant light to explode forth from you. Each hostile creature within 20 ft. of you must make a Constitution saving throw or be blinded until the beginning of their next turn. \pagebreakNum #### Sacred Bond At 10th level, the positive energy of your chosen plane can flow forth between you and your eidolon freely. When you use your action to heal your eidolon using a spell or summoner feature, you regain hit points equal to the number your eidolon gained. Once you use this feature, you can't use it again until you finish a short or long rest. #### Guardian Angel At 14th level, the wardens of Celestia guard you always, and in turn you share their light with the world. You gain resistance to radiant and necrotic damage, and are always under the effect of a *protection from evil and good* spell that does not require your concentration. #### Wrath of the High Mountain At 20t level, your mettle has been proven, and you can petition the mighty celestial servants of Celestia to empower your eidolon. As an action, you can transform your Eidolon into the form of a *Deva*. The Eidolon's current and maximum hit points become equal to the *Deva's*. You must concentrate on this ability as if it were a spell. If your concentration breaks, your eidolon returns to its original form with its hit points equal to the amount they were at before you used this ability. Once you use this feature, you can't use it again until you finish a long rest. ## The Plane of Water An endless sea, with no top or bottom. The sun is absent from this blue void, however the surrounding water glows with blue and green tinted magic. Home to all manner of water elementals, deceptive merfolk, and the all mighty Krakens, the Plane of Water is a harsh and unforgiving landscape, but also one of magnificent beauty if you look in the right places. And you are now this vast ocean's guardian. #### Bonus Language The speech of the Water Plane's denizens can be difficult to understand if you aren't already acclimated to its conditions. Luckily your connection with the plane allows you to converse easily with those that lurk in the depths. At 1st level, you can read, write, and speak Aquan, a dialect of Primordial. In addition, you can cast spells with verbal components underwater without needing a check, and when you speak underwater, anyone within 60 feet of you can hear your speech as if you were on land. #### Aquatic Adaptation At 1st level, your both you and your familiar gain a 30 ft. swim speed, and both of you gain the ability to breate underwater. #### Inky Escape At 5th level, the vast waters of your chosen plane protect you from harm. As a reaction when you roll initiative, you can expend a summoner spell slot to cast *fog cloud* centered on yourself. Both you and your eidolon can see through this mist as if it were not there at all.
#### Frigid Depths The Plane of Water is a harsh and unforgiving landscape, but at level 10 you and your eidolon adapt to its conditions. You and your eidolon gain a swim speed of 120 ft. In addition, you and your eidolon gain resistance to cold damage as long as you are within 30 ft. of each other or are currently underwater. As an action, you can target a creature within 60 feet of you and send a surge of magical energy to move them against their will. The target must succeed on a Strength saving throw against your spell save DC or be pushed 15 away from you or pulled 15 feet towards you. #### Undercurrent As an action, you may expend a spell slot overlay a portion of the Plane of Water around you. You create an circular aura up to 15 feet around you and your eidolon. Creatures you designate within that aura are considered traveling through difficult terrain to those creatures. This aura persists for one minute or until you become incapacitated. #### A Thousand Grasping Tentacles At 20th level, you can pull from the depths of the Water Plane to summon forth a terrifying abomination of teeth and tentacles. As an action, you can transform your Eidolon into the form of a Young Kraken (Locathah Rising). The Eidolon's current and maximum hit points become equal to the Young Kraken's. If your eidolon is not fully submerged in water, it is considered restrained. You must concentrate on this ability as if it were a spell. If your concentration breaks, your eidolon returns to its original form with its hit points equal to the amount they were at before you used this ability. Once you use this ability, you can't use it again until you finish a long rest. ## The Astral Plane #### Awakened Mind Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. #### Chance Encounter At 1st level your physical form was dissolved and reformed in the Astral Sea, and you managed to take something back with you. When you cast *find familiar*, you can select any Tiny non-human, non-beast creature of CR 1/4 or less. Your familiar's form can only be changed when you gain a level in this class. #### Slip Step At 5th level, the vast waters of your chosen plane protect you from harm. As a reaction when you roll initiative, you can teleport to an unoccupied space you can see up to 30 feet away from you. If you do so, your Eidolon appears in the space you originate in. \pagebreakNum #### Unity At 10th level, you magically alter your own body using the residual aura formed by your eidolon. While your Eidolon is not summoned, you gain several characteristics of the creature, including the following: * Any burrow, climb, fly, or swim speed * Any skill proficiencies * Any senses you do not already possess * The Creature's AC if it is higher than yours In addition, you may summon or unsummon your eidolon as a bonus action. #### Planar Savant The Astral Plane is the space that binds the entirety of creation. At 14th level, you are now an integral part of that tether. Once per long rest, you may use your action to change the form of your Eidolon to the form of a creature you can see within 300 feet of you. That creature must meet the CR and creature type requirements your Eidolon feature normally requires. #### Chaos Breach At 20th level, you can reach through the Astral Sea and draw forth a creature of your many adventures and bind it to your will. As an action, you transform your eidolon into the form of any creature of CR 10 or below that you have seen before. If you do so, it loses the ability to cast spells, as well as any Legendary Actions or Legendary Resistances. At the end of each of your turns, make a DC 10 Charisma saving throw. On a success, your eidolon remains under your control and acts normally. On a failure, the creature breaks your control and your eidolon assumes its natural form. Each turn the DC for this saving throw increases by 1. You regain use of this ability after you finish a long rest. \pagebreakNum ## Summoner Spell List **Cantrips (0 Level)** Blade Ward Control Flames Dancing Lights Druidcraft Friends Guidance Gust Infestation Light Mage Hand Mending Mold Earth Prestidigitation Minor Image Resistance Shape Water Sword Burst **1st Level** Absorb Elements Armor of Agathys Comprehend Languages Create or Destroy Water Detect Evil and Good Entangle Floating Disk Fog Cloud Goodberry Grease Heroism Protection from Evil and Good Sanctuary Shield Shield of Faith Snare Unseen Servant **2nd Level** Animal Messenger Barkskin Beast Sense Cloud of Daggers Darkness Dust Devil Flaming Sphere Healing Spirit Earthen Grasp Rope Trick Shadow Blade Spike Growth Warding Bond Web **3rd Level** Conjure Animal Conjure Barrage Fly Hunger of Hadar Tiny Hut Life Transference Magic Circle Major Image Phantom Steed Sleet Storm Spirit Guardians Summon Lesser Demons Tiny Servant Tongues **4th Level** Banishment Black Tentacles Conjure Minor Elementals Conjure Woodland Beings Fabricate Faithful Hound Giant Insect Guardian of Faith Hallucinatory Terrain Secret Chest Resilient Sphere Summon Greater Demon Watery Sphere **5th Level** Animate Objects Arcane Hand Commune Conjure Elemental Contact Other Plane Danse Macabre Far Step Infernal Calling Insect Plague Planar Binding Wrath of Nature **6th Level** Bones of the Earth Conjure Fey Create Homonculus Create Undead Instant Summons Forbiddance Planar Ally Programmed Illusion Scatter True Seeing **7th Level** Conjure Celestial Force Cage Magnificent Mansion Arcane Sword Plane Shift Project Image Sequester Simulacrum \pagebreakNum **8th Level** Demiplane Illusory Dragon Maze Mighty Fortress Tsunami **9th Level** Astral Projection Gate Imprisonment Meteor Swarm Time Stop Weird \pagebreakNum # Subclasses # Artificer ## Core Engineer \pagebreak # Barbarian ## Path of the Bloodrager Most barbarians rely on shear strength to carry themselves in battle. Some however can use ancient magics lurking deep within their blood to entreat the power of arcane magic to bolster themselves and their allies. #### Blood Casting Starting at 3rd level, you gain access to a wide array of spells. At higher levels, the Bloodrager can augment their rage with spells and vice versa. You can cast spells learned through your Blood Casting feature while raging, and can concentrate on them while raging if they require it. **Cantrips.** You learn two cantrips of your choice from the sorcerer spell list. You learn an additional cantrip at level 10th level. **Spell Slots.** The Bloodrager 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. For example, if you know the 1st-level spell *Jump* and have a 1st-level and a 2nd--level spell slot available, you may cast *Jump* using either slot. **Spells Known of 1st-Level and Higher** You know three 1st-level sorcerer spells of you choice, two of which must be from the conjuration and transmutation spell list. The Spells Known column of the Bloodrager Spellcasting table shown when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the sorcerer spells you known with another spell of you choice from the sorcerer spell list. The new spell must of a level for which you have spell slots, and it must be an conjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. **Spellcasting Ability.** Charisma is your spellcasting ability for your sorcerer spells, since you know your spells through the innate magic coursing through your blood. You use you charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier **Spell attack modifier** = your proficiency bonus + your Charisma modifier
##### Bloodrager Spellcasting | Barbarian Level | || Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:--- | 3rd | | | 2 | 4 | 2 | — | — | — | — | — | — | — | — | | 4th | | | 2 | 5 | 3 | — | — | — | — | — | — | — | — | | 5th | | | 2 | 5 | 3 | — | — | — | — | — | — | — | — | | 6th | | | 2 | 5 | 3 | ─ | ─ | ─ | ─ | — | — | — | — | | 7th | | | 2 | 6 | 4 | 2 | — | — | | 8th | | | 2 | 7 | 4 | 2 | — | — | | 9th | | | 2 | 7 | 4 | 2 | — | — | | 10th | | | 3 | 8 | 4 | 3 | ─ | ─ | | 11th | | | 3 | 9 | 4 | 3 | ─ | ─ | | 12th | | | 3 | 9 | 4 | 3 | ─ | ─ | | 13th | | | 3 | 10 | 4 | 3 | 2 | ─ | | 14th | | | 3 | 11 | 4 | 3 | 2 | ─ | | 15th | | | 3 | 11 | 4 | 3 | 2 | ─ | | 16th | | | 3 | 12 | 4 | 3 | 3 | ─ | | 17th | | | 3 | 12 | 4 | 3 | 3 | ─ | | 18th | | | 3 | 12 | 4 | 3 | 3 | ─ | | 19th | | | 3 | 13 | 4 | 3 | 3 | 1 | | 20th | | | 3 | 14 | 4 | 3 | 3 | 1 |
\pagebreakNum #### Bloodline Inheritance At 3rd level the specific nature of your arcane bloodline manifests. Choose one of the following options that best represents your sorcerous ancestor. You gain that ability whenever you are raging or concentrating on a spell. - **Aberrant** - Your reach increases by 5 ft. - **Abyssal** - You grow a set of jagged claws. Your claws are natural weapons you are proficient with that deal 1d8 + your Strength modifier. - **Arcane** - You learn one cantrip and one 1st spell from any classes spell list. This does not count against the normal number of spells you can learn. - **Chaos** - When you roll a critical hit, roll once on the Wild Magic table. - **Divine** - Once per short rest as a standard action, you can cast *Detect Evil and Good* as a bloodrager spell without expending a spell slot. - **Draconic** - You gain +2 to AC - **Fey** - When you deal a critical hit to a creature, it must make a Wisdom saving throw against your spell save DC. On a failed save, that creature becomes frightened until the end of your next turn. - **Infernal** - You gain resistance to fire damage - **Shadow** - While in an area of dim light or darkness, you can use your bonus action to teleport to another unoccupied space within 30 feet of you. - **Storm** - When a creature that you can see within 300 feet takes thunder or lightning damage, you can use your reaction to teleport to an unoccupied space within five feet of the creature. #### Feral Nexus At 6th level, your magical potential is unleashed whenever you attack. When you take the attack action, you may cast a cantrip instead of making a melee attack. While raging, add your rage damage to the damage rolls of spells you cast. #### Empowered Rage At 10th level, while concentrating on a spell, your rage damage increases by the spell's level. Also, when your concentration is broken you may use your reaction to move up to your speed and make a melee attack. This movement does not provoke attacks of opportunity. #### Rage Manipulation At 14th level, your spellcasting and rage abilities are more powerfully linked than ever. When you enter a rage, you can cast a bloodrager spell with a casting time of one action with a range of self as part of the bonus action. \pagebreakNum # Bard # Bard # College of the Brush Where most students of the Bardic arts channel their magic through music and performance, you have honed your craft with a paintbrush or pen instead. A likeness is a powerful tool, allowing you to use a creatures appearance as a method to influence them magically. You imbue powerful magic into your creations, eventually even bringing them to life! None create beauty in the visual arts like students of the Brush, and their power on and off the battlefield should always be reckoned with.
Photo credit : /u/samala ### Bonus Proficiencies When you join the College of the Brush at 3rd level, you gain proficiency in calligrapher's supplies and painter's supplies. You add double your proficiency bonus to checks using either tool set. You may use either toolset as a spellcasting focus. ### Ink Invocation Where most Bardic students use music, your magic courses through paint and the written word. Your brushstrokes are supernaturally fast, allowing you to create a creatures likeness within a matter of seconds. You are also trained in the art of name and your calligraphy can affect those creatures whose name you know. As an action, you can expend one use of your Bardic Inspiration to either draw a creature's face or write it's name in magical calligraphy. Choose one of the following options: **Likeness**: As long as you are touching the surface with the likeness created by this ability, you can destroy it as a reaction when you cast a spell targeting the creature. The creature either takes a penalty to your choice of AC or saving throw for the spell equal to your Bardic Inspiration die. This penalty applies only to the spell cast as the trigger for the ability. You may only have one portrait drawn with this ability at a time, creating a portrait for a new creature destroys all previous portraits destroyed with this ability. **Name**: As you write a creature's name, you gain insight into their life and history. This ability fails if the name written is a nickname or false name. The target must make a Charisma saving throw against your spell save DC. On a failed save, you learn two pieces of information about your target. * The Target's Race * The Location of the Target's Birth * The Plane the Target is Currently On * The Name of the Last Spell the Target Cast * The Target's Alignment This information appears on the surface the name was written on. A creature who passes the saving throw is immune to this effect for seven days. ### Perfect Likeness Starting at 6th level, you can spend 10 minutes painting a portrait of a friendly creature within 5 feet of you and capture their wisdom into the now magical painting. After the painting is finished and you sign the portrait with the creature's true name, the portrait animates, and a copy of the creature's personality inhabits the painting for the next seven days. The portrait recognizes allies and enemies and responds to questions and suggestions as it normally would. The portrait cannot learn information and remembers only what the original creature knew at the time the painting was created. The portrait has an AC of 10 and 5 hit points. You regain use of this ability after finishing a long rest. When you create such a portrait, choose Arcana, History, Nature, or Religion. While the painting is within your possession, you have advantage on skill checks with the chosen skill as the portrait gives you relevant information. \pagebreak ### Magnum Opus At 14th level, you can move beyond simpling animating your art and move on to creating life itself from your artistic expression. As an action, you can draw a creature of CR 5 or less and summon it forth from the surface it was drawn on. The creature has the statistics of an average example of the creature drawn, except that it's maximum hit points are equal to you Bard level and it cannot cast spells. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you) and understands any languages you speak. If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. The creature disappears after an hour or whenever it is reduced to 0 hit points. You regain use of this ability whenever you finish a short or long rest. \pagebreakNum # Divine Domains ## Ur-Priest Ur-priests despise gods. However, they are aware that only a god can challenge another, so they focus their efforts on stealing power instead of groveling at their feet as they see other clerics. Each day they manually steal power from a deity and use it to fuel their perversion of divinity. A skilled ur-priest can slip into a gods aura, steal the power for their spells and begone before the deity realizes what has been taken from them. An Ur-Priest typically chooses a single deity to steal power from, often posing as a worshiper of that god to gain access to the archives and secrets of its clergy. For the sake of transparency, the original concept of the Ur-Priest comes from a Prestige Class in the Book of Vile Darkness for 3.5. The Siphon Power ability shares a name with a similar ability in the book, but has a different implementation in this homebrew. *For the sake of transparency, the original concept of the Ur-Priest comes from a Prestige Class in the Book of Vile Darkness for 3.5. The Siphon Power ability shares a name with a similar ability in the book, but has a different implementation in this homebrew* ##### Domain Spells | Cleric Level | Spells | |:----:|:-------------| | 1st | *Protection from Evil and Good*, *Sanctuary* | | 3rd | *Hold Person*, *Silence* | | 5th | *Magic Circle*, *Speak with Dead* | | 7th | *Banishment*, *Death Ward* | | 9th | *Hallow*, *Planar Binding*| ### Bonus Proficiency An Ur-Priest gains their power from siphoning energy from the gods discreetly. When you choose this domain at level 1, you gain proficiency in Deception. ### Anti-Theurgy Ur-priests swear their allegiance to no god, but still require divine power to use their magic. At 1st level, Ur-priests can use a holy symbol of any faith as long as it as a true symbol of a deity of sufficient power to grant magic to clerics. The Ur-Priest also adds doubles his proficiency bonus to Deception checks made to pass as a member of a legitimate faith.
### Channel Divinity: Siphon Power At 2nd-level, you can steal the energy of other creatures as well as the gods themselves. Whenever you are targeted by a spell of a level you could cast or a Channel Divinity, you can use your reaction to force the caster to make a Wisdom saving throw against your spell DC. On a failed save, you are unaffected by the spell. On your next turn, you can use your action to cast the spell targeting only the original caster. You must use a spell slot of an appropriate level to cast the spell or a use of Channel Divinity if appropriate. ### Faithless Ward At 6th-level, you have begun to take precautions against unwanted eyes. You are constantly under the effect of a *Nondetection* spell. You can't be targeted by any Divination magic or perceived through magical Scrying sensors. You are hidden even from the eyes of the gods, who become completely unaware of your existence. ### Divine Resistance At 8th-level you gain advantage on saving throws against spells and other magical effects cast by Clerics, Druids, and other casters who use divine magic, and any such spellcasters have disadvantage on saving throws against spells you cast. ### Heretical Intervention At 10th-level, you can attempt to take advantage of the aloof view of the gods you despise. When you attempt to use your Divine Intervention feature, you must first succeed on a DC 18 Deception check to pass as an accomplished cleric of whatever god whose holy symbol you are attempting this ritual with. If you succeed, you roll the check as normal. If you fail, no help is granted under any circumstances and the holy symbol you presented is destroyed as the deity rebuffs your attempt. ### Consuming Siphon At 17th level, your ability to absorb the power of others increases dramatically. When you use your Siphon Power feature, the creature no longer gets a Wisdom save against the effect. In addition, any spell you cast with that feature deals maximum damage. \pagebreakNum # Druid ## Circle of the Guardians While most of the Ironwood's guardians are the Wood Elves born within its canopy, occasionally an individual foreign to the forest is chosen to protect its lands and serve as its emissary to the outside world. The guardians are a communal group, and the success of individual is as important as the success of the whole. As a guardian of the ironwood, you are tasked with its defense, and if you are ever called upon to assist against aggression against the forest, it is your sworn duty to respond in haste. Such a person is gifted with healing magics, and an intrinsic connection to the plant life of the world. ### Ironwood Armor Starting at 2nd level, Your skin takes on a faint purple and green tinge as barely visible plates of bark and sinew grow under your skin to form a natural defense from harm. While you are not wearing armor, your AC equals 10 + your Wisdom Modifier + your Dexterity Modifier. ### Shared Spirit As you learn to master your wildshaping abilities, you gain the power to share this power with your companions. At 2nd level, as an action you can expend one use of your Wild Shape. If you do, a creature you can see within 30 feet of you gain temporary hit points equal to the 5 * your Druid Level. Once you use this feature, you cannot use it again until you finish a short or long rest. ### Tempered Ward At 6th level, when another creature you can see makes a saving throw from an effect you can see or hear, you can use your reaction to expend a spell slot. The effect on that creature is determined by the level of the spell slot. You can use this ability after you see the roll for the save, but before you know the result. * 1st: Using the original roll, you may use your own modifiers and proficiencies instead of the targeted creature. The creature is still the target of the spell. * 2nd: Add your proficiency modifier to the saving throw. * 3rd: Reroll the the saving throw. You must use the second roll Once you use this feature, you cannot use it again until you finish a short or long rest.
### Wodea's Blessing You are attuned with the forests of the world, even if it is not the great Ironwood. At 10th level, you cannot become lost while traveling through a wooded area, nor are you able to be tracked through a forest by non magical means. In addition, you can cast tree stride once per long rest without using a spell slot. ### Steelskin At 14th level, you stand as mighty and strong as the ironwood trees, and share in their resilience. You gain the following bonuses while not wielding metal weapons or wearing metal armor: You are immune to poison and disease, and resistant to bludgeoning, piercing, and slashing damage from nonmagical sources. \pagebreakNum # Martial Archetypes ## Soul Blade A Fighter's spirit is the will that moves them through the tides of battle. Those of particularly powerful will can manifest their souls in the form of a weapon bonded to them completely. A Soul Blade is an example of this will made real, and those that can manifest such a weapon gain the power to wade through the fields of battle, blade held aloft as a standard of your bravery. One's bond with their Soul Blade is immutable, and can even shape an existing wondrous item into the form your Soul Blade would normally take. ### Soul Manifestation The power of your soul allows you to manifest a blade made solely of your own willpower. When you choose this class at 3rd level, choose a martial or ranged weapon. As a bonus action, you may summon a weapon of the chosen type in your hand, referred to in this archetype as a Soul Blade. Your Soul Blade counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. You can transform one Magic Weapon into your soul blade by performing a Special ritual while you hold the weapon as long as it is of the same weapon category, melee or ranged, as your Soul Blade. At the end of the ritual, the weapon transforms into the form of the weapon you chose when you first chose this class. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon ceases being your Soul Blade if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon is destroyed when the bond breaks. This ability may not function at the DMs discretion if the enchantment of the weapon relies on a specific property of the weapon not shared by your Soul Blade, eg. a feature that is dependent on a reach weapon when your Soul Blade is a longsword. #### Flurry Strike At 3rd level your Soul Blade can learn about enemies by repeatedly striking their essence. When you hit a creature with an attack with your Soul Blade, you deal an additional 1 point of damage for each successful consecutive attack you've made against that creature. This damage bonus is reset to 0 if you miss an attack against the creature, attack a different creature, or take any action other than the Attack action. If this bonus to damage reaches 5 points, you gain permanent advantage on all attack rolls you make against that creature with your Soul Blade regardless of the previous conditions that would reset the bonus\pagebreak
#### Seize the Initiative Your fighting spirit is at it's peak at the very start of battle, and your Soul Blade's manifestation of that spirit responds in kind. Starting at 7th level, you gain the following benefits until the end of your turn when you first summon your Soul Blade after rolling initiative: * Your movement speed is doubled * You are immune to the frightened condition * When you roll damage with your Soul Blade, choose one of the damage dice. Reroll it and add it to the total damage of the attack. #### Inspiring Strike Your soul blade is a manifestation of your fighting spirit, which can be shared with your allies in times of need. Starting at 10th level, you can make a special attack with your soul blade targeting a friendly creature within melee range. The target is immune to damage from the strike and regains hit points equal to the amount of damage it would have taken. A creature can only regain hit points from this feature once per short rest. #### Sealing Sheathe The power of your Soul Blade is not only that of destruction, but also that of abjuration. Starting at 15th level, you can use your blade to seal sources of great magical power. As an action, you can impale your Soul Blade into an area of a permanent magical effect such as a planar portal or a *hallow* spell. The area is considered "sealed" while you are alive and on the same plane of existence as the seal. While sealed, the magical effect is suppressed as if it were contained in an anti-magic field. The only way to remove this seal short of a *wish* spell is to kill the Soul Blade who formed it. You may maintain a number of seals equal to your Constitution modifier. #### Final Form Starting at 18th level, as a bonus action you may fully merge with the spirit of your soul blade, transforming yourself into a perfect warrior. For 1 minute, you gain the following benefits. * You have a flying speed of 60 feet * At the start of your turn, you gain temporary hit points equal to your Fighter level * You may use your bonus action to take the Dash, Disengage, or Dodge action * When you roll a critical hit, triple the damage dice instead of doubling them. When this ability ends, your Soul Blade vanishes and cannot be resummoned until you finish a long rest. \pagebreakNum # Monk ## Way of Shura To take a mans life is to take their burden as your own. This is particularly true for those who understand the nature of Ki, the energy that flows within and between all living things. To kill someone while attuned to their life energy eats away at ones soul slowly. Those that acknowledge this truth and continue down the path of violence are adherents of the Way of Shura. Shura is a source of power derived from that latent Ki of those slain in battle. Shura is a corrupting force, which inevitably ends the life of those who draw on it, transforming them into demonic incarnations of rage. Still, many pursue the Way of Shura in service to their strongly held beliefs or desires. ## Seek Death You gain proficiency with the longsword, which is a monk weapon for you. You may not make nonlethal attacks at any creature with either your unarmed strikes or monk weapons. When you damage a creature with a melee attack and reduce their hit points below the number of levels you have in this class, it must succeed on a Constitution saving throw or drop to 0 hit points. ## Ninjutsu When you kill a creature with a longsword, you may spend a ki point to produce one of the following effects. * Puppet Master - The creature immediately reanimates as a zombie with 1 hit point under your control. At the beginning of each of your turns, you must spend a ki point or the zombie immediately dies. * Bloodsmoke - You cast *fog cloud* centered on the dead creature * Bestowal - Until the end of your next turn, your longsword's attack and damage bonuses increase by 1 and its reach increases by five feet. Activate this ability only once per turn. ## \pagebreakNum # Sacred Oaths ## Oath of Martyrdom ### Tenets of Martyrdom Where a person finds a cause worth fighting for, one also finds faith. Where a person finds a cause worth dying for, one finds true bravery. Only those who voluntarily sacrifice themselves in the name of their beliefs can truly name themselves martyrs. And a martyr is a powerful thing. **Sacrifice** Your life is but a frail candle in the fiery sea of your faith. A martyr must be prepared to lay down their life at any point in service of their beliefs. **Service** Serve the light and the light will embrace you. Should your journey end in death, make sure it was a journey towards justice and peace. **Fire and Blood** A martyr need not die lightly. Fight tooth and nail for your cause and do not hesitate to destroy those that would bring your crusade to a close. **Lead by Example.** Your sacrifice is made in service to the masses. Always conduct yourself with grace and purity so that others can follow your example when the time comes for them to follow in your footsteps.
Credit: Noxypia
### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Martyrdom Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *burning hands*, *heroism* | | 5th | *continual flame*, *warding bond* | | 9th | *fireball*, *life transference* | | 13th | *death ward*, *fire shield* | | 17th | *dawn*, *immolation* | ### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. **Self Immolation.** Fire explode forth from your body, blinding your enemies with the passion of your faith. You and each enemy creature must make a constitution saving throw against your spell DC. You take fire damage equal to your paladin level. Each enemy within 20 feet of you must make succeed on a Constitution saving throw against your spell DC or become blinded until the end of your next turn. **Unshakable Faith.** As a reaction to failing a saving throw against an effect that would result in you becoming charmed or frightened, you can reroll the save with advantage. ### Burning Faith When you take this oath at 3rd level, you can have your Divine Smite ability deal fire damage instead of radiant. ### Aura of Sacrifice Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to fire damage. Whenever a creature within your aura takes damage, you can use your reaction to give the target resistance to the triggering damage type until the beginning of your next turn. However you gain vulnerability to all damage types until the beginning of your next turn. If you and the chosen creature take damage from the same triggering effect, such as the area of effect of a fireball, you are vulnerable to the triggering damage as well. At 18th level, the radius of this aura extends to 30 feet. ### Channel Divinity - Stoke the Flames At 15th level, you gain a new option for your channel divinity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
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OATH OF THE STORM
\pagebreakNum ### Avatar of the Pyre At 20th level, as an action, you can wreathe yourself in the holy flames of your undying faith. For one minute, bright red flames dance across your body cast bright light for 30 feet and dim light for an additional 30 feet. While this ability is active, you have the following benefits. - You are immune to fire damage and fire damage you deal bypasses resistances and immunities to fire. - When you use your Aura of Sacrifice to prevent damage dealt to another creature, you do not become vulnerable to damage as a result. - As a bonus action you can lash out with your flames against an enemy within 30 feet of you. Make a ranged spell attack roll. On a hit the target takes 3d6 fire damage. Once you use this feature, you can't use it again until you finish a long rest. While this ability is activated, you can expend a use of your Channel Divinity to immolate your body and soul in a grand sacrifice. Flames explodes forth from you in a fiery cyclone. Each enemy creature within 60 feet of you must make a Dexterity saving throw or take 20d6 fire damage, or half on a successful save. A creature reduced to 0 hit points by this ability dies immediately and their body is instantly incinerated. Afterwards, your body is consumed by the flames instantly, as well as any nonmagical possessions on your body. Your soul is consumed as well, and cannot be reconstructed under any circumstances, including a *wish* spell. \pagebreakNum # Ranger \pagebreakNum # Roguish Archetypes ## Vigilante You've lived in the city for your entire life, and though your journey may have led you into the wilds, the clustered streets and narrow alleyways will always be your home. The rule of law may be paramount, but you've seen the ugly underbelly that most ignore, and you've chosen it as your problem to solve, the authorities be damned. Whether you walk a path of justice, revenge, or greed, you can ### Close Quarters Starting when you choose this archetype at 3rd level, you learn how to fight in the cramped rooms and alleys of the city. You take no penalties if you are squeezing into a space your character could fit in, and ignore difficult terrain caused by common city obstacles such as tables, crates, and chairs. You have advantage on attack rolls against targets occupied in such a space. In addition, you can attempt to hide while obscured by crowds of people. If you do so, add your Wisdom modifier to the check if the crowd matches your race or general appearance. ### My City By 3rd level, you've found a city that you have claimed as your own, choosing to watch over it and it's citizens. Choose a city, town, or other densely populated area no more than 10 miles across. You gain the following benefits while in your chosen city. * You always know where you are in the city as long as you are outside. * You know the locations of major government offices, adventuring guilds, particularly wealthy merchants, and at least one major Thieves Guild. * You have advantage on checks made to find secret entrances, fences, informants, and hiding spots for ambushes. If you spend more than a month in another area that meets the qualifications of this ability, you may choose that city as the focus of this ability, losing any benefits related to the previous one. ### Wait, They Were Just Here... Starting at 9th level you can make dramatically disappear and confound your enemies, taking advantage of a distraction or momentary pause to vanish from view as long as there is cover nearby for you to hide. As a bonus action, you can move a number of feet equal to your movement speed. If you end this movement behind cover that is concealed from the sight of every hostile creature nearby, you are considered hidden until the end of your next turn or until you break your cover. This movement is undetectable through normal sight, though other senses such as blindsight or tremorsense might sense your movement. You regain use of this ability after you finish a short rest. ### Mortal Nemesis At 13th level, your heroic (or villainous) deeds in the city have probably attracted the attention of many groups and individuals. One of them stands out against all others, and you have chosen each other as mortal foes. This could be a powerful merchant who uses his wealth to thwart your plans, or a Thieves Guild who you've ran afoul of. Regardless you have become practiced at combating your nemesis and their henchmen. While in direct conflict with your nemesis (such as an ambush or exploring their lair) or anyone they have employed or coerced, you gain the following benefits * You can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. * You have advantage on saving throws against effects that would inflict the charmed or frightened conditions. * You add your proficiency modifier to your damage rolls You must know your enemy is associated with your nemesis to gain these benefits. ### Rise from Defeat At 17th level, you are body, mind, and will are hardened against the world. When a creature within five feet of you would reduce you to zero hit points with an attack, spell, or ability, you can use your reaction to make a melee attack against the creature. If it hits, you are reduced to 1 hit point instead and gain 1 level of exhaustion. \pagebreakNum # Sorcerer ## Stygian Bloodline There are many pathways throughout the planes, but none are more used or more feared than the River Styx. Flowing throughout the lower planes of the Abyss, the Nine Hells, Gehenna and more, the Styx is a cold and desolate place that can erase all of a creature's memories and personality with the barest touch. Perhaps your ancestor was a guide ferrying other creatures across, or you had an unfortunate accident which resulted in you being fully submerged in the freezing, life draining water. No matter the case the persistent necrosis haunts your bones to this day, imbuing you with a mastery of the haunting chill of the Styx. **Stygian Sorcerer Quirks** | d6 | Quirk | |:---:|:-----------:| | 1 | Your breath constantly emits a light fog as if you were in freezing temperatures | | 2 | You frequently forget close friends and family members for brief moments | | 3 | You've never met a river or lake that was too cold to wade in | | 4 | The temperature around you drops 10 degrees for a moment when you cast a spell | | 5 | You occasionally get flashes of memories from those who've lost theirs to the river. | | 6 | Your lips are tinged a deep blue, and flecks of frost dot your eyelashes | ### River Guide The River Styx not only steals the memories of its travelers, it also feeds you some of their experiences. You can speak, read, and write Abyssal and Infernal. You also add *chill touch* to your list of known cantrips. This does not count against your number of sorcerer cantrips known. ### Stygian Magic At 1st level, your power over cold and necrosis steals the life force of those who would even dare to be near you. Whenever you cast a spell of 1st level or higher, target creature within 15 feet of you must succeed on a Strength saving throw against your spell save DC or have their movement speed reduced by 5 feet until the beginning of your next turn. This movement speed reduction increases to 10 feet at 7th level, 15 feet at 14th level, and 20 feet at 20th level.
### The Cold Never Bothered Me Anyway At 6th level, the freezing waters of the Styx imbue your magic with the deep, persistent chill of the river. You gain resistance to cold and necrotic damage. In addition, whenever you cast a spell that deals cold or necrotic damage, you may expend a sorcery point to freeze the area around a single creature that was damaged. The area within 5 feet of the creature becomes difficult terrain until the beginning of your next turn. This area remains static and does not move with the creature. ### Wash Away the Past Starting at 14th level, you begin to contribute to the accumulated knowledge of the Styx by robbing others, and possibly yourself, of their memories. As an action, you may touch a creature and expend one or more sorcery points. Both you and the target must make a Wisdom saving throw against your spell save DC. Any creature who fails the saving throw forgets the events of the past minute. The creature loses their memory of the minute previous for each sorcery point spent beyond the first. No memories are created to replace the lost ones, and the creature may react with hostility depending on their nature. ### Bone Chill At 14th level, your blood runs cold with the freezing magic of the Styx. Once per turn when you deal cold or necrotic damage to a creature, you may use your bonus action to expose them to the freezing depths of the river. The creature must make a Constitution saving throw against your spell save DC or be frozen solid until the end of your next turn. The creature is considered restrained, though it may make an additional save with advantage if it takes fire damage before the effect ends. You may use this ability a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this ability after finishing a long rest. ### Lost to the River At 18th level the Styx themselves come to your aid and force themselves upon your adversaries. You gain immunity to cold and necrotic damage. In addition, as an action you can project a freezing blast of dark water from your person. This blast can take the form of either a 60 foot long line that is 5 feet wide, a 30 foot cone, or a 15 foot sphere. Any creature caught in the blast takes 6d8 cold damage and 6d8 necrotic damage and must make a Strength saving throw or be pushed towards the outer radius of the effect. You regain use of this ability after finishing a long rest. \pagebreakNum # Warlock Photo credit : Wizard's of the Coast
## Demogorgon Pact Demogorgon is the Prince of Demons, the ruler of the infinite layers of the Abyss. Driven mad by the two personalities that constantly tear him in different directions, pacts with Demogorgon are rare but can be quite a boon for a mortal who manages to secure one. ##### Demogorgon Expanded Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | *detect magic*, *tasha's hideous laughter* | | 2nd | *enlarge/reduce*, *magic mouth* | | 3rd | *slow*, *water breathing*| | 4th | *confusion*, *grasping vine* | | 5th | *geas, telekinesis*| ### Two Heads At 1st level, your pact with the Prince of Demons grants you a portion of his bifurcated nature. A small tumor appears on the side of your neck, occasionally manifesting a single eye and ear when you will it to. You have advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious. Additionally, the tumor will keep watch while you are asleep, allowing you to remain fully alert to your surrounding while resting. ### Roiling Insanity At 6th level, you can expose your enemies to the unbridled madness your patron constantly experiences. As an action, you can direct your tumor's eye towards a creature you can see within 60 feet. That creature makes a Wisdom saving throw. On a failed save, it take 3d6 psychic damage and is stunned until the end of its next turn. You can use this ability once per short rest. ### Duality While you do not share in your patron's war with himself, the Prince of Demons shares his insights on living as one part of a whole being. At 10th level, when you cast a spell with a range of self, you split the effects with an ally within five feet of you. If you do so, that creature also gains the effects of the spell, though the duration of the spell is halved. While using this ability you have disadvantage on concentration checks.
### Abyssal Intervention Demogorgon is the ruler of the abyss, and has dominion over its forces and power. Starting at 14th level, you can entreat your patron's aid in particularly dire circumstances. As an action, you can roll a percentile die. If you roll a number equal to or lower than your warlock level, Demogorgon intervenes. The DM chooses the nature of the intervention; the effect of any warlock spell would be appropriate. If Demogorgon intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest. Your patron does not take kindly being called unnecessarily. If you succeed in your intervention and Demogorgon does not believe his aid was absolutely vital, he may turn his ire towards you and your allies. The DM decides when such action is appropriate. At 20th level, your plea automatically succeeds, however you still need to wait a week between usages. \pagebreakNum # Orcus Pact Orcus is the Prince of Undeath. A frequent source of cult following, those that beg power from him gain a fragment of his dominion of necromantic energies. ##### Orcus Expanded Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | *protection from evil and good*, *ray of sickness* | | 2nd | *blindness/deafness*, *gentle repose* | | 3rd | *feign death*, *speak with dead*| | 4th | *death ward*, *locate creature* | | 5th | *antilife shell*, *cloudkill*| ### Death Pact Orcus does not suffer the living for long, and you are no exception. At 1st level, you have surrendered your mortal body to Orcus in exchange for power. You are an undead in addition to your other racial types. You are immune to poison damage and the poisoned condition. In addition, if damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead. ### Shambling Servants At 6th level, Orcus himself shares his observations on undeath with you, enabling you to raise the dead and command them to do you bidding. Once per long rest, you can cast *Animate Dead*, raising a number of undead less than or equal to your Charisma modifier. Each undead you have control over gains temporary hit points equal to your warlock level whenever they are initially raised or when you reassert control over them. ### Visage of the Blood Lord At 10th level, you can channel a vision of your demonic patron. Once per short rest, you can use your action to channel necrotic energy into a 20 ft. sphere around you for 1 minute. Any hostile creatures that start their turn in the sphere take 2d8 necrotic damage and have disadvantage on death saving throws. Any non-undead humanoid that dies in the area raises as a zombie under your control. Any zombies raised by this ability act immediately after your turn in initiative. You lose control of any undead raised by this effect when it ends. The either ends either when you are either unconscious or after one minute.
### Undead Scion At 14th level, you can raise a powerful creature to serve as an undead ally. Over the course of a long rest, you can reanimate the body of a creature of CR 3 or less. It has the same statistics it did when it was living, though it is undead in addition to its other creature types. You do not need to reuse this feature to maintain control over the creature. You may only have one creature raised with this ability at a time. Should you raise another creature with this ability while you have an existing servant, the existing servant remains animated though you lose control over it when the ritual completes. Photo credit : Wizard's of the Coast
\pagebreakNum Photo credit : Wizard's of the Coast
# Juiblex Pact ##### Juiblex Expanded Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | *create or destroy water*, *sanctuary* | | 2nd | *enthrall*, *web* | | 3rd | *meld into stone*, *slow*| | 4th | *black tentacles*, *polymorph* | | 5th | *passwall*, *telepathic Bond*| ### Amorphous At 1st level, your pact with the Faceless Lord substantially changes your physiology, your body reforming to more resemble the slimes that Juiblex controls. You can move through a space as narrow as 1 inch wide without squeezing. Additionally you can make yourself appear 1 foot shorter or taller than your true height, though your equipment does not change to fit your new dimensions. Instead of food or water, you can digest any organic matter. Two pounds of organic matter are enough to sustain you for a day. ### Corrosive Touch At 6th level, a thin film of caustic acid covers your entire body. Whenever a creature within 5 feet of you hits you with a melee attack, it must succeed on a Dexterity saving throw against your spell save DC or take 1d10 acid damage. This damage increases to 2d10 at level 11, and 3d10 at level 18. ### Summon Ooze At 10th level, you can entreat your patron to send one of the oozes it commands to (hopefully) aid you. Once per long rest, you can summon 2d4 Gray Oozes, 1d4 Gelatinous Cubes, or 1 Black Pudding in any number of unoccupied spaces within 60 feet of you. Any creatures summoned by this ability are not under your control and will attack the creature nearest it. Your DM has the statistics for these creatures. ### No Discernible Anatomy At 14th level, your form is so amorphous that you no longer need worry about being harmed by many effects. Any critical hit against you becomes a normal hit, and you take no additional damage from the Rogue's sneak attack feature. You are immune to poison damage, the poisoned condition, paralysis, and the stunned condition. You are also resistant to slashing damage. However, you are no longer affected by potions of any kind. \pagebreakNum Photo credit : Wizard's of the Coast
# Graz'zt Pact ##### Graz'zt Expanded Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | *bane*, *command* | | 2nd | *alter self*, *detect thoughts* | | 3rd | *bestow curse*, *slow*| | 4th | *compulsion*, *phantasmal killer*| | 5th | *dominate person*, *modify memory*| ### Charming Persona At 1st level, your pact with the Dark Prince grants you a sliver of the demon lord's charismatic essence. You add half your proficiency bonus, rounded down, to any Charisma check that you do not already add your proficiency bonus to. You also add *charm person* to your list of spells known. This does not count against your number of spells known. ### Sneak Attack At 6th level, you learn from your patron how to take advantage of the openings your opponents present. Once per turn, when you hit with a weapon attack or the *eldritch blast* cantrip targeting only a single creature, you can deal an extra 1d6 damage to the creature you hit if you have advantage on the Attack roll. You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll. This damage increases to 2d6 at 10th level, 3d6 at 14th level, and 4d6 at 18th level. ### Jaunt At 10th level, you learn how to open small doorways to the Abyss and emerge from the journey. As a bonus action you can teleport to an unoccupied space within 30 feet of you. Each time you use this feature, you take 1d4 psychic damage as the brief horrors you glimpse in the journey take their toll on your mind. Each time you use it again before finishing a short rest, the damage increases by another 1d4 due to the prolonged exposure. ### Loving Stare At 14th level, you can attempt to invoke your patron's endless charm to further manipulate the hearts of those around you. As an action, you can expend a spell slot and attempt to charm a humanoid creature you can see within 30 feet of you. If you are of a species and gender the creature would normally attracted to, they regard you as their true love while they are Charmed. This effect lasts for two hours. The creature also has disadvantage on saving throws against any other Enchantment spells you cast on it while it is charmed. \pagebreakNum # The Crossroads ## Warlock Patron Everyone has a dream. Some realize theirs easily, while others find it impossibly out of their grasp. All are equal at the Crossroads however, and you have found your way there. No one is quite sure what it, or they, are, but the Crossroads is the patron of lost souls who yearn for some person, object, or goal more than anything in the world. Whether the Crossroads represents an entity or a place is up to speculation, but most who walk through the empty dust bowl that comprises the Crossroads do not see signs of life or inhabitation down its dusty trails. It is said that just as all roads lead back to Sigil, all roads end at the Crossroads. Most remember their trip to the Crossroads as a dream or vision, but afterwards find themselves with new abilities they could never have dreamt of. However these gifts do not come without a cost, and the Crossroads are never far away when it needs it's debts repaid. ##### The Crossroads Expanded Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | *compelled duel*, *hunter's mark* | | 2nd | *find steed*, *scorching ray* | | 3rd | *lightning bolt*, *wall of sand*| | 4th | *faithful hound*, *locate creature* | | 5th | *insect plague*, *seeming*| ### Your Most Fervent Dream At 1st level, you make a deal with the spirit of the crossroads to fulfill a lifelong dream. You gain proficiency in a skill, language, or tool of your choice. In addition, whenever you make a check with the proficiency granted by this ability, you may use your Charisma modifier instead of the stated ability. If you would normally use Charisma for the roll, your proficiency bonus is doubled instead. ### Road Warrior At 1st level, your travels to The Crossroads have hardened you into a potent instrument of death. Your newfound fortitude is represented by Grit Points. You have a number of Grit Points equal to your Charisma modifier. You regain all spent Grit Points after finishing a short or long rest. In addition, you regain a Grit Point whenever you get a critical hit with a spell attack roll. You also regain a point whenever you reduce a creature to 0 hit points. At 1st level you can spend 1 Grit Point to gain advantage on a spell attack roll.
### Glimpse The Trail At 6th level, the Crossroads occasionally gives you brief glimpses into the future when you need it most. You gain a bonus to your initiative equal to your proficiency modifier. When you are surprised you may roll initiative during the surprise round. You may not move or take actions during the surprise round except to use your reaction on your turn and spend a grit point to cast a cantrip. In addition, you may spend a grit point to gain advantage on any skill check involved in navigating or tracking. ### All Roads Lead Back At 10th level, you gain a more fundamental understanding of the Crossroads and its true nature. You can perfectly recall any path you have traveled, and you are immune to the maze spell. As a reaction to being targeted by a ranged attack or a spell, you can attempt to confuse the target and redirect his aggression. The attacker must make a Wisdom saving throw against your warlock spell save DC. On a failed save, you may choose another creature you can see with 30 feet of you as the new target. You regain use of this ability after finishing a short or long rest. ### Wanted: Dead or Alive At 14th level, you can push the tides of fate to one extreme or another. As an action, you can choose another creature within 60 feet of you and choose "Dead or Alive". In either case, you know the exact location of the chosen creature relative to you while it is affected. If the target moves to a different plane from you during this period the effect ends but you know the plane that they traveled to. Dead: For the next 24 hours, any attack roll you make against the target scores a critical hit on a roll of 19 or 20. Any damage you deal to the marked creature ignores any resistances and immunities it may have, and your attack rolls ignore any benefits the creature would receive from 1/2 or 3/4 cover. During this period you cannot attack any other creature while the target is alive, nor force another creature to make a saving throw. Alive: For the next 24 hours, the chosen creature is under the effect of a *sanctuary* spell that does not end if the creature attacks an enemy. The creature regains maximum possible hit points from any healing. If the creature would drop below 1 hit point and would not be killed outright, it instead drops to 1 hit point and this ability ends. You regain use of this ability when you finish a long rest. \pagebreakNum ## Eldritch Invocations #### Deadeye *Prerequisite: 5th Level, Crossroads Patron* When you cast *eldritch blast* targeting a single creature, you may make a single attack roll. On a hit, the creature is automatically hit by each blast generated by the spell. On a miss, each blast misses. #### Savage Shot *Prerequisite: 3rd level, eldritch blast cantrip, Crossroads Patron* Instead of spending a grit point to gain advantage on a spell attack roll, you may instead expend a grit point and make the attack roll normally. If the attack hits, you may expend a warlock spell slot to deal an additional 1d10 damage per level of the spell slot. You may not spend a grit point to gain advantage on this attack roll. #### Six-Shooter *Prerequisite: Pact of the Blade, Crossroads Patron* You can create a silver pistol with your Pact of the Blade feature. The firearm cannot be loaded with normal ammunition. Instead, the pistol acts as a spellcasting focus. When you cast a warlock spell that would require a ranged attack roll, you gain a +1 bonus to the attack and damage roll. #### True Grit *Prerequisite: Crossroads Patron* You may use your reaction to spend a Grit Point to gain advantage on a Charisma check. On a roll of 20, you regain the spent Grit Point. #### Eye in the Skies *Prequisite: Crossroads Patron, Pact of the Chain* Your familiar can become a second pair of eyes for aiming your spells. As long as your familiar is within your line of sight, You may cast any spell requiring a ranged attack roll as if you were standing in your familiar's space. The verbal components of the spell are repeated by your familiar in your voice at the same volume. #### Piercing Blast *Prequisite: eldritch blast cantrip* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into a physical projectile that can pierce through enemies. The spell now deals piercing damage instead of force. If all beams produced by the blast hit the same target and there are any creatures within range behind the original target in a straight line from you, subtract 3 from the original attack roll for each subsequent creature in the order the shot would pierce them. If the attack roll would hit the subsequent target, the creature takes piercing damage equal to your Charisma modifier.
#### Debilitating Blast *Prequisite: eldritch blast cantrip, 5th level* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into a venomous toxin that courses through their veins. The spell now deals poison damage instead of force. If all of the beams produced by the blast hit the same target, the target must succeed on a Constitution saving throw against your warlock spell save DC or become poisoned until the beginning of your next turn. #### Smiting Blast *Prequisite: eldritch blast cantrip* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into a divine strike that sears the unholy. The spell now deals radiant damage instead of force. Undead and fiends take an additional 1d6 damage from each beam. Any creature hit by all beams produced by the spell must succeed on a Dexterity saving throw against your warlock spell save DC or become illuminated in a pale yellow light that sheds bright light for 10 feet and dim light for an additional 10 feet until the end of your next turn. #### Burning Blast *Prequisite: eldritch blast cantrip* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into a fiery projectile that spreads to nearby enemies. The spell now deals fire damage instead of force. If each beam produced by the spell hits the same target, each creature of your choice within 5 feet of the target takes fire damage equal to your Charisma modifier (minimum of 1 damage). #### Crackling Blast *Prequisite: eldritch blast cantrip, 11th level* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into a electrical arc of energy that can trigger an uncontrollable spasm. The spell now deals lightning damage instead of force. If each beam hits the same target, the creature must succeed on a Constitution saving throw against your warlock spell save DC or drop whatever it is holding, and the creature cannot take reactions until the beginning of its next turn. #### Corrosive Blast *Prequisite: eldritch blast cantrip, 7th level* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into a acidic sphere that bathes your enemies in corrosive energy. The spell now deals acid damage instead of force. If each beam hits the same target, any non magical metal armor the creature is wearing suffers a permanent and cumulative -1 penalty to AC. The armor is destroyed if the penalty reduces its AC to 10. \pagebreak #### Chilling Blast *Prequisite: eldritch blast cantrip, 15th level* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into an icy ray that freezes your enemies in their tracks. The spell now deals cold damage instead of force. If all beams produced by the spell hit the same creature, the target must succeed on a Constitution saving throw, or be frostbitten until the end of your next turn. While frostbitten, the creature's speed is reduced by half and can only make one attack per turn regardless of how many it could normally make. A creature immune to cold damage cannot be frostbitten and creatures with resistance to cold damage have advantage on the saving throw. #### Deafening Blast *Prequisite: eldritch blast cantrip, 10th level* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into a sudden explosion of thunderous energy. The spell now deals thunder damage instead of force. If all beams produced by the spell hit the same creature, the creature must succeed on a Constitution saving throw against your warlock spell save DC or be deafened until the end of your next turn. Attacks using this invocation have advantage on deafened creatures. #### Maddening Blast *Prequisite: eldritch blast cantrip, 17th level* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into a psionic assault that infects the mind with mad hallucinations and wild ramblings. The spell now deals psychic damage instead of force. If each beam produced by the spell hits the same creature, the target must succeed on an Intelligence saving throw against your warlock spell save DC. On a failure, the creature begins uncontrollably babbling incoherently until the end of your next turn. Casting spells with verbal components while this spell is under effect is impossible, as well as speaking the command words of magic items. #### Draining Blast *Prerequisite: eldritch blast cantrip, 11th level* Whenever you cast *eldritch blast*, you may use your bonus action to shape the arcane energy into a foul ray of negative energy that can steal your target's life force and absorb it for yourself. The spell now deals necrotic damage instead of force. If all beams produced by the spell hit the same target, the creature takes an additional 2d8 necrotic damage and you regain hit points equal to half the additional damage dealt. \pagebreakNum # Wizard \pagebreakNum # Feats Herein listed are a number of feats available for playtesting. Enjoy! ### Absolute Unit *Prerequisite: Small Size Category, Strength 13 or higher* The rage that occupies your tiny body leaves you discontent to wield weapons "proper" for your size. You gain the following benefits: * Increase your Strength score by 1, up to a maximum of 20. * You ignore the *heavy* property of weapons you wield that you are proficient with. * While wielding a weapon with the *heavy* property, you have advantage on attack rolls against creatures two or more size categories larger than you. ### Animal Handler Your bond to wildlife is strong, and you can communicate to animals through subtle gestures and phrases that help you wrangle unruly beasts. * Your Wisdom score is increased by 1, to a maximum of 20. * You gain the ability to speak to beasts in a manner they can understand. Any beast you speak to understands the meaning of your words though you have no innate ability to understand them back. * You have advantage on any Animal Handling checks made to discern or influence the mood of any beast. ### Dilettante In your travels you have caught glimpses of many other skillsets and abilities. While your path suits you well enough, you've picked up some tips and tricks from your companions. * Choose a character class. You gain a single ability from the 1st level features of that class. The ability cannot grant spellcasting, and does not benefit from any bonuses it would get from leveling further in the class. For instance, you could gain the rogue's sneak attack feature, but your sneak attack die would always be 1d6. If the ability has a limited number of uses defined by your class level, that limit is always once per rest. If you take a level in the chosen class, any ability granted by this feat is replaced by the class's as well as all restrictions for the ability.
### Ensnarer Your focus in combat isn't always hurting your opponent. Your whip and net can be just as effective methods of battlefield control as any magic, as long as they're in your hands. You gain the following benefits: * You have advantage on attack rolls with nets. (Just a note, since net attacks are always at disadvantage without other feats, this essentially just means that all net attacks are rolled normally.) * When you hit a creature with a whip that is more than 10 feet away from you, if there is a creature between you and the target, you can deal 1d6 points of slashing damage to the intermediate creature. You may only use this feature once per turn. * As a bonus action when you hit someone with a net or whip, you can attempt to rob them of their balance. Make a Strength(Athletics) check opposed by the targets Strength(Athletics) or Dexterity(Acrobatics). On a success, the target is knocked prone. ### Expert You have honed a skill to such a fine edge that you almost never fail when it is put to the test. You gain the following benefits. * Choose a skill you are proficient in that is not affected by any other abilities you possess such as "Expertise" that would change your proficiency bonus for that skill. Your proficiency bonus for that skill is doubled. * Increase the ability score tied to that skill by 1, to a maximum of 20. * When you roll a skill check with the chosen skill, you can choose to roll with advantage once per long rest. You may take this feat more than once, selecting a different skill each time. ### Eldritch Scholar Perhaps you looked through the wrong book, or got an inside tip from a Devil during an encounter. However you did it, you glimpsed unseen secrets of magic that you can now access. You gain the following benefits: * Choose two Eldritch Invocations from the Warlock class table. You have access to both of those invocations. The invocations cannot have any prerequisites, even a level requirement that you would normally meet. If the invocation allows you to cast a spell, Charisma is your spellcasting ability for that spell. \pagebreak ### Tactician *Prequisite: Intelligence score 13 or higher* You have a keen eye for detail even in the heat of combat and you become adept at aiding your allies in times of need. You gain the following benefits: * As an bonus action, you can give a quick tip to an ally within 30 feet of you. That creature can then use their reaction to move up to half their speed without provoking attacks of opportunity. * If you spend at least a minute studying a confined space such as a room or hallway, you can imprint a map of that space onto your mind. In that space, you ignore 1/2 and 3/4 cover of creatures you make ranged attack rolls against, and any creature that takes the hide action while you are in the space is not considered hidden from you. You may only have a single space memorized at a time. ### Merciful Your adventures have brought you to many who would wish your harm, but by oath or necessity you have deemed that no creature should die by your hands. * Increase either your Dexterity or Charisma score by 1, to a maximum of 20. * When you choose to attack a creature non-lethally and reduce it to zero hit points, you gain temporary hit points equal to the number of maximum hit dice the target has. * When you awaken an unconscious creature, you have advantage on Charisma checks against that creature for 1 hour after. ### Thrower Whether it be a background in juggling, or just a passion for throwing things, you have become trained in the art of hurling weapons at your enemies. You gain the following benefits. * Increase your Dexterity score by 1, to a maximum of 20 * Attacking at long range doesn't impose disadvantage on your thrown weapon attacks * If you take the attack action and attack using thrown weapons, you can draw each weapon as a free action. * Ammunition such as arrows or bolts as well as improvised weapons that are light enough to throw with one hand have the light and thrown property when you wield them, with a range increment of 20/60, and deal 1d4 of the appropriate damage type as determined by the DM. \pagebreak ## Magic Items ## War God's Greataxe *Weapon(Greataxe), rare(requires attunement)* This onyx greataxe makes a slight humming sounds as its keen edge swings through the air. When attuned, the greataxe becomes substantially lighter, enabling the wielder to swing it with more force than normal. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This axe is wielded as if the wielder has the Great Weapon Master feat. * On your turn, when you score a critical hit with this weapon or reduce a creature to 0 hit points with it, you can make one melee weapon attack as a bonus action. * Before you make a melee attack with this weapon, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. ##### Curse This axe becomes wild and uncontrollable in the thrill of battle. When you score a critical hit or reduce a creature to 0 hit points while wielding this weapon, you must use your bonus action to attack immediately after if able. When you use your bonus action to make an attack using the weapon's Great Weapon Master ability, that attack is made at a randomly chosen target within five feet of the wielder. ## Wanderer's Compass *Wondrous Item, common* The ornate compass appears to be ordinary unless an unaware traveler would attempt to find his way with it. They will quickly find themselves hopelessly lost as the compass does not necessarily point north. Instead it points directly towards the spot where it was last attuned to. Over the course of a short rest, a creature can attune the compass to always point towards the spot where the creature was resting. It always provides the exact cardinal direction, and will not provide a path towards the destination, such as a way around or through a mountain range. ## Jet Ward *Wondrous Item, very rare(requires attunement)* This heavy platinum chain supports a deep black gem that shields the wearer from effects that would seize its mind. While attuned you are immune to the frightened and charmed condition. ## Mordukai's Aegis *Armor(Shield), rare(requires attunement)* This shield is formed from interlocked skeletal arms and hands. While wielding this shield you have a +1 bonus to AC. This shield has 3 charges. As an action you can expend one charge to cast *inflict wounds*, using Wisdom as your spellcasting ability. The shield regains 1 charge at the beginning of each dawn.
## Staff of the Pilgrim *Weapon(Staff), legendary(requires attunement)* This staff can be wielded as a magic Quarterstaff. While attuned to it, any movement speed you have increases by 10 ft. This staff appears to be pitch black when viewed from afar, but upon close inspection actually reflects the night sky from the viewers perspective regardless of the time of day or any physical obstructions. Crafted from the divinity of Tir and Sah, the wielder of this staff acquires that power to cross vast distances in an instant, and even peer through the Astral Plane itself. The staff has 7 charges. The staff regains 1d6+1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its magical properties and becomes a nonmagical Quarterstaff. Spells: You can use an action to expend 1 or more of the staff's Charges to cast one of the following Spells from it: *blink* (3 charges), *find the path* (6 charges), *dimension door*(4 charges), *misty step* (2 charges), *teleport* (7 charges), and *zephyr strike* (1 charge). As an action, you can speak the name of a Plane or Creature and break the staff over your knee to cast the *gate* spell. The staff immediately shatters and its pieces become non-magical. ## Dragonforged Steel *Weapon(Any with a metal edge or point), uncommon* Deep in the heart of Osesh is lies Pyrgoth, an ancient red dragon who rules over the nation with iron claws and a belly of searing hot flame. He and his progeny are responsible for the creation of "Dragonforged Steel", metal that has been smelted in the fires of a red dragon's breath. The steel is warm to the touch, and upon close inspection one can see ripples of dull red embers flowing across the deep black steel of the blade. While wielding a Dragonforged weapon, you have resistance to fire damage. The blade deals an additional 1d4 fire damage to any target it hits. A Dragonforged blade can only be warped, dulled, or destroyed by returning it to a forge fueled by a red dragon's breath. ## Drawmij's Instant Arms *Wondrous Item, uncommmon(requires attunement)* An increasingly common magical totem that appears to have originated in eastern Cafril, an Instant Arms enchantment is a type of transmutation magic that can shrink a weapon or piece of armor to a fraction of it's size. The shrunken equipment typically takes the form of a piece of jewelry or decoration such as an amulet or earring. As a bonus action, you may speak the equipment's command word. If the item is a weapon or shield, then it immediately appears into the wielder's hand at full size. If you do not have a free hand, the weapon drops to the ground next to the wielder. If the equipment is a piece of armor, then it expands instantly around the user as if it were donned by them. The item remains at full size until the user chooses to revert it over the course of a short rest. At the end of the rest the equipment reduces in size to it's smaller form. \pagebreakNum ## Liquid Ironwood *Wondrous Item, uncommmon(requires attunement)* This 1/2-ft. cube of ironwood's surface seems to shift and ripple with time as if it were a liquid. This cube weighs 20 pounds, yet despite its light weight still has the strength of the ironwood tree it was crafted from. As an action, you can speak a command word and envision the shape you would like the cube to take. At the end of your next turn it finishes its transformation and adopts the chosen form. It can take on any shape you can imagine as long as the mass, volume, and density of the material remain constant. If a piece of the item breaks off, it can be reunited with the original object over the course of a long rest. Any piece of the item that weighs less than ten pounds ceases to be magical 24 hours after it breaks off the original piece and cannot be rejoined with the original mass. ## Boots of the Sparrow *Wondrous Item, rare(requires attunement)* These boots carry the blessing of Ather, God of Air. While attuned to this item, your apparent weight diminishes substantially. You do not trigger weight sensitive traps such as pressure plates and pitfall traps. Additionally, as a bonus action you can click the heels of the boots together and fly up to 20 feet. You must end this movement on a surface that can support your weight. The enchantment fails if you are encumbered. ## Renaissance Ring *Wondrous item, uncommon(requires attunement)* A wily trickster god decided to answer the prayers of a man who claimed to have no talents whatsoever. The Renaissance Ring was the answer. Those that wear it feel strange bursts of inspiration at opportune moments, but many find themselves failing at basic tasks. While attuned to this item, the wearer becomes proficient in two random skills at the end of every long rest. Upon the completion of the rest, the wearer loses the proficiencies gained during the previous day. The user gains no benefit if they are already proficient in a given skill. ##### Curse While attuned to the ring, the user suffers a penalty equal to their proficiency modifier on all skill checks they are not proficient in.
## Robes of the Transcendent Soul *Wondrous item, very rare(requires attunement by a Monk)* These flowing white robes never seem to become dirty. Anyone in touch with the inner magic of Ki can feel a radiating warm presence when examining the robes. While attuned to this item, you gain the following benefits. * Your maximum number of Ki points is increased to your Monk Level + your Wisdom modifier. * You have advantage on Acrobatics checks made to escape grapples or restraints. * When a creature within five of you attacks you with a melee weapon and misses, you may spend a ki point as a reaction to make an unarmed strike against your assailant. ## Goblin Slayer *Weapon (Shortsword), Legendary(requires Attunement)* In an age past, an ancient sage devoted an entire century's worth of research into how to most efficiently destroy all of goblinkind. His hatred and malice imbued itself into the sword he created, a weapon capable of destroying hordes of goblins in seconds and not much else. **Goblin Expert** You add double your proficiency bonus to any ability checks involving goblinoids, such as recalling information, tracking, or perceiving hidden creatures. **Honing Strike** You have advantage on attack rolls against goblinoids. **Eviscerator** When you deal damage to a goblinoid with this weapon, it is automatically considered a critical hit. **Crimson Whirlwind** As an action, you can make a sweeping attack when surrounded. You may make an attack against each goblinoid within five feet of you. **Life Drinker** When you reduce a goblinoid to zero hit points, you regain a number of hit points equal to the creature's hit dice. **Sentience** As their name would suggest, Goblin Slayer hates goblins over all else. If its wielder sees a goblin in any context, even a painting or drawing, they must succeed on a DC 15 Wisdom saving throw or immediately draw Goblin Slayer and destroy it. Goblin Slayer will frequently whisper to the user that it smells goblins in the area even if there are none, and will lament taking quests that do not involve killing goblins. If the blade goes more than two weeks without tasting goblin blood, it will begin to compel the user to seek one out. \pagebreakNum ## Spells ## Pathfinder to 5e (Cantrips) #### Arcane Mark *Illusion Cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (1 gold piece) - **Duration:** Until Dispelled This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The rune can be no more larger than a one foot cube. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. #### Bleed *Necromancy Cantrip* ___ - **Casting Time:** 1 Bonus Action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous A small bit of necromantic power tears open existing wounds and brings the dying closer to oblivion. You target a creature that currently has 0 hit points. If that creature is stabilized, it is no longer stabilized and begins making death saving throws again on its turn. If it is not stabilized, it must succeed a Constitution saving throw or fail a death save. #### Flare *Evocation Cantrip* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous This cantrip creates a burst of light. If you cause this light to burst in front of a single creature, that creature must succeed on a Constitution saving throw or be blinded until the beginning of its next turn. #### Orient *Divination Cantrip* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous When you cast this spell, you instantly know the direction of north from your current position. You also learn your elevation relative to sea level if applicable. You also know the distance and direction to each location you have cast this spell within the last 24 hours. #### Lullaby *Enchantment Cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 ft. - **Components:** V, S - **Duration:** Concentration, 1 Hour Your enchanted song lulls creatures into a drowsy stupor. When you cast *Lullaby*, all creatures within a 10 ft. radius of a point you can see must make a Wisdom saving throw. Undead and Constructs automatically succeed on this throw. Those that fail become drowsy and inattentive and have disadvantage on Wisdom(Perception) for the duration. #### Summon Instrument *Conjuration Cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 ft. - **Components:** V, S - **Duration:** Concentration, 1 Hour This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands. This instrument can be used as an arcane focus to cast bard spells. The summoned instrument disappears at the end of this spell. #### Touch of Fatigue *Necromancy Cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 ft. - **Components:** V, S - **Duration:** Concentration, 1 minute You channel negative energy through your touch, fatiguing the target. The affeted creature must make a Constitution saving throw. If it fails, the creature has disadvantage on Strength and Dexterity ability checks and cannot take the Dash action. \pagebreakNum ### Bard Spells - *Flare* - *Know Direction* - *Lullaby* - *Summmon Instrument* ### Cleric - *Disrupt Undead* - *Touch of Fatigue* ### Druid Spells - *Flare* - *Know Direction* ### Sorcerer Spells - *Arcane Mark* - *Disrupt Undead* - *Touch of Fatigue* ### Warlock Spells - *Arcane Mark* - *Bleed* ### Wizard Spells - *Bleed* - *Disrupt Undead* - *Flare* - *Touch of Fatigue* \pagebreakNum # Pathfinder to 5e (Level 1) ## Level 1 #### Deathwatch *1st-level Necromany* ___ - **Casting Time:** 1 action - **Range:** Self(30-foot cone) - **Components:** V, S - **Duration:** Concentration, up to 10 minutes Using the powers of necromancy, you can determine the condition of creatures near death within the spell's range. You instantly know whether each creature within the area is dead, dying (at 0 hitpoints but still alive), fragile (less than half hit points), wounded (more than half total hit points), healthy(alive and at maximum hit points), or neither alive nor dead (such as a construct or undead). Deathwatch sees through any spell or ability that allows creatures to feign death. #### Endure Elements *1st-level Abjuration (ritual)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 24 Hours You touch a willing creature to grant it protection from the hottest and coldest places on the planet. A creature protected by *endure elements* suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Constitution saves. The creature's equipment is likewise protected. Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. #### Entropic Shield *1st-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (A small mirror) - **Duration:** Concentration, up to 1 minute A magical field appears around you, glowing with a chaotic aura of multicolored hues. This field deflects incoming arrows and other ranged attacks. All non-magical ranged attack rolls against you are made at disadvantage. #### Erase *1st-level Transmutation (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous \pagebreakNum Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove a glyph of warding, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased. Magic writing must be touched to be erased, and you also must succeed on a spellcasting check (1d20 + your spellcasting modifier) against DC 10. If you fail to erase a glyph of warding, you accidentally activate that writing instead. ### Bard Spells - *Erase* - *Remove Fear* ### Cleric - *Deathwatch* - *Endure Elements* - *Entropic Shield* ### Druid Spells - *Endure Elements* ### Paladin Spells - *Endure Elements* ### Ranger Spells - *Endure Elements* ### Sorcerer Spells - *Endure Elements* - *Erase* ### Warlock Spells ### Wizard Spells - *Endure Elements* - *Erase* \pagebreakNum ## Pathfinder to 5e (Level 2) ### Porting Pathfinder Spells to Fifth Edition (Level 2) #### Acute Senses *2nd-Level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, V, M (a glass lens) - **Duration:** Concentration, up to 10 minutes You touch a creature and enhance its senses far beyond their normal capabilities for the duration. The creature has advantage on all Wisdom(Perception) rolls and Dexterity saving throws. In addition, the creature cannot be surprised under any circumstances. #### Adhesive Blood *2nd-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute Your blood thickens to becomes a glue-like substance upon contact with air for the duration. When you are hit by a weapon that deals piercing or slashing damage, the weapon is stuck to your enchanted blood unless the attacker succeeds on a Strength saving throw. The creature can attempt to remove the weapon with a successful Strength check against your spell save DC as an action. This spell does not function underwater or in environments that lack air. When the spell ends, the glue dissolves away instantly. #### Aggressive Thundercloud *2nd-level Evocation* ___ - **Casting Time:** 1 action - **Range:** 60 Ft. - **Components:** V, S, M (cotton ball) - **Duration:** Concentration, up to 1 minute A 5-foot-diameter thundercloud appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the cloud must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the cloud up to 30 feet. If you ram the cloud into a creature, that creature must make the saving throw against the cloud’s damage, and the cloud stops moving this turn. When you move the cloud, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. **At Higher Levels**. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Anonymous Interaction *2nd-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 Feet - **Components:** V, S - **Duration:** Permanent You attempt to obfuscate the memories of a humanoid you see in range. The target makes a Wisdom saving throw. On a failed save, you cause the targets to forget all but the most general information about you. If they saw you or interacted with you, they still remember your presence and your general shape (such as humanoid), as well as the gist of your interactions with them (such as "she was asking about the queen"), but they don't remember specifically what you said, details of your appearance, or any identifying information about you. This spell targets any memories of you in the minute preceding its casting, but is otherwise permanent. **At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for can target one additional creature for each slot level above 2nd. They must be within 30ft of each other when you target them. #### Death Knell *2nd-level Necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** 10 minutes You attempt to drain the life from a creature and use it's strength to fuel your own power. You touch a living creature that is currently at 0 hit points who then makes a Wisdom saving throw. On a failed save, it dies, you gain 1d8 temporary hit points and advantage on Strength checks. In addition, the next spell of 1st level or higher you cast while this spell is active is cast as if it were one spell slot level higher. \pagebreakNum #### Status *2nd-level Divination* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 24 hours You are aware of direction and distance to the creatures, any status conditions affecting them, as well as the general state of their health: healthy (full health), wounded (above 0 hit points), dying (0 hit points). Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it. **At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Summon Swarm *2nd-level Conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a square of red cloth) - **Duration:** Up to 1 minute You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel. The swarm rolls its own initiative. The DM has the creature's statistics. When the spell ends the creatures scatter and are no longer hostile to other creatures. #### Touch of Idiocy *2nd-level Enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute You touch a creature and attempt to disturb its mental faculties. Choose between Intelligence, Wisdom, and Charisma. The target must succeed on a saving throw for the chosen ability or suffer disadvantage on checks and saving throws for the chosen ability for the duration. #### Tree Shape *2nd-level Transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a tree branch or leaf) - **Duration:** Concentration, up to 1 hour This spell allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control. Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a *detect magic spell* reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree shape as a free action. \pagebreakNum ### Bard Spells - *Acute Senses* - *Sound Burst* - *Summon Swarm* ### Cleric - *Death Knell* - *Status* ### Druid Spells - *Aggressive Thundercloud* - *Snare* - *Summon Swarm* - *Tree Shape* ### Paladin Spells - *Endure Elements* ### Ranger Spells - *Acute Senses* - *Tree Shape* ### Sorcerer Spells - *Adhesive Blood* - *Aggressive Thundercloud* - *Anonymous Interaction* - *Summon Swarm* ### Warlock Spells - *Adhesive Blood* - *Aggressive Thundercloud* - *Anonymous Interaction* - *Death Knell* - *Status* - *Summon Swarm* - *Touch of Idiocy* ### Wizard Spells - *Adhesive Blood* - *Aggressive Thundercloud* - *Summon Swarm* - *Touch of Idiocy* \pagebreakNum # Mechanics ### Mercer Resurrection Rules When a dead character is to be brought back to life, that process does not necessarily succeed automatically. The success of the resurrection depends on the casting time of the resurrection spell used, detailed below. Casting time 1 action (eg. Revivify), The caster must succeed on an ability check with their spellcasting ability. The DC of this check is 10 + (number of successful resurrections already performed). On a successful check, the character is resurrected. On a failed check, the character can only be resurrected by a resurrection spell with a casting time of an hour or more. Casting time 1 hour (eg. Raise Dead) A series of skill checks have to be performed during the casting of the spell. A d20 is rolled at the end of the casting, the DC of this roll is 10 + (number of successful resurrections already performed). A successful skill check reduces this DC by 3. A failed check increases the DC by 1. Three skill checks in total are required. The caster does not necessarily have to participate. The success of these checks is determined by the DM typically taking into account roleplay, persuasive arguments, and the total on the check itself. On a successful check, the character is resurrected. On a failed check, the character can never be resurrected again by any magic (potentially Wish if you feel its appropriate) \pagebreak # Misc ## Drugs *Drugs adapted from The Book of Vile Darkness* Drugs function like poisons allowing an imbiber a primary and secondary save against its effects. However, while poisons are typically used as a means of harming another, drugs are used for the pleasure they induce in humanoids. A *Lesser Restoration* spell can temporarily negate the effects of a drug, but it will not help any damage taken by ingesting the drug. A creature that willingly takes a drug automatically fails both saving throws. It is not possible to intentionally fail the initial save but attempt to save against the secondary damage, or vice versa. DCs are provided for situations in which a character is drugged against his will. The *Greater Restoration* spell can cure a creature of addiction, while a *Lesser Restoration* spell can temporarily alleviate the effects of a drug actively in a creature's system. **Initial Effect** The effect of the drug directly after taking it. **Secondary Effect** The effect of the drug immediately following the initial effect. Roll a save for this effect separately from the initial effect. **Side Effects** Effects of the drug that persist during the entirety of its other effects. **Overdose** Should you take more than one dose of a drug within a given period of time, you risk the consequences of an overdose, which are unique to each drug. **Addiction** Each time a creature takes a dose of a drug, it must make a Constitution saving throw or become addicted to the drug, carrying various consequences for a creature while it is not under the influence of the drug. A creature that is overdosing on the drug has disadvantage on this save. The DC for the save is listed in the table below. ## Agony(Liquid Pain) This thick, reddish liquid is the distilled essence of pain, captured using spells and special tools. It is highly sought after by outsiders. **Initial Effect:** User is stunned for 1d4+1 rounds wracked with indescribably pain. After which, the creature is Poisoned for 1d10 minutes after as it struggles to maintain coherent thought. **Secondary Effect:** Advantage on Charisma checks for 1d12 minutes. **Side Effects:** Feelings of intense pleasure for last 1d4 hours. **Overdose:** If more than one dose is taken in a 24-hour period, the user must make a DC 18 Constitution saving throw or immediately fall unconscious for 1d4 hours. **Addiction:** Each time a creature takes a dose of Agony, it must make a DC 20 Constitution saving throw or become addicted. On a failed save, the creature becomes addicted. While addicted the creature becomes empty and devoid of emotions while not under the influence of the drug. It has disadvantage on Charisma checks and all saving throws while not under the effects of Agony.
## Bacarran This pasty substance is dried and kept as a powder or sometimes left as a paste. The ingredients are numerous and difficult to obtain. **Save DC (Constitution), Ingested:** 12 **Initial Effect:** Disadvantage on Strength checks for 12 hours. **Secondary Effects:** Advantage on Wisdom checks and saving throws for 1d10+15 minutes as the creature's perception becomes hyper-aware of the world around them. **Side Effects:** Those under the effect of baccaran have disadvantage on saving throws involving illusions for 2d4 hours after using this mild hallucinogen. **Overdose:** If more than one dose is taken in a 24-hour period, the user immediately takes 2d6 points of poison damage and begins hallucinating vividly, becoming unable to accurately distinguish between reality and fantasy. **Addiction:** Each time a creature takes a dose of Bacarran, it must a DC 8 Constitution saving throw or become addicted. While addicted it suffers from paranoia while not under the effects of the drug. It has disadvantage on Insight and Perception checks, believing on a failed check that danger lurks around every corner, and any suspicious individual is attempting to deceive them. ## Devilweed Leaves from the wyssin plant are dried and rolled into a tobacco-like substance and smoked. A faint pleasant feeling accompanies usage of the drug, as well as a tingle of energy that moves through the body at the expense of situation awareness. **Initital Effect:** -1 to Wisdom Checks for 10d10 minutes. **Secondary Effect:** Advantage on Strength Checks for 1d4 hours **Side Effects:** A creature under the effect of devilweed is easily confused and acts skittish. They have disadvantage on Wisdom saving throws while under the effects of the drug. **Overdose:** None **Addiction:** A creature addicted to devilweed quickly grows accustomed to the acrid smoke filling their lungs, giving them a +2 bonus to Constitution saving throws. However, this also makes them prone to coughing fits, and they have disadvantage on Stealth checks. ## Luhix Powdered stalks of plants that grow only in the Abyss, luhix is normally sprinkled onto a bleeding, self inflicted wound. Then the wound is sealed either with magical healing or tightly wound bandages. Often used as a stimulant before battle, though used sparingly due to the extreme consequences that frequent use brings. \pagebreakNum **Initial Effect:** Advantage on all ability checks for 1 hour **Secondary Effect:** After the 1 hour period, the creature takes disadvantage on all ability checks, attack rolls and saving throws for 24 hours as horrific withdrawal symptoms kick in. **Side Effects:** For the first minute of application, the user feels intense pain. During the time that the secondary effect is in effect, the user is immune to pain. The character takes damage as normal, but may not react normally to that damage. **Overdose:** Those that take this drug more than once in 24 hours must make a separate DC 25 Constitution saving throw or die in terrible pain. **Addiction:** The powerful effects of this narcotic can lead many down the terrible road of addiction to it. While addicted, the creature takes a -2 penalty to all attack rolls, ability checks, and saving throws. ## Mordayn Vapor ("Dreammist"): Made of roughly ground leaves of a rare herb found in deep forests, mordayn is so potent that it is taken by steeping a small amount in hot water, and then inhaling the vapors of the resultant tea. Raw mordayn powder and mordayn-tainted water are deadly poison; taking the powder directly or drinking the water produces an immediate overdose. Dreammist is renowned for the beautiful visions it induces and the deadly peril of its sinister embrace. **Initial Effect:** Exotic visions of incredible beauty enthrall the user for the next 1d10 minutes. At the beginning of each of the creature's turns, it has a 50% chance of being unable to any actions or bonus actions that turn. It can still move and speak normally. **Secondary Effect:** Disadvantage on Wisdom checks and saving throws for 1d10 hours. **Side Effects:** The visions of a dreammist user are incredibly beautiful and poignant. His normal life seems drab and futile in comparison, and he aches to experience the transcendent beauty of his drug-induced dreams again. When the dose wears off, the user must succeed at a DC 17 Wisdom saving throw or fall under a compulsion to do whatever is necessary to repeat the dreammist dose (treat this as a compulsion similar to that of a *Suggestion* spell). This compulsion lasts for 1d4 hours before fading. **Overdose:** If two doses are taken within the space of an hour, or if raw mordayn powder or mordayn tea are ingested, the drug is a deadly poison (DC 17 Constitution saving throw or take 8d10 damage). Mordayn vapor addicts often throw out the tea as soon as they inhale and make sure that only one dose is available at a time in order to make sure they cannot overdose on the deadly drug. **Addiction:** The world does not look as vibrant and beautiful to a Dreammist addict. The addict has a constant craving for the drug or similar hallucinogens if Mordayn Vapor is not available. The creature has disadvantage on saving throws against this and any other drug.
## Mushroom Powder: Taken from a rare blue mushroom, this powder must be inhaled. It is popular among arcane spellcasters. **Initial Effect:** Advantage on saving throws to maintain concentration on spells cast using Intelligence or Charisma. **Secondary Effect:** -1 to all Strength checks and damage rolls for weapons that use Strength. **Side Effects:** This is a mild hallucinogen. The user has disadvantage on any Wisdom checks while under the effects of the spell. **Overdose:** If more than one dose is taken in a 12-hour period, the user takes 2d6 points of damage. Using it more than three times in any 24-hour period deals 4d6 points of damage and paralyzes the user for 2d4 hours. **Addiction:** Mushroom Powder is not particularly addictive, however prolonged use can cause the user to begin having hallucinations even when the drug is not in the user's system. The creature suffers constant mild hallucinations, giving the addict disadvantage on Perception checks while addicted. ## Redflower Leaves: These crushed leaves of a tiny red bog flower are known for their ability to improve hand-eye coordination. **Initial Effect:** None **Secondary Effect:** If the user takes no movement during his turn, the user may focus his attention upon a particular creature. If he attacks that creature on the same turn, he gains advantage on the first attack against it. This ability lasts 10 minutes. **Side Effects:** None **Overdose:** Taking a second dose before the first has worn off causes the user to be Poisoned for 1d4x10 minutes. **Addiction:** Use of Redflower Leaves can leave the user dependent on the drug to be effective in combat whatsoever. The user has disadvantage on attack rolls. ## Sannish: A bluish liquid distilled from wolves’ milk and a powdered desert plant, this concoction is very popular. Addicts are easily found by the permanent blue stains on their lips. **Initial Effects:** -1 to Wisdom checks for 1d4 hours. **Secondary Effect:** The user becomes numbed to pain for 2d4 hours. **Side Effects:** Sannish causes euphoria. While the drug is in effect, the user has disadvantage on Initiative rolls. **Overdose:** A second dose taken while the first dose is still in effect causes a numbing stupor for 2d4 hours. The creature cannot take both an action and a bonus action on his turn, only one or the other. **Addiction:** The constant numbing effects of the drug can leave the user very vulnerable to pain while it is not in effect, particularly when the user is addicted. The creature has disadvantage on Constitution saving throws to maintain concentration on spells, and has disadvantage on any save to push through painful effects. \pagebreakNum ## Terran Brandy: A potent alcohol, this magical drink is favored by heartless spellcasters of all types. This green liquid is distilled from the essence of dying fey. **Initial Effect:** The first spell you cast within the next 10 minutes is cast as though it was one spell slot level higher. **Secondary Effect:** You take 2d6 poison damage. **Side Effects:** None **Overdose:** If more than one dose is taken in an 8-hour period, the user's Constitution score is permanently reduced by 1. **Addiction:** Spellcasters that partake in this drug often find their powers muted and sapped over time. While addicted the caster cannot cast a spell using a spell slot of higher-level than the base for the spell.
## Vodare: An extremely bitter brown powder, vodare is usually mixed with honeyed water or sweet wine to dilute the taste. It is made from the crushed petals of a flower that grows only on the graves of those who dedicated their lives to the worship of Rallaster. **Initial Effect:** Advantage on Intimidation checks and immunity to the Frightened condition for 1d4 hours. **Secondary Effect:** Disadvantage on Persuasion and Deception checks for the same period. **Side Effects:** Mild euphoria and fierce confidence while the drug is in effect. **Overdose:** If more than one dose is taken in a 4-hour period, the user must make DC 15 Constitution saving throw or fall unconscious for 1d4 hours. **Addiction:** Vodare addicts are violent and unpredictable, particularly when deprived of the drug. They will frequently react to perceived slights. Normally docile individuals can quickly be turned to anger and depravity while suffering through the withdrawals of Vodare.
##### Drug information | Name | Type & Save DC | Price | Alchemy DC | Addiction DC | |:----:|:--------------:|:-----:|:----------:|:------------:| | Agony("Liquid Pain")| Ingested DC 18 | 200 GP | 22 | 20 | | Baccaran| Ingested DC 13 | 10 GP | 18 | 12 | | Devilweed| Inhaled DC 14 | 6 GP | 18 | 12 | | Luhix| Injury DC 21 | 2,000 GP | 27 | 24 | | Mordayn vapor ("Dreammist")| Inhaled DC 15 | 200 GP | 17 | 16 | | Mushroom powder | Inhaled DC 15 | 100 GP | 21 | 15 | | Redflower Leaves| Ingested DC 9 | 300 GP | 19 | 12 | | Sannish| Ingested DC 8| 15 GP | 17 | 15 | | Terran Brandy | Ingested DC 16 | 500 GP | 23 | 12 | | Vodare | Ingested DC 11 | 40 GP | 13 | 17 |
\pagebreakNum ## Diseases *Diseases apapted from The Book of Vile Darkness* ## Acid Fever Whenever a creature takes more than 30 points of acid damage while exposed to a source of great evil (such as a powerful fiend or a desecrated area), it risks contracting Acid Fever. The creature makes a DC 12 Constitution saving throw. On a failed save, the creature contracts the disease. It manifests 1d4 days after infection. The creature begins to break out in boils and pustules that slowly ooze black liquid. While infected, the creature has disadvantage on all Persuasion checks, and advantage on Intimidation checks. It is vulnerable to acid damage as well. If the disease is not cured within 5 days of infection, the creatures skin begins to blacken and wither. It's maximum hit points are reduced by 5 points after each long rest after this effect takes hold. If a creature's maximum hit points are reduced to 0, it dies. ## Blue Guts This disease comes from eating the flesh of particularly disgusting creatures like the otyugh, gibbering mouther, and gray ooze. On exposure to such vile food, the creature makes a DC 10 Constitution saving throw. On a failed save, the creature's skin begins to turn a dull blue color. The creature's intestines turn a deep cerulean color, which the disease is named for. Any food the creature ingests while afflicted with this disease is immediately vomited up as soon as it reaches the stomach, including magical food such as *Goodberry*. The creature begins starving. After a number of days equal to 3 + their constitution modifier, they take on a level of exhaustion. Each day after that they go without food, they automatically take on another level of exhaustion. ## Deathsong One of the worst diseases known, this terrible plague has laid waste to entire communities in less than a week. Contracted by even the barest physical contact between a healthy creature and a current victim of the disease or their remains. Victims of deathsong can do nothing but shriek and howl as their bodies wither and blacken. Once the incubation period expires, the progress of the disease is so fast that a victim can hear his skin crackle and his bones grow brittle and break. The victim makes a DC 20 Constitution saving throw. On a failed save, the disease begins taking hold 1 day after. The victims bones begin to crack and break under the weight of his own body. The victim has disadvantage on Attack Rolls, Ability Checks, and saving throws using Strength, Dexterity, or Constitution. Their movement speed is also reduced by half. The day after the infection takes hold, the creature makes another DC 20 Constitution saving throw. On a failed save, the creature's movement speed is reduced to 0, and it is considered incapacitated. 1 day after the creature becomes incapacitated by this effect, they must make another DC 20 Constitution saving throw. On a failed save, the creature dies and their bones crumble to dust. Over the course of a day, their entire body crumbles and turns into a fine powder. Anyone who inhales the dust is at risk of succumbing to the disease. ## Faceless Hate A creature exposed to this disease makes a DC 16 Constitution saving throw. On a failed save, the creature is considered to be infected. Until the creature dies, it has no no noticeable symptoms. Should the creature die while infected, it immediately returns to life as if a *Raise Dead* spell was cast upon it, returning as a monster with no face. The creature loses its ability to see and smell, and gains blindsight for 60 feet. It loses the ability to speak, but can cast spells with verbal components as if they could. The victim becomes intent on killing all those who were dear to him. After they are killed, it turns its ire to all living creatures. This change is permanent, short of a *Wish* spell or the divine intervention of a deity. After the creature loses its face, effects that cure disease no longer function can cure the creature. If the creature is killed, spells such as *Raise Dead* raise the creature in it's still faceless form with its rage towards the living still intact. A *Reincarnate* or *Resurrection* spell cast upon the corpse of the creature returns the creature to life with it's face restored and it's original personality. ## Festering Anger Brought on by long-term anger, intense fury, and hatred, the incubation period varies, in most cases about 1 year. During a particularly stressful encounter with the source of its anger, the creature makes a DC 15 Wisdom saving throw. On a failed save, the creature is immediately infected with Festering Anger and gains +2 Strength and -2 Constitution. The creature immediately attempts violence upon the nearest source of his anger. Perhaps if he was a farmer angry at a local ruler, he would attack a guard or deface a statue of the ruler if he was not in the immediate vicinity. Each day, the creature must make a DC 20 Wisdom save or gain another +2 Strength and -2 Constitution. On a failed save, the creature also acts out against any source of his anger in the near vicinity. \pagebreakNum ## Fire Taint After being exposed to 30 points of fire damage under the same conditions of evil exposure as Acid Fever, the creature must make a DC 12 Constitution saving throw. On a failed save, the creature contracts Fire Taint, the symptoms of which develop after 1d4 days. The creature's skin reddens, and a feeling of dull burning spreads through the creature's entire body. The creature is vulnerable to fire damage while infected. The creature has disadvantage on Strength checks and attack rolls. 1d4 days after symptoms appear, the creature's insides begin to feel as if they are literally afire. The creature is incapacitated while infected, and is considered to have the poisoned condition as well. ## Iron Corruption A common affliction of slaves working in iron mines. Working in extreme toil and misery while being exposed to large amounts of iron dust puts one at risk of contracting Iron Corruption. The creature makes a DC 12 Constitution saving throw. On a failed save, symptoms develop 1d6 days after infection. The creatures skin takes on a dull-blueish gray hue, and the creature begins to feel as if his bones and skin are slowly turning to metal. The creature's movement speed drops by 10 feet, and it has disadvantage on Dexterity checks. A week after infection, and on each subsequent week on a successful save, the creature must make a DC 15 Constitution saving throw. On a failed save, the creature's skin becomes an iron prison from which they have no escape. The creature is considered petrified. A *Lesser Restoration* spell has no effect on this condition. ## Life Blindness Perhaps the most horrific of afflictions placed on those who tread too far into an area tainted by the Far Realm. Upon exposure, the creature makes a DC 14 Constitution saving throw. On a failed save, the creature loses all ability to perceive living creatures, even plants. All such beings are treated as invisible, silent, and odorless. The loneliness and alienation eventually drive the victim to be completely social. ## Lightning Curse When a creature takes 30 lightning damage while exposed to evil under the same conditions as Acid Fever and Fire Taint, they risk being exposed to Lightning Curse. 1d4 days after exposure, the creature makes a DC 12 Constitution saving throw. On a failed save, the coursing electric energy moves through their entire body. As their blood vessel's burst, the victim is covered in blue and black bruises. Their muscles ache and they cannot think straight. The creature has disadvantage on Intelligence checks. Should they roll under 5 on any Intelligence check, incorrect information comes to mind that the creature believes wholeheartedly. 1d4 days after the symptoms develop, the creature develops even worse mental trauma. The creature makes a DC 15 Constitution saving throw. On a failed save, the creature gains an indefinite madness trait. Even if the disease is cured, this madness persists. ## Melting Fury Caught by creature's who handle undead flesh, the borders between the living and the dead are eroded. The creature makes a DC 17 Constitution saving throw. On a failed save, symptoms begin to manifest after 1d10 days. The skin of the creature begins to slough off, exposing muscle and bones. Each time the creature takes damage, it must make a DC 10 constitution saving throw or be stunned until the end of their next turn as their insides are exposed to direct pain. Each day after their symptoms develop, the creature must make another DC 17 constitution saving throw. On a failed save, they get -2 to their Constitution score and lose hit points accordingly as more and more of their skin sloughs off. When their Constitution score reaches zero, the creature dies as all of its skin melts off its body. ## Misery's Passage Brought on by intense feelings of sadness and despair, this disease manifests as dark boils. The incubation period varies just as for Festering Anger. On the onset of the disease, the creature must make a DC 14 Consitution saving throw. The boils erupt soon after, and the creature is paralyzed with depression. Every day, the creature must make another DC 14 Constitution saving throw, or be stunned for the rest of the day as even moving takes too great an effort. ## Possession Infection This malady occurs only after an evil spirit, outsider, or other dominating force (including the effect of a *Dominate Person* cast by an evil caster). 1 day after the possessing effect, the creature makes a DC 14 Constitution saving throw. The victim slowly becomes despondent and lethargic, apparently mnetally affected by the alien presence that was within its soul. The creature has disadvantage on Charisma checks and saving throws. The creature's sense of self is eradicated as the gaping hole left in their psyche continues to grow and grow. 1 week after the infection, the creature must make another DC 14 Constitution saving throw. On a failed save, the creature succumbs to the desire for something to fill the gap in their soul, and seeks out carnal or base desires such as alcohol, drugs, or sex. This dramatic shift in the behavior supersedes all other desires. \pagebreakNum ## Sound Sickness When a creature takes 30 or more thunder damage while exposed to evil under the same conditions as Acid Fever. The creature makes a DC 12 Constitution saving throw, on a failed save becoming infected. 1d4 days after exposure the symptoms of the disease manifest. Given to fits of shouting, the victims of this disease shows no visible illness, but he staggers about, barely able to keep his feet. It has disadvantage on Stealth checks as he is incapable of judging the amount of sound he is created. 1d4 days after symptoms develop, the creature must make an additional DC 12 Constitution saving throw or be permanently deafened. A lesser restoration spell does not cure this effect, even when the disease is cured. ## Vile Rigidity This infection at first seems to grant a boon. Upon exposure the creature makes a DC 13 Constitution saving throw or watch as his skin begins to change. The victim's skin hardens, granting a +1 bonus to AC after 24 hours. On the second day, this becomes a +2 bonus. Each day after, the rigidity of the creatures skin increases, becoming a +3 bonus to AC, but a -2 penalty to Dexterity. This lasts until the victim's Dexterity reaches 0, indicating that this ever-thickening flesh entraps it. At this point, the creature dies of suffocation. ## Warp Touch The effects of planar entities and the mere existence of the Outer Planes themselves have been known to dramatically change and warp the flesh of the living. One of the worst effects of raw chaos and dissolution, the malady known as warp touch has a random set of effects that manifest immediately. Upon exposure, the creature must make a DC 15 Constitution saving throw or be warped. Once it takes hold, no more saving throws are needed: The malady gets neither better nor worse. A remove disease accomplishes nothing. When a character falls victim to this disease, roll on the Warp Touch Effects Table \pagebreakNum # Warp Touch Effects | d% | Effect | |:----:|:-------------| | 01-10| Body turns to formless jelly; creature dies | | 11-15| One arm becomes useless and withered. Cannnot use it for any meaningful labor or attacks | | 16-20| One leg becomes useless and withered. Movement speed drops by half, disadvantage on Stealth checks | | 21-23| Eyes fall out; permanent blindness | | 24-28| Huge lump grows on head; Disadvantage on Intelligence and Wisdom checks | | 29-32| Fingers twist into tangles; Disadvantage on Sleight of Hand Checks | | 33-36| Mouth seals forever; cannot speak | | 37-38| Legs become snake tails; Movement speed drops by half | | 39-40| Skin turns random color | | 41-42| Eyes turn random color | | 43-44| Hair turns random color | | 45-46| Tongue grows very long | | 47-48| Lose all hair | | 49-50| Skin forms blotches of different colors | | 51-52| Body covered with tufts of hair | | 53-54| Grow vestigial wings | | 55-56| Grow extra, useless arms | | 57-58| Grow vestigial tail | | 59-60| Skin withers | | 61-62| Back curves, grows humps; Disadvantage on Persuasion checks | | 63-64| Arms become tentacles; Character cannot hold objects; Advantage on grapple checks | | 65-66| Grow extra eye; Advantage on Perception Checks | | 67-68| Legs grow more muscular; Movement speed increases by +10 feet | | 69-70| Head swells; Advantage on Intelligence checks | | 71-72| Grows claws that serve as natural weapons that deal 1d6 slashing damage| | 75-76| Grows snakelike arm; attacks of its own accord as a medium Constrictor Snake | | 77-78| Grow horns that serve as natural weapons that deal 2d4 piercing damage | | 79-80| Grow thick skin; +1 to base AC | | 81-82| Grow longer legs; +2 to Acrobatics checks | | 83-84| Arms grow freakishly muscular; Advantage on Strength checks | | 85-86| Become freakishly stout; +1 hit points per hit die | | 87-88| Grow functional winds; permanent 30 ft. fly speed | | 89-90| Gain petrifying eyes; gain Gaze attack as Medusa | | 91| Fingers grow webbing; permanent 30 ft. swim speed | | 92| Form steaming pustules; gain Fetid Cloud action as Dretch | | 93| Fingernails elongate into small claws. Permanent 30 ft. climb speed | 94| Grow a very wide mouth that serves as a natural weapon that deals 1d6 piercing damage. | 95-100 | Roll twice |