Contents
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3Classes
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3Avatar
- 4Class Table
- 7Manifestation of the Archangel
- 7Manifestation of the Fallen
- 8Manifestation of the Primal
- 9Manifestation of the Valkyrie
- 10Inner Boons
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12Shaman
- 14Class Table
- 17Ancestral Source
- 17Elemental Source
- 18Totemic Source
- 19Twisted Source
- 20Spell List
- 21Stat Blocks
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24Subclasses
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24Artificer
- 24Abjurist
- 25Crystologist
- 26Mortephysicist
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27Barbarian
- 27Path of the Brawler
- 28Path of the Plaguebearer
- 29Path of the Vessel
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30Bard
- 30College of the Abyss
- 31College of Law
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32Cleric
- 32Sea Domain
- 33Titan Domain
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34Druid
- 34Circle of Balance
- 35Circle of the Deep Sea
- 36Circle of the Woods
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37Fighter
- 38Coastal Raider
- 39Elemental Knight
- 39Hoplite
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40Monk
- 40Way of the Dragon
- 40Way of the Lycanthrope
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42Paladin
- 42Oath of the Far Realm
- 43Oath of the Giant
- 44Oath of the Inferno
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45Ranger
- 45Deathstalker
- 46Witch Hunter
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47Rogue
- 47Infiltrator
- 47Shadow
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48Sorcerer
- 48Mechanus Planetouched
- 49Secondhand Magic
- 50Vampiric Bloodline
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51Warlock
- 51The Leviathan
- 52The Lord of Rot
- 53The Tactician
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54Wizard
- 54School of Nature
- 55School of the True Name
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56Optional Features
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56Pact Boons
- 56Pact of the Tool
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56Eldritch Invocations
- 56Aggressive Dismantling
- 56Captain's Ship
- 56Crashing Wave
- 56Eldritch Repair
- 56Kraken Grasp
- 56Legs of the Centipede
- 56Rotting Gas
- 56Runic Infusions
- 56Tactician's Tools
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57Optional Subclass Features
- 57Ultimate Knockout
- 57Mantle of the Demon Prince Extended
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57Feats
- 57Decisive Critical
- 57Enchantment Master
- 57Iron Belly
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58Items
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58Mundane Items
- 58Coroner's Tools
- 58Shamanic Talisman
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58Magic Items
- 58Crystal Falchion
- 58Gauntlet of Helm
- 58Mantle of the Raven Queen
- 58Mystra's Third Eye
- 58Ring of Marriage
- 58Trident of Blackwater Depths
- 59Uto'k'th, Blade of Ancient Ones
- 59Zagronata the Scythe of Oblivion
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60Optional Rules
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60Surfaces
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60Clouds
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61Altered Spells
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64Art Credits
Avatar
Light shines down from the heavens as a woman with golden wings thrusts her brilliant sword into the heart of a bearded devil. Onlookers gasp as they watch the kill fill her with more divine energy, fueling her conquest further. These devils died at the hands of the god Helm, without knowing their true fate.
An elven man stabs the heart of a virgin woman during a sacrificial pact, and he is engulfed in umbral fire. When it fades he stands there, carrying a presence of pride and fear. He draws a sword as black as midnight off his back and leads Graz'zt's followers, his followers, out of their humble cave, towards the capital.
In a lab in the highest mountain, an organic creature is being grown. What is it does not matter, for it is only what it will become. Upon its birth Magaera the Dawn Titan will be reborn, and in its sweeping fires a new cataclysm shall be wrought.
A moment before death, Tyr grants a warrior a second chance. She stands back up, seemingly uninjured, ger eyes full of new wisdom and fury. She charges forward, as her charge is backed by a choir in the heavens, elder runes appear in her eyes, marking death for her enemies.
It does not matter the manner of being gifting them power, they are all manifestations of that celestial, elemental, fiend or god. They are all Avatars, come to earth to fulfill glory and divine destiny.
Divine Manifestations
An Avatar is not a divine being, nor are they a cleric who worships such being. Avatars are mortals gifted with the energy of such a being. They are a host for their beings physical rebirth, gathering energy and worship to fuel a more proper resurrection. An Avatar is chosen through a process we could never hope to understand. It could be a worshipper who gained a god's favor, a hero of legendary deeds who intrigued a devil, destiny determined thousands of life times ago, or simply random chance in this neverending chaos of life. No matter the reason, an Avatar is compelled by the being, either through gifts of power, or direct control.
Gifted Power
Similar to a Warlock, and Avatar's power is due to a direct relationship with a more powerful being. This means what is given must be earned, and it can just as easily be taken away. Power is a being's bargaining chip. The more it holds away from you the faster is can be reborn, but the lesser its hosts ability to spread their name will be. It is a balancing act, and the host knows they can lose it all far more easily than they gained it. This power manifests in boons, which are unique to the host. A boon is how the host handles the being's power, a unique and powerful process.
Avatar
| Level | Proficiency Bonus |
Features | Divine Power Cap |
Boons Known |
|---|---|---|---|---|
| 1st | +2 | Divine Tool, Avatar Manifestation | ─ | ─ |
| 2nd | +2 | Inner Boons, Fighting Style | ─ | 2 |
| 3rd | +2 | Divine Power, God Weapons | 2 | 2 |
| 4th | +2 | Ability Score Improvement | 2 | 2 |
| 5th | +3 | Extra Attack | 3 | 3 |
| 6th | +3 | Avatar Manifestation Feature | 3 | 3 |
| 7th | +3 | Spirit Shell | 4 | 3 |
| 8th | +3 | Ability Score Improvement | 4 | 3 |
| 9th | +4 | Personal Extension | 5 | 4 |
| 10th | +4 | Avatar Manifestation Feature | 5 | 4 |
| 11th | +4 | Spirit Shell (2) | 6 | 4 |
| 12th | +4 | Ability Score Improvement | 6 | 4 |
| 13th | +5 | Immutable Form | 7 | 5 |
| 14th | +5 | Extraplanar Senses | 7 | 5 |
| 15th | +5 | Avatar Manifestation Feature | 8 | 5 |
| 16th | +5 | Ability Score Improvement | 8 | 5 |
| 17th | +6 | Spirit Shell (3) | 9 | 6 |
| 18th | +6 | Wings of Faith | 9 | 6 |
| 19th | +6 | Ability Score Improvement | 10 | 6 |
| 20th | +6 | Avatar Manifestation Feature | 10 | 6 |
Creating an Avatar
When you make your avatar character, the most important thing to keep in mind is who is giving you your power. Is it a celestial or even a god gifting you power to spread their name? Or is it something more sinister, or primal, such as a demon, devil, or elemental which just wants to spread chaos. This choice will decide your manifested faith as well as your character's ambitions and reasons for adventuring.
An Avatar is not a god in human form, despite what the name suggests. Therefor, you must keep in mind who you were, who you are, despite your gifted manifestation of a higher being. Were you a priest of this being? A soldier chosen by chance? Or were you created or chosen for the very purpose of being a vessel?
Quick Build
You can make an avatar quickly by following these suggestions. First, make Strength your highest ability score. Your next-highest ability score should be either Wisdom or Constitution. Second, choose the acolyte background.
Class Features
As an avatar, you gain the following class features
Hit Points
- Hit Dice: 1d10 per avatar level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per avatar level after 1st
Proficiencies
- Armor: Light armor, medium armor, heavy armor, shields
- Weapons: simple weapons, martial weapons
- Tools: none
- Saving Throws: Strength, Wisdom
- Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Perception, Religion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (b) an explorer's pack or (b) a priest's pack
- Chain mail, and two simple melee weapons
Multiclassing
The prerequisites for multiclassing into or out of an avatar are a Strength score and Wisdom score of 13. When you multiclass into avatar, you gain proficiency with simple weapons, martial weapons, medium armor, and shields.
Divine Tool
You are used by a more powerful being to spread their power, be it good, bad, or neutral. Because of this, your alignment is manipulated by the being to their advantage. They amplify you traits in a physical, visible way. At 1st level, choose one alignment feature from the following list. The one you choose must correspond to one part of your alignment.
Lawful. You are shown as a paragon of properness. You gain proficiency in the Persuasion skill.
Good. Your soul is good and sees the bad in the world. You gain proficiency in the Insight skill.
Neutral. You do not stand out, and you get by easily. You gain proficiency in the Stealth skill.
Evil. People fear you and what you stand for. You gain proficiency in the Intimidation skill.
Chaotic. You are unpredictable and hard to follow. You gain proficiency in the Deception skill.
Additionally, you can use your weapons as your spellcasting focus for any spells Avatar features allow you to cast a spell. You use your Wisdom modifier when setting the saving throw DC for an Avatar feature or spell.
Save DC = 8 + your proficiency bonus
+ your Wisdom modifier.
Avatar Manifestation
At 1st level, you realize the source of your power. As you are the chosen manifestation of a specific being, their gifts manifest in different ways depending on their origin. Choose from the list of available manifestations. Your choice grants you features at 1st level, and again at 6th, 10th, 15th, and 20th levels.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Channeling
While you are under the effects of any spell, you have +1 to your weapon attack and damage rolls.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Inner Boons
As you grow stronger, the being who granted you their power may be more inclined to gift you additional uses of their faith.
At 2nd level, you gain two inner boons of your choice. A list of the available options can be found at the end of this class. When you gain certain avatar levels, you gain additional boons of your choice.
Additionally, when you gain a level in this class, you can choose one of the boons you know and replace it with another boon that you could learn at that level.
A level prerequisite in an boon refers to avatar level, not character level.
Divine Power
At 3rd level, you learn to manipulate the energy flowing through you. You can generate and channel divine power, which your class features consume. You can only generate a maximum amount of divine power at once, as shown on the Avatar table.
Whenever you deal damage to a creature with a melee weapon attack or take damage, you generate 1 divine power. You cannot generate from divine power from friendly creatures.
You can use a bonus action to expend all your divine power to restore a number of hit points to yourself equal to 2x the amount expended.
Your divine power resets to 0 after you finish a short or long rest, are reduced to 0 hit points, or die.
God Weapons
Also at 3rd level, you can channel divine power to create weapons. As an action on your turn, you can consume 2 divine power to create a weapon of pure energy, shadow, or light. Choose a melee weapon. The weapon is the same as a mundane version of the chosen weapon except it deals your choice of force, necrotic, or radiant damage instead of bludgeoning, piercing, or slashing. If you drop the weapon or throw it, it dissipates at the end of the turn. The weapon dissipates after 10 minutes have passed.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 , or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Spirit Shell
Starting at 7th level, a barrier of pure divine energy surrounds you. When you take nonmagical damage, make a Constitution saving throw. The DC equals 10 or half the damage you take, whichever number is higher. On a success, negate the damage.
Once you successfully negate damage using this feature, you can't use it again until you finish long rest.
Personal Extension
At 9th level, you gain the ability to make your weapon an extension of your divine being. When you take the attack action on your turn, you can consume 2 divine power to increase the range of all melee weapon attacks you make this turn by 5 feet.
Spirit Shell (2)
At 11th level, you gain a second charge of your Spirit Shell feature. You regain expended charges when you finish a long rest.
Immutable Form
Starting at 13th level, the power within prevents your body from being altered against your control. You are immune to any spell or effect that would alter your form unless you allow it.
Additionally, your body looks pristine and unhindered. Blemishes, scars, deformities, wounds, bruises and anything else the being sees as unsightly are invisible to creatures. You can designate any number of creatures to be able to see your true form at any time.
Extraplanar Senses
Starting at 14th level, the manifestation of power inside you allows you to glimpse into nearby planes of existence. You can see into the Ethereal Plane out to a range of 10 feet.
Spirit Shell (3)
At 17th level, you gain a third charge of your Spirit Shell feature. You regain expended charges when you finish a short or long rest.
Wings of Faith
At 18th level, you gain the ability to let your soul break free through the energy gifted to you, allowing you to soar freely throughout the world. As an action, you can consume 6 divine power to summon a pair of ethereal wings. While you have the wings, you have a 60 foot fly speed. The wings last for 1 hour or until you end this feature early as a bonus action.
Avatar Manifestation
Your powers are defined by what you are manifesting. The god that trusts you with its power and rebirth can have vastly different effects on how you appear. A celestial or god can make you an Angel, whereas a fiend, undead, or fallen celestial can make you blackened and dark. An elemental can fill you with energy, whereas a Norse god creates a fated Valkyrie. No matter how you appear, you are capable of great things.
Manifestation of The Archangel
Celestials, gods, or other divine beings all need worship to be summoned. Attention is gained through spreading their name, and they are willing to make you their messenger, their archangel, in order to do so. You are able to protect yourself and the worshippers of your manifestation, while also smiting those who may stand against you greatness.
Restriction: Good Aligned Only
Only good aligned creatures can choose the Manifestation of the Archangel. Celestials only choose those pure of heart to be their angels.
Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of angels in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.
Angel's Judgment
Starting at 1st level, the celestial gifting your power makes rash decisions against your enemies. Your melee weapon attacks deal an additional 1d4 radiant damage against fiends and undead.
Additionally, whenever you take damage from a celestial or fey creature, you can reduce it by 1d4. Once you use this feature, you can't use it again until you consume divine power or you finish a short or long rest.
Celestial Radiance
Starting at 6th level, you gain the ability to unleash a flash of radiant light. As an action on your turn, you can consume 3 divine power to force each creature within 30 feet of you to succeed on a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Once you use this feature, the divine power cost increases to 7 until you finish a short or long rest.
Holy Hindrance
Starting at 10th level, the celestial being within you strengthens the buffer to its vessel. Whenever you roll a Constitution saving throw with your Spirit Shell feature, you can consume any amount of divine power to reduce the save DC by that amount.
Soul Link
Starting at 15th level, you can reach out to a creature's soul and bind it to your manifestation. As an action on your turn, designate an ally within 30 feet of you. A thin string of light forms between you and them for 1 minute or until it breaks. The string breaks if you move further than 30 feet apart or if you end this feature early as a bonus action. While linked, the target is resistant to all damage. Each time it takes damage, you take the same amount of damage. Additionally, whenever you regain hit points, they regain half that number of hit points.
Once you use this feature, you can't use it again until you finish a short or long rest.
Angelic Pinnacle
At 20th level, you gain the ability to transform into an archangel devout to whatever celestial is manifesting inside you, expending large amounts of energy to achieve this form. As an action on your turn, you can consume 8 divine power. You gain the following benefits for 1 minute.
- You grow a pair of large, feathered wings and gain a 60-foot fly speed. If you are already under the effects of Wings of Faith, your fly speed is increased by 60-feet instead.
- At the start of your turn, you regain a number of hit points equal to your current divine power.
- Your melee weapons emit bright light in a 30-foot radius and dim light for an additional 30 feet. Attacks with them deal an additional 2d8 radiant damage.
- You are resistant to radiant and necrotic damage.
- You can speak Celestial, and understand any language you read or hear.
Once you use this feature, you can't use it again until you finish a long rest.
Manifestation of The Fallen
The dark and twisted world of despised creatures is not to be taken lightly. Demons from the Abyss, Devils from the Hells, Fallen Celestials banished to far away planes, and undead powerful enough to become cult pieces all want the same thing: Power. You are their conduit and through slaughter they shall be reborn.
Restriction: Evil Aligned Only
Only evil aligned creatures can choose the Manifestation of the Fallen. Those outcast from the heavens only give power to those of the same situtation.
Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of fallen in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.
Screech of the Exiled
At 1st level, you gain the ability to unleash a terrifying screech, allowing you to hunt your prey easily. As an action on your turn, you can force each creature that can hear you within 30 feet of you to make a Wisdom saving throw. On a failure, a creature is frightened of you for 1 minute. While frightened, you have advantage on melee weapon attacks against them and they take an additional 1d6 necrotic damage from your melee weapon attacks. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the feature ends for that creature.
Once you use this feature, you can't use it again until after a short or long rest.
Void of Umbra
Starting at 6th level, you suck out the light around you. All nonmagical light sources within 10 feet of you are extinguished. All magical sources of bright light produce dim light while your are within 10 feet of it.
Additionally, you can consume 2 divine power to cast the darkness spell.
Bloody Obliteration
At 10th level, your manifestation grants you overwhelming destructive power. Whenever you reduce a creature to 0 hit points, you can cause them to explode into viscera, destroying their body.
Banished Eclipse
Starting at 15th level, you are able to attack with a forgotten, forbidden technique. As an action on your turn, you can make one melee weapon attack at any number of creatures within your reach. This feature consumes 2 divine power per attack. Each of these attacks suffer a -5 to hit, but deal extra necrotic damage equal to the total divine power spent.
Darkened Soul
At 20th level, you can unleash your inner manifestation in a horrific, blackened transformation. Your body warps and becomes demonic. As an action on your turn, you can consume 8 divine power. Horns sprout from your head, your legs become like springs, and large claws form from your finger tips. You gain the following benefits for 10 minutes.
- Your movement speed increases by 30 feet.
- Your melee weapon attacks deal extra necrotic damage equal to 2x your current divine power.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20.
- You gain blindsight out to a range of 60 feet.
- Whenever you reduce a creature to 0 hit points on your turn, you generate 3 divine power and you may take an additional action that turn. This can only trigger once per turn.
Once you use this feature, you can't use it again until you finish a long rest.
Manifestation of The Primal
Elemental Spark
At 1st level, the being inside you sparks something primal. Choose an element from the following list. You gain different a different feature depending on the chosen element.
Air. You can make one melee weapon attack as a bonus action. Once you use this feature, you can't use it again until after you roll initiative or finish a short or long rest.
Earth. As a bonus action, you can make your next melee weapon attack knock the target prone if it hits. Once you use this feature, you can't use it again until after you lose a total of 30 hit points or finish a short or long rest.
Fire. As a reaction, you can make a melee weapon attack against a creature within your reach. Once you use this feature, you can't use it again until after you reduce a creature to 0 hit points or finish a short or long rest.
Water. When you take the Dodge action on your turn, you can gain 2d6 temporary hit points. Once you use this feature, you can't use it again until after you heal yourself a total of 20 hit points or finish a short or long rest.
Primal Absorption
Starting at 6th level, you can transform the elements traveling through your body into divine power. You gain the feature associated with the element you chose at 1st level.
Air. Whenever you take lightning damage or deal lightning damage with a melee weapon attack, you generate 2 divine power instead of 1.
Earth. Whenever you take acid damage or deal acid damage with a melee weapon attack, you generate 2 divine power instead of 1.
Fire. Whenever you take fire damage or deal fire damage with a melee weapon attack, you generate 2 divine power instead of 1.
Water. Whenever you take cold damage or deal cold damage with a melee weapon attack, you generate 2 divine power instead of 1.
Primordial Contact
Starting at 10th level, you can contact elementals through your manifestation. You can cast the commune, contact other plane, and divination spells as rituals, only contacting an elemental lord or elemental plane.
Once you cast a spell using this feature, you can't cast it again until you finish a long rest.
Additionally, you can read, write, and speak Primordial.
Element of Surprise
At 15th level, you gain the ability to activate unpredictable elemental power. You gain the feature associated with the element you chose at 1st level.
Air. You are filled with bursts of wind. Whenever you roll initiative, roll a d4. You generate that much divine power.
Earth. The ground trembles at your very presence. Whenever you knock a creature prone, you generate 1 divine power.
Fire. Your body is a raging flame. Whenever you deal damage to a creature on their turn, generate 2 divine power.
Water. You are fluid and quick. You can consume 2 divine power to take the dodge action as a bonus action.
Rage of the Elemental Titan
At 20th level, you gain the ability to unleash ultimate destruction inside you. You gain the feature associated with the element you chose at 1st level.
Air. As an action on your turn, you can consume 10 divine power and release a blast of wind that slices out in a 60 foot radius around you. Each creature in the area must make a Strength saving throw. They take 10d8 slashing damage on a failure, or half damage on a success. You then reroll your initiative and choose either your original or new roll and replace yourself in the turn order.
Earth. As an action on your turn, you can consume 10 divine power and cause an earthquake to rupture the ground in an 100 foot radius around you. Each creature touching the ground in the area must make a Constitution saving throw. They take 10d10 bludgeoning damage and are knocked prone on a failure, or just half damage on a success.
Fire. As an action on your turn, you can consume 10 divine power and conjure a tornado of fire, scorching all creatures in an 100-foot tall, 25-foot wide column centered around you. Each creature in the area must make a Dexterity saving throw. They take 10d12 fire damage and are burned on a failure, or just half damage on a success. Burned creatures take 1d12 fire damage at the start of each of their turns until 1 minute passes or they are targeted with the lesser restoration spell or similar magic.
Water. As an action on your turn, you can consume 10 divine power to take the dodge action and cause tsunamis to crash out from you in four 50-foot long lines that are 20 feet wide, making a cross shape centered on your body. Each creature in the area must make a Dexterity saving throw. They take 8d10 bludgeoning damage on a failure, or half damage on a success.
Manifestation of The Valkyrie
Restriction: Female Only
Only female-identifying people can choose the Manifestation of the Valkyrie. Ysgard only chooses women to be its trusted Valkyrie.
Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of valkyrie in the Forgotten Realms, but it might not apply to your DM's setting or your DM's version of the Realms.
Elder Runes
Starting at 1st level, the All Father parts some of his knowledge of runes onto you. When you gain this feature, you learn two runes of your choice. As an action on your turn, you can invoke one of the runes to use its effects. Once you invoke a rune, you can't invoke the same rune again until you finish a short or long rest. Whenever you gain a level in this class, you can choose one of the runes you know and replace it with another rune.
Rune Options
Krig (War). You empower yourself with barbaric intent. Until the end of your next turn, you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Ild (Fire). You brand a creature with flames. Target creature that you can see within 30 feet of you must make a Constitution saving throw. On a failure they take 2d6 fire damage and are branded for 1 minute. While branded, they cannot regain hit points.
Ise (Ice). Your impale a creature with a spike of ice from the ground. Target creature that you can see within 15 feet of you must make a Dexterity saving throw. On a failure they take 1d12 cold damage and are grappled (escape DC 16) by the spike of ice.
Skold (Shield). You harden your skin into a divine metal. Until the start of your next turn, you have resistance to bludgeoning, piercing, and slashing damage.
Stein (Stone). You surround a creature in a box of stone. Target creature that you can see within 30 feet of you that must make a Dexterity saving throw. On a failure they take 2d4 bludgeoning damage and are grappled (escape DC equal to your Divine Tool save DC) by stone slabs. While grappled this way, a creature is restrained.
Venn (Friend). You calm a hostile creature and befriend it. Target hostile creature that you can see within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute. While charmed, they are not hostile and treat you as a good friend. Once the minute ends, they realize you used magic on them and become hostile again.
Vind (Wind). You rush across the sky on a burst of wind. Your movement speed increases by 20 feet and your jump height and distance are tripled until the end of your turn.
Divine Writing
Starting at 6th level, your technique with runes improves with the rest of Ysgard's. Whenever you invoke a rune, you can consume 3 divine power to do so as a bonus action.
Additionally, you can read, write, and speak Giant and one other language of your choice.
Gungnir's Wrath
Starting at 10th level, you can summon an aspect of a divine spear, Gungnir, and launch it at an opponent. As an action on your turn, you can launch a spear in a 50-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 5d8 piercing damage on a failure, or half damage on a success.
When you use this feature, you can consume 4 divine power to invoke one of your known runes that targets a single creature. When hit with the spear, each creature who failed the saving throw is under the effect of the chosen rune.
Once you use this feature, you can't use it again until you finish a short or long rest.
Protection of Svalinn
At 15th level, you gain the ability to summon the icy shield of Svalinn, designed to protect the earth from the heat of the sun. When you take damage, you can use your reaction to consume 8 divine power and reduce the amount taken to 0 damage. If it was cold damage, you gain temporary hit points equal to twice your Constitution modifier. If it was fire damage, you gain divine power equal to your Constitution modifier.
Once you use this feature, you can't use it again until you finish a short or long rest.
Gifts of Ysgard
At 20th level, your body is gifted with resilience and strength by the gods and giants of Ysgard. Your Constitution score increases by 4. Your maximum for this score is now 24. Additionally, your melee weapon attacks deal additional damage equal to your Constitution modifier.
Inner Boons
If an inner boon has prerequisites, you must meet them to learn it. You can learn the boon at the same time that you meet its prerequisites.
Angelic Gift
Prerequisites: Manifestation of the Archangel, level 7
You can consume 4 divine power to cast aura of life as a 4th-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Aura of Death
Prerequisites: Manifestation of the Fallen, 9th level
You can consume 5 divine power to cast antilife shell as a 5th-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Blackened Grasp
Prerequisites: Manifestation of the Fallen
You can cast inflict wounds as a 1st-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Blade of the Solar
Prerequisites: Manifestation of the Archangel, 9th level
You can consume 5 divine power to cast holy weapon as a 5th-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Bright Eyes
Prerequisites: Manifestation of the Archangel, 10th level
You are immune to the blinded condition.
Celestial Voice
Prerequisites: Manifestation of the Archangel, 15th level
You gain the ability to speak telepathically to any creature you can see within 30 feet of you. This enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Darken Curse
Prerequisites: Manifestation of the Fallen
You can cast hex as a 1st-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Defensive Element
Prerequisites: Manifestation of the Primal
You can cast absorb elements as a 1st-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Devil Sight
Prerequisites: Manifestation of the Fallen
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Divine Light
Prerequisites: Manifestation of the Archangel, 5th level
You can consume 3 divine power to cast daylight as a 3rd-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Elemental Minions
Prerequisites: Manifestation of the Primal, 3rd level
You can consume 2 divine power to cast conjure minor elementals as a 2nd-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Even Handed
Prerequisites: Manifestation of the Valkyrie
Like the god Tyr, you are adept with wielding weapons with only one hand. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding in one hand and no other weapons, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Eyes of the All Father
Prerequisites: Manifestation of the Valkyrie, 17th level
You gain truesight out to a range of 15 feet.
Faithful Defense
You can cast shield of faith as a 1st-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Fallen Rebuke
Prerequisites: Manifestation of the Fallen
You can cast hellish rebuke as a 1st-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Holy Strike
Prerequisites: Manifestation of the Archangel
You can cast divine favor as a 1st-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Knowledge for Power
Prerequisites: Manifestation of the Valkyrie
You learn two additional runes from the list of runes from your Elder Runes feature, however whenever you invoke a rune, you can't invoke it until you finish a long rest, instead of a short or long rest.
Improved God Weapons
Prerequisites: 3rd level
You can summon a God Weapon as a bonus action. When you summon a weapon using your God Weapons feature, the weapon gains a +1 to weapon and damage rolls.
Manifestation's Guidance
You can cast guiding bolt as a 1st-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Manifested Guardian
Prerequisites: Level 7
You can consume 4 divine power to cast guardian of faith as a 4th-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Maul of the Empyrean
Prerequisites: Manifestation of the Archangel, 17th level
When you summon a weapon using your God Weapons feature, you can summon a magical Empyrean's maul. It deals 1d6 additional bludgeoning damage on a hit. Whenever you hit a melee weapon attack with it, you can spend 5 divine power to force the target to succeed on a Constitution saving throw or be stunned until the end of your next turn.
Mjolnir, Hammer of Thunder
Prerequisites: Manifestation of the Valkyrie, 11th level
When you summon a weapon using your God Weapons feature, you can summon Thor's magic hammer. It is a light hammer, warhammer, or maul, your choice. Whenever you hit with a melee weapon attack with it, the target must succeed on a Constitution saving throw or take an additional 1d8 thunder damage and be pushed 15 feet away from you.
Perfected Tool
You can choose a second alignment feature from the Divine Tool feature. It must also corespond to your alignment.
Primal Summoning
Prerequisites: Manifestation of the Primal, 9th level
You can consume 5 divine power to cast conjure elemental as a 5th-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Primal Weapons
Prerequisites: Manifestation of the Primal, 3rd level
When you summon a weapon using your God Weapons feature, you can choose for it to deal acid, cold, fire, or lightning damage instead.
Reactive Blight
Prerequisites: Manifestation of the Primal
Whenever you deal acid, cold, fire, or lightning damage to a creature, you can cause the element to stick to and corrode the creature. The creature must succeed on a Constitution saving throw or it loses its resistance to and cannot gain resistance to that damage type for 1 minute.
Once you use this feature, you can't use it again until after a short or long rest.
Reflective Shell
Prerequisites: 7th level
Whenever you successfully negate damage with the Spirit Shell feature, the source of the damage takes force damage equal to half the amount negated.
Runic Teachings
Prerequisites: Manifestation of the Valkyrie, 5th level
You learn one additional rune from the list of runes from your Elder Runes feature.
Scorn of the Elements
Prerequisites: Manifestation of the Primal, 7th level
You can consume 4 divine power to cast elemental bane as a 4th-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Scowl of the Fallen
Prerequisites: Manifestation of the Fallen
Your face is contorted into a terrifying scowl. You are proficient in the Intimidation skill if you aren't already. As an action, target creature that you can see that can see you within 15 feet of you must succeed on a Wisdom saving throw or be frightened of you for 1 minute. While frightened in this way, you have advantage on all Charisma checks against that creature.
Shadowy Visage
Prerequisites: Manifestation of the Fallen, 7th level
You can consume 4 divine power to cast shadow of moil as a 4th-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Soul Weapon
Prerequisites: Manifestation of the Archangel, 3rd level
You can consume 2 divine power to cast spiritual weapon as a 2nd-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Spiritual Projection
Prerequisites: Level 5
You can consume 3 divine power to cast spirit guardians as a 3rd-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Swarm of the Fallen
Prerequisites: Manifestation of the Fallen, 5th level
You can consume 3 divine power to cast summon lesser demons as a 3rd-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Unbreakable Will
You can cast heroism as a 1st-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Uven, Rune of the Enemy
Prerequisites: Manifestation of the Valkyrie, level 9
The following rune is adding to the list of runes from your Elder Runes feature:
Uven (Enemy). You designate a creature you can see within 60 feet of you as your enemy. A creature remains your enemy for 1 hour. You deal an additional 1d6 damage to your enemy with your melee weapon attacks. If your enemy drops to 0 hit points before this feature ends, you can consume 1 divine power to designate a new creature as your enemy, which does not refresh the duration. Once you invoke this rune, you can't invoke it again until you finish a long rest, instead of a short or long rest.
Valkyrie's Blessing
Prerequisites: Manifestation of the Valkyrie, 7th level
You can consume 4 divine power to cast aura of purity as a 4th-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Volatile Storm
Prerequisites: Manifestation of the Primal, 9th level
You can consume 5 divine power to cast maelstrom as a 5th-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Vortex of Power
Prerequisites: Manifestation of the Primal
You can cast chaos bolt as a 1st-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Wave of Sorrow
Prerequisites: Manifestation of the Fallen, 15th level
When you summon a weapon using your God Weapons feature, you can summon an aspect of Graz'zt's magical greatsword. Whenever you hit a melee weapon attack with it, the target takes an additional 3d6 acid damage.
Whip of Primal Energy
Prerequisites: Manifestation of the Primal, 13th level
When you summon a weapon using your God Weapons feature, you can summon a whip made out of pure energy. Choose acid, cold, fire, or lightning. The whip deals that damage type instead of slashing, and deals an extra 1d8 damage of that type. Based on the type chosen, the whip gains an additional bonus when it hits a creature.
Acid. The target must succeed on a Constitution saving throw against your Divine Power save DC or be knocked prone.
Cold. You regain a number of hit points equal to half the damage dealt.
Fire. The creature is burned, and takes 2d6 fire damage at the start of each of their turns. At the end of each of their turns, they can make a Constitution saving throw against your Divine Power save DC to end the effect early.
Lightning. You don't trigger attacks of opportunity against the target until the end of the turn.
Wyrm, Rune of the Dragon
Prerequisites: Manifestation of the Valkyrie, level 13
The following rune is adding to the list of runes from your Elder Runes feature:
Wyrm (Dragon). You invoke the dark eyes of the dragon Nidhogger into your own. Until the end of your next turn, you gain blindsight out to a range of 20 feet, and you gain immunity to poison damage. Once you invoke this rune, you can't invoke it again until you finish a long rest, instead of a short or long rest.
Zenith
Prerequisites: 5th level
You can consume 2 divine power to cast levitate as a 2nd-level spell. Once you cast this spell using this feature, you can't use it again until after a short or long rest.
Shaman
A human performs a ritual for his clan, dancing around a fire lit in the crevice of a totem. The fire flares and shifts colors, gifting his people light, cooked food, and warmth. Later that same night, spectral wolves awoken from the totem patrol the outskirts, defending the clan from a group of bandits.
In a dilapidated burial ground, an orc calls upon her ancestors who lie below the ground. The ones who answer expect offerings and gifts, and upon receiving, they grant her wish. The spirits roam and protect her village from powers natural and unnatural, primeval and undead. Her most caring of ancestors would follow and protect her, becoming a staple of survival in difficult times.
In the heat of an international war, the tortle elder surrounds himself in stones, wielding the elemental body as if it was his own, carving a path of destruction through his rivals. When the task is completed he thanks the earth for helping him, and proceeds to celebrate it through ritual for the coming weeks.
A small goblin woman crouches in the corner of her cave, hiding from a group of approaching gnolls. She pulls out a small, gnoll shaped doll and starts to mutter in an ancient language. The gnolls catch the sound and move towards it, however none of them see her before they collapse.
No matter who they call on, they are all shamans. Their power is drawn from their connection to the world around them, represented by totems, the deceased, or the elements. Shamans watch over their people and lead rituals, but sometimes they are forced to leave those they care for in order to protect them and the world they live in.
Primal Energy
Shamans siphon their magic from the energy all around them, nature, elements, spirits. They are gifted their strength by ancient beings who reward their devotion and care towards their essence. A shaman who gains energy from the elements would be renowned for his care of nature and ability to respect fire. One whose ancestors grant her fractions of their own shamanic power, passed down through a primordial bloodline. Or the shaman who siphons their energy through totems that represent spirits and energy far out of a mortal's reach.
Spiritual Guardians
Nearly every location in the land has an animalistic, protector spirit. Depending on what is native to the area, people worship and attribute good fortune to local guardian daemons. Over time, they gain the guardian daemon's trust and are able to speak with it. This guardian represents the safety and health of the clan, the bounty of the harvest or hunt, and the severity of the weather. If the guardian daemon is appeased and kept care of, the clan is rewarded in kind. Shamans of tribes and clans create personal bonds to their guardian daemon, gaining special blessings and unfettered permission to commune.
Shaman
| Level | Proficiency Bonus |
Features | Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Guardian Daemon, Spiritual Claws | |||||||
| 2nd | +2 | Casting Conduit, Spellcasting | 2 | 2 | 2 | ||||
| 3rd | +2 | Shamanic Source | 2 | 3 | 3 | ||||
| 4th | +2 | Ability Score Improvement | 2 | 4 | 3 | ||||
| 5th | +3 | Extra Attack | 3 | 5 | 4 | 2 | |||
| 6th | +3 | Ritual Leader | 3 | 6 | 4 | 2 | |||
| 7th | +3 | Source Feature | 3 | 7 | 4 | 3 | |||
| 8th | +3 | Ability Score Improvement | 4 | 8 | 4 | 3 | |||
| 9th | +4 | ─ | 4 | 9 | 4 | 3 | 2 | ||
| 10th | +4 | Manifest Daemon | 4 | 9 | 4 | 3 | 2 | ||
| 11th | +4 | Source Feature | 4 | 10 | 4 | 3 | 3 | ||
| 12th | +4 | Ability Score Improvement | 4 | 10 | 4 | 3 | 3 | ||
| 13th | +5 | ─ | 4 | 11 | 4 | 3 | 3 | 1 | |
| 14th | +5 | Greater Guardian Daemon | 4 | 11 | 4 | 3 | 3 | 1 | |
| 15th | +5 | Source Feature | 5 | 12 | 4 | 3 | 3 | 2 | |
| 16th | +5 | Ability Score Improvement | 5 | 12 | 4 | 3 | 3 | 2 | |
| 17th | +6 | ─ | 5 | 13 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Ceremonial Power | 5 | 13 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 14 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Apex Spirit | 5 | 14 | 4 | 3 | 3 | 3 | 2 |
Creating a Shaman
When you make your shaman character, you must consider the customs of the clan you hail from. Do they use totems, ceremonies, prayers, or art? What animals are native to the area? What do they represent? How does your clan represent them? All of these questions are necessary to create your shaman's guardian daemon and to choose a fitting shamanic source.
Why has your shaman left their clan? Is it to protect the clan? To find a new home? Have they been banished by their people or abandoned by their spirits? Perhaps you are in training on a path of discovery, focused on learning in order to return and lead your clan through challenging times.
Quick Build
You can make a shaman quickly by following these suggestions. First, make Wisdom your highest ability score. Your next-highest ability score should be either Constitution or Dexterity. Second, choose the outlander background.
Class Features
As a shaman, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per shaman level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, blowguns, nets, warhammers, war picks
- Tools: Herbalism kit
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Nature, Religion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple melee weapon and a shield (b) a warhammer, warpick, blowgun, or net
- (a) an explorer's pack or (b) an priest's pack
- Hide armor, a shamanic talisman, and an herbalism kit
Alternatively, you can ignore the equipment here and in your background, and buy 2d4 × 10gp worth of equipment from Chapter 5 of the Player's Handbook.
Multiclassing
The prerequisites for multiclassing into or out of a shaman are a Wisdom score of 13. When you multiclass into shaman, you gain proficiency simple weapons, light armor, and shields.
Guardian Daemon
Animalistic spirits live in every aspect of nature, maintaining the balance and flow of all things. Shamans can make a connection with these spirits and gain a boon from one, though the contracts are often binding and cannot be made with multiple daemons.
At 1st level, choose a guardian daemon and gain its feature. Guardian daemon are typically predators or powerful creatures. A shaman represents this creature in their garb and speech. For example if your guardian daemon is a wolf, you may wear a wolf pelt. A guardian daemon is a specific creature, and therefore no rule forbids the slaughter of animals of the same species.
Bear: The bear is sturdy and resilient. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Boar: The boar is wild and aggressive. When you make an attack role and score a critical hit, you deal additional damage equal to your shaman level.
Eagle: The eagle is keen and alert. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier (minimum of 1).
Frog: The frog is elastic and flexible. Your spells with a range of touch or 5 feet now have a range of 10 feet.
Panther: The panther is sly and stealthy. You have a bonus on Dexterity (Stealth) checks while in dim light or darkness. The bonus equals your Wisdom modifier (minimum of 1).
Tiger: The tiger is fast and savage. Your speed increases by 10 feet.
Tortoise: The tortoise is hardy and determined. While you are not wearing any armor, a base AC of 16 (your Dexterity modifier doesn't affect this number). You can use a shield and still gain this benefit.
Wolf: The wolf is swift and cooperative. When an ally within 5 feet of you makes an attack roll, you can use your reaction to grant them advantage on that roll.
Spiritual Claws
You are always armed with the might of your guardian daemon. You can conjure an ethereal natural weapon, which you can use to make melee weapon attacks. You are proficient with this natural weapon, and add your Wisdom modifier to its attack and damage rolls, rather than Strength or Dexterity. Its damage type is slashing, and has a d8 damage die.
Spellcasting
Starting at 2nd level, your connection to the world around you has gifted you the ability to warp the space around you and cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and below for the shaman spell list.
Cantrips
You know two cantrips of your choice from the shaman spell list. You learn additional shaman Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.
Spell Slots
The Shaman table shows how many spell slots you have to cast your shaman 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the shaman spell list.
The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, since your magic draws on your connection to the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier.
Spell attack modifier = your proficiency bonus
+ your Wisdom modifier.
Ritual Casting
You can cast a shaman spell as a ritual if that spell has the ritual tag and you know the spell.
Spellcasting Focus
You can use a shamanic talisman as a spellcasting focus for your shaman spells.
Casting Conduit
As your powers advance, the energy can be channeled through a conduit to be more powerful.
Starting at 2nd level, you can use your action to transform your shamanic talisman into a totem that you thrust into the ground. When you cast a spell that targets only one creature and has a range of self, you can have another target creature within 20 feet of the totem gain the benefits of the spell instead. If that spell has a casting time of one reaction, you can cast the spell on another creature if it would meet the condition for the reaction. For example, if a creature within 20 feet of the totem takes fire damage, you can use your reaction to cast absorb elements and give it the benefits of the spell. For the duration, you can use this totem as your spellcasting focus, even if you are not touching it as long as you are within 20 feet of it. After 1 minute passes, the totem reverts to original shape and this feature ends.
You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
Shamanic Source
At 3rd level, your powers have become strong enough that you need to identify a specific source in order to control them. Choose Ancestral Source, Elemental Source, Totemic Source, or Twisted Source. Your choice grants you features at 3rd level, and again at 7th, 11th, and 15th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 , or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mystic Claws
Starting at 6th level, your Spiritual Claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ritual Leader
Starting at 6th level, you become leader of tribal rituals. Choose any two spells with the ritual tag of a level that you have spell slots for. You learn these spells. They count as shaman spells for you and they do not count against the number of shaman spells you know. You can only cast these spells as rituals. Additionally, when you gain a level in this class, you can choose one of the ritual spells you know and replace it with another ritual spell that you could learn at that level.
Additionally, rituals take you half the time to cast. If one of your allies casts a ritual spell, you can assist them in leading it and reduce the casting time of the spell by 5 minutes.
At both 13th and 17th level, you can choose two additional spells with the ritual tag. These spells can be of any level you have spell slots for at 13th level, and any level at 17th level.
Manifest Daemon
Starting at 10th level, your bond with your guardian daemon is so great that it allows you to summon a fragment of its soul to fight at your side. You can use your action to summon a creature depending on the guardian daemon you chose at 1st level.
It appears in an unoccupied space you can see within 60 feet, and it disappears when it drops to 0 hit points or dies or when you dismiss it with a bonus action. The Guardian Daemon retains its current hit points when it disappears.
Roll initiative for the spirit, which has its own turns. You can issue telepathic commands to the spirit (no action required). If you don’t issue any commands to the spirit, it defends itself from hostile creatures but otherwise takes no actions. Stat blocks for Guardian Daemons are at the end of this class.
If the spirit is reduced to 0 hit points or dies, you must perform a ritual celebrating your spiritual guardian before you can summon a new spirit. You perform the ritual over the course of 1 hour, which can be done during a short rest.
Greater Guardian Daemon
As you grow more powerful, the elements you control fuel your guardian daemon. At 14th level, you gain an additional feature based on the guardian daemon you chose at 1st level .
Bear: You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength saving throws.
Boar: Your attack rolls score a critical hit on a roll of 19 or 20.
Eagle: You cannot be surprised while you are conscious. Additionally if you are falling, your rate of descent slows to 60 feet per round and you can land on your feet, taking no fall damage.
Frog: Once per turn when you hit a creature within 10 feet of you with a spell attack, the target's speed is halved until the end of its next turn.
Panther: While in darkness or dim light, you are always considered hidden to creatures who rely on normal vision or darkvision, but not other forms of sight.
Tiger: You can use your bonus action to double your walking speed until the end of your turn.
Tortoise: While you are not wearing armor, you have +2 to all saving throws.
Wolf: Your friends have advantage on melee attack rolls they make on their turn against any creature within 5 feet of you that is hostile to you as long as you are not incapacitated.
Ceremonial Power
At 18th level, you can spend an hour conducting a ceremony entreating the sources that fuel your power. Describe your ceremony and the assistance, wish, or gift you seek. Depending on the ceremony and what you can provide, the DM decides how accurately your request is fulfilled. For example, a feast of your village's best food costing upwards of 2500 gold may appease your ancestor enough to let them grant you the directions to a powerful magical item they were buried with or knowledge of an ancient past.
Once you use this feature, you can't use it again for 2d6 days.
Apex Spirit
At 20th level, when you use your Manifest Daemon feature, the spirit gains the following benefits: Its size is Large, it is summoned with twice as many hit points, and its damage dice are doubled for its attacks. In addition, it may attack twice, instead of once, whenever it takes the Attack action on its turn.
Shamanic Source
All shamans have a source of power. While at first they may believe their power comes from the energy around them, their developing abilities forces them to recognize and make peace with their source. These sources can range wildly from clan to clan and even from shaman to shaman. It can be the shaman's own ancestors, the elements surrounding the shaman, the totems which their clan celebrates every day, or something much darker. This source chooses the shaman, it is left for the shaman to discover what it is.
Ancestral Source
The source of your power is your own ancestors. They were powerful shamans before you, tribal leaders and clan elders. They too summoned upon their own ancestors, and the bloodline can be traced to the primordial shamans who first accessed this power. You commune with your ancestors for guidance, protection, and wisdom.
Ancestral Spells
When you adopt this source at 3rd level, you gain the ability to learn spells gifted from your ancestors. The following spells are added to the shaman spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | guiding bolt, shield of faith |
| 2nd | gentle repose, spiritual weapon |
| 3rd | speak with dead, spirit guardians |
| 4th | aura of life, guardian of faith |
| 5th | commune, legend lore |
Commune with Ancestors
Also at 3rd level, you gain the ability to speak to the ancestors who gift you this power. You learn the augury spell. It does not count against the number of shaman spells you can know. You can cast it only as a ritual.
Additionally, whenever you gain hit points above your maximum hit points, you gain temporary hit points equal to the excess healing, up to a maximum of your Shaman level.
Call Ancestor
Starting at 7th level, you can use your bonus action to summon an ancestor to assist you. Choose a creature within 30 feet of you. The ghostly visage of an ancestor appears in an unoccupied space next to it. Until it disappears, the next attack against the target creature or made by the target is at advantage (your choice). You can also cast a spell with a range of touch through the ancestor, but you must be within 100 feet of it. The ancestor lasts until the attack using that advantage is made or you cast a spell with a range of touch through it.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Ancient Guardian
Starting at 11th level, when you are hit by an attack, you can use your reaction to summon a guardian ancestor whose form blocks much of the attack. You have resistance to the triggering attack's damage. If the attack scored a critical hit, it is a normal hit instead. Any effects triggered by a critical hit are canceled. You can use this feature after damage has been rolled.
Once you use this feature, you can't use it again until you finish a short or long rest.
Assisted Visions
Starting at 15th level, your ancestors grant you visions of a possible future compiled from their past experiences. Whenever a creature you can see within 100 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to either give the creature advantage or impose disadvantage on that roll.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Elemental Source
Shamans who draw power from the elements around them are often confused with sorcerers until they master their power, as they appear to be their own source. However these shamans must be respectful to and please the elements around them, or else they will lose gifts. A shaman with an elemental source wields destructive power and embodies their own source.
Elemental Spells
When you adopt this source at 3rd level, you gain the ability to learn spells that harness the elements. The following spells are added to the shaman spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | armor of agathys, chromatic orb |
| 2nd | maximillian's earthen grasp, snilloc's snowball swarm |
| 3rd | elemental weapon, protection from energy |
| 4th | elemental bane, fire shield |
| 5th | immolation, maelstrom |
Elemental Claws
Also at 3rd level, you can channel the elements that fuel your power into your spiritual claws. Whenever you use the Spiritual Claws feature, you can make the attack deal acid, cold, fire, lightning, or thunder damage, instead of the normal slashing damage. If you do, it also deals an additional 1d4 of that damage type.
This damage increases by 1d4 at 9th (2d4) , 13th (3d4) , and 17th (4d4) levels.
Elemental Mastery
Starting at 7th level, the elements you wield are stronger. Whenever you deal acid, cold, fire, lightning, or thunder damage and roll a 1 or 2 on the damage die, you can reroll the die and must use the new roll even if the new roll is a 1 or a 2.
Additionally, you don't suffer the effects of extreme cold or extreme heat, as described in the Dungeon Master's Guide.
Swirling Storm
Starting at 11th level, you gain the ability to summon an amalgamation of elements in a destructive storm in an area. You can use your action to choose a point within 60 feet of you. A 15-foot radius storm forms, centered around the point. The area is difficult terrain. Lightning crashes from the sky, water swirls below, and flaming rocks dance in between. When you summon the storm, each creature in the area must succeed on a Strength saving throw or be knocked prone. Any creature that ends its turn in the storm takes 1d12 lightning, 1d10 cold, 1d8 fire, and 1d6 acid damage. The storms lasts for 1 minute.
Once you use this feature, you can't use it again until you finish a long rest.
Elemental Form
Starting at 15th level, you can transform yourself into an elemental being. You are under the effects of the investiture of flame, investiture of ice, investiture of stone, or investiture of wind spell (your choice) for 10 minutes, no concentration required.
You can use this feature a number of times equal to half your Wisdom modifier, rounded down (minimum of once). You regain all expended uses when you finish a long rest.
Totemic Source
The totems a tribe worships hold innate power that can be drawn upon by skilled shamans. Masters of this art manifest their own totems, translocate and transform copies of their main totem back at home, and even enhance totems to gain advantage in combat.
Totemic Spells
When you adopt this source at 3rd level, you can cast spells focused on totemic areas of influence. The following spells are added to the shaman spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | detect evil and good, identify |
| 2nd | warding bond, zone of truth |
| 3rd | glyph of warding, magic circle |
| 4th | arcane eye, fabricate |
| 5th | creation, hallow |
Totem of the Spirit Guardian
Also at 3rd level, you can use your bonus action to summon a small copy of your clan or tribe's totem on the battlefield. Creatures of your choice within 10 feet of the totem gain a boon based on your Guardian Daemon. The totem lasts for 1 minute.
Bear: Creatures in the aura have advantage on Constitution saving throws.
Boar: Creatures in the aura have advantage on death saving throws.
Eagle: Creatures in the aura have advantage on Dexterity saving throws.
Frog: A creature in the aura has its reach increased by 5 feet during its turn.
Panther: A creature in the aura can take the hide action as a bonus action on its turns.
Tiger: A creature in the aura can take the dash action as a bonus action on its turns.
Tortoise: Creatures in the aura have advantage on Wisdom saving throws.
Wolf: A ceature in the aura can take the disengage action as a bonus action on its turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Greater Conduit
Starting at 7th level, when you use your Casting Conduit feature, the resulting totem is twice as tall and more powerful. The totem's range is 40 feet and you can have up to a number of creatures equal to your Wisdom modifier (minimum of 1) benefit from the spell rather than just one. Each target past the first must use its reaction to gain the benefits of the spell. You must expend an additional spell slot of the spell's level or higher for each target past the first. The range at which you can use the totem as your spellcasting focus is also increased to 40 feet.
Totemic Zone
Starting at 11th level, you can create a zone of totemic energy. The zone is a 20-foot square, and you summon a totem in each corner of the square. Any number of creatures of your choice who start its turn in the zone gain temporary hit points equal to your shaman level. A hostile creature that starts its turn in the zone must succeed on a Constitution saving throw or have its movement speed halved and takes 4d6 force damage. The zone lasts for 1 minute.
Once you use this feature, you can't use it again until you finish a short or long rest.
Totem Golem
Starting at 15th level, you can use your action to summon a golem fueled by the totems it is made of. It appears in an unoccupied space you can see, and it disappears when it drops to 0 hit points, or after 1 hour passes.
Roll initiative for the golem, which has its own turns. You can issue telepathic commands to the golem (no action required). If you don’t issue any commands to the golem, it defends itself from hostile creatures but otherwise takes no actions. Stat blocks for the Totem Golem are at the end of this class.
Once you use this feature, you can't use it again until you finish a long rest.
Twisted Source
Some shamans draw their power from the corruption plaguing the world. This corruption is neither arcane nor elemental, but it still occurs naturally in the weave around them. It is dangerous, it curses and damages people, and when in the wrong hands, it makes a powerful weapon. Shamans who draw from corrupted energies are usually evil, but may be good and only be cursed with an unfortunate source.
Twisted Spells
When you adopt this source at 3rd level, you gain the ability to learn spells that draw energy from corruption. The following spells are added to the shaman spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | bane, hex |
| 2nd | enthrall, ray of enfeeblement |
| 3rd | bestow curse, speak with dead |
| 4th | blight, confusion |
| 5th | enervation, geas |
Curse Doll
Also at 3rd level, you transform your shamanic talisman into a curse doll. The curse doll is your new spellcasting focus. You can only have one curse doll at a time.
If you lose your curse doll or it is destroyed, you can spend 8 hours crafting a new one.
Additionally when you craft your curse doll, you can create it in the form of a specific creature. Choose a race of humanoid (such as goblins or gnolls). When you hit a creature of the chosen race with a spell attack, you can make the creature vulnerable to all damage from that attack. You must have your curse doll on you to use this feature.
Once you use this feature, you can't use it again until you finish a short or long rest.
If you craft a new curse doll for any reason, you can choose a new race.
Writhing Spirits
Starting at 7th level, you can use your action to send a wave of discontent spirits at a creature within 60 feet of you. The target must make a Wisdom saving throw. The target takes 4d6 psychic damage on a failed save, or half as much on a successful one. No matter the outcome, the spirits continue to swirl around the target until your concentration ends (as if concentrating on a spell). At the beginning of each of the target's turns, it must make repeat the saving throw. If you lose concentration, the spirits will randomly choose a new target within 30 feet at the end of each of your turns. The spirits last for up to 1 minute.
Once you use this feature, you can't use it again until you finish a long rest.
Blackened Soul
Starting at 11th level, your soul is tainted with the twisted magic you use. You have resistance to necrotic damage. Whenever you expend a spell slot to cast a spell from your Twisted Spell list or to cast a spell that targets a creature of the type chosen by your Curse Doll feature, you gain temporary hit points equal to twice the level of the spell.
Ultimate Hex
Starting at 15th level, you discover ways to make the corruption taint the souls of your targets. After a creature fails a saving throw against a spell on your Twisted Spell list or if it is the type chosen by your Curse Doll feature, you can curse them. You can only curse one creature at a time.
While cursed, the creature cannot regain hit points and it takes 1d6 necrotic damage each time it makes an attack or casts a spell. The curse lasts until the creature dies, 24 hours pass, or you curse a new target. As an action, the creature can make a Wisdom check against your spell save DC to resist the darkness and end the curse early. This feature has no effect on constructs or undead.
Shaman Spell List
Cantrips (0 Level)
Blade Ward
Control Flames
Create Bonfire
Dancing Lights
Firebolt
Frostbite
Guidance
Gust
Mending
Mold Earth
Resistance
Shape Water
Shocking Grasp
Thorn Whip
Thunderclap
1st Level
Absorb Elements
Animal Friendship
Beast Bond
Burning Hands
Ceremony
Create or Destroy Water
Detect Poison and Disease
Earth Tremor
Fog Cloud
Ice Knife
Longstrider
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Sleep
Speak with Animals
Thunderwave
Totem Smash
2nd Level
Aganazzar's Scorcher
Aid
Alter Self
Animal Messenger
Calm Emotions
Darkvision
Earthbind
Enhance Ability
Enlarge/Reduce
Gust of Wind
Heat Metal
Locate Animals or Plants
Protection from Poison
Scorching Ray
Shatter
Spider Climb
Warding Wind
3rd Level
Beacon of Hope
Call Lightning
Counterspell
Create Food and Water
Daylight
Erupting Earth
Fireball
Lightning Bolt
Meld into Stone
Plant Growth
Remove Curse
Sleet Storm
Thunder Step
Wall of Water
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Minor Elemental
Control Water
Death Ward
Divination
Freedom of Movement
Ice Storm
Polymorph
Stone Shape
Stoneskin
Storm Sphere
Wall of Fire
Watery Sphere
5th Level
Awaken
Circle of Power
Commune with Nature
Cone of Cold
Conjure Elemental
Control Winds
Dawn
Dream
Flame Strike
Greater Restoration
Passwall
Reincarnate
Scrying
Transmute Rock
Wall of Stone
Totem Smash
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a shard of a broken totem)
- Duration: Instantaneous
You throw your arm down, manifesting a spectral totem in the sky which falls on a target creature within range. The target must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Spirit of the Bear
Medium beast, the same alignment as the shaman
- Armor Class 12+the shaman's Wisdom modifier
- Hit Points 30 + (3 x Shaman level)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 4 (-3)
- Senses darkvision 30 ft., passive Perception 14
- Languages Native language of the shaman
- Challenge 4
Matronly. Whenever an ally within 20 feet of the spirit of the bear takes bludgeoning, piercing, or slashing damage, the spirit of the bear can use its reaction to take it instead.
Spiritual Energy. The spirit has advantage on all saving throws. The spirit's weapon attacks are magical.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
Spirit of the Boar
Medium beast, the same alignment as the shaman
- Armor Class 10+the shaman's Wisdom modifier
- Hit Points 30 + (2 x Shaman level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 4 (-3)
- Senses darkvision 30 ft., passive Perception 13
- Languages Native language of the shaman
- Challenge 4
Unstoppable. The spirit of the boar ignores the effects of difficult terrain while moving towards creatures. It is immune to being grappled, paralyzed, petrified, restrained, and stunned.
Spiritual Energy. The spirit has advantage on all saving throws. The spirit's weapon attacks are magical.
Actions
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Spirit of the Eagle
Medium beast, the same alignment as the shaman
- Armor Class 14+the shaman's Wisdom modifier
- Hit Points 30 + (Shaman level)
- Speed 10 ft., fly 100 ft.
STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 10 (+0) 10 (+0) 16 (+3) 4 (-3)
- Skills Peception +5
- Senses truesight 30 ft., passive Perception 15
- Languages Native language of the shaman
- Challenge 4
Piercing Sight. At the start of the spirit of the eagle's turn, if the spirit of the eagle sees a character through magical darkness, who is invisible, or in an illusion, the spirit of the eagle can have that creature take 2d8 psychic damage.
Spiritual Energy. The spirit has advantage on all saving throws. The spirit's weapon attacks are magical.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 6 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Spirit of the Frog
Medium beast, the same alignment as the shaman
- Armor Class 12+the shaman's Wisdom modifier
- Hit Points 30 + (Shaman level)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 4 (-3)
- Skills Peception +4, Stealth +3
- Senses darkvision 30 ft., passive Perception 15
- Languages Native language of the shaman
- Challenge 4
Gluttonous. Whenever the spirit of the frog grapples a creature, it regains hit points equal to the damage dealt by the attack that grappled that target.
Spiritual Energy. The spirit has advantage on all saving throws. The spirit's weapon attacks are magical.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. The target is grappled (escape DC 15) Until this grapple ends, the target is restrained, and the spirit of the frog can't bite another target.
Spirit of the Panther
Medium beast, the same alignment as the shaman
- Armor Class 12+the shaman's Wisdom modifier
- Hit Points 30 + (Shaman level)
- Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 10 (+0) 16 (+3) 4 (-3)
- Skills Peception +4, Stealth +6
- Senses darkvision 30 ft., passive Perception 15
- Languages Native language of the shaman
- Challenge 4
Shadows. While in low-light or darkness, the spirit of the panther is invisible.
Spiritual Energy. The spirit has advantage on all saving throws. The spirit's weapon attacks are magical.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Spirit of the Tiger
Medium beast, the same alignment as the shaman
- Armor Class 11+the shaman's Wisdom modifier
- Hit Points 30 + (3 x Shaman level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 10 (+0) 16 (+3) 4 (-3)
- Skills Peception +3, Stealth +6
- Senses darkvision 60 ft., passive Perception 15
- Languages Native language of the shaman
- Challenge 4
Ravage. Prone creatures are vulnerable to the spirit of the tiger's attacks.
Spiritual Energy. The spirit has advantage on all saving throws. The spirit's weapon attacks are magical.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Spirit of the Tortoise
Medium beast, the same alignment as the shaman
- Armor Class 15+the shaman's Wisdom modifier
- Hit Points 30 + (4 x Shaman level)
- Speed 10 ft.
STR DEX CON INT WIS CHA 20 (+5) 5 (-3) 18 (+4) 10 (+0) 16 (+3) 4 (-3)
- Senses darkvision 30 ft., passive Perception 10
- Languages Native language of the shaman
- Challenge 4
Unbreakable. The spirit of the tortoise is immune to damage from spells that require saving throws.
Spiritual Energy. The spirit has advantage on all saving throws. The spirit's weapon attacks are magical.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Withdraw. The spirit withdraws into its shell. It's speed is 0 and it cannot act but it is immune to damage. It can end this effect with a bonus action.
Spirit of the Wolf
Medium beast, the same alignment as the shaman
- Armor Class 13+the shaman's Wisdom modifier
- Hit Points 30 + (2 x Shaman level)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 4 (-3)
- Skills Perception +5, Stealth +5
- Senses darkvision 30 ft., passive Perception 10
- Languages Native language of the shaman
- Challenge 4
Alpha. While the spirit is within 5 feet of a creature, all attacks against that creature have advantage.
Spiritual Energy. The spirit has advantage on all saving throws. The spirit's weapon attacks are magical.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone
Temporary Hit Points
From the 5e SRD
Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren't actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury.
When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points.
Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.
Totem Golem
Medium construct, the same alignment as the shaman
- Armor Class 15+the shaman's Wisdom modifier
- Hit Points 30 + (5 x Shaman level)
- Speed 20 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 20 (+5) 6 (-2) 10 (+0) 10 (+0)
- Senses blindsight 20 ft., passive Perception 10
- Languages —
- Challenge 6
*Magic Weapon. The totem golem's weapon attacks are magical.
Totemic Aura. The Totem Golem admits the same aura that the Totem of the Spirit Guardian feature does, out to a range of 30 feet. Itself an up to 10 creatures of the shaman's choice are affected.
Totemic Resilience. The Totem Golem has advantage on all saving throws.
Actions
Multiattack. The Totem Golem makes two Smash attacks.
Smash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Subclasses
Artificer
Abjurist
An Abjurist is, simply put, a master of protection. Shields, both traditional and arcane, armor, acts of sacrifice, are all in the domain of the Abjurist. They specialize in their patented portable shields, but are able to do much more with the right materials.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
The Abjurist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Abjurist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Abjurist Level | Spells |
|---|---|
| 3rd | mage armor, shield of faith |
| 5th | arcane lock, warding bond |
| 9th | magic circle, protection from energy |
| 13th | death ward, otiluke's resilient sphere |
| 17th | circle of power, wall of force |
Deployable Shield
At 3rd level, your crafting has yielded your greatest defense yet, a portable force field. As an action, you can throw out the shield on a horizontal location you can see within 15 feet of you. A 10-foot radius semi-sphere centered around the point appears. Creatures of your choice can move freely in and out of the shield, but weapons and certain spells cannot hit things inside from the outside. Each creature standing within the shield have +5 to their AC and take no damage from magic missile.
The shield has a number of hit points equal to 5x your artificer level. Whenever a creature outside the shield makes an attack targeting a creature inside the shield and misses because of the bonus to their AC, or casts the magic missile spell targeting a creature inside, the shield takes the full brunt of the attack and takes the damage. The shield disappears when all of it has 0 hit points, or when you turn it off early as a bonus action, which you must be touching it to do. You only have one shield which you can throw out, and it keeps the amount of hit points it had after its last use. You cannot use this feature if your shield has 0 hit points. You can spend 1 hour using your tinker's tools or mason's tools to restore a number of hit points to the shield equal to 5x your Intelligence modifier. The shield's hit points resets when you finish a long rest.
Reactionary Defender
Starting at 5th level, you are a master of jumping in at the last moment and protecting an ally. You can throw your Deployable Shield as a reaction, and it can add the bonus to their AC against the triggering attack.
Additionally, if an ally would be hit by a line spell or line ability that requires them to make a saving throw, you can use your reaction to move up to your movement speed to get in between the source of the line and the ally, also getting hit by the spell or ability. You then raise a shield behind you. You automatically fail the saving throw, however the line ends at you and no creatures behind you have to make saves or suffer any effects.
Once you use this feature, you can't use it again until you finish a short or long rest.
Impact Absorbers
At 9th level, you refine your shield technology to make one that is worn and blocks powerful magic. Creatures within your Deployable Shield have resistance to acid, cold, fire, force, lightning, necrotic, radiant, and thunder damage, however the shield takes damage equal to the amount of damage resisted whenever a creature in the shield takes that damage type.
Additionally, the radius of your Deployable Shield is increased to 20 feet.
Stone of Ogrémoch
At 15th level, you have figured out how to use your mason's tools to create a shield out of stone, enchanted with sigils which defend the wielder. The magic is reminiscent of the great earth elemental Ogrémoch, from which the shield gets its name. You can spend 8 hours crafting a shield out of a slab of stone and engraving it with mystic runes using your mason's tools. The shield weighs 60 lbs., and has the heavy property. It is a magical shield that requires attunement. While wielding the shield, you have resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks.
You can only have one Stone of Ogrémoch crafted at a time. Creating a new shield disenchants the old one, leaving only a slab of stone.
Crystologist
An Crystologist is a master of bending light. They redirect their spells through gems, improving their strength along the way. By using the spectrum or diffusing it into a prism, an Crystologist manipulates the spell's shape and power. They are also great at crafting jewelry that can be controlled to improve its utility.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
The Crystologist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Crystologist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Crystologist Level | Spells |
|---|---|
| 3rd | chromatic orb, color spray |
| 5th | invisibility, mirror image |
| 9th | daylight, hypnotic pattern |
| 13th | aura of purity, greater invisibility |
| 17th | mislead, wall of light |
Crystal Focus
At 3rd level, you have learned to purify and cut gems to use in combat. After you finish a long rest, you can specify a cut gem stone worth at least 25 gp in your possession as your Crystal Focus. Your Crystal Focus is your spellcasting focus for your artificer spells. Depending on the gem you specified, you gain additional benefits when you cast spells through it.
| Gem | Effect |
|---|---|
| Amethyst | You can add your Intelligence modifier to one thunder damage roll of spells you cast. |
| Emerald | You can add your Intelligence modifier to one poison damage roll of spells you cast. |
| Diamond | You can add your Intelligence modifier to one radiant damage roll of spells you cast. |
| Pearl | You can add your Intelligence modifier to one acid damage roll of spells you cast. |
| Peridot | You can add your Intelligence modifier to one healing roll of spells you cast. |
| Ruby | You can add your Intelligence modifier to one fire damage roll of spells you cast. |
| Sapphire | You can add your Intelligence modifier to one cold damage roll of spells you cast. |
| Quartz | You can add your Intelligence modifier to one lightning damage roll of spells you cast. |
Additionally, whenever you force a creature to make a saving throw against a blind effect, you can use your Crystal Focus to bend the light and give them disadvantage on the save. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain expended uses when you finish a long rest.
Diffuse Spell
At 5th level, you figured out how to shoot a spell through your Crystal Focus and diffuse it. When you cast a single-target ranged spell attack, you can aim it through your Crystal Focus and transform it into a 15-foot cone behind the target. Still make the attack roll against the original target. Hit or miss, all other creatures in the cone must succeed on a Constitution saving throw or take the same amount of damage as radiant damage and suffer any additional effects from the spell, or only take half damage on a success. Additionally, the cone blinds creatures who fail the Constitution saving throw for 1 minute. They can remake the Constitution saving throw at the end of each of their turns to attempt to end the blind early.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain expended uses when you finish a long rest.
Light Bender
Starting at 9th level, you figure out how to bend light around multiple crystals. You can use your jeweler's tools to create trinkets which bounce between each other. If you create a piece of jewelery using a gem worth at least 25 gp, you can use the gem's bonus from the Crystal Focus feature in addition to your Crystal Focus. The same type of gem does not stack, and you can use a number of different gems at once this way equal to your Intelligence modifier (minimum of 1).
Gem Shield
At 15th level, you can craft a beautiful shield with the face made out of a pure, well-cut gem. You can spend 8 hours and 150 gp worth of the same type of gem crafting this magical shield, and this cannot be done during a long rest. Choose one of the eight gems you can use for your Crystal Focus when you craft the shield. You can only have one shield at a time. It has the stats of a mundane shield, but is magical and cannot be infused.
While wielding this shield, whenever you take the magical damage, you can use your reaction to absorb some of the magic into the shield, gaining resistance to that instance of damage. The shield then stores an amount equal to the damage resisted. It stores up to 5x your Intelligence modifier magical damage. As an action, you can unleash all the held energy in a flash of light. Each creature of your choice that can see you within 30 feet are affected with an effect based on the gem you chose while crafting. If a creature fails against a saving throw from one of the features, they can remake the save at the end of each of their turns in an attempt to end the effects early. All negative effects and conditions of the features last for 1 minute, and creatures do not suffer these effects other than damage on a successful save.
You can only unleash the stored energy three times. You regain expended uses when you finish a long rest.
| Gem Type | Effect |
|---|---|
| Amethyst | Creatures must make a Constitution saving throw. On a failure, they take thunder damage equal to the stored amount and stunned, or half damage on a success. |
| Emerald | Creatures must make a Constitution saving throw. On a failure, they take poison damage equal to the stored amount and are poisoned, or half damage on a success. |
| Diamond | Creatures must make a Constitution saving throw. On a failure, they take radiant damage equal to the stored amount and be blinded, or half damage on a success. |
| Pearl | Creatures must make a Constitution saving throw. On a failure, they take acid damage equal to the stored amount and can't take reactions, or half damage on a success. |
| Peridot | Creatures heal equal to the stored amount and are cured of the blinded condition. |
| Ruby | Creatures must make a Constitution saving throw. On a failure, they take fire damage equal to twice the stored amount, or half damage on a success. |
| Sapphire | Creatures must make a Constitution saving throw. On a failure, they take cold damage equal to the stored amount and have their movement reduced by half, or half damage on a success. |
| Quartz | Creatures must make a Constitution saving throw. On a failure, they take lightning damage equal to the stored amount and are paralyzed, or half damage on a success. |
Mortephysicist
The mortephysicus focuses on one thing: life. Despite how they may seem, death is not their main concern. No, death deals with the great beyond. They deal with life. The lack of it, the rekindling of it. To a moretephysicus it is not undeath, but re-life. By taking this profession you dedicate yourself to unlocking the secrets of life, and the ability to create, and alter, it. So go out there, defile a graveyard, chop up some bodies, and create your legacy.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with coroner's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
The Mortephysicus Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mortephysicus Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
| Mortephysicus Level | Spells |
|---|---|
| 3rd | false life, unseen servant |
| 5th | enhance ability, enlarge/reduce |
| 9th | animate dead, life transference |
| 13th | giant insect, polymorph |
| 17th | creation, raise dead |
Replacement Parts
At 3rd level, you achieve a breakthrough in limb replacement. If you have access to a limb from a medium or small sized creature, you can attach it to another creature of the same size using your coroner's tools. The limb will only work if placed in the corresponding socket, meaning the creature must be missing that limb. It takes 1 hour to attach a limb. The following types of limb can be used for this procedure, provided the target has an available socket.
| Artificer Level | Body Part | Benefit |
|---|---|---|
| 3 | Agile Leg | +5 Walking Speed |
| 3 | Clawed Arm | 1d6 Slashing Unarmed Attack |
| 3 | Bull Horns | 1d6 Piercing Unarmed Attack |
| 3 | Replacement Limb | Replace an arm, leg, tail, or trunk, restoring utility but with no additional benefit. |
| 5 | Clawed Leg | Gains a climbing speed equal to the user's walking speed. |
| 5 | Webbed Leg | Gains a swim speed equal to the user's walking speed |
| 7 | Changeling Arm/Leg | The limb can look however the user wishes. |
| 10 | Bird Wings | 50 Foot Fly Speed |
The limbs must still be in good condition to attach to a creature. They must be fresh or well preserved before the operation to prevent decay. You can make an Intelligence (Investigation) check to determine if a limb is well preserved enough to use. The Dungeon Master decides the DC based on your past experience with the limb's race and properties.
Having a limb attached puts a lot of shock on a creature. After finishing the procedure, the target's current and maximum hit points are cut in half. A creature can make a Constitution saving throw (DC 25 - your proficiency bonus - your Intelligence modifier) at the end of a long rest to undo this effect and regain all missing hit points.
Scientific Necromancy
Starting at 5th level, you can give smaller creatures a second lease on life using your methods. Magical necromancy is antiquated, taboo, and a stain on society. These wizards take a corpse and animate them with the arcane, but that is not real life. You can use science to make life, magic is just the spark to awaken them. When you cast the revivify spell, if you target a creature of tiny or smaller, it requires no material components, its cast time is increased to 1 hour, and it works on creatures who have died within the past 24 hours.
Synthetic Flesh
At 9th level, you have mastered the technique of creating unnatural, yet convincing, living flesh. As an action, you can touch your coroner's tools to a piece of hide or leather which is 1 square foot or less, and transform it into synthetic flesh. This flesh has many uses. If you have at least 10 square feet of it, you can create a replacement limb for your replacement parts feature. Additionally, using an action to touch the flesh to a wound or infection will instantly heal it, either restoring 4d8 + your Intelligence modifier hit points to the creature or instantly curing one disease they are afflicted with. Synthetic flesh does not decay.
You can only convert a total of 10 square feet of synthetic flesh. You regain all capacity to create flesh when you finish a long rest.
Magnum Necrus
At 15th level, you have finally done it. You have unlocked the secret to humanoid life. It is not a divine entity, an arcane feat, nor a philosophical paradox. It is something unique, indescribable, intangible, yet you, only you can harness it. In order to build this creation, you need 4 main parts:
Head. The head must be from a medium humanoid. As the brain is incredibly complex and important, it cannot be created synthetically.
Torso. The torso must be from a medium humanoid. It can be synthetically created using 20 square feet of flesh, but the organs must be natural and free of decay.
Arms. The arms must be from a medium or small humanoid. They can be created synthetically.
Legs. The arms must be from a medium humanoid. They can be created synthetically.
Once you have these four parts, you can spend 7 days to craft and properly put together your masterpiece. Once completed, you must spend two 5th level spell slots, or use 1750 gp worth of magical energy to awaken it. You create a Flesh Golem (MM 169). It is under your control, and it understands and obeys your spoken commands.
Barbarian
Path of the Brawler
Fists of Fury
At 3rd level, you have mastered the art of the fist, not to the extent that a monk has, but your strength makes up for that gap. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. While raging, the damage die increases to a d8.
Suckerpunch
Starting at 6th level, you can deliver a devastating blow to a creature you're holding by hitting its weak spot. If you hit a creature grappled by you with an unarmed strike, they take 1d4 extra bludgeoning damage.
Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Iron Fists
Starting at 10th level, your knuckles and fingers start to physically shift into a natural metal state from your repeated punching, protecting your impact and dealing more damage. The damage die for your unarmed attacks is increased to a d8, and a d10 while raging.
Macho Champion
Starting at 14th level, your rage and fists are so strong you can sprout a second pair of arms. As an action while raging on your turn, you can grow an extra set of arms. While you have these arms, when you take the attack action on your turn, you can use a bonus action to make two melee weapon attacks, either unarmed, with a weapon if the arms are holding them, or to grapple a creature. The extra arms last for 1 hour or until your rage ends, whichever happens first.
Once you use this feature, you can't use it until you finish a long rest.
Optional Feature: Capstone
At the end of this document is an optional feature that offers a feature that can be chosen instead of Macho Champion if you don't like the extra arms.
Path of the Plaguebearer
Noxious Gas
At 3rd level, you equip a tank of your homemade plague gas, which you can unleash to leave a trail of ghastly fog behind you. As a bonus action on your turn, you can activate the tank. At the start of each of your turns and whenever you move five or more feet, the activated tank leaves a 5-foot radius fog cloud at your current position. Whenever a creature starts its turn in the cloud or enters the cloud for the first time on a turn or moves five or more feat within the cloud, it must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier). On a failure, it takes 2d6 poison damage, or half damage on a success. The gas clouds disappear after 1 minute. You can choose to deactivate the tank early as a bonus action, otherwise it ends when the tank runs out of total time. The total time the tank can be activated is a number of minutes equal to your Barbarian level. You tank's total time refills after you finish a long rest.
Tank Smasher
Starting at 6th level, you can use your gas tank as a weapon, bashing it over the heads of your victims. You are considered proficient in it, and it deals 1d8 bludgeoning damage on a hit. When you hit with it, you can choose to shatter it. If you do, you instantly expend all remaining time in your tank to force the target to make a Constitution saving throw against your Noxious Gas. On a failure, it takes 1d6 poison damage per expended minute of gas, or half damage on a success. You can spend 10 minutes to repair your tank, which can be done during a short or long rest.
Additionally, you are immune to your own Noxious Gas while raging.
Spread Plague
Starting at 10th level, you infuse your noxious gas with a disease. Create a disease by choosing three of the following symptoms. Whenever a creature fails on a saving throw against your Noxious Gas or Tank Smasher, it is also afflicted with this disease. These diseases last until cured. If a creature succeeds on the saving throw, it is immune to your disease for 24 hours. You may spend 8 hours creating a new disease and replacing your current one, which cannot be done over a long rest.
Atrophy. The afflicted creature's Strength score is reduced by your Intelligence modifier.
Bleeding. At the start of each of the afflicted creature's turns, it must make a Constitution saving throw against your Noxious Gas or lose a number of hit points equal to your Intelligence modifier.
Coughing. Whenever the afflicted creature attempts to cast a spell with vocal components, it must make a Constitution saving throw against your Noxious Gas or start coughing, losing the spell.
Fever. Afflicted creatures cannot stabilize by rolling successful death saving throws, and must be healed to recover.
Migraine. The afflicted creature has disadvantage on saves in order to concentrate on spells.
Mucus. At the start of each of the afflicted creature's turns, it must make a Constitution saving throw against your Noxious Gas or be forced to sneeze, blinding it until the end of its turn.
Rot. At the start of each of the afflicted creature's turns, it must make a Constitution saving throw against your Noxious Gas or its maximum hit points are reduced by your Intelligence modifier.
Vomiting. At the end of each of the afflicted creature's turns, it must make a Constitution saving throw against your Noxious Gas or start vomiting until the beginning of its next turn. While vomiting it is considered incapacitated.
Refillable Tank
Starting at 14th level, you have backup tubes which refill your noxious gas tank. As an action on your turn, you can turn a valve which refills your gas tank. The tank refills at a rate of 1 minute of gas per 1 turn it refills. It can be activated while your tank is activated. This backup tank can refill an amount of gas equal to your Intelligence modifier. Your backup gas refills after you finish a short or long rest.
Path of the Vessel
Of the many creatures living in the far realm, it is not often they come to the material plane. Certain aberrations, such as illithid or beholders have lived here for ages, but something new is unusual. That is exactly what occurred. A spawn of a great old one fell to the material plane looking for a host to control. It chose you, however you did not give up your will as it wished. Instead, you limit it to a certain part of your body, which is now enhanced with eldritch power.
Parasitic Relationship
At 3rd level, an alien being has taken control of part of your body. It steals some of your nutrients to sustain itself, however gives you great power in return for hosting it. You must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion (see "The Environment" in chapter 8 of the Player's Handbook.) Choose a part of your body: a hand, arm, leg, portion of your chest, or any other area other than your head. That body part is replaced with a sentient duplicate of it. It looks and works exactly the same as the normal body part except eyes, mouths, or small tendrils manifest on it.
The body part replacement is especially strong, and generally improves your skills and ability to maneuver. Whenever you make a Dexterity (Acrobatics) or Dexterity (Stealth) check, you can add your Strength modifier to the roll.
Protect the Host
Starting at 6th level, your parasite wishes to protect its host, as it finally realizes without you it will die. Despite not having access to your brain, alien energy surrounds your mind, protecting it from being probed. You are immune to magic and abilities that allows other creatures to read your thoughts and emotions.
Additionally, whenever you enter your rage, you drop the defenses of your mind, allowing your parasite slightly more influence over it. In an attempt to protect it further, it injects more alien magic into your thoughts, and you are resistant to psychic damage while raging.
Eldritch Eye
Starting at 10th level, your sight becomes linked with the eyes of your parasitic body part. The eye can move around your skin of the body part and see into other planes. You can see omnidirectionally, and you cannot be surprised, even when unconscious, as your parasite never sleeps. Additionally, you can see normally in nonmagical and magical darkness, and into the ethereal plane up to a distance of 30 feet.
Complete Control
At 14th level, you have bonded with your parasite, and it gains some sort of morality, empathy, and will from sharing a body and being controlled by your mind for so long. With this trust, you are willing to give up your mind and let it control you when you rage. While raging, you are immune to the charmed and frightened conditions, and you cannot be possessed. If you are already under these effects when you rage, they are suppressed until your rage ends.
Additionally while raging, your parasitic body part swells up with overwhelming muscle mass. The strength is overwhelming, and you can add your rage bonus damage an additional time to your melee weapon attack damage rolls.
Bard
College of the Abyss
There are many schools of thought which a bard can subscribe to. Some focus on fighting, some on studying, and even some on manipulation. There are colleges which openly teach these skills to excitable students. However one there are more hidden places of study, one such place is a cult. Despite the negative connotations, cults are a great place to learn about powers from other planes and entities, specifically those from the Abyss. Maddening and intent; demons are great inspiration for a bard who enjoys more chaotic forms of entertainment.
Attuned to Chaos
At 3rd level, demonic entities teach you nefarious skills. You can read, write, and speak Abyssal. Due to the chaotic nature of the Abyss, you are honed in dealing with it. You always know the cardinal directions and the direction of up of the plane you are currently in, if they exist. Either way, you advantage checks made to determine direction.
Additionally, you gain proficiency in medium armor.
Abyssal Scream
Starting at 3rd level, you can amplify your voice with demonic energy and let out a piercing sound. You can use your action and expend a Bardic Inspiration to unleash an abyssal scream. If you do, each creature in a 30-foot cone must succeed on a Wisdom saving throw or take 2d6 psychic damage and are afflicted with short-term madness, or half damage and no madness on a success. Creatures who fail can remake the save at the end of its turn.
This damage increased to 3d6 at 5th level, 4d6 at 11th, and 6d6 at 17th.
Mantle of the Demon Prince
At 6th level, you gain the ability to surround yourself in the chaotic energy of a demon prince. As a bonus action you can roll 1d4, gaining the corresponding mantle for 1 minute.
- 1) Mantle of Baphomet. You grow a pair of horns out of your head. You can use an action to make a melee weapon attack with the horns, which you are considered proficient in and add your Charisma modifier to attack and damage rolls and deal 3d6 piercing damage on a hit. If you move at least 10 feet in a straight line towards a target and then hit it with a horn attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 ft. away and knocked prone.
- 2) Mantle of Demogorgon. Whenever you cast a spell that targets only one creature and doesn't have a range of self, you can choose a second target as well. As a bonus action, you can expend one bardic inspiration die to inspire two people.
- 3) Mantle of Juiblex. You gain the ability to squeeze through spaces as small as 1 inch. Whenever a creature starts its turn within 10 feet of you, in must succeed on a Constitution saving throw or be poisoned until the start of your next turn.
- 4) Mantle of Orcus. You sprout a pair of ghastly wings. You have a 60 foot flying speed, and count as an undead for the sake of features and spells.
Once you use this feature, you can't use it again until you finish a long rest.
Layer Infinity
At 14th level, you sink yourself into the Abyss, corrupting your own body for great power. Whenever you roll a check, saving throw, or attack roll, you can give yourself advantage on that roll. If you do, you must succeed on a Wisdom save against your spell save DC or be afflicted with long-term madness until you finish a long rest. You can't use this feature to give yourself advantage on this save.
Additionally, demons will regard you as nonhostile unless you or a companion damages or otherwise harms the creature. If you are afflicted with madness from this feature, demons will believe you are also a demon unless they succeed on a Wisdom (Insight) check against your Charisma (Deception) check.
Optional Feature: Mantle Extended
At the end of this document is an optional feature which gives more options of the Mantle of the Demon prince feature. It includes 6 new possible outcomes. WARNING: By using this optional feature you may find the ability wildly inconsistent in utility and power, due to its random nature.
College of Law
Law is a necessary practice for a functional government. Those who practice it become lawyers, advisors, nobles, kings, or even emperors. But you must learn it from somewhere, and that place is college. Law schools are difficult to find outside of capital cities and cost a hefty sum to attend, and typically only nobles or the greatest of students can practice. because of this
Legal Training
At 3rd level, you are proficient is legal slang and reading documents. You gain proficiency in forgery kits. You are able to read legal documents in half the time it would take an average, educated person. You also have advantage on checks to see if a document is a forgery.
Objection!
Starting at 3rd level, you know the law well enough that you are able to use this knowledge against law breakers, or support law abiding citizens. Whenever a creature who is not currently inspired within 60 feet of you makes an ability check, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and either adding or subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether ability check succeeds or fails. The target must be able to hear you for this feature to work.
Delegate
At 6th level, you have mastered the art of breaking your work up amongst your peers, lightening the load for you. After a short or long rest, you can designate a creature as your assistant until the end of your next short or long rest. With your permission, your assistant can use their bonus action to give one of your bardic inspiration die to a friendly creature within 60 feet of them. They must be able to get your verbal consent to do so, which you can give with no action required.
Court of Law
At 14th level, you have the ability to summon a court of law instantly and put someone on trial. You can use an action to force target creature within 60 feet of you to make a Charisma saving throw. On a failure, it, you, and a number of willing creatures up to your Charisma modifier are banished to a floating building in Mechanus, the plane of law. The targeted creatures cannot leave the courthouse, and any attempt to deal damage or otherwise harm a creature while in the courthouse is physically impossible. A court becomes in session, with you as the prosecutor, and the target as the defendant. The willing creatures you brought are the jury, and a high ranking modron is the judge, controlled by the DM. While in this plane, all creatures can understand each other as if they spoke the same language, no matter their Intelligence.
Make your accusations against the target, be it assaulting an innocent citizen, murder, or practicing something blasphemous if you live in a religious nation. Provide your evidence. The jury, which is rigged with your peers, must come to a unanimous decision about the validity of your claims, however their ruling only informs the judge, and does not decide the outcome. The judge will then decide if your claim is valid and sentence the target. If the target is found guilty, each creature reappears in the spaces they left or in the nearest unoccupied space if that space is occupied, except for the original target who remains banished as they are put in prison for their crimes. If the target is found not guilty, each creature reappears in the spaces they left or in the nearest unoccupied space if that space is occupied, and the target takes 10d12 psychic damage as they reel from the surreal experience.
Once you use this feature, you can't use it again until you finish a long rest.
Cleric
Sea Domain
Gods who rule the water can have quite different outlooks on its purpose. For some, water is a benevolent, healing energy. For others the sea is a punishing, deadly force to be reckoned with. And for a few, the ocean is a wild place where monsters roam, sailors sing, and storms brew. Gods who fits this domain include Deep Sashelas, Sekolah, Umberlee, and Valkur.
Sea Domain Spells
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | create or destroy water, fog cloud |
| 3rd | gust of wind, warding wind |
| 5th | tidal wave, wall of water |
| 7th | control water, watery sphere |
| 9th | conjure elemental, maelstrom |
Holy Diver
Starting at 1st level, your connection to your god grants you safety in their domain. You can breath underwater, and you have a swim speed equal to your walking speed.
Additionally, you learn the shape water cantrip. It counts as a cleric cantrip for you, but it doesn't count against your number of cantrips known.
Channel Divinity: Pocket of Air
Starting at 2nd level, you can use your Channel Divinity to allow others to join you safely in the waters.
As an action, you present your holy symbol, and a bubble appears around the heads of a number of creatures of your choice up to 1 + your Wisdom modifier. These creatures can breath underwater and have a 30 foot swim speed. The bubble lasts for 1 hour.
Channel Divinity: Beast of the Sea
Starting at 6th level, you can use your Channel Divinity to call a creature from your god's domain.
As an action, you can summon any beast, elemental, or monstrosity with a swim speed and with a challenge rating as high as your cleric level divided by 4, rounded down. Roll initiative for it. It follows your commands to the best of its ability. After 1 minute, the creature vanishes.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Flood
At 17th level, you gain the ability to fill anywhere you want with water. As an action, name any area within 1000 feet of you, and water fills it up. The area must have a volume of 100 feet or less. The water will then disperse as normal if not contained.
If that area was in the open, each creature within a 100 foot radius of the center of the area must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, or half as much on a success.
If that area is inside a container, it only fills the container.
If that area is inside a creature that cannot breath underwater, that creature must succeed on a Constitution saving throw or suffer 1 point of exhaustion. It remakes this saving throw at the beginning of each of its turns. After 3 successes, they cough up all the water.
Once you use this feature, you can't use it again until you finish a long rest.
Titan Domain
You do not know exactly where your power comes from. Titans are not gods, but rather beings of massive power created by ancient gods. The Tarrasque, Atropal, Astral Dreadnought, Kraken, and Empyrean are all examples of titans. Some say this domain is monstrous and evil, gaining power from these destructive beings; while others say it is a divine blessing from the lost gods who created these beings.
Titan Domain Spells
At each indicated cleric level, you add the listed spells to your spells prepared.
| Cleric Level | Spells |
|---|---|
| 1st | cause fear, heroism |
| 3rd | enhance ability, enlarge/reduce |
| 5th | call lightning, fly |
| 7th | banishment, charm monster |
| 9th | creation, destructive wave |
Bonus Proficiency
At 1st level, you gain proficiency in heavy armor and martial weapons.
Titan's Fury
Also at 1st level, your rage burns like a titan. Whenever a creature within 5 feet of you deals damage to you, you can use your reaction to make a melee weapon attack against them.
Channel Divinity: Magic Resistance
Starting at 2nd level, you can use your Channel Divinity to empower your body and will with that of a titan. When you are forced to make a saving throw against a magical effect, you can use your reaction to give yourself advantage on that save.
Divine Strike
At 8th level, you gain the ability to swing your weapons with titanic fury. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Titanic Form
At 17th level, you gain the ability to transform yourself into a giganic, titan form for a limited time. As an action, you can assume this form. Your size grows, scales and a carapace form over your body, your eyes glow with ancient power, and your strength becomes incredible. You gain the following benefits for 1 minute.
- Your size is huge unless you are already bigger.
- Your melee weapon attacks deal bonus damage equal to your Wisdom modifier.
- Your reach increases by 5 feet.
- You gain a bonus to your Strength score equal to your Wisdom modifier, up to a maximum of 30.
- Any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, you can use your reaction to roll a d6. On a 1 to 3, you are affected as normal. On a 4-5, you are unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target
Once you use this feature, you can't use it again until you finish a long rest.
Druid
Circle of Balance
The multiverse hangs in a balance that you are sworn to uphold. Celestials and fiends, the sun and moon, light and dark. Your circle is obliged to maintain this balance, you cannot do something without allowing the opposite. Cannot manipulate dark without light, day without night, death without life.
Circle of the Balance Spells
The Circle of the Balance lets you gain access to additional spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Balance Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|---|---|
| 3rd | darkness, shadow blade |
| 5th | daylight, counterspell |
| 7th | aura of purity, banishment |
| 9th | dispel evil and good, planar binding |
Order and Chaos
At 2nd level, you gain the ability to switch between two forms, Order and Chaos; which are represented by light and dark respectively. As an action on your turn, you can expend a use of your Wild Shape to transform into either Order or Chaos. The transformation lasts for 1 minute, until you use this feature again to enter the other form, or end it early as a bonus action.
Order. Order strives to return things to how they were. Your body glows a soft, pure white and your eyes become black voids. When you expend a spell slot to cast a spell that can restore hit points to one or more creature, those creatures regains an additional amount of hit points equal to your Druid level whenever they are healed by the spell, but you cannot be healed.
Chaos. Chaos strives to change things at their seams. Your body is wreathed in shadow and and your eyes glow a bright white. When you expend a spell slot to cast a spell that can deal damage to one or more creature, those creatures take additional damage equal to your Druid level whenever they take damage from the spell, but you are vulnerable to all damage.
Perfectly Inbetween
Starting at 6th level, you fit into the balance well enough to not draw attention to yourself. As an action, you can expend one use of your Wild Shape to turn yourself invisible. Anything you are wearing or carrying is invisible as long as it is on your person. You become visible after 10 minutes or when you attack or cast a spell.
Within the Other
Starting at 10th level, you have the ability to create light within dark or vice versa. Whenever you cast the darkness spell, you can create a 5-foot radius of bright light surrounding the center. While standing in the bright light, you can see through the rest of the darkness as if it was bright light. Whenever you cast the daylight spell, you can create a 15-foot radius of magical darkness surround the center. You can see through this darkness as if it was bright light.
True Balance
At 14th level, you have mastered the ability to enter both Order and Chaos at once. When you transform using your Order and Chaos feature, you can transform into a unified state instead. Half of your body appears like Order, and the other half like Chaos, split vertically. While in this form, you are under the positive effects of both Order and Chaos, but not the negatives.
Once you use this feature, you can't use it again until you finish a long rest.
Circle of the Deep Sea
The deep sea is full of terrifying creatures. From the monstrous leviathan, to the cunning aboleth, to disgusting anglers, the sea is often described with one phrase: abominations. As a druid of the deep sea, you embrace this, focusing on traversing it, and becoming one such horrid creature yourself, as it's utility fits you.
Circle of the Deep Sea Spells
The Circle of the Deep Sea lets you gain access to additional spells. At 2nd level, you learn the shape water cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Deep Sea Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|---|---|
| 3rd | blindness/deafness, darkness |
| 5th | wall of water, water breathing |
| 7th | control water, watery sphere |
| 9th | cone of cold, maelstrom |
Traveler of the Deep
At 2nd level, you gain the ability to traverse deep under water without suffering negative effects. You can breathe underwater, and you gain a swimming speed equal to your walking speed. You have darkvision out to a range of 120 feet. While you are underwater, you ignore any of the drawbacks caused by a deep, underwater environments, and you always know which direction is up. These features all extend to your Wild Shape, even if it innately doesn't have these features.
Pseudo-Shape
Also at 2nd level, you gain the ability to manifest certain parts of your Wild Shapes instead of fully transforming. You can use your action to spend a use of your Wild Shape. You gain one feature of your choice from a beast with an innate swim speed of a CR that you can Wild Shape into, such as a crocodile's bite, crab's claw, or an octopus' ink siphon. You can use this feature as if you were that beast, but you do not suffer any of the negative effects or benefit from the other bonuses of being Wild Shaped. The transformation lasts for a number of hours equal to half your druid level, rounded down. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
Pseudo-Shape Improvement
At 6th level, your are better at manifesting beast parts into your body. Whenever you use your pseudo-shape feature, you can expend both uses of your Wild Shape to manifest two parts instead.
At 10th level, whenever you use your pseudo-shape feature, you can choose a beast with a challenge rating as high as your druid level divided by 5, rounded down.
At 20th level, whenever you use your pseudo-shape feature, the transformation lasts indefinitely or until your use a bonus action to revert it or die.
Placoid Scales
At 10th level, your body starts to get covered in tooth shaped scales. While you aren't wearing armor, you can calculate your AC as 13 + your Wisdom modifier. You can use a shield and still gain this benefit. Whenever a creature hits you with a melee attack or grapples you, you can use your reaction to make it take 1d6 + your Wisdom modifier slashing damage as you quickly shift your body to slice them with the scales.
Grasp of the Kraken
Starting at 14th level, you gain the ability to manifest a giant kraken's tentacle. As a bonus action, you can sprout a tentacle from your back. When you use this feature, you can direct the tentacle to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or take 4d8 bludgeoning damage and be pulled 20 feet directly towards you. As a bonus action on each of your turns, you can have the tentacle lash out again. The tentacle lasts for 1 minute.
Once you use this feature, you can't use it again until you finish a long rest.
Circle of the Woods
Circle of the Woods Spells
The Circle of the Woods lets you gain access to additional spells. At 2nd level, you learn the thorn whip cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Woods Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
|---|---|
| 3rd | barkskin, misty step |
| 5th | plant growth, spirit guardians |
| 7th | aura of life, guardian of nature |
| 9th | tree stride, wrath of nature |
Wooden Warrior
At 2nd level, you surround yourself with bark to become a guardian of the woods. While you are not wearing other armor, you can use an action to have wood and bark surround your body in an armor-like fashion. While wearing this armor, your AC equals 13 + your Wisdom modifier. You can wield a shield and still gain this benefit.
Additionally, you can spend 1 hour meditating on a melee weapon and surrounding it with vines. If you do, you are considered proficient with that weapon. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Nature's Enemy
Also at 2nd level, you can designate an enemy of nature, who is your foe as you protect your domain. You know the hunter's mark spell, and Wisdom is your spellcasting ability for it. It is a druid spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. You can use it a certain number of times without expending a spell slot a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Tree Blend
At 10th level, you are able to use your wooden armor to your advantage, hiding amongst the woods. While you are wearing wooden armor using your Wooden Warrior feature, you can take the hide action as a bonus action while in foliage, trees, bushes, or the like; no matter how obscured you are.
Additionally, you can step into a tree and out another. Once on your turn, you can spend 10 feet of movement to touch a tree within your reach. You then disappear into the tree, and appear in an unoccupied space within 10 feet of another tree within 60 feet of you. Both trees must be large or bigger.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain expended uses when you finish a long rest.
Wrath of the Ent
Starting at 14th level, you can momentarily embody an ent, causing chaos in the area around you. As an action, roots come out of the ground surrounding you. The area within 30 feet of you becomes difficult terrain. Each creature of your choice in that area must succeed on a Strength saving throw or be grappled (escape DC equals your spellcasting DC) by the roots. Creatures are restrained while grappled this way. Your melee weapon attacks deal extra damage equal to your Wisdom modifier when you hit a creature grappled by this feature. The effects of this feature last for 1 minute before the roots recede into the ground.
Once you use this feature, you can't use it again until you finish a long rest.
Fighter
Coastal Raider
Viking Skills
When you choose this martial archetype at 3rd level, you gain the skills necessary for raiding. You gain proficiency with water vehicles and in the Intimidation skill if you don't already have them. You have a climbing speed equal to your walking speed.
Berserk
Also at 3rd level, you gain the ability to fly into a berserker's haze, giving into bloodthirst. As a bonus action, you can enter this berserk state, gaining the following benefits:
- When you make your first attack on your turn, you can decide to give yourself advantage on weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- You have immunity to nonmagical frighten effects.
- You can take the dash action as a bonus action. You must end this move closer to a hostile creature than you started.
- As a bonus action, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
The berserk lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your berserk on your turn as a bonus action.
Once you use this feature, you can't use it again until you finish a short or long rest.
Battle Cry
At 7th level, you gain the ability to let out a powerful battle cry. You can use an action to have any number of creatures that can hear you of your choice within 30 feet of you gain temporary hit points equal to half your fighter level. All other creatures that can hear you within range must make a Wisdom saving throw (DC 8 + your Charisma (Intimidation) modifier) or be frightened of you for 1 minute. Creatures who fail can remake this save at the end of their turn to end the effect early. Creatures who succeed on any of these saving throws become immune to being frightened by Battle Cry for 24 hours.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
Shield Throw
At 10th level, you have mastered the technique of using your shield as a short-range throwing weapon mid combat. On your turn, you may replace one of your attacks with a shield throw. Make a ranged attack using Strength with a donned shield. You are considered proficient with this attack. It has a 10/30 ft. range. On a hit, the target takes 1d6 + your Strength bludgeoning damage and must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be stunned until the start of your next turn. They then become immune to being stunned by Shield Throw for 1 minute.
Additionally, you can use your reaction to instantly don a shield when you pick it up.
Pillage Tactics
Starting at 15th level, your skills of pillaging and striking quickly are incredibly refined. You can add your proficiency bonus to your initiative rolls.
Additionally, you deal double damage to objects and structures. While wielding a weapon in one hand and a shield in the the other, you can use a bonus action to shove a creature with your shield.
Raider's Fortitude
At 18th level, you have become an unrelenting force while in your frenzy. While berserking, if you are reduced to 0 hit points, you can use your reaction to set yourself to 1 hit point. You gain 60 temporary hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Elemental Knight
The four elements govern many aspects of the universe, from the cycles of the world to the flow of life. Harnessing these elements into combat techniques, elemental knights absorb it into their blood to improve their martial prowess past what is mortally possible.
Elemental Attunement
At 3rd level, when you choose this martial archetype, you choose an element and gain its feature. Your body adapts slightly to match the element, for example you may always smell like smoke if you choose fire.
Air. You are quick and agile. You can use your bonus action to gain the benefits of taking the Dash and Disengage actions.
Earth. You are sturdy and strong. You can use your bonus action to gain temporary hit points equal to your fighter level. These temporary hit points last for an hour.
Fire. You are ferocious and consuming. You can use your bonus action to wreath your weapon in flames. For the next minute, your weapon attacks deal an additional 1d6 fire damage.
Water. You are calm and focused. You can use your bonus action to gain advantage on your weapon attacks this turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Elemental Ward
At 7th level, you can siphon elemental energy thrown at you into your own blood. You know the Absorb Elements spell. You can cast it at a level equal to your proficiency bonus. Constitution is your spellcasting ability for this spell.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Energy Blood
At 10th level, the primordial energy in your blood connects you to the elements. You can speak, read, and write Primordial. You have advantage on Charisma checks when interacting with elementals. Powerful elementals and genie no longer regard you as worthless, but still not as an equal.
Wrath of the Elements
Starting at 15th level, your connection to the elements increases your potency. You can choose the same element you selected at 3rd level or a different one.
Air. When you use your elemental attunement feature, your walking speed is increased by 15 feet until the start of your next turn.
Earth. When you use your elemental attunement feature, you get a bonus to your AC equal to your Constitution modifier until the start of your next turn.
Fire. When you use your elemental attunement feature, creatures within 10 feet of you must succeed on a Constitution saving throw (8 + your proficiency bonus + your Constitution modifier) or take fire damage equal to twice your fighter level.
Water. When you use your elemental attunement feature, you have advantage on saving throws against nonmagical effects until the start of your next turn.
Genie Blood
Starting at 18th level, you empower yourself with the elemental force of a Genie. Choose an element and gain its features. You can choose the same element you selected at 3rd or 15th levels or a different one.
Air. You gain the power of a Djinni. You are resistant to lightning damage. You gain a flying speed equal to your walking speed. During your turn, your body becomes air, and you can moves through other creatures spaces, but cannot end your turn in them. You also have resistance to all damage while in this form.
Earth. The strength of Dao runs through you. You are resistant to acid damage. You have a burrow speed equal to your walking speed. Whenever you have advantage on an attack and hit, you deal additional damage equal to your Constitution modifier.
Fire. The rage of an Efreeti burns inside you. You are resistant to fire damage. Once per action, when you score a critical hit, you can make another weapon attack as part of the same action.
Water. You realize the guile of a Marid. You are resistant to cold damage. You gain a swim speed equal to your walking speed and you can breathe underwater. You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.
Hoplite
A hoplite is a type of military mercenary. Never formally trained, you take this path for glory. You grow as you fight, you learn tactics as you figure them out, you gain boons through victory. It is ironic that you gain your power by mere accident, but an ancient nobility lies in the art of a hoplite, one forgotten yet still capable of being unlocked.
Spear and Shield
When you choose this martial archetype at 3rd level, you begin your training as a spearman, mastering the art of the weapon. While wielding a spear in one hand and a shield in the other, you gain the following benefits:
- You have a +1 bonus to your Armor Class.
- The spear gains the finesse and reach properties.
- You can use a bonus action to enter a defensive stance. While in this stance, you can use your reaction to make a melee weapon attack with your spear against a creature who moves at least 5 feet while staying within your reach.
Protective Aegis
Starting at 7th level, you learn to use your shield with your brethren and protect them. As an action on your turn, if you are wielding a shield, you can create a shimmering barrier. All allied creatures within 5 feet of you cannot have an AC less than your AC, regardless of what armor they are wearing. The barrier lasts for 1 minute. Creatures lose this benefit if they move farther than 5 feet of you or until you end the feature early as a bonus action.
Storm God's Favor
At 10th level, you feel the blessing of the storm god. You have resistance to lightning damage.
Additionally, you gain the ability to transform your spear into a bolt of lightning. Once per turn , you can use an action on your turn to make a ranged weapon attack to throw your spear. The spear strikes like a bolt of lightning, and deals an additional 2d8 lightning damage on a hit. Hit or miss, each creature within 10 feet of the target, other than the target itself, must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or take 2d8 lightning damage, or half damage on a success, as the lightning arcs to them. The spear than immediately returns to your hand.
You can use this feature three times, and regain all expended uses you finish a long rest.
Tactical Flanking
Starting at 15th level, you utilize tactics which give you the upper hand in combat, focusing enemies who are paying more attention to your allies. Whenever a creature attacks one of your allies or forces one of your allies to make a saving throw within 5 feet of it, you have advantage on attack rolls against that creature until the end of your next turn as long as that ally is still within 5 feet of it.
Blessing of the War God
At 18th level, your strength has gained the attention of the war god and has led to you receiving a powerful boon. You are always under the effects of the bless spell.
Monk
Way of the Dragon
Dragons are natural beings which ki, just like you. By following the way of the dragon, can emulate features of dragons by consciously attuning your ki in the same way they do subconsciously. As dragons are widely respected for their strength, you feel as if following them will raise your rank in the order of the universe.
Body of the Dragon
When you choose this tradition at 3rd level, your body manifests draconic features. Your hands transform into claws and scales form over your body. Your unarmed strikes deal slashing damage. Whenever you hit a creature with an unarmed strike, you can expend 2 ki points to roll an additional martial arts damage die. It deals your choice of acid, cold, fire, poison, or lightning damage.
Whenever you take acid, cold, fire, poison, or lightning damage, as long as you aren't wearing armor, you can use your reaction and spend 2 ki points to shift your scales of the corresponding dragon's color, giving you resistance to that damage until the end of the turn.
Ki Breath
At 6th level, you gain the ability to focus your ki into your throat, and unleash a devastating breath weapon of energy. As an action, you can spend 3 ki points to unleash a 15-foot cone. Each creature within the cone must make a Dexterity saving throw against your ki save DC, taking 3d6 of your choice of acid, cold, fire, poison, or lightning damage on a failed save, or half as much damage on a successful save.
When you use this feature, you can spend any number of extra ki points. The damage increases by 1d6 per ki point spent this way.
One With the Dragon
Starting at 11th level, you can control your draconic features. You can use an action to transform yourself, either to a humanoid form, or your true, draconic form. You can still use features which use your dragon form in your human form, however doing so will immediately revert that feature to your draconic form. For example deal extra damage with Body of the Dragon will reveal your claws but not your scales, and gaining resistance to a damage type with that feature will reveal you scales but not your claws.
Additionally, you can cause your draconic form to appear monstrous as a free action. While it appears this way, you have advantage on Intimidation checks.
Wyrm Wings
At 17th level, you grow a pair of large dragon wings. As long as you aren't wearing armor, you have a 60-foot fly speed. Additionally, whenever you take the disengage action, you heavily flap your wings. Creatures of huge size or less within 5 feet of you must make a Dexterity saving throw against your ki save DC or be knocked prone. These wings can be hidden by your One With the Dragon feature.
Way of the Lycanthrope
Fist of the Werebeast
When you choose this tradition at 3rd level, choose a beast to gain some of the attributes of. Whenever you use Flurry of Blows, those attacks are enhanced with an aspect of the animal. They deal slashing damage instead of bludgeoning, and add your Strength modifier to the damage, in addition to the Dexterity or Strength modifier you already add.
Beastial Instincts
At 6th level, you are always on high alert for threats, and can react clearly when they occur. You gain the following benefits.
Alerting Call. When you see a hostile creature, you can instantly let out a call: a growl, song, howl, or anything similar based on your chosen animal. All friendly creatures that can hear the call instantly recognize it as you, know your location, and can't be surprised by that creature.
Sense Danger. When initiative is rolled and you are surprised, you can spend 1 ki points to not be surprised.
Hybrid Form
At 11th level, you have extremely quick reflexes as parts of your body, specifically your legs, become more animalistic in nature. Whenever you make a Dexterity check or saving throw, you can spend 1 ki points to give yourself advantage on the roll.
You body also starts to show some of the traits of your chosen animal: longer, sharper nails, thicker body hair, rougher skin, slit eyes, different shaped teeth, or anything else that fits your chosen animal.
Ki Fueled Shifting
At 17th level, you gain the ability to fully shapeshift into a lycanthrope, using your ki to fuel the form. Your body shifts into an animalistic one, gaining claws, hooves, teeth, fur, tusks, a tail, scales, or whatever else would come with your chosen animal. As an action, you can transform and gain the following features.
- Your Unarmored Defense AC equals 13 + your Dexterity modifier + your Wisdom modifier.
- Your unarmed attacks deal slashing damage and add your Strength modifier to the damage rolls, in addition to the Dexterity or Strength modifier you already add.
- Your movement speed is increased by 15 feet, and your jump distance is doubled.
- You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered.
- You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- At the end of each of your turns, you can expend 1 ki point. If you don't or can't expend a ki point, the transformation ends.
You can spend up to 20 ki points on this feature. When you would spend your 21st ki on this feature, you revert to your normal form and you cannot activate this feature again until you finish a long rest. The ki limit on this transformation also resets with a long rest.
Remember to Homebrew Responsibly
While Homebrew is fun, not all Homebrew is balanced or fits the flavor of your Dungeon Master's world. Make sure to ask your Dungeon Master if Homebrew is allowed, and double check the specific Homebrew you want to use with your Dungeon Master to get the okay before making your character or multiclassing.
Paladin
Oath of the Far Realm
Tenets of the Far Realm
- Seek Ancient Knowledge. One must learn the truth about all that is forgotten.
- Control the Unnecessary. Those who cannot help you with their skills must be used as tools and thralls.
- Open the Third Eye. In order to see the truth, one must learn to see beyond their senses.
The Far Realm Spells
| Paladin Level | Spells |
|---|---|
| 3rd | arms of hadar, dissonant whispers |
| 5th | detect thoughts, mind spike |
| 9th | hunger of hadar, hypnotic pattern |
| 13th | compulsion, evard's black tentacles |
| 17th | modify memory, synaptic static |
Channel Divinity: Forbidden Sight
You can use your Channel Divinity to show a creature horrifying sights of the eldritch gods and far realm. As an action you can force target creature you can see within 30 feet of you to succeed on a Wisdom saving throw or be are inflicted with short-term madness.
Channel Divinity: Extract Thoughts
You can use your Channel Divinity to steal knowledge from a creature. As an action, you can touch the mind of an incapacitated creature within 5 feet of you. You learn one secret or memory that they know, as determined by the DM, as well as one of your choice from the following: one saving throw score, the target's armor class, or one damage resistance, immunity, or vulnerability.
Aura of Mind-Touching
Starting at 7th level, you passively touch and control the mind of those around you. You and friendly creatures within 10 feet of you can communicate telepathically whether or not they have a common language. These creatures cannot have its thoughts read or emotions sensed telepathically by non-friendly creatures.
At 18th level, the range of this aura increases to 30 feet.
Control Thrall
Starting at 15th level, you can influence the mind of a creature. You can use your action to touch an incapacitated creature with a CR equal to or lower than your paladin level. It must make a Wisdom saving throw. On a failure, that creature awakens as Thrall and it follows your commands to the best of its abilities. The creature remains a Thrall until you deal damage to it, it dies, or you create a new Thrall. It can repeat the Wisdom saving throw every hour. When this feature ends, the creature realizes you controlled it and it becomes hostile toward you.
Once you successfully create a thrall, you can't use it again until you finish a long rest.
Vessel of the Old Ones
At 20th level, you can allow a great old one to temporarily inhabit your body, twisting your own form into one of eldritch horror. You can use your action to gain the following benefits for 1 minute:
- Your creature type changes to aberration.
- You are immune to psychic damage.
- You gain true sight out to a range of 60 feet.
- Tentacles sprout from your body. As a bonus action, you can attempt to grapple a creature within 15 feet of you. If you succeed, the creature takes 3d10 psychic damage. If you roll a natural 20 on your Strength (Athletics) check and succeed, the target is stunned until the end of its next turn.
Once you do this, you can't do so again until you finish a long rest.
Oath of the Giant
A giant is a strong, noble creature. More ancient and greater than humans, a paladin who devotes themself to becoming like this ascended being strives for strength and resilience. The giant Ordning must be followed, even as a humanoid fitting in, and it is the first step for ascension into giantkin.
Tenets of the Giant
- Gain the Might of Giants. A giantkin is the pinnacle of a mortal's power. Achieving even a fraction of their power will allow you to rise above the competition.
- Fit Into the Ordning. There is ranking within giantkin, called the Ordning. It is extraordinarily taboo to break this order. You will be placed into your Ordning and you will follow it.
- Tower Over Those Below You. Once you are placed into the Ordning, even if ceremonially, those below you, both other giants and less beings, are pointless beings meant only to serve and please you. Assert your dominance.
The Giant Spells
| Paladin Level | Spells |
|---|---|
| 3rd | armor of agathys, heroism |
| 5th | enlarge/reduce, warding wind |
| 9th | major image, thunder step |
| 13th | guardian of faith, stoneskin |
| 17th | bigby's hand, immolation |
Channel Divinity: Giant Strength
You can use your Channel Divinity to enhance your strength. As a bonus action you can gain advantage on all Strength checks for the next 10 minutes.
Channel Divinity: Enforce the Ordning
You can use your Channel Divinity to force creatures who are below you to take their place. As an action you can force all humanoids within 30 feet to make a Wisdom saving throw. On a failure, a creature falls prone as it grovels at your feet.
Giant Ordning
At 3rd level when you choose this oath, pick from Hill, Stone, Frost, Fire, Cloud, or Storm Giant. Some features you gain at later levels will give different effects based on your Ordning.
Additionally, you can read, write, and speak Giant.
Aura of Emanating Rank
Starting at 7th level, you release the pure force of your Ordning around you.
Hill. You constantly push creatures around, and at the end of each of your turns, each creature of your choice within 10 feet of you must make a Strength saving throw or be pushed to the edge of your aura.
Stone. The ground around you is rougher, and the area within 10 feet of you is difficult terrain.
Frost. The air temperature around you is reduced drastically, the movement speed of hostile creatures within 10 feet of you is reduced by 10 feet.
Fire. You let out extraordinary heat and any enemy that ends its turn within 10 feet of you take fire damage equal to your Charisma modifier.
Cloud. Wind whips around you constantly, and whenever a ranged weapon attack targets you or a friendly creature within 10 feet of you, it is made at disadvantage.
Storm. Lightning arcs between creatures near what you hit. Whenever you hit a creature with a melee weapon attack, another hostile creature of you choice within 10 feet of you takes lightning damage equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Boon of the Ordning
At 15th level, your devotion to giantkin infuses you with a boon from your Ordning.
Hill. Your hit point maximum increases by 20 and increases by 1 again whenever you gain a level in this class.
Stone. Your base is AC of 13 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony appearance. You can wear a shield and still gain this benefit.
Frost. Whenever you cast a spell, you gain temporary hit points equal to the spell level as ice crusts over your body. If the spell gives you temporary hit points, the temporary hit points from this feature are added to the spells.
Fire. Your body is scalding to the touch. Whenever a creature touches you or hits you with a melee weapon attack, that creature takes fire damage equal to your Charisma modifier.
Cloud. Whenever you take the dash action on your turn, a cloud appears below you and you hover 5 feet above the ground until the end of your turn.
Storm. Once per turn, when you take the attack action, you can replace one of your attacks by making a ranged weapon attack with a bolt of lightning. It has a range of 120 feet, uses your Charisma modifier for its attack and damage roles, and you are proficient in it. It deals 2d8 + your Charisma modifier lightning damage on a hit. You can divine smite on lightning bolt attacks from this feature.
Might of the Giant
At 20th level, you can fill your body with the strength of a giantkin and gain ultimate power. You can use your action to gain the following benefits for 1 minute:
- Your size becomes huge unless your are already bigger.
- Your Strength score increases by your Charisma modifier, up to a maximum of 30.
- Your current hit points and your hit point maximum both increase by 20.
- Everything you are carrying and wearing also increases in size. The reach of your melee attacks increases by 5 feet.
Once you do this, you can't do so again until you finish a long rest.
Oath of the Inferno
Tenets of Inferno
- Burn All in Your Path. Nothing stands in the way of a raging flame.
- Purify in Flames. Fire burns indiscriminately, only those who are unpure will suffer.
- Warm those in Need. Fire is a tool and provides shelter. Lend your hand to those who deserve its gifts.
Inferno Spells
| Paladin Level | Spells |
|---|---|
| 3rd | burning hands, hellish rebuke |
| 5th | flaming sphere, scorching ray |
| 9th | fireball, protection from energy |
| 13th | fire shield, wall of fire |
| 17th | flame strike, immolation |
Channel Divinity: Flaming Smite
You can use your Channel Divinity to surround your weapon with flames. Whenever you use your Divine Smite feature, you can increase the damage die of the smite to a d10 instead of a d8. It deals fire damage instead of radiant. The target must make a Constitution saving throw. On a failure, they take 1d8 fire damage at the start of each of its turns for 1 minute. The creature can use an action to put out the fire early.
Channel Divinity: Warm the Heart
You can use your Channel Divinity to help those who cannot harness it. As an action, you can make a number of creatures equal to your Charisma modifier immune to the effects of extreme heat and extreme cold, as described in the Dungeon Master's Guide, for 1 hour.
Aura of Flames
Starting at 7th level, an enemy that starts its turn within 10 feet of you or enter within 10 feet of you for the first time on a turn take fire damage equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Spark the Soul
Starting at 15th level, your soul burns so brightly it sears those who see it. As an action on your turn you can release a flash of brilliant light, and each creature within 20 feet of you must succeed on a Constitution saving throw or be blinded for 1 minute. Creatures who fail can remake this save at the end of each of its turns to end the effect early.
Once you use this ability, you can't use it again until you finish a long rest.
Avatar of Fire
At 20th level, your body is wreathed in fire and you burn like a beacon. You can use your action to gain the following benefits for 1 minute:
- You are immune to fire damage.
- The damage from your Aura of Flames is increased to your Paladin level + your Charisma modifier.
- Your Divine Smites deal fire damage. If you use your Channel Divinity: Flaming Smite while under this effect, the damage die is increased to a d12, rather than a d10.
- Whenever you roll fire damage, you can reroll any of the dice once.
Once you do this, you can't do so again until you finish a long rest.
Ranger
Deathstalker
Deathstalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Deathstalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
| 3rd | false life |
| 5th | darkness |
| 9th | speak with dead |
| 13th | shadow of moil |
| 17th | negative energy flood |
Death Blow
At 3rd level, you are a master of the killing blow. When you hit a creature with a weapon attack, you can deal bonus necrotic damage equal to your ranger level to the target. If this damage kills the target, you gain temporary hit points equal to your ranger level.
Once you use this feature, you can't use it again until you finish a short or long rest.
Killer Instincts
At 3rd level, your mind is attuned to death. You are good at avoiding it yourself, and can recognize different causes of it in others. You gain proficiency in the Investigation and Survival skills if you don't already have them.
You have advantage on checks determining the cause or time of death of a corpse you can touch.
Shadowy Body
Starting at 7th level, shadows have started to seep into your body and make you whole as if you were one. You don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
Additionally, if you are missing a limb, while in darkness or dim light, shadows take its shape, and you can still use the limb as normal.
Night Crawler
At 11th level, your skills in the darkness are unparalleled, as if you were the darkness itself. You can see normally through magical and nonmagical darkness to a range of 120 feet.
Additionally, while in darkness or dim-light, you can use a bonus action to become invisible until you make an attack or cast a spell or enter bright light.
Cloak of the Revenant
At 15th level, your soul is corrupted enough that you are nearly indistinguishable from an undead revenant. Your skin is ghastly and pale. Your type is undead in addition to being your race's type. You are immune to effects that turn undead. At the start of your turn, you regain a number of hit points equal to your Wisdom modifier as long as you aren't incapacitated. When your body is destroyed, your soul lingers. After 24 hours, your soul inhabits and animates another humanoid corpse on the same plane of existence and you regain all of your hit points. You keep all your stats and class levels, only racial abilities changing if the new body is a different race from your previous one. While your soul is bodiless, a wish spell can be used to force your soul to go to the afterlife and not return.
Witch Hunter
Witch Hunter Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the With Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger Level | Spells |
|---|---|
| 3rd | detect evil and good |
| 5th | branding smite |
| 9th | counterspell |
| 13th | arcane eye |
| 17th | dispel evil and good |
Hunter's Brand
Starting at 3rd level, you are able to mark a creature's psyche with your presence. As a bonus action, target creature you can see within 60 feet takes psychic damage equal to your Wisdom modifier. For the next minute, they cannot hide from you, being unable to see the creature doesn't impose disadvantage on your attack rolls against it, and it has disadvantage on saving throws it makes to maintain concentration on spells.
Once you use this feature, you can't use it again until you finish a short or long rest.
Find Heresy
At 3rd level, you are trained in detecting and finding witches, cultists, and other heretics. You gain proficiency in the Arcana and Religion skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Witch Slayer
At 7th level, your practice lets you capitalize on your prey shifting their attention to cast a spell. After a creature under the effects of your Hunter's Brand casts a spell, you can use your reaction to make a weapon attack against them.
Out of Mind's Eye
Starting at 11th level, you are good at concealing yourself from magics that would allow your prey to get an advantage on you. You are immune to magic that allows other creatures to read your thoughts or sense your emotions and divination spells. You have advantage on saving throws against effects that possess you.
Manabinding Shot
At 15th level, you can enhance one of your weapons with a mystic force that can cancel out magic. As a bonus action, touch one of your weapons. The next time you hit an attack with that weapon or a piece of ammunition fired by that weapon, the target must make a Constitution saving throw. Succeed or fail, the target takes bonus damage equal to your Ranger level. On a failure, they cannot cast spells for 1 minute. They can remake this save at the end of each of their turns to try to end the effect early.
You can use this feature a number of times equal to your Wisdom modifier. You regain expended uses when you finish a long rest.
Rogue
Infiltrator
Spies are a key part of any military expedition. You need to know what the enemy is planning and the amount of forces, or what weaponry they have, in order to reliably win. Being a spy takes a lot of training, discipline, and skill. Embarking on the path of becoming a spy means you must be able to stay out of the spotlight, follow orders, and manage a network.
Master of Disguise
At 3rd level, you gain the skills necessary to blend into the environment you are infiltrating. You gain proficiency in disguise kits and forgery kits if you don't already have it, and you can add double your proficiency bonus to ability checks using those tools.
Additionally, you gain proficiency with one tool, instrument, or gaming set of your choice. Create a disguise associated with that proficiency: establish the name, age, job, status, and other details. While you are disguised as this character, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.
Blend In
Starting at 3rd level, you are skilled in acting naturally and not bringing attention to yourself. If you are in clothing: Common, Costume, Fine, or Traveler's; you have advantage on Charisma (Deception) checks made to conceal your identity and true intentions.
Black Bag Job
At 9th level, you are incredible at gathering info from inside dangerous locations. You have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks made while you are inside an enemy's house, headquarters, base, or otherwise dangerous location.
Master of Cryptology
At 13th level, you learn to create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to 2x your proficiency bonus + your Intelligence modifier), or they use magic to decipher it.
Additionally, if you spend a long rest looking at ciphered documents instead of sleeping, you can decipher them. You still gain the benefits of a long rest other than relieving a level of exhaustion by doing this, but suffer 1 level of exhaustion.
Spymaster
At 17th level, you are such a master of your craft that you can lead your allies perfectly. At the end of a long rest, if you spend 10 minutes explaining your plans; friendly creatures who heard you get advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks until the start of its next long rest.
Additionally, you are the center of a network of informants. You can designate a number of creatures equal to your Intelligence modifier (minimum of 1). These creatures are capable of casting the Sending spell once per long rest, only with you as the target. Intelligence is their spellcasting modifier for this spell.
Shadow
The Darkness
At 3rd level, you can manipulate darkness around you to your advantage. You can cast the darkness spell a number of times equal to your Charisma modifier without needing to concentrate on it.
Additionally, while in the dark, you can mask your voice and appearance in the shadows. You have advantage on Charisma (Deception) and Charisma (Intimidation) checks while in dim light or darkness.
Blades of Shadow
Starting at 3rd level, you can flare your weapon with shadowy energy when used in your domain. When you deal sneak attack damage while in dim light or darkness, you can change the damage die to a d8. If you do, it deals necrotic damage instead of your weapon's damage die.
You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.
Shadowy Travel
Starting at 9th level, you can step into a shadow and move around. While in dim light or darkness, you can spend an action to enter the shadow. While in the shadow, you are immune to damage and cannot be targeted. While in the shadow, you can move within it as if it was difficult terrain, can move through other creature's spaces, and are considered hidden. You can't take any actions other than using an action to leave the shadow, appearing in the an unoccupied space of your choice within 5 feet.
If you enter bright light or are in a shadow for longer than a number of minutes equal to your rogue level, you are instantly ejected from the shadow, appearing in the nearest unoccupied space (chosen at random if more than one space is equally near).
Once you use this feature, you can't use it again until you finish a long rest.
Umbral Walker
At 13th level, as you walk in shadows, your body fits to match. While in dim light or darkness, you can use an action to turn invisible. Anything you are wearing or carrying is invisible as long as it is on your person. You are invisible until you attack or cast a spell, ,drop it as a bonus action, or enter bright light.
Amorphous Form
At 17th level, your body is one with the shadows. You can move through other creatures spaces and end your turn in them. You can move through a space as narrow as 1 inch wide without squeezing. You have resistance to bludgeoning, slashing, and piercing damage from nonmagical attacks.
Sorcerer
Mechanus Planetouched
The plane of Mechanus is one of law and order. It is a lawful neutral plane where everything is average. Nothing is spectacular, yet nothing is horrid. A piece of this plane touches your soul, either through interaction with a Modron or Primus himself, and you are just like it: Average, organized, bland, and lawful.
| d6 | Quirk |
|---|---|
| 1 | You go to bed at a set time and sleep for a set amount, unless woken. |
| 2 | You follow strict routines and disrupting these patterns irritates you. |
| 3 | You like having an even number of everything you own, and are uncomfortable otherwise. |
| 4 | You dislike meeting new people without cutting out someone you previously knew. |
| 5 | You like flat surfaces and dislike round shapes. |
| 6 | You speak in a monotone fashion. |
Law of Averages
Starting at 1st level, the touch of Mechanus can shift your luck to the most average outcome. Whenever you miss an attack or fail an ability check or saving throw, you can turn your roll into a 10 instead in an attempt to succeed.
Once you use this feature, you can't use it again until you finish a short or long rest.
Ultimate Apathy
At 6th level, you find it difficult to find passion and finding an identity for yourself. Instead you start to act as a drone, and find yourself easy to blend in. You are unremarkable and do not draw attention to yourself. People tend to pass over you and assume you incapable, for better or for worse.
Additionally, whenever you are forced to make a saving throw against a charm or frighten effect, you can spend 2 sorcery points (no action required) to give yourself advantage on the save.
Perfectly Balanced
At 14th level, you gain the ability to balance yourself, as all things should be. As an action when you have fewer than half of your hit points remaining, you can set your current hit points to half your maximum, rounded up. Additionally, if any of your ability scores are below 10, either naturally or by being reduced, they become 10 for the next hour.
Once you use this feature, you can't use it again until you finish a long rest.
Total Order
At 18th level, you gain the ability to return order to the world. When someone messes up the balance of the plane, usually by using magic, it triggers something inside of you that wants to correct this issue. You know the dispel magic spell and it doesn't count against the number of sorcerer spells you can learn. You can use sorcery points to empower it. Whenever you cast dispel magic you can cast it at one spell level higher than the spell slot you used to cast it per 2 sorcery points you spend.
Secondhand Magic
People ask you all the time where you discovered you could do magic. You always have a different story about how your grandfather was a fey, or how you were kidnapped by changelings as a child, or how a terrible curse was laid on the first born of your mother. The boring truth is that your father was a wizard, and magic tends to linger in the blood like an old stain in a carpet. Now you inherited a few tricks of your own.
Heirloom Spell
Starting at 1st level, one of your parent's spells is etched into your mind like a spellbook. You learn one Wizard cantrip of your choice. It counts as a Sorcerer spell for you, and doesn't count against the total number of cantrips you can know.
Arcane Bond
Also at 1st level, your magic is still based on your kin's studying, and you believe you must study to refine it. You can spend an hour bonding with a wizard's spellbook. Wizard spellbooks typically don't contain cantrips. This can be done over a short or long rest. If you do so, you can cast any spells from the book at base level as if you knew them. They are Sorcerer spells for you. When you cast a spell from the book, you may spend 1 sorcery point per spell slot level above the base level to cast it using that spell slot. You can only cast spells of a level that you have sorcerer spell slots for. You must be holding the book and able to read the spell in order to cast it. You cannot add spells or create your own spellbook like a wizard can.
You can only be bonded to one spellbook at a time. Bonding to a different spellbook breaks your bond to the first book.
Fruitless Studying
Starting at 6th level, your pointless studying of magic has started to come in handy. The wizard upbringing you received has led you to believe your magic comes from the books you read and scrolls you accumulate. While this is not the case, it is not a worthless endeavor. Your are proficient in the Arcana skill. Your proficiency bonus is doubled for any Arcana check you make.
You are a much faster reader and learner because of your practice. You can read at twice the speed of a common, educated person and you can accurately recall anything you have read within the past year.
Altered Weave
At 14th level, your understanding of the weave is almost that of a master wizard, and is far greater than most sorcerers. Because of this, you can manipulate spells to your advantage. Whenever you cast a spell that deals damage, you may change its shape. Expend a number of sorcery points equal to the spell level. You can change its shape to a 15-foot cone or 30-foot line radiating from yourself, or a 15-foot radius sphere or 10-foot length cube surrounding a point you can see within 60 feet of you. If its a spell attack, it instead requires a Dexterity saving throw from each creature within the area, which deals half damage and on a successful save.
Personal Creation
Starting at 18th level, you have gained the power to create your own, albeit weak, spell. The spell is a Sorcerer spell of 3rd level. Choose a damaging spell of 3rd level or lower, its base attributes are that of when the spell is cast using a third level spell slot. You may alter any of the following aspects of it to your liking. Its name, school of magic, flavor, and damage type. You may also change other parts if it fits the criteria. If it requires a saving throw, you may change the type of save it requires. If it causes a condition, you may change it to another condition from the following list: blinded, charmed, deafened, frightened, paralyzed or poisoned. The spell takes 8 hours to master and learn, which cannot be done over a long rest. Once you create a spell using this feature, you can't create another until you gain a level in this class, for a total of three personal spells.
An example spell is included below, using ray of sickness as the base.
Adrie's Lightning Python
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A python made of lightning strikes towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 lightning damage and must make a Strength saving throw. On a failed save, it is also paralyzed until the end of your next turn as the electrical snake wraps itself around the target and squeezes.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Vampiric Bloodline
| d6 | Quirk |
|---|---|
| 1 | Direct sunlight makes your skin itchy. |
| 2 | You have an irrational fear of running water. |
| 3 | You dislike entering buildings without the owner's permission. |
| 4 | Your skin is almost translucently pale. |
| 5 | The taste of raw meat is appealing to you. |
| 6 | Your reflection appears transparent in mirrors. |
Vampiric Senses
At 1st level, your affinity with vampiric darkness improves your vision in its domain of night. You have darkvision with a range of 120 feet.
Additionally, the presence of fresh blood catches your nose, and you can sniff it out for feeding. As an action, you can locate your prey. Until the end of your next turn, you know the location of any creature other than constructs, elementals, or undead within 60 feet of you that is not behind total cover. You know the type of any being you sense, but not its identity (the humanoid Baba Lysaga, for instance).
You can use this feature a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses.
Retractable Fangs
Also at 1st level, your canine teeth start to become very long and sharp. Soon you realize you can retract them into your jaw as not to cut yourself. If the fangs sink into another creature, you can drain some of their blood, and the consumption of such fuels your magic. You can use an action to extend you fangs and make a melee weapon attack with them, which you are considered proficient in and add your Charisma modifier to attack and damage rolls and deal 2d6 piercing damage on a hit. Starting at 2nd level, you regain 2 expended sorcery points on a hit. The damage increases by 1d6 and the number of sorcery points regained increases by 1 at 5th, 11th, and 17th levels; for 3d6 and 3 sorcery points, 4d6 and 4 sorcery points, and 5d6 and 5 sorcery points respectively.
Once you use this feature, your fangs automatically retract into your mouth and you can't extend them again until you finish a short or long rest.
Misty Escape
At 6th level, you gain the ability to shift into a cloud of mist when threatened by death. When you are reduced to 0 hit points, you can use your reaction and spend 3 sorcery points to transform into a cloud of mist and set yourself to 1 hit point instead. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage. You return to your normal form after 1 minute or if you end this feature early as a bonus action.
Once you use this feature, you can't use it again until you finish a long rest.
Vampiric Charm
At 14th level, you gain the ability to beguile mortals and gain their trust, through more magical means. As an action, you can target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw or be charmed by the you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can. Each time you or your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until your are knocked unconscious, die, are on a different plane of existence than the target, or take a bonus action to end the effect.
Once you charm a creature this way, you can't do so again until you finish a long rest.
Form of the Archvampire
At 18th level, you are so in tune with your vampiric heritage, you can transform yourself using dark magics, achieving the form of an archvampire. You grow in size, you muscles bulge, large claws grow on your hands and your face gains a bat-like snout. Your skin becomes tough and leathery, and bat wings form under your arms. As an action you can gain the following features for 10 minute.
- Your type is undead.
- Your size becomes large unless you are already bigger.
- You gain a 30 foot fly speed.
- You regain 20 hit points at the start of each of your turns as long as you aren't in sunlight or running water.
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you have immunity to necrotic damage.
- You can use an action to make two unarmed attacks with your claws, which you are considered proficient in and add your Charisma modifier to attack and damage rolls and deal 2d12 slashing damage on a hit.
- Your fangs don't retract after a bite, and you can use your Retractable Fangs any number of times for the duration, however you can only regain sorcery points from it once.
- You take 20 acid damage if you end your turn in running water, and you take 20 radiant damage when you start your turn in sunlight. While in sunlight, you have disadvantage on attack rolls and ability checks.
- You can't gain the benefits of a short or long rest while in this form.
For every 2 gallons of fresh, humanoid blood you drink while in this form (for reference, the average humanoid has 1.5 gallons of blood in their body), you can extend the duration of this transformation by 10 minutes, up to a maximum of 10 x your sorcerer level minutes.
Once you use this feature, you can't use it again until you finish a long rest.
Warlock
The Leviathan
The Leviathan is usually disregarded as a folktale or a horror story spread to keep inexperienced sailors and merchants off the aquatic trade routes. However, a myriad of gigantic beings lurk beneath the depths of the ocean, preying on ships and other aquatic beings as well. Pacts with these beings are usually made out of fear and urgency, as a drowning sailor may agree to a pact to survive the immediate problem. Warlocks in this pact typically roam the seas looting and destroying ships, and their patrons grant them skills and power to do so.
Beings who fit this description can be powerful Aboleths, Dragon Turtles, Krakens, Marids, or Sea Serpents.
The Leviathan Expanded Spells
The Leviathan lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | ensnaring strike, fog cloud |
| 2nd | blur, warding wind |
| 3rd | wall of water, water breathing |
| 4th | control water, watery sphere |
| 5th | dominate person, maelstrom |
Corsair of the Depths
Starting at 1st level, your patron gifts you the skills to travel their domain. You can breathe underwater, and you gain a swimming speed equal to your walking speed. Your body is covered in scales, and while you are wearing no armor and not wielding a shield, your AC equals 13 + your Charisma modifier.
Additionally, you are proficient with Scimitars, Tridents, and Nets. You can read, write, and speak Aquan.
Watery Grasp
Starting at 6th level, you can manipulate water around you to pull your enemies closer to you. You can use your bonus action to send out a tendril of water that wraps around a creature you can see within 30 feet. That creature must make a Dexterity saving throw. The target take 3d8 cold damage and are pulled up to 30 feet towards you on a failed save, or half damage and no pull on a success.
If you use this feature underwater, you summon a riptide that crashes into the creature instead. The target take 4d8 bludgeoning damage and are pulled up to 30 feet towards you on a failed save, or half damage and pulled up to 15 feet a success.
Once you use this feature, you can't use it again until you finish a short or long rest.
Eldritch Diver
Starting at 10th level, you become accustomed to the dark, cold, and crushing depths of the ocean. You have resistance to cold damage. Additionally, while you are underwater, you ignore any of the drawbacks caused by a deep, underwater environments, you gain darkvision out to a range of 120 feet, and you always know which direction is up.
Watery Grave
Starting at 14th level, your patron grants you power capable of capsizing even the greatest of ships with the gift of a portal to their domain, housing one of their most powerful minions. You can use your action to summon an 5-foot-deep, 40-foot radius whirlpool centered around any point within 120 feet of you. The point must be on ground or in a body of water. The area is difficult terrain. Any creature other than yourself that starts its turn there must make a Strength saving throw. Creatures take 4d8 bludgeoning damage and 2d8 cold damage and are pulled 20 feet toward the center on a failed save, or half damage and no pull on a success. The center is a 5-foot radius surrounding the chosen point. Any creature other than yourself that ends its turn in the center is grappled (Escape DC 20) as a monster from the depths grab them through a portal in the center. While grappled in this way, a creature is restrained. The whirlpool lasts for 1 minute.
Once you use this feature, you can't use it again until
you finish a long rest.
The Lord of Rot
A warlock's patron usually rules over interplanar affairs, yet some turn to more domestic occurences. The Lord of Rot is focused not on the soul, nor the mind, but the body. The Lord of Rot gains power from decay, as insectoid and worm servants transfer the nutrients and energy to them. Warlocks who make pacts with the Lord of Rot are known for defiling graveyards, as a fresh kill is of less interest to the Lord of Rot.
The Lord of Rot can be any being of that domain, be it a fallen fey, a powerful worm that walks, god of death, or demon of rot or disease such as Baalzebul or Zuggtmoy. The Lord of Rot always has control over decay and cares about nothing more than satiating itself with the bodies of rotting dead.
Lord of Rot Expanded Spells
The Lord of Rot lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | detect poison and disease, ray of sickness |
| 2nd | melf's acid arrow, protection from poison |
| 3rd | feign death, stinking cloud |
| 4th | giant insect, vitriolic sphere |
| 5th | contagion, insect plague |
One With Rot
At 1st level, your patron grants you the ability to communicate with their servants. You gain the ability to comprehend and verbally communicate with insects, myconids, worms, and other similar creatures connected with rot. The knowledge and awareness of many of these is limited by its intelligence, but at minimum, they can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day.
Infect Self
Starting at 1st level, you can bring disease and rot onto yourself for your benefit. After you finish a long rest, you can choose a disease you have been infected with in the past. If you do, you are infected with that disease. You gain a number of temporary hit points equal to 5 times your warlock level. When the temporary hit points are depleted or disappear, you are no longer infected with the disease.
Skittering Reproach
Starting at 6th level, insects and maggots take home under your flesh. When you take damage from a melee weapon attack, you can use you reaction to have centipedes and cockroaches crawl out of the wound and swarm the attacker. That creature must make a constitution saving throw. On a failure, they are poisoned for 1 minute and take 4d4 piercing damage as the insects bite its flesh. On a success, they take half as much damage and are not poisoned. Either way, they cannot take reactions until the end of its next turn as they beat the insects off its skin.
Once you use this feature, you can't use it again until you finish a short or long rest.
Disease Riddled
Starting at 10th level, you are a walking plague and you can transfer diseases you are infected with to other targets. As an action, make a melee spell attack against a creature within 5 feet of you. On a hit, the target is forced to make a Constitution saving throw. On a failure, they are infected with one of the diseases you were infected by, and you are no longer infected by it. On a success, they are not infected.
Once you successfully infect a creature using this feature, you can't use it again until you finish a short or long rest.
Spreader of Decay
Starting at 14th level, your body generates new diseases, parasites, and viruses that never previously existed, making them extraordinarily potent and nearly unresistible. Whenever you deal damage to a creature, you can have that creature make a Constitution Saving Throw. On a failure, they are infected with a disease of your choice from the following:
Heart Rot: Whenever the infected creature takes damage, they make a Constitution Saving Throw. On a failure, its maximum hit points are reduced by that much until cured.
Mind Worms: Whenever the infected creature targets you with a spell or attack, they must make a Wisdom Saving Throw. On a failure, they target themselves instead.
Blood Plague: Whenever the infected creature would be healed, they must make a Constitution Saving Throw. On a failure, they take that much damage instead.
Once you infect a creature with a disease, you can not infect another until you finish a long rest.
The Tactician
A warlock who dedicates themself to honing their mind often will make a pact with a being whose domain is tactics. They always know what the enemy will do, and have measures put in place to prevent and counter those steps. A tactician warlock thrives as a leader or an advisor, and should not be trifled with. Common tactician patrons include the Red Knight or powerful Nighthaunts.
The Tactician Expanded Spells
The Tactician lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | heroism, longstrider |
| 2nd | enhance ability, find traps |
| 3rd | catnap, clairvoyance |
| 4th | arcane eye, greater invisibility |
| 5th | passwall, rary's telepathic bond |
Extraordinary Mind
Starting at 1st level, your own wit and study, not your ability to connect or inspire is what intrigued your patron. you replace use your Intelligence modifier instead of your Charisma modifier when using your warlock features. This includes your spellcasting ability for pact magic and eldritch invocations.
Additionally, you replace your proficiency in Charisma saving throws with Intelligence saving throws. You gain proficiency in cartographer's tools and navigator's tools.
Tactical Maneuver
At 1st level, you can deploy a maneuver to help your team. You gain a number of maneuver die which are d6s equal to your Intelligence modifier. You can use your reaction to perform one of the following maneuvers when a trigger occurs. You regain all d6s when you finish a short or long rest.
- Coup De Grace. When an ally within 30 feet of you deals damage to a creature, you can expend a maneuver die and add twice your roll to its roll.
- Lay an Ambush. When an ally within 30 feet of you attempts to hide, you can expend a maneuver die and add your roll to its roll. You can do this before or after they roll.
- Never Expected It. When an ally within 30 feet of you rolls a skill check, you can expend a maneuver die and add your roll to its roll. You can do this before or after they roll but before the DM says if the check succeeded or failed.
- Tactical Retreat. When an ally within 30 feet of you is targeted by an attack of opportunity, you can expend a maneuver die and add your roll to your ally's AC until the end of the turn.
- Take the Hit. When an ally within 30 feet of you is hit with an attack, you can roll a maneuver die and have another willing creature within 5 feet of the ally switch places with them, taking the attack instead. The original ally gains temporary hit points equal to what you rolled.
Battle Positions
At 6th level, you gain the ability to get everyone in the proper location for combat, as every piece of the puzzle matters. You can use your action to teleport yourself and a number of willing creatures up to your Intelligence modifier to an unoccupied space and the closest unoccupied spaces to it that you can see within 30 feet of you. That space must be on the ground or on a floor.
Once you use this feature, you can't use it again until you finish a long rest.
One Step Ahead
Starting at 10th level, you are always ahead of your opponents. You have advantage on Intelligence and Charisma checks made to determine what a creature is doing or mask your own intentions. You are immune to magic and abilities that allows other creatures to read your thoughts and emotions or determine whether you are lying.
Additionally, your tactical maneuver die becomes a d8.
Master Plan
Starting at 14th level, your master plans are nearly infallible. If you see something about to go awry, you already have a countermeasure in place. The range of all your tactical maneuvers increases to 60 feet.
Additionally, whenever a creature within 60 feet of you fails on a saving throw, ability check, or misses with an attack, you can make them succeed or hit instead.
Once you use this feature, you can't use it again until you finish a short or long rest.
Wizard
School of Nature
Natural Magic
At 2nd level, you start dabbling in nature magic. You gain two cantrips of your choice from the druid spell list. For you, these cantrips count as wizard cantrips.
Additionally, when you gain this feature and whenever you gain a level in this class, you can choose two spells of 1st level or higher of a level you have wizard spell slots for from the druid spell list, and add them to your wizard spell list. You do not know these spells, however you can learn them and add them into your spellbook as if they were a wizard spell.
Grasping Vines
Starting at 2nd level, you can use your magic to touch into the ground and summon vines. As a bonus action, you can summon a vine from the ground in an unoccupied space within 30 feet of you. It whips out at a creature within 5 feet of it. That creature must make a Strength saving throw or be grappled (escape DC equal to your spellcasting DC). On subsequent turns, as long as the vine isn't currently grappling anyone, you can use a bonus action to move it up to 10 feet and make another creature within its reach make the save. The vine lasts for 1 minute.
You can use this feature a number of times equal to your Intelligence modifier. If you have multiple vines at once, you can control them all with 1 bonus action. You regain expended uses when you finish a long rest.
Nature Touched
At 6th level, the natural magic you call upon seeps into your body. Your skin turns green, your hair shifts to look more like leaves, and your nails become more like claws. You ignore difficult terrain caused by plants or overgrowth and have advantage on saving throws against being poisoned.
Stronger Connection
Starting at 10th level, your connection to the earthly magic improves the strength of your vines. When you use your Grasping Vines feature, the vine's reach is increased by 5 feet. Creatures grappled by them are restrained, and at the start of that creature's turn they take 2d6 slashing damage as thorns scrape into their skin.
Friend of Nature
At 14th level, you have the ability to grow a spirit to aid you. As an action, you can summon a treant. The treant disappears when it drops to 0 hit points or after 1 hour.
The treant is friendly to you and your companions for the duration. Roll initiative for it, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as it doesn't violate its alignment. If you don't issue any commands to the treant, it defends itself from hostile creatures but otherwise takes no actions.
Once you use this feature, you can't use it again until you finish a long rest.
School of the True Name
Anything and everything has a true name that shifts as it changes. Knowing the name of the wind does not give you indefinite control over wind. It gives temporary control over the local breeze. The true name of a creature is similar. As a wizard who specializes in learning these names, you know how to gain this information and gain control and protection.
Comprehend Names
At 2nd level, you gain the knowledge needed to learn somethings true name. You learn two languages of your choice. Additionally, whenever you learn a true name, you are able to recognize it as a true name and what is belongs too.
Whispers on the Wind
Starting at 2nd level, you are able to keep a keen ear out for names floating around you. As a bonus action, you can enter a stance that listens to the wind. You must concentrate on this stance, as if concentrating on a spell, up to a maximum of 1 minute. At the start of your turn, roll 1d4. On a 4, you hear a true name of something on the following chart. Once you learn a name, you leave this stance and control the element for 10 minutes, before its true name shifts with its form.
| d4 | Name | Possible Abilities |
|---|---|---|
| 1 | Wind | Strong breezes, temperature changes |
| 2 | Stone | Throw rocks, sinkholes, burying |
| 3 | Fire | Control flames, burn creatures |
| 4 | Rain | Torrential rainfall, hail, snow, fog |
Once you learn an elements true name, you can command it as an action. Unfortunately, as the name was heard on the wind, you do not know fully what you can do with it. Describe what you wish the element to do, and roll percentile dice. If you roll a number equal to or lower than your wizard level, you successfully control the element. The DM chooses the mechanical strength of what you try to do with your control.
Once you learn a true name using this feature, you can't use it again until you finish a short or long rest.
Tell Me a Secret
At 6th level, you gain the ability to trick creatures into giving you information that may help you discover their true name. Through your cunning and innocent questioning, you can gain an advantage. If you have been talking to a humanoid for at least 10 minutes, you can force it to make a Charisma saving throw. On a successful save, it becomes suspicious and has advantage on subsequent saves against this feature. On a failure, it gives you a fraction of its true name. A fraction lasts in your memory until you complete the full name. After gathering 4 fractions of a true name, you are able to put together their true name. If you do, you are under the effects of the protection from evil and good spell, excet it only functions against that creature, regardless of its type. This effect lasts until something influential enough to change its true name happens to the target, as decided by the DM.
Matrix of Names
Starting at 10th level, you are not only able to remember and learn more true names at once, you also start to write them down. Whenever you learn a true name, it appears in mystic text in your Spellbook. It stays there until the true name changes. If a true name stays in your spell book, you can choose to use it instead of rolling d4s when you use your Whispers on the Wind feature. The DM decides if the name has disappeared or not when you check your spellbook.
Additionally, whenever you use your Whispers on the Wind feature and hear a true name, you can continue to concentrate on the feature, learning new true names which you also control for the duration, rerolling true names you have already heard. You drop concentration when you learn 4 different true names.
Forceful Extraction
Also at 14th level, you gain the ability to forcefully probe a creatures mind and draw out their true name. By touching your hands on the temples of an incapacitated creature, you can look deep into their mind and learn info they might not even be aware of, most importantly: their true name. As an action, you can touch an incapacitated creature and expend a spell slot of any level. If the creature's CR is less than or equal to the spell slot level, you learn its true name. If the creature's CR is higher, make an ability check using your intelligence modifier. The DC equals 10 + creature's CR. On a successful save, you learn its true name. The creature instantly is no longer incapacitated, and you have full control over it, as if under the effects of the dominate monster spell, except a creature immune to the charmed condition is still effected by this. The target can make a Wisdom saving throw at the end of each of its turns in addition to whenever it takes damage. On a success, it shifts its true name slightly and you lose control. The creature will become hostile if it wasn't already, and it is immune to having its true name read for the next year unless it willingly gives it to you.
Once you learn a true name with this feature, you can't use it again until you finish a long rest.
Name Mastery
At 14th level, you are a master of names. You exactly know what a true name belongs to when you hear it, and exactly the limitations of that true name's power. Whenever you use your Whispers on the Wind feature to control an element, you always successfully control it.
Optional Features
Pact Boons
At 3rd level when you choose your Pact Boon feature, the following option is available to you.
Pact of the Tool
When you gain this feature choose an artisan's tool. You gain proficiency with it if you don't have it already. You gain a bonus to checks made using that tool. The bonus equals your Charisma modifier. After you finish a long rest, you can switch the artisan's tool you chose with a different one.
Additionally, you can spend 1 minute to summon an eldritch pact tool. The pact tool stays in your possession until you summon a new one or change the type of artisan's tool. It works exactly the same as a mundane version of the tool kit except you can use shadowy energy and magic instead of materials. Whenever you use your pact tool to create or altar something, you do not need any materials that would cost 5 gold or less.
Eldritch Invocations
Aggressive Dismantling
Prerequisites: 7th level, Pact of the Tool
You can use your action to stab your pact tool into any nonmagical object and instantly shatter it. The object must be no larger than 15 foot in any dimension. This feature doesn't work against any item that is being worn or carried by someone other than you.
Captain's Ship
Prerequisites: 17th level, The Leviathan Patron
You gain the ability to conjure a massive, spectral ship. Choose a point on water within 120 feet of you. A ghost ship appears centered on that point. The ship is 100 feet long and 30 feet wide, and is incorporeal. You and any number of creatures of your choice can walk on and inside it. It is staffed with a spectral crew, who fulfill all the tasks of sailing a ship. They obey your commands, and the boat can sail along the water at the speed of a normal ship, however it cannot be damaged and is always considered heavily obscured. The boat can travel through objects such as rocks and other ships as long as it is still on water at least 20 feet deep, and you or any non spectral creatures on the ship cannot travel through the objects.
Crashing Wave
Prerequisites: 5th level, The Leviathan Patron
You can cast tidal wave once using a warlock spell slot. You can't do so again until you finish a long rest.
Eldritch Repair
Prerequisites: Pact of the Tool
You can use your action to instantly repair any nonmagical item that is no larger than 1 foot in any dimension. It cannot recreate specific designs such as keys or writing on parchment, however the more pieces of the object present the more accurate it is. You must be able to touch it with your pact tools in order to do so.
Kraken Grasp
Prerequisites: 7th level, The Leviathan Patron
You can cast evard's black tentacles once using a warlock spell slot. You can't do so again until you finish a long rest.
Legs of the Centipede
Prerequisites: 13th level, The Lord of Rot Patron
You are always under the effects of the spider climb spell.
Rotting Gas
Prerequisites: 9th level, The Lord of Rot Patron
You can cast cloudkill once using a warlock spell slot. You can't do so again until you finish a long rest.
Runic Infusions
Prerequisites: 11th level, Pact of the Tool
Your patron imparts on you the knowledge of eldritch runes which you can use the empower items.
Whenever you finish a long rest, you can touch a nonmagical object with your pact tool and imbue it with one of the eldritch runes, turning it into a magic item. An rune works on only certain kinds of objects, as specified in the rune's description. All runes require attunement, and you can do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide). Creatures of your choice can infuse to the item as well.
Your rune remains in an item indefinitely, but when you die, the rune vanishes after a number of days have passed equal to your Charisma modifier (minimum of 1 day).
You can only imbue a rune to one nonmagical object at the end of a long rest. You must touch each of the object. If you try to imbue a rune to another item, the previous rune immediately ends, and then the new rune applies.
Whenever you infuse a rune to an item, choose one of the following effects.
- Rune of Dark Flight. The cloak this rune is imbued to gives you a 30 foot fly speed.
- Rune of the Elemental Lords. The armor or shield this rune is imbued to gives you resistance to your choice of acid, cold, fire, lighting, or thunder damage.
- Rune of Mysticism. The arcane focus this rune is imbued to gives you a +2 to your spell attack bonus and spell save DC when you cast your warlock spells using it.
- Rune of Potency. The armor, shield, or weapon this is rune is imbued to becomes a +2 magical item.
Tactician's Tools
Prerequisites: The Tactician Patron, Pact of the Tool
You can now choose a gaming set instead of an artisan's tool to become your pact tool. You can use the pact gaming set to plan out your tactics beforehand. As a bonus action on your turn you can give a creature that can hear you within 30 feet of you one of your maneuver dice. That creature can use a reaction to expend it to perform any of the maneuvers you can, targeting themselves. If they do not expend it within 10 minutes, the die is lost.
Subclass Features
Path of the Brawler Barbarian
Ultimate Knock Out
At 14th level, you can choose this feature instead of Macho Champion. You can channel your rage into an extremely mighty blow, made to win any fight. While raging, you can use an action to make an unarmed attack against a creature. If you hit, the creature must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), taking force damage equal to its maximum hit points on a failure, or half damage on a success.
Once you hit a creature with an attack using this feature, you can't use it again until you finish a long rest.
College of the Abyss Bard
Mantle of the Demon Prince Extended
If you wish, you can roll a 1d10 instead of a 1d4 when you use your Mantle of the Demon Prince feature, using the following options.
- 1) Mantle of Baphomet. You grow a pair of horns out of your head. You can use an action to make a melee weapon attack with the horns, which you are considered proficient in and add your Charisma modifier to attack and damage rolls and deal 3d6 piercing damage on a hit. If you move at least 10 feet in a straight line towards a target and then hit it with a horn attack on the same turn, the target takes an extra 2d8 piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 ft. away and knocked prone.
- 2) Mantle of Dagon. Your sprout some of Dagon's horrid tentacles. The number of tentacles equals your Charisma modifier (minimum of 1). You can use an action to make a melee weapon attack with the tentacle, which has a reach of 15 feet, you are considered proficient in and add your Charisma modifier to attack rolls. If you hit, you grapple the creature (Escape DC = your Spellcasting DC). While grappled this way, the creature is restrained. You can only have one creature grappled per tentacle at a time.
- 3) Mantle of Demogorgon. Whenever you cast a spell that targets only one creature and doesn't have a range of self, you can choose a second target as well. As a bonus action, you can expend one bardic inspiration die to inspire two people.
- 4) Mantle of Eltab. You gain the ability to step back into The Hidden Layer through a demoncyst. As an action on your turn, you can banish yourself to this realm of the Abyss. You can return to your original location at anytime as a bonus action. When this feature ends, if you are still in the Hidden Layer, you instantly return to your original location.
- 5) Mantle of Fraz-Urb'luu. You take the illusory form of any medium humanoid creature you desire. The changes wrought by this effect hold up to physical inspection. For example, if you made yourself look like you had a tail, it would feel as if you did, but you could not use it. Additionally you gain true sight to a range of 10 feet.
- 6) Mantle of Graz'zt. Your body is filled with magic focusing on seduction and guile. You can spend a spell slot to cast any enchantment spell of that slot level or less. It counts as a Bard spell for you.
- 7) Mantle of Kostchtchie. You are filled with the cursed frenzy of the Prince of Wrath. As a bonus action on your turn, you can enter a rage. While raged, your weapon attacks deal additional damage equal to your Charisma modifier (minimum of 1). You have resistance to nonmagical bludgeoning, slashing, and piercing damage, but are vulnerable to psychic damage.
- 8) Mantle of Juiblex. You gain the ability to squeeze through spaces as small as 1 inch. Whenever a creature starts its turn within 10 feet of you, in must succeed on a Constitution saving throw or be poisoned until the start of your next turn.
- 9) Mantle of Orcus. You sprout a pair of ghastly wings. You have a 60 foot flying speed, and count as an undead for the sake of features and spells.
- 10) Mantle of Yeenoghu. You summon a number of Giant Hyenas (MM 326) equal to your Charisma modifier (minimum of 1). The hyenas are friendly to you and your companions. Roll initiative for them as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Feats
Decisive Critical
You know how to aim for the weak points. Whenever you score a critical hit with a weapon attack, it deals additional damage equal to your proficiency bonus.
Enchantment Master
Prerequisites: The ability to cast at least one enchantment spell
Your experience using enchantment spells allow you use it to a greater extent. You gain the following benefits:
- Whenever you cast an enchantment spell that forces a saving throw, the spell save DC is increased by 2.
- Creatures cannot be immune to charm effects from your enchantment spells.
- When the effects of an enchantment spell you cast wear off of a creature, they don't realize you cast a spell on or charmed them.
Iron Belly
Prerequisites: Dwarf
Your dwarven blood makes you an avid drink chugger with a high tolerance. You gain the following benefits:
- You can drink a potion as a bonus action.
- It takes twice the amount of alcohol to make you drunk.
- You have advantage on all saving throws against things that you drink.
Items
Mundane Items
Coroner's Tools
Artisan Tool, 5 gp, 15 lb.
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Coroner's tools allow you to perform autopsies on bodies.
Components. Coroner's tools consist of a pair of shears, two knives, a chisel, pliers, a scalpel, a ruler, and a saw.
Nature. Your expertise aids you in mapping out a body and knowing what lays beyond what your eye can see.
Investigation. You gain additional insight when investigating injured parts of a corpse.
Perception. You can spot irregularities and injuries in the body.
| Activity | DC |
|---|---|
| Perform autopsy | 10 |
| Determine cause of death | 15 |
Shamanic Talisman
Common item, 4 gp.
A small, cotton or leather doll or carved wooden symbol of an animal or ancestor. A shaman can use a shamanic talisman as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or attach it to their staff.
Magic Items
Crystal Falchion
Martial Weapon (longsword), Melee Weapon, Major, Rare (requires attunement)
The curved longsword is made out of sturdy gems. This magic weapon grants a +1 bonus on attack and damage rolls made with it. Its edge is extraordinarily sharp from the cut gems, and whenever you attack a creature and roll a 20 on the attack roll, it takes an additional 7 (2d6) damage of a type depending on the gem it is made of. Acid for pearls, cold for sapphire, fire for ruby, lightning for quartz, poison for emerald, radiant for diamonds, or thunder for amethyst.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Gauntlet of Helm
Wondrous Item, Major, Legendary (requires attunement by a creature of a lawful good alignment)
The heavy iron gauntlet is affixed with the design of an eye, completing the symbol of Helm. While wearing this gauntlet, you have +5 to your initiative, cannot be surprised, and have advantage on saving throws against charm or frighten effects.
If you have received a boon from Helm (DMG p231), this gauntlet also functions as a Gauntlet of Ogre Power (DMG 171).
Mantle of the Raven Queen
Wondrous Item, Major, Very Rare (requires attunement)
This black cloak is made out of pitch black raven feathers, and is adorned with a silver icon of the raven queen on each of the clasps near the shoulders. While wearing it, you can use a bonus action to transform it into a pair of massive raven wings, granting you a 60 foot fly speed. You can have the wings for up to 6 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The wings regain all hours of flying capacity at dawn.
If you have received a boon from the Raven Queen (DMG p231), this cloak also functions as a Cloak of Protection (DMG p159).
Mystra's Third Eye
Wondrous Item, Major, Legendary (requires attunement by a creature with the spellcasting or pact magic features)
This wondrous gem is affixed to the forehead of the wearer, where it magically bonds. It shines a brilliant blue, creating a star of Mystra when activated. Your spell save DC and spell attack bonus each increase by 2.
When you attune to the gem, choose a number of spells equal to your spellcasting ability modifier (minimum of 1). These spells can be from any class's spell list and can be of any level.
The gem has 10 charges. You can use an action to expend 1 or more of its charges to cast one of the chosen spells from it at base level, using your spell save DC and spellcasting ability modifier. The number of charges spent equals the level of the chosen spell.
If you have received a boon from Mystra (DMG p231), this gem acts as a Stone of Good Luck (DMG p205).
Ring of Marriage
Wondrous Item, Minor, Uncommon
This ring has a twin ring which was created along side it, which has the same feature. When within 30 feet of each other both rings will glow a dim white color. While wearing this ring, you are permanently under the effects of the Wedding feature of the ceremony spell. You only gain the benefits if a different creature is wearing the twin ring within 30 feet of you.
Trident of Blackwater Depths
Martial Weapon (trident), Melee Weapon, Major, Very Rare (requires attunement)
This trident is made out of coral and other natural materials found in the deepest depths of the ocean. This magic weapon grants a +2 bonus to attack and damage rolls made with it. While holding it, you can breathe underwater, you have a swimming speed of 60 feet.
When you attack with this weapon, you can launch a watery version of the trident out of the spearheads. Make a ranged weapon attack with the weapon, as if you threw the weapon. This attack deals an additional 1d6 cold damage.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Uto'k'th, Blade of Ancient Ones
Martial Weapon (greatsword), Melee Weapon, Artifact (requires attunement)
Uto'k'th is forged out of the metal of some long destroyed planet. The face of the blade shimmers like a night sky with sparkling stars, twinkling and dying. Segmented metal tentacles wrap around the pommel, hilt, and guard, almost squirming with ancient intent.
A sentient (chaotic evil) greatsword, Uto'k'th is capable of speech in Deep Speech. This magic weapon grants a +3 bonus on attack and damage rolls made with it. When it deals damage to a creature, they are shown forbidden images of ancient gods, and take an additional 2d12 psychic damage.
Dregs of Insanity. Uto'k'th calls upon ancient imagery to infest the mind of its targets. Whenever you hit a creature with this blade, you can force them to make a DC 21 Wisdom saving throw. On a failure, they are inflicted with short-term madness. You can use this feature 3 times. Charges reset at dawn.
Thought Feeder. Uto'k'th feeds on the thoughts of its victims. Whenever you reduce a creature to 0 hit points with this weapon, it links into their brainwaves and intercepts all memories it can. If Uto'k'th holds you in high favor, it may share some of its feast with you.
Spells. Uto'k'th has 6 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast thought shield (2 charges), detect thoughts (3 charges), or modify memory (6 charges). Each night at midnight, Uto'k'th regains 1d6 expended charges.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Zagronata the Scythe of Oblivion
Martial Weapon (halberd), Melee Weapon, Artifact (requires attunement by a creature of an evil alignment)
Zagronata is an ancient scythe crafted by an unknown being residing in an outer plane. It could have been a devil in the Nine Hells, or a demon in the Abyss, or even a god in Limbo or Pandemonium. All that is known is that it has existed throughout all of the material plane's existence. The scythe has a large, dark blade on top of a twisted metal haft. The center of the blade glows with sickly green energy.
This magic weapon grants a +3 bonus on attack and damage rolls made with it. It has 10 charges, which are expended using different features. It regains all expended charges at dawn.
Sickly Fire. Zagronata glows with infernal fire, which can be released. Whenever you hit a creature with an attack with this weapon, you can spend 1 charge to do an additional 4d6 fire damage.
Darken Brand. Harnessing the energy within, you can mark a creature with a brand. As a bonus action, you can expend 3 charges to brand target creature within 60 feet of you. While branded this way, the creature cannot regain hit points in any way. The brand lasts for 24 hours.
See Oblivion. Zagronata holds forbidden power within it. As an action, you can expend 7 charges to cast the foresight spell targeting yourself. Until the spell ends, you are afflicted with long-term madness.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Optional Rules
Surfaces
After a spell is cast or an ability is used, it can leave a surface on the floor, if it states it does. These surfaces have different effects and can hinder or benefit anyone who stands in them. They're use to add some dynamic gameplay to the battlefield. Hovering creatures ignore surfaces. If a surface is added on top of a surface of the same type, their size adds together.
Benign Surfaces
Blood
A pool of blood left on the ground can be caused by any sort of blood-oriented spell or even from hitting someone with an axe. Whenever a creature that isn't a construct or undead dies, it can leave a pool of blood depending on its size. The pool does nothing by itself, but can be electrified, evaporated, or frozen.
Water
A pool of water seems relatively harmless when left behind by a spell. Water surfaces last for 10 turns before evaporating. A water surface washes away acid, poison and oil surfaces it overlaps with. Water surfaces are typically benign on their own but can be electrified, evaporated, or frozen.
Harmful Surfaces
Acid
A pool of acid on the ground melts those who touch it. Any a creature starts its turn in or enters an acid surface for the first time on a turn must make a DC 15 Constitution saving throw. On a failure, it takes 2d4 acid damage, and the AC of any nonmagical armor it is wearing is permanently reduced by 1.
Electrified Liquid
Electrified liquid, which can be caused either through certain lightning spells or applying lightning damage to a pool of blood or water, forces any creature that starts its turn in or enters an electrified pool for the first time on a turn to must make a DC 15 Constitution saving throw. On a failure, it takes 2d4 lightning damage and are stunned until the start of their next turn. Electrified liquid lasts for 3 rounds before returning to a benign liquid.
Fire
Fire sizzles on the ground, licking the feet of those who walk past. Any creature that starts its turn in or enters a fire surface for the first time on a turn must make a DC 15 Dexterity saving throw. On a failure, it takes 3d6 fire damage. Applying an oil or poison surface to a fire surface causes it to explode as mentioned in their respective surface types. A fire surface lasts for 5 rounds before disappearing.
Ice
Ice encrusts the ground, making a slippery surface. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it must make a DC 10 Dexterity saving throw for every 5 feet it travels. On a failure, it falls prone. Ice can be created by dealing cold damage to a blood or water surface. Ice lasts until it is damaged with fire, where it transforms into a water surface, even if it was a blood surface before being frozen.
Oil
Sticky oil covers the ground. The area becomes difficult terrain for the duration. If an oil surface is hit with a fire spell, it will explode forcing all creatures within the surface to make a DC 15 Dexterity saving throw, dealing 4d6 fire damage on a failure. When a construct dies, it can leave an oil surface depending on its size. It then transforms into a fire surface.
Poison
Poison bubbles noxious fumes towards all nearby. Any creature that starts its turn in or enters a poison surface for the first time on a turn must make a DC 15 Constitution saving throw. On a failure, it takes 1d4 poison damage and is poisoned until the end of their next turn. If a poison surface is hit with a fire spell, it will explode forcing all creatures within the surface to make a DC 15 Dexterity saving throw, dealing 4d6 fire damage on a failure. It then transforms into a fire surface.
Clouds
Clouds can also be created by spells or surfaces interacting with each other. Clouds work the same way as surfaces, except they are in the air and can be removed with any sort of wind spell.
Benign Clouds
Blood Cloud
Any creature standing in a blood cloud cannot speak. Blood clouds are created when a fire surface is covered in blood, or when a blood surface is hit with fire. Blood clouds last for 3 rounds before dissipating.
Smoke
Any creature standing in a smoke cloud is heavily obscured. Smoke is created when a fire surface or fire cloud naturally disappears. Smoke lasts for 3 rounds before dissipating.
Steam
Any creature standing in a smoke cloud is blinded. Steam is created when a fire surface or fire cloud is covered in water, or when a water surface is hit with fire. Steam lasts for 3 rounds before dissipating. Steam will put out any fire surfaces it overlaps with.
Harmful Clouds
Electrified Cloud
Electrified cloud, which can be caused either through certain lightning spells or applying lightning damage to a blood cloud or steam, forces any creature that starts its turn in or enters an electrified cloud for the first time on a turn to must make a DC 15 Constitution saving throw. On a failure, it takes 2d4 lightning damage and are stunned until the start of their next turn. All electrified clouds also apply the effects of the original steam or blood cloud. Electrified clouds lasts for 3 rounds before dissipating.
Fire Cloud
A fire cloud scorches all who walk through it. Any creature that starts its turn in or enters an fire cloud for the first time on a turn, they must make a DC 15 Dexterity saving throw. On a failure, it takes 3d6 fire damage. A fire cloud lasts for 5 rounds before disappearing.
Poison Cloud
A cloud of poisonous gas sits in the air. Any creature that starts its turn in or enters a poison cloud for the first time on a turn must make a DC 15 Constitution saving throw. On a failure, it takes 3d4 poison damage and is poisoned until the end of their next turn. If a poison cloud is hit with a fire spell, it will explode forcing all creatures within the surface to make a DC 15 Dexterity saving throw, dealing 4d8 fire damage on a failure. It then transforms into a fire cloud. Otherwise, poison clouds last for 3 turns before disappearing.
Altered Spells
Some spells from 5e are altered below to include these surface mechanics. Spells are organized by level, than alphabetically.
1st Level
Chaos Bolt
Chaos bolt leaves a surface depending on the random element it rolled at the ground beneath the target creature on a hit. If it leaps to another creature, it leaves another surface beneath them. All surfaces created by chaos bolt are a 5-foot radius.
| Damage Type | Surface |
|---|---|
| Acid | Acid Surface |
| Cold | Ice Surface |
| Fire | Fire Surface |
| Force | Oil Surface |
| Lightning | Electrified Water |
| Poison | Poison Surface |
| Psychic | Blood Surface |
| Thunder | Electrified Water |
Chromatic Orb
Chromatic orb leaves a surface depending on the chosen element in a 5-foot radius underneath the target on a hit.
| Damage Type | Surface |
|---|---|
| Acid | Acid Surface |
| Cold | Ice Surface |
| Fire | Fire Surface |
| Lightning | Electrified Water |
| Poison | Poison Surface |
| Thunder | Electrified Water |
Earth Tremor
Earth tremor leaves a 5-foot radius oil surface underneath each other creature in the radius.
Ice Knife
Ice knife leaves a 5-foot radius ice surface underneath it when it explodes.
Witch Bolt
Whenever you deal damage with witch bolt, you can create a 5-foot radius electrified water surface under the target.
2nd Level
Aganazzar's Scorcher
Aganazzar's scorcher leaves a fire cloud in the line it hits.
Dragon's Breath
Dragon's breath leaves a surface depending on the chosen element in the cone is hits.
| Damage Type | Surface |
|---|---|
| Acid | Acid Surface |
| Cold | Ice Surface |
| Fire | Fire Surface |
| Lightning | Electrified Water |
| Poison | Poison Surface |
Flaming Sphere
Flaming sphere leaves a 5-foot radius fire surface underneath it at the end of each of your turns.
Snilloc's Snowball Swarm
Snilloc's snowball swarm leaves an 5-foot radius ice surface at the target point.
3rd Level
Call Lightning
Call lightning leaves a 5-foot radius electrified water surface at any point you target with a bolt.
Fireball
Fireball leaves a fire surface on the ground in the radius it hits.
Glyph of Warding
If you use the explosive runes feature of glyph of warding, it leaves a 20-foot radius surface depending on the chosen element.
| Damage Type | Surface |
|---|---|
| Acid | Acid Surface |
| Cold | Ice Surface |
| Fire | Fire Surface |
| Lightning | Electrified Water |
| Thunder | Electrified Water |
Lightning Bolt
Lightning bolt leaves electrified steam in the line that it hits.
Melf's Minute Meteors
Melf's minute meteors leaves a 5-foot radius fire surface at each point you target.
Thunder Step
Thunder step leaves a 5-foot radius electrified water surface at the start and end point of the spell. You do not have to make a saving throw to be stunned by this surface until you leave it for the first time.
Tidal Wave
Tidal wave leaves a water surface in the area on the ground that it hits.
4th Level
Ice Storm
Instead of turning the ground to difficult terrain, ice storm puts an ice surface on the area.
Storm Sphere
Storm sphere leaves a 20-foot radius electrified water surface underneath it. Whenever you hit a creature with a lightning bolt using this feature, it leaves a 5-foot radius electrified water surface underneath the target.
Vitriolic Sphere
Vitriolic sphere leaves a 20-foot radius acid surface in the area it explodes.
Wall of Fire
Wall of fire leaves a smoke cloud in its area after it disappears.
Watery Sphere
Watery sphere leaves a 5-foot water surface under it at the end of each of your turns.
5th Level
Cloudkill
Cloudkill acts like a poison cloud for the sake of interacting with other surfaces.
Cone of Cold
Cone of cold leaves an ice surface in the cone is hits.
Flame Strike
Flame strike leaves fire clouds in the area it hits.
Maelstrom
If cast on a point on the ground, maelstrom leaves a water surface in its area after disappearing.
6th Level
Chain Lightning
Chain lightning leaves a 5-foot radius electrified water surface under each target that fails the Dexterity saving throw.
Investiture of Flame
When creating a line of fire using investiture of flame, it leaves a fire surface in the line it hits.
Investiture of Ice
When creating a cone of cold using investiture of ice, it leaves an ice surface in the cone it hits.
Investiture of Wind
When creating a cube of wind using investiture of wind, it leaves an electrified steam cloud in the cube it hits.
Otiluke's Freezing Sphere
Otiluke's freezing sphere leaves an ice surface on any ground within the area of the radius it hits
7th Level
Delayed Blast Fireball
Delayed blast fireball leaves a fire surface in the radius of the explosion, after the bead is detonated.
Fire Storm
Fire storm leaves a fire cloud in the area of each square it hits.
Illusory Dragon
Illusory dragon leaves a surface depending on the chosen damage type in the cone is hits.
| Damage Type | Surface |
|---|---|
| Acid | Acid Surface |
| Cold | Ice Surface |
| Fire | Fire Cloud |
| Lightning | Electrified Steam Cloud |
| Necrotic | Blood Cloud |
| Poison | Poison Cloud |
Prismatic Spray
Prismatic spray leaves a surface depending on the color rolled in the cone it hits.
| Color | Surface |
|---|---|
| Red | Fire Surface |
| Orange | Acid Surface |
| Yellow | Electrified Water Surface |
| Green | Poison Surface |
| Blue | Ice Surface |
| Indigo | Oil Surface |
| Violet | No Surface |
8th Level
Incendiary Cloud
Incendiary cloud counts as a fire cloud for the sake of interacting with other surfaces.
Tsunami
Tsunami leaves a water surface in any area it moves through.
9th Level
Meteor Swarm
Meteor swarm leaves fire clouds in the area of each radius it hits.
Storm of Vengeance
Storm of vengeance leaves different surfaces depending on its round.
Round 2. Storm of vengeance leaves a 5-foot radius acid surface under each creature under the cloud.
Round 3. Storm of vengeance leaves a 5-foot radius electrified water surfaces under each creature struck by a lightning bolt.
Round 4. Storm of vengeance leaves a 5-foot radius ice surface under each creature under the cloud.
Rounds 5-10. The area counts as steam for the sake of interacting with other surfaces.
Art Credits
Cover Art
Avatar
Faith in Light by Mominur Rahman
Aeladori by Astri Lohne
Elemental Angel by Vlad Marica
Unlimited by Sandra Duchiewicz
Shaman
The Hunt by Sean Jun
Shaman from Paths: World of Adia
Shaman by Bob Kehl
Shaman from Defenders of Valhalla
Black Witch by Maximovich Ekaterina
The Shaman by NukeRooster
Totem Golem by Steve Prescott
Artificer
Abjurist: Quen Sign by Lorenzo Mastroianni
Barbarian
Path of the Brawler: Savage Punch by Wesley Burt
Path of the Plaguebearer Face off by Snook-8
Path of the Vessel: Corrupt Garrosh byericjlunn
Bard
College of the Abyss: Rakdos Trumpeter by Eric Deschamps
College of Law: Rules Lawyer by Sean Andrew Murray
Cleric
Sea Domain: Poseidon by Mathias Kollros
Titan Domain: Apollon by Dong geon Son
Druid
Circle of Balance Lyssa, the Fire Dancer by Tyler Walpole
Circle of the Deep Sea: Chaos Spawn by Ryan Barger
Circle of the Woods: Battletome Sylvaneth Cover by Mark Holmes
Fighter
Coastal Raider: The Viking Faction from For Honor by Remko Troost, Guillaume Menuel, and Andrew Im
Elemental Knight: Shiva from Granblue Fantasy
Hoplite: Battlewise Hoplite by Will Murai
Monk
Background: 镇魔曲 by Ming Fan
Way of the Dragon: Half Dragon by mmmegh
Way of the Lycanthrope: Werewolf by Endivinity
Paladin
Oath of the Far Realm: Phantom of the Yellow Shield from Tower of Saviors
Oath of the Inferno: Blaze Commando by James Ryman
Ranger
Deathstalker: Deathstalker Rexxar from Knights of the Frozen Throne
Witch Hunter: Witch Hunter by Chris Bourassa
Rogue
Infiltrator: Sharra Nirthanbei by RU-MOR
Shadow: Spectral Assassin by Josh Corpuz
Sorcerer
Secondhand Magic: Hel's Spellbook by Ulfrheim
Warlock
Leviathan: The Watercaster by Bryan Sola
Lord of Rot: Zuggtmoy by Richard Witters
The Tactician: Arman Akopian
Wizard
School of Nature: Overgrown Crystal by Petros Stefanidis
School of the True Name Parabatai Rune from Shadowhunters
Items
Mystra's Third Eye: SAGA by Astri Lohne
Surfaces
Fire Clouds: Burning Bastion by John Silva
The Prophecies
of AdrieSteia
I would like to thank all of my friends on Discord and everyone else who looked over these homebrews, helping me with concepts, flavor, balance, and playtesting. Without them these would not be close to as developed as they currently are.
I would also like to thank r/UnearthedArcana for the same reason, specifically in regards to the Shaman class, which they and u/TheArenaGuy ripped apart for the sake of balancing.
I hope you enjoyed this content, and have fun homebrewing!
The Prophecies of AdrieSteia made by AdrieSteia
“The Prophecies of AdrieSteia” is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was made and formatted using GMBinder, and the artwork was edited in photoshop, with the watercolor effects courtesty of Brusheezy's "Free Hi-Res Watercolor Photoshop Brushes."