The Strange Compendium

by stranger

Search GM Binder Visit User Profile
The Strange Compendium


























Welcome to Elsewhere

I am known simply as The Stranger. Welcome to my universe.

Elsewhere is a sprawling multiverse that, by its very laws of physics and Spacetime, is capable of encompassing anything and everything the mind can conceive.

I have, in my travels, encountered many truly amazing things. This compendium aims to share these findings with those whose paths it just so happens to cross.










About the Compendium

This book is designed for Dungeons and Dragons 5th edition and offers players and DMs additional homebrew options for use in their personal games.

PART 1

Elsewhere
Part 1 | Theosia

PART 2

Vesteria

PART 3

Theosia




























Theosia

A verdant land of deep, sprawling forests, vast deserts, and bottomless oceans, Theosia is a world full of mystery and wonder.

Theosia's history is separated by Ages - varying lengths of time determined by major events in the world. Much of history, however, is lost to time due to Cataclysms, world-changing events that often end or reshape the world as it is known.

This detailing of the world of Theosia, the Prime Meridian, shall contain information relevant to the beginning of the 24th Age, except where otherwise noted.

Age Name Years Lasted Cataclysm? Primary Features
1 Origin 1 x Creation of Theosia; violent terraforming storms.
2 Pilgrimage ~ 3.6 mil First life is created by Dreva.
3 Ascension ~ 1.4 mil x Gods & deities ascend from mortals.
4 Serenity ~ 5mil Civilization truly begins.
5 Prophecy 47 x Atypical number of true diviners.
6 Exile 23 Exile & killing of diviners after an undesirable prophecy came to pass.
7 Butchery 299 Mass murder of magic users.
8 Liberation 614 Mage uprising & freedom.
9 Antiquity 1242 Mass creation of powerful magical inventions.
10 Sovereignty 4608 Wars & mass-reestastablishment of countries & borders.
11 Greed 7811 x Early pre-industrial; wars over precious resources, ie gems & gold.
12 Broken Crowns 18 Secret order killing off royalty and sovereigns, causing wars of accusation.
13 Extinction ~1000 x Vast extinction of tons of creatures (dragons, mermaids, unicorns, etc).
14 Disgrace 181 Seemingly abandoned by the gods.
15 Vengeance 1846 Blight & revenge supposedly brought by the gods onto mortals.
16 Falling Stars 93 x Meteorites in mass. Some gods began reappearing.
17 Prosperity 3617 Relative peace and growth between most countries.
18 Invention 649 Renaissance, inventions, art; burgeoning golden age.
19 Wonders 69 True golden age.
20 Moonfall 1178 x Death and destruction of Erisyln, the smaller moon.
21 Leviathans 1400 Insatiable, fierce, unstoppable beasts rising up from unknown origin.
22 Hunger 3675 Mass starvation & disease.
23 Revitalization 417 Civilization finally restoring itself after Moonfall.
24 Waking Gods ? Old gods reborn, new gods ascending.

PART 4

Racial Options





































Player Race Options

Strange Races

There are some unique beings out there, far beyond the veils and laws of Spacetime. Here I have outlined a few of the most interesting I have encountered.

Starlings

Children of the Stars

Born of interstellar nurseries, Starlings are intelligent humanoid beings who are as mysterious as they are beautiful. Their physical appearances can vary wildly, with skin and eye tones ranging the gamut of unusual colors and may even be iridescent, metallic, marbled, or opalescent in property. Their eyes may have odd pupils or lack them entirely, and it is not uncommon to see unusual physical adaptations such as pointed or elongated ears or fingers, claws, or fangs.

Starlings capable of casting magic exhibit unique physical traits. When casting, a Starling's eyes often alight with gleaming gold or iridescent white, based on their solar or lunar nature, respectively. For some, even the mouth, nose, and hair may take on this glowing property. Some Starlings not capable of casting magic may find themselves with this glowing feature anyway when fits of strong emotions take them.

Cosmic Nature

Curious to a fault, when Starlings find themselves among civilization their first order of business is usually to seek out the nearest creature capable of understanding them and attempt to befriend them or otherwise understand them.

Starlings are typically friendly by default with rare exceptions, even among those whom have been flung violently across the cosmos for eons, and generally mean no harm until they are provoked. Once angered, however, a Starling is capable of violence as great as the universe itself.

Starlings who have newly arrived in civilization are often confused by the workings of mortals. As beings of pure chaos energy, they find laws and regulations strange and limiting and thus often find themselves in trouble due to lack of comprehension.

Among Strangers

Starlings may arrive on a planet through a variety of means, but the two most common are Landing or Being Found.

When an interstellar body is created in a cosmic nursery it is possible that that body will be imbued with life force, creating a Starling soul. This soul exists in that sun or moon until that body is destroyed, which effectively gives birth to a newborn Starling. When that body is destroyed, the newborn Starling is hurdled through space, appearing as a small asteroid.

A Starling may eventually impact with another interstellar body, landing on that body like a meteor impact. Alternatively, civilizations capable of space travel may find a lone, floating Starling while they are still hurdling through space.





























Starling Names

Unfamiliar with the gender, Starlings often choose names for themselves based on how much the sound of the name appeals to them. It is not uncommon for Starlings to be given names by those around them after they have arrived based on the local understanding of the cosmos and their names for cosmic entities. Starlings seldom take surnames on their own volition, but when they do it is usually do to feeling a close bond with those who would share that surname.

Examples. Nebula. Ester. Orion. Andromeda. Sol. Luna.

Starling Traits

Starlings are curious and clever, but are generally clueless about the worlds they reach from a common knowledge perspective.


  • Ability Score Increase. Your Wisdom score increases by 2.
  • Age. Starlings are quasi-immortals, but are highly susceptible to infectious diseases. A healthy Starling may live to be well over 1,000 years old, but most who land fall prey to a disease within 30 years of living there. Starlings reach physical maturity at approximately age 50.
  • Alignment. Starlings lean towards Chaotic alignments.
  • Size. Starlings can vary in size compared to mortals, but approximate around the size of humans. Your size is Medium.
  • Speed. Your base walking speed is 30 ft.
  • Darkvision. Your eyes are acclimated to the darkness of the wilderness, inherited by your hag mother. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your Darkvision can only perceive in shades of gray.


























  • Starling Magic. You gain the cantrip Dancing Lights. At 3rd level, you gain the spells Chaos Bolt and Comprehend Languages and can cast each once per Short Rest without material components. Wisdom is your spellcasting ability for these spells.
  • Third Eye. One physical adaptation that all Starlings have in common is a Third Eye. Located on their foreheads, this eye is invisible unless opened. While this eye is open, you have Advantage on Perception checks made to see.
  • Languages. You can speak, read, and write Common and Celestial.
  • Subrace. Choose between Solar or Lunar.

Solar


  • Ability Score Increase. Your Strength score increases by 1.
  • Solarsynthesis. While exposed to the sun, these Starlings have increased healing capabilities. While taking a Short Rest and exposed to direct sunlight, the minimum amount of Hit Points you can regain per Hit Dice expended equals your Wisdom modifier.

Lunar


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Lunarsynthesis. While exposed to the moon, these starlings have increased healing capabilities. While taking a Short Rest and exposed to direct moonlight, the minimum amount of Hit Points you can regain per Hit Dice expended equals your Wisdom modifier.








Half Hag

Walkers of the Wild

Born of a strange union between man and hag, these unusual children walk a thin line between both worlds. Most often raised by their hag mothers, it is uncommon to see them in civilized society, although occasionally they may be taken in by others.

Half Hags typically take after their mothers in appearance. They typically boast skin of rich natural shades, typically brown or green, with green or black hair that sometimes grows ivy, and their eyes are almost always a brilliant verdant shade of green.

Half Hag Names

Rarely born male, these half-blooded hags are almost always named by their mothers after plants.

Examples. Briar. Rose. Narcissa. Ivy. Belladonna. Gladiolus.

Half Hag Traits


  • Ability Score Increase. Your Wisdom score increases by 2. Your Charisma score increases by 1.
  • Age. Half Hags live longer than their human fathers, but not as long as their hag mothers. Half Hags reach maturity around age 18 and can live 110 to 130 years.
  • Alignment. Half Hags tend towards Chaotic alignments.
  • Size. Half Hags are similar to humans in size. Your size is Medium.
  • Darkvision. Your eyes are acclimated to the darkness of the wilderness, inherited by your hag mother. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your Darkvision can only perceive in shades of green.
  • Speed. Your base walking speed is 30 ft.
  • Green Lungs. You can breathe air and water.
  • Wild Child. You gain proficiency in Animal Handling.
  • Mimicry. You can mimic animal sounds and humanoid voices, to a limit. A creature that hears the sounds you make can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
  • Natural Claws. Your nails are elongated and tough, giving you a deadly natural weapon. You gain a Claw unarmed strike. This attack deals 1d8 slashing damage plus your Strength modifier. This damage goes up to 2d8 when you reach 10th level.
  • Illusory Appearance. You gain the spell Disguise Self and can cast it at will. Wisdom is your spellcasting ability for this spell.
  • Languages. You can speak, read, and write Common and Giant.

Gnomite

Born of the Fey

Exclusively the result of a Gnome mating with a Sprite, these small beings are inherently Feylike in nature. Due to this, their appearance may vary wildly from that of their parents, and odd coloration of hair, eyes, and skin is not unusual.

Gnomite Traits


  • Ability Score Increase. Your Dexterity score increases by 2. Your Intelligence score increases by 1.
  • Age. Your lifespan is not as long as your gnomish parent's, but not as short as your spritely parent's either. You reach maturity around age 20, and can live anywhere from 200 to 300 years.
  • Alignment. Gnomites can vary in alignment, but most often will inherit either the Chaotic nature of their spritely parent, the Good nature of their gnomish parent, or both.
  • Size. You can expect to grow anywhere between 2 and a half to 4 feet tall, and average around 30 to 60 pounds. Your size is Small.
  • Speed. Your base walking speed is 25 ft.
  • Sprite Weapon Training. You gain proficiency with the Longsword and Shortbow.
  • Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
  • Heart Sight. You can touch a creature and magically know the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
  • Spritely Wings. As an Action, you can cause transluscent fairy wings to sprout from your back. For 1 minute, you gain a Fly speed equal to your current Walking speed. These wings are too fragile to carry more than you plus your base carry weight. You regain the ability to use this feature on a Long Rest.
  • Languages. You can speak, read, and write Common, Gnomish, and Sylvan.

Half Dryad

Born of Fey Charms

The result of a Dryad taking a human lover, a Half Dryad inherits more from their Dryad mother than they do their human father. While they are most commonly born female, a rare male is possible.

Beautiful in a wild, unnatural way, Half Dryads are always shades of browns and greens in appearance. Their heads will sometimes sprout twigs, bark horns, or leaf growths, either in addition to or instead of hair. Their ears are elven, though are a bit thinner-skinned, and their blood is closer to brown than red.

Half Dryad Traits


  • Ability Score Increase. Your Charisma score increases by 2. Your Wisdom score increases by 1.
  • Age. You live longer than your human father, but not as long as your dryad mother. Half Dryads mature at the same rate as humans, and may live to be up to 300 years old.
  • Alignment. Most Half Dryad err towards a Neutral alignment.
  • Size. You are roughly the same size as a human. Your side is Medium.
  • Speed. Your base walking speed is 30 ft.
  • Charmproof. You have Advantage on saving throws against being charmed.
  • Tree Stride. As a Bonus Action, you can use 10 ft of your movement to magically step into one living tree within your reach and emerge from a second living tree within 60 ft of the first tree, appearing in an unoccupied space within 5 ft of the second tree. Both trees must be Large or bigger.
  • Fey Charm. As an Action, you can target one humanoid or beast that you can see within 30 ft of you. If the target can see you, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards you as a trusted friend to be heeded and protected. Although the target is not under your control, it takes your requests or actions in the most favorable way it can.

Each time you or your allies do anything harmful to the target, it can repeat its saving throw, ending the effect on a success. Otherwise, this ability lasts 1 hour, if you die, or you end the effect as a Bonus Action, or if either you or the target are on different planes of existence.

If a target succeeds its saving throw, it is immune to this ability for 24 hours. You can have no more than 1 creature charmed at a time, and can only use this ability once per Long Rest.


  • Languages. You can speak, read, and write Common, Elvish, and Sylvan.

Satyr

Heathens of the Feywild

Naturally curious and self-interested at best, Satyrs are seldom content to live simple lives at home. It is not uncommon for them to seek out adventure, but they do so out of self-interest, with goals that are often more personal than lofty. When a Satyr does go out to adventure, they are typically doing it in pursuit of new experiences, stories, or even material wealth.

A Satyr can be a boon to any adventuring party - provided their goals align with that of their companions.

Satyr Traits


  • Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.
  • Age. You live longer than mortals, but mature at the same rate as humans. Your average lifespan is 200 to 400 years.
  • Alignment. Satyrs are seldom of any alignment but Chaotic Neutral.
  • Size. You are around the same size as a human, though you may be shorter or taller. Your size is Medium.
  • Speed. Your base walking speed is 30 ft.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Hedonism. You have proficiency in one of these skills: Acrobatics, Deception, Persuasion, Performance, or Stealth.































  • Headbutt. Your horns are a natural weapon, and you can use them to make unarmed strikes. On a successful hit with your horns you deal 1d6 + your Strength modifier of bludgeoning damage.
  • Revelry. You gain proficiency in one Gaming Set or Musical Instrument of your choice.
  • Languages. You can speak, read, and write Common and Sylvan.
  • Subrace. Choose either Woodland, Seaside, or Mountainous.

Woodland

Woodland satyrs are the most common kind. They live amongst the trees and bushes, are a bit shorter than average, and have thick fur.


  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Seaside

Seaside satyrs often boast elaborate horns that resemble coral reefs, and often have seaweed or kelplike growths from their hair. Their features are paler than other satyrs.


  • Strong Swimmer. Despite your build not being made for swimming you have learned regardless. You gain a swim speed of 30 ft.

Mountainous

Mountain satyrs are taller and leaner than the rest of their cousins, and boast a small set of wings.


  • Feathered Wings. Your heritage grants you a set of small wings. These wings are only strong enough to carry your own body weight and up to your standard carrying capacity.



















Deep Space Seas

The neriaad are a proud race of humanoid aquatic folk who originally hail from a long-destroyed waterworld that, and as such are somewhat alien in appearance. At an unknown point in history, their planetoid was destroyed, and those who managed to flee during its destruction did so through vortexes that led to the Elemental Plane of Water, where they now reside.

Beautifully Alien

Although similar in some features to other underwater dwellers, the neriaad have their own unique traits. A neriaad does not grow hair on its body, although on their heads they do grow coral-like growths and, sometimes, tentacles. Their fleshy scale-skin ranges the entire spectrum of colors and often resembles that of an colorful coral reef.

Neriaad are often marked with vast variants in color, gradients, mottles, striations, and other patterns. It is incredibly rare to find any samples of this species which present with fewer than four distinct colors.




































Distant Travelers

The neriaad are known for their ability to endure even the furthest swims. A hardy people, they do not tire easily. As such, they make couriers, merchants, and body guards, although they are found across all professions.

Neriaad Traits


  • Ability Score Increase. Your Strength increases by 2.
  • Age. Aging slowly enough that some believe them related somehow related to coral, neriaad reach physical maturity at around 100 years old, and can expect to live to approximately 700 years if they do not succumb to disease.
  • Alignment. Neriaad vary greatly in their personal beliefs and convictions, and thus can be found in any alignment.
  • Size. Comparable to particularly tall humans, neriaad range from 6' to 7' in height and a healthy adult weighs on average 200 to 230 lbs. Your size is medium.
  • Darkvision. Your eyes are acclimated to even the darkest of underwater caverns. You can see in dim light within 60 ft of you as if it were bright light, and in darkness as if it were dim light. Your uniquely adapted eyes give you the ability to discern colors with your darkvision.
  • Amphibious. The neriaad can breathe air and water.
  • Speed. You are unaccustomed to walking on land. Your base walking speed is 20 ft. You have a swim speed of 35 ft.
  • Neriaad Weapon Training. You gain proficiency with Spears, Nets, and Tridents.
  • Neurotoxic Bite. Neriaad teeth are that of omnivores, though they boast double the number of canines. Said canines are much sharper than that of humans, closer in relation to the teeth of sharks, and are capable of injecting a strong neurotoxin at the neriaad's will. Whenever you bite a creature, you may choose to inject them with your neurotoxic venom. A creature subjected to this must succeed on a DC 14 Constitution Saving Throw or be Paralyzed for 1 minute. The creature make re-make its saving throws at the end of each of its turns, ending the effect on a success.

You have enough venom in your body to do this twice per day, and your venom regenerates on a Long Rest.


  • Neriaad Magic. You gain the cantrip Shape Water. At 10th level, you learn the spell Control Water and can cast it once per day.
  • Languages. You can speak, read, and write Common, Aquan, and Nerish, the language of the neriaad.
  • Subrace. Choose either Deep or Shallow.











Deep

Swimmers of the deep, these neriaad are accustomed to the sudden changes in temperature, water pressure, and salinity that come with deep sea exploration. Their coral-like body growths are thicker than their shallow water cousins, their muscles are denser, and the tentacles that sprout from their heads like hair are more numerous.


  • Ability Score Improvement. Your Wisdom score increases by 1.
  • Adaptive Temperature. You have resistance to cold and fire damage.













Shallow

Acclimated to the shallows, these neriaad are quick enough to catch even the fastest fish. They favor warmer waters and tend to be intolerant of extreme cold. Their defining characteristic that sets them apart from their deep-dwelling cousins is their minor ability to generate electricity, like that of an eel, which they use to hunt small fish and crustaceans.


  • Ability Score Improvement. Your Dexterity score increases by 1.
  • Spark Touch. As an Action, you touch a creature within 5 ft of you. This creature must make a DC 14 Strength saving throw or take 1d6 Lightning damage and be stunned until the end of their next turn.

Harpy

Deadly be the Skies

The bane of any seafaring adventurer, harpies are found throughout all the oceans of the world. Their large winds are capable of catching the air currents for extended flights, and their talon hands were made for shredding soft flesh.

Dwellers of the Land and Sea

Harpies are mostly found along the seaside cliffs, but can also be found in mountainous regions near large bodies of water, such as river canyons.

Harpy Traits


  • Ability Score Increase. Your Dexterity increases by 2.
  • Age. Harpies age at the same rate as humans, but have slightly shorter lifespans. Most harpies do not live past the age of 80.
  • Alignment. Harpies are naturally inclined towards chaotic alignments, and when raised in their natural communities err towards evil alignments - although some communities may be more chaotic neutral where they have made deals and arrangements with locals that are to their benefit.
  • Size. You may be slightly shorter or slightly taller than the average humanoid, ranging in heights from 5' to 7' - Mountainous harpies being taller, and oceanic harpies being shorter. Your size is Medium.
  • Speed. You are more accustomed to flight than you are to walking. Your base walking speed is 20 ft. You have a Flight speed of 35 ft.
  • Rending Talons. Your claws act as a natural unarmed weapon for you, dealing damage equal to 2d4 + your Strength score.
  • Beguiling Song. As an Action, you sing a magical melody. Each creature of your choice within 60 ft of you who is capable of hearing the song must succeed on a DC 11 Charisma saving throw or be Charmed by you until the song ends. On subsequent turns, you must use your Bonus Action to continue singing this song, or choose to stop singing as as Free Action at any time. While singing, you cannot otherwise speak, or you will end the song. The song also ends if you are Incapacitated.

  • While Charmed by you in this way, creatures ignore the songs of other harpies. If the charmed target is more than 5 ft away from you, the target must move on its turn towards you by the most direct route, trying to get within 5 ft. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than you, it can repeat its saving throw. A Charmed target can also repeat its saving throw at the end of each of its turns. If the saving throw is successful, the effect on it ends.

A target that successfully saves is immune tto your song for the next 24 hours.


  • Walker of the Winds. You learn the Gust cantrip and can cast it at will.
  • Languages. You can speak, read, and write Common and Auran.
  • Subrace. Choose either Mountainous or Oceanic.

Mountainous


  • Ability Score Increase. Your Strength score increases by 1.
  • Evolved to Climb. Your hooves are similar to that of goats, allowing you the ability to climb surfaces that most would find impossible. You gain a Climbing Speed of 30 ft.

Oceanic


  • Ability Score Increase. Your Constitution score increases by 1.
  • Evolved to Swim. Your feathers are as sleek as that of ducks, enabling you to glide through the water with ease. You gain a Swimming Speed of 30 ft.

Subrace Variants

In my travels I have encountered numerous variants of commonly-known races.

Star Genasi

As rare as a Starling is, even rarer is it to find a child born of a Starling and another creature. Thus, the appearance of these beings vary wildly from individual to individual.


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Star Step. While in sunlight or moonlight - dependent upon your Starling heritage - you gain the ability to mystically teleport through space in the blink of an eye. As an Action, you may teleport to an unoccupied space you can see within 30 ft. You may do this once per Long Rest.
  • Reach for the Stars. You gain the cantrip Dancing Lights. At 3rd level, you gain the spell Levitate and can cast it at 2nd level once without expending a spell slot or material components, and regain the ability to recast it after a Long Rest. Wisdom is your spellcasting ability for these spells.

Smoke Genasi

A fairly uncommon mixing of the races, Smoke Genasi are typically found when a Fire Genasi mates with another Genasi, a Fiend, or, most commonly, a Tiefling. As such, they typically share features of both parents, but are always found with smoky hair and pointed ears. They may occasionally boast fangs, claws, or even horns.


  • Ability Score Increase. Your Charisma score increases by 1.
  • Darkvision. You have Darkvision to a range of 60 ft. You can see in shades of red.
  • Hardened Lungs. You are capable of holding your breath twice as long as you would normally otherwise be able to.
  • Create Smog. You learn the spell Fog Cloud and can cast it at will. For you, this fog is smoky in appearance.

Crystal Genasi

Beautiful and shining, these rare oddities of nature usually occur when an Earth Genasi and Water Genasi mate.


  • Ability Score Increase. Your Strength score increases by 1.
  • Immutable Form. You have Advantage on saving throws against spells or abilities attempting to change your form. You may still choose to fail these saving throws if you wish.
  • Crystalline Shed. When you rest, you can shed flakes of your crystalline form. Whenever you take a Short Rest you can cure 1 condition. Additionally, this shed crystal may be valuable.

Reborn Aasimar

You have died before, and somehow you have been reborn - renewed and with a holy vengeance. Your Celestial heritage has brought you back from the brink of death, perhaps not for the first time, and now your life is devoted to uncovering what ended you once before.


  • Ability Score Increase. Your Intelligence increases by 1.
  • Reborn Soul. Sometimes, fragments of your past life return to you in your sleep. You gain proficiency in 1 tool or skill of your choice. Whenever you take a Long Rest, you may change this choice.
  • Mark of Death. While you are conscious, you can make an Action to concentrate on your past life and attempt to pinpoint what ended it. As long as you are on the same plane of existence as whatever killed you, you know the approximate direction towards it and have a vague sense of the distance - very far, far, nearby, close, or very close. If it was a Creature that killed you, you are able to sense if they are alive, dead, or undead.

Lepori Shifter

More prey animal than predator, the Lepori are excellent at hiding and avoiding threats.


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Ease with Animals. As a prey animal, you have a natural connection with other prey animals. You gain advantage on Animal Handling checks made against other prey animals, but have Disadvantage on those against predator animals.
  • Shifting Feature. While in your bestial form, you can perform a powerful kick attack. This attack deals 1d4 bludgeoning damage. The damage increases as you level up, to 1d6 at 6th level, 1d8 at 12th level, 1d10 at 16th level, and 1d12 at 20th level.

Leylyric Elf

Born in one of the many magically-saturated leyline regions to elven parents, you are touched by forces of both nature and the arcane. You are physically marked by this on your person by intricate tattoos across your body of lines and swirls which glow when you use magic.


  • Ability Score Increase. Your Wisdom score increases by 1.
  • Magical Movement. Once per Long Rest, you can cast the spell Misty Step without expending a spell slot. Your ability to use this changes as you become more powerful: You gain 1 additional use of this ability at 7th level, then another at 15th and 19th level.
  • Arcane Magics. You gain proficiency in Arcana. Additionally, you gain 1 cantrip of your choice from any spellcasting list. Wisdom is your spellcasting ability for this.

Shadar-Marked Elf

You were born into a Shadow-Marked elven household, but you have since died and been reborn under the blessing of The Raven Queen. You likely remember little to nothing, though your memories may return to you in time. This process has physically marked you: you are paler and thinner than you were in your previous life, and no amount of tanning or eating seems to change that. Despite your quick tongue, people may still find themselves eerily uneasy around you.


  • Ability Score Increase. Your Charisma score increases by 1.
  • Cunning Intuition. When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check.
  • Shape Shadows. You know the Minor Illusion cantrip. Starting at 3rd level, you can cast the Invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 ft to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest.

Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During this time, you appear ghostly and transluscent.

Stormborn Half-Elf

Born by the light of lightning during a terrible maelstrom, you were born different from others like you. Some believe this a curse, while others hail it as a blessing. Regardless of the beliefs of others, this grants you a number of unique abilities.


  • Ability Score Increase. Your Dexterity score increases by 1.
  • Natural in the Water. You gain a swim speed of 30 ft.
  • Guided by Winds. You know the Gust cantrip. When you reach 3rd level, you can cast the Gust of Wind spell once with this trait and regain the ability to do so when you finish a Long Rest.
  • Child of the Storm. You have Advantage on Survival or Nature checks to judge storm-related weather.
  • Languages. You can speak, read, and write Aquan and Auran.

Elfling

Born to the union of elves and tieflings, these folks are stunning and striking to behold. They boast elven ears, tiefling's and claws, and the infernal heritage of single-colored eyes. The specific abilities granted to such a creature depend upon what sort of heritage their parents held.

Drow Elfling

Drow Elflings lack the sunlight sensitivity of their elven parentage.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Superior Darkvision. Your darkvision has a radius of 120 ft.
  • Drow Magic. You know the Dancing Lights cantrip.
  • Infernal Legacy. You know the Thaumaturgy cantrip.
  • Languages.* You can speak, read, and write Common, Elvish, and Infernal.

Leylyric Elfling

Innate magical beings, Leylyric Elflings are born with magic running through their very blood and skin.

  • Ability Score Increase. Your Wisdom score increases by 1.
  • Magical Movement. Once per Long Rest, you can cast the spell Misty Step without expending a spell slot. When you reach 7th level, you can do this twice per long rest.
  • Arcane Mgics. You gain proficiency in Arcana.
  • Infernal Legacy. You know the Thaumaturgy cantrip.

PART 5

Feats



Acrobatic

Prerequisite: Dexterity score of 14 or higher.

You are a natural at moving and contouring your body in strange, unusual ways.

  • You gain proficiency with the Acrobatics skill.
  • You gain a Climbing Speed equal to your Walking speed.
  • Work with your DM to develop a Signature Acrobatic Move. You have Advantage on Acrobatics checks made to attempt this Signature Move.

Animal Tamer

You have worked with animals for much of your life, and you have developed a special understanding of one species in particular.

  • You gain proficiency in the Animal Handling skill.
  • You are capable of understanding basic concepts, ideas, and thoughts based on the body language and simple sounds that beasts make, and can convey simple concepts, ideas, and thoughts to beasts through mimicry of these behaviors.
  • Pick 1 specific beast. You have Advantage on checks related to working with this specific type of beast.

Arcane Specialist

You specialize in arcane pursuits, and have spent your life devoted to understanding the inner workings of the magics of the world. Additionally, you have honed your studies in on one school of magic, and are capable of discerning instances of that form of magic.

  • You gain proficiency with the Arcana skill.
  • You learn the spell Detect Magic and can cast it once per long rest without expending a spell slot.
  • Pick 1 school of magic. As an Action, you can focus on an object, creature, or magical effect, and determine if it is affected by that school of magic. If it is, you may roll an Arcana check to determine the specific spell with a DC of 10 + the spell's level.

Expert

You were an expert in your field before you took to the life of adventuring. You gain Expertise in two (2) skills you have proficiency in.

Historian of the Arts

You have spent your life devoted to studying history, culture, and the arts. You know certain items are from certain cultures by their styles and can identify such. Additionally, you can study something to potentially gain additional deals about the culture and peoples from which it originated.

  • You gain proficiency in the History skill.
  • You are capable of determining if an item is of historical, cultural, or artistic significance and, if it is, its exact value to the best buyer. Additionally, you always know at least one buyer for any such items you come across.
  • While studying an item that you determine to be of significance, you may be capable of determining additional details about the peoples whom made it as per your DM.

Night Owl

Accustomed to staying up well into the night, you no longer suffer from sleep deprivation as much as others might. You need only 4 hours of sleep per Long Rest to gain the full benefits of a Long Rest, and no longer take points of Exhaustion from lack of sleep until you have reached the point of being awake for 48 hours or more.

Raised by Druids

Though you are not a druid yourself, you were raised by them, and have learned many of their secrets and ways.

  • You gain proficiency in the Nature skill.
  • You learn to speak, read, and write Druidic.
  • You learn the cantrip Druidcraft.

Student of the Faiths

Whether or not you yourself are faithful, you have devoted your life to studying the religions of the world. You have a deep understanding of faith and a broad knowledge of the various deities and great beings of the universe. You are capable of identifying the religious origins of prayers simply by hearing snippets of them.

  • You gain proficiency with the Religion skill.
  • By spending 1 minute studying an item, creature, or location, you are capable of discerning if it has any religious significance and, if it does, the potential origins.
  • As an Action, you can discern whether or not a place has been affected by the Hallow spell.

Subtle Subterfuge

You have mastered the art of being where you're not supposed to be - as well as assuring people you're supposed to be there.

  • You gain proficiency in Stealth.
  • You have Advantage on Deception checks made against convincing people who have found you where you're not supposed to be that you're supposed to be there.

Taste Tester

In your previous life, you were a taste-tester for someone better off than you. While this proved a potentially deadly career choice at the time, it has granted you some benefits now.

  • You have Advantage against being Poisoned.
  • You are resistant to Poison damage.
  • You can tell if something is poisoned simply by tasting it.

Vaccinated

You have been inoculated against numerous diseases. You are immune to Diseases.

Ventriloquist

You have taught yourself the subtle art of throwing your voice. You are capable of throwing your voice to a creature or another location up to 15 ft away. A suspicious creature may make an Insight check against your Deception check to perceive the true source of the noise.

Whip Master

You have mastered the art of the whip, a versatile weapon-tool used by cunning explorers and adventurers alike.

  • You gain proficiency with the whip.
  • As an Action you can attempt to grapple or disarm a creature or item a creature is carrying. Make a contested Strength or Dexterity check, adding your proficiency with the whip to the check.

PART 6

Background Options

Backgrounds

I have encountered folks from all walks of life in my travels, and offered here some insight into the varied histories of these individuals.

Adventurer

You have traveled the lands most of your life, exploring the far reaches of civilization, helping those in need of help, running errant tasks for those who can't be bothered to do them themselves, and clearing out more rat infestations in sewers and basements than you care to admit. You are a seasoned adventuer, and your next quest is just one in the long line of many before you.

Adventurer Traits

Skill Proficiencies: Persuasion, Survival

Languages: One of your choice.

Tool Proficiencies: One Tool or Musical Instrument.

Equipment: A bedroll, a hooded lantern, 5 days of rations, a set of traveler's clothes, 1 tool with which you are proficient, and a pouch containing 15 gp.

Feature: Known in these Parts

As a lifelong adventurer you have explored the open roads before and ventured into many towns in villages, and have probably performed at least small menial tasks for many of them. Work with your DM to determine what villages, towns, and cities you have visited before. You know the key points of interest in these locations such as taverns, blacksmiths, healers, and notable shops, if there are any. While visiting these locales, you may meet people you have met before, and you are more likely to be identified as a person of respect and whom is willing to lend a helping hand and, thus, merchants may be more likely to give you a discount.

Suggested Characteristics

d8 Personality Trait
1 The thrill of discovery pushes me forward.
2 I avoid social situations; I'm not very good at them.
3 I cannot enter a town without checking out the local tavern.
4 Before I leave anywhere, I make sure I have looted it for all its worth.
5 Sometimes it is better to talk your way out of situations rather than fight.
6 I hoard rumors like a banker hoards their money. You never know where you'll find your next adventure!
7 I make friends everywhere I go. I like to leave a good impression.
8 You will never convince me that there is nothing left to discover in the world.
d6 Ideal
1 Self fulfillment. I adventure to improve my lot in life. (Neutral)
2 Charity. I find it impossible to say no to those in need. (Good)
3 Justice. I seek out criminals in the lowest of places to ensure they face the law. (Lawful)
4 Change. When I visit a place, I leave it different than how it was when I arrived. (Chaotic)
5 Greed. I adventure purely for wealth and other material gains. (Evil)
6 Freedom. There is no purpose in staying in one place too long. (Any)
d6 Bond
1 It is my duty to protect those who cannot protect themselves.
2 I owe a great debt to someone in a city I have visited. I am avoiding returning.
3 I learned everything I know from an retired adventurer. One day I will return to them with tales of my own accomplishments.
4 I once stole a valuable artifact from a clan of bandits. They still hunt me down to this day.
5 The one who trained me in the art of combat gave me their weapon before they died. I will honor their memory.
6 In a small town somewhere, I left a lover behind.
d6 Flaw
1 I can't go into a tavern without having a drink or six.
2 When there is gambling to do, I am not far from the tables.
3 If there is treasure still to be had, I simply cannot leave.
4 If it's not locked down, it's going in my pocket.
5 I flirt with just about everyone I come across.
6 I refuse to admit when a rumor I'm chasing has gone sour. I will keep at it until I find the truth.

Banker

You have spent some years in the serve of a bank in a prominent city, either as a clerk, teller, or perhaps even an accountant. You are known among the members of society who would frequent such establishments, at least in your city of origin, and may be seen as more trustworthy for it - or less, depending upon your reputation. You have signed many forms, approved or denied many loans, and people may remember you for it.

Having seen all variety of coins and precious gems you are capable of gauging the value of nearly anything at a glance. You can count coins much more quickly than others, estimate the value of a pouch of gold by its weight alone, and appraise precious gemstones, jewelry, pieces of art, and more at just a cursory glance or look-over.

Banker Traits

Skill Proficiencies: Persuasion, Sleight of Hand

Languages: One of your choice.

Tool Proficiencies: Calligrapher's Supplies or Jeweler's Tools

Equipment: An abacus, a set of fine clothes, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a ledger, and a pouch containing 20 gp.

Feature: Good for a Loan

You have worked with accountants before and are familiar with the legalese associated with doing business with such folk. You know who to go to when you need to invest money and who to go to when you need money invested in you. You are able to go to any bank in a prominent city and get a small loan based purely on the merits of your ability to make a deal.

Should you not repay this loan, you may lose this ability as your reputation proceeds you to no longer be a trustworthy individual among the moneylending and accounting communities.

Suggested Characteristics

d8 Personality Trait
1 I'm quick at mental maths, and am always wary of someone trying to cheat me.
2 I double-count every coin I am paid or traded to ensure the quantity is exact.
3 I have learned to never question where coin comes from. The less I know, the better.
4 I do not separate from my money easily, and every transaction turns into a negotiation with me. I am an expert haggler.
5 I am prone to both offering and accepting bribes.
6 I spoil my friends and those I care about with luxurious gifts at every opportunity.
7 I have never in my life gone without, and I simply cannot imagine being poor.
8 If something has gone missing I absolutely must figure out where to.
d6 Ideal
1 Patience. Everyone has something unique to offer, and I take pride in finding out what that is. (Neutral)
2 Understanding. Everyone deserves the benefit of the doubt. The first time, anyway. (Good)
3 Respect. I respect authority and expertise in others, and expect my own to be equally respected. (Lawful)
4 Change. I enjoy shaking things up and challenging the rules whenever possible. (Chaotic)
5 Authority. Everyone would be better off listening to what I have to say. (Evil)
6 Aspiration. I will prove my worth to those who thought lesser of me. (Any)
d6 Bond
1 A priceless artifact was stolen from my bank. I aim to locate it and see that it ends up where it belongs.
2 I regularly send money to a charity that, when I was poor, helped me get on my feet to become the person I am today.
3 My former business partner disappeared one day without a word, and owing me a lot of money. I will find them.
4 A kindly regular of our establishment who told us of plans to travel hasn't been heard from in months. I plan to check on them during my adventures.
5 The bank made me who I am. Now, it is failing. I will earn enough money out adventuring to get it back on its feet.
6 I made the mistake of lending money to the wrong person. Now, I'm going to find them and collect on that loan.
d6 Flaw
1 Money means everything to me, and I will do anything to acquire greater wealth.
2 When I see something of value in the wrong hands I will do anything to see it where it belongs.
3 I am secretly horribly awkward in social situations. I don't want anyone to know that.
4 I am actually incredibly cheap. Nothing should be purchased at regular price. Nothing.
5 I have a weakness for sob stories. The sadder the story, the easier it is to earn my sympathy.
6 I don't care if it was stolen from a sickly elderly woman on her way to the healer. If it's in my hands, it's mine.

Barkeep

Before you turned to a life of adventuring you were a bartender in your local watering hole. You served drinks to everyone who came in, cleaned countless mugs, and likely offered no shortage of advice to the life-weary travelers who passed across your countertop. You have heard no shortage of rumors and stories in your day and nothing surprises you anymore - not people, not actions, and certainly not gossip.

Consider what type of bar you worked at. Did you own it? Was it in a small village, a moderate town, or a big city? Was it busy? Was it just a drinking establishment, or also a tavern?

Barkeep Traits

Skill Proficiencies: Insight, Persuasion

Languages: One of your choice.

Tool Proficiencies: Brewer's Supplies.

Equipment: A flask full of a spirit or drink of your choice, a Mess Kit, a detailed map of the city your bar was in, a set of dice or pack of cards, Brewer's Supplies, and a pouch containing 15 gp.

Feature: Can't Take You Anywhere

Everywhere you go you are surrounded by familiar faces that have passed through your drinking establishment at one point or another. You are just as likely to meet someone you know in another tavern as you are at a shop, or in a prison cell, or while out spelunking in the middle of absolutely nowhere. No matter where you go, people seem to recognize you as the best person to have around when chasing rumors. The closer you are to your former bar, the more likely you are to meet people you know - or who at least know you.

You can easily chat up most people, and there is a chance they will recognize you from your days of bartending. When you ask them for information, be it while following up on rumors, catching up on the local gossip, or otherwise, people are likely to regard you as the exact person they should be talking to about these things and are unlikely to question your motives no matter the subject.

Suggested Characteristics

d8 Personality Trait
1 I have a deep love for stories. The stranger, the better!
2 It would take something truly scandalous or shocking to surprise me.
3 I tend to offer drinks to strangers I've only just met.
4 Everyone needs to eat, and I'm here to make sure they do.
5 I have a habit of wanting to take in every stray that passed by my doors.
6 I habitually clean my gear and items. I just can't help it.
7 I always have to keep my hands busy, or else I get anxious.
8 When fights break out around me, I'm never surprised, and I can usually tell who started it.
d6 Ideal
1 Redemption. I did something horrible once, and I aim to set things right. (Neutral)
2 Charity. If you don't have enough to eat or drink, I'm going to make sure you do anyway. (Good)
3 Justice. I heard rumor of a terrible criminal. Now, I'm adventuring to find them and bring them to justice. (Lawful)
4 Excitement. The life I led before was too predictable. Now, I live for the uncertainty of the open road. (Chaotic)
5 Wealth. I have seen adventurers spend and gamble away more gold than I could hope to earn in a year. Now, I will be that adventurer. (Any)
6 Aspiration. I will save up enough money to buy back my bar. (Any)
d6 Bond
1 Originally, I went into business with a partner who themselves retired from adventuring. They funded the bar more than I did. I will earn enough money to pay them back.
2 A favored patron once entrusted me to hold onto a special item for them. It was stolen, and I am now traveling to see that I get it back for them.
3 I took out a loan to fund my bar. Now that it's failed, I still have to pay that loan back.
4 I have a sickly child at home being cared for by family or friends. I need to earn money to send them regularly.
5 My family heirloom was stolen from its showcase in the bar. I will find it, bring it back, and see that whoever stole it gets what is coming to them.
6 I have incurred a deep debt. Now, my protege is taking care of the bar while I go out adventuring to earn enough money to keep the place afloat.
d6 Flaw
1 I can't stand uncleanliness. If I'm not sure a mug is clean, I can't drink from it.
2 I developed a bad gambling habit while working my bar. I can't help but risk valuables for the chance at more.
3 If a drink is being offered, I can't say no. By that I mean I have a severe drinking problem.
4 I'm a sucker for a pretty face, even when they're trying to take advantage of me.
5 I have an unquenchable thirst for rumors and gossip. If I hear one, I simply have to find out more.
6 I have no tolerance for someone being in my debt. If you owe me, I'm going to collect right away, even if the timing is awful.

Blacksmith

You have devoted your life to becoming a fine blacksmith. Whatever needs making, you can make - from nails for horseshoes to greatswords - provided you have the materials. You worked in an actual smithery once, before you took to the life of adventuring. Decide whether you were a young apprentice or a seasoned smith before you left, and what sort of items your shop specialized in; did you focus on tack and gear for mounts? Everyday items of need for the common folk, such as hammers and knives? Or did you work at a well-established smithy that focused on weapons? Where was the smithy you worked at before? Was it in a small village, a quickly-growing town, or a large city? Were you the only shop in town, or were you one among countless others? Were you a mere apprentice before turning to a life of adventuring, or did you leave your shop in the hands of your own apprentice? Why did you leave your life of smithing behind?

Blacksmith Traits

Skill Proficiencies: Athletics, Persuasion.

Languages: One of your choice.

Tool Proficiencies: Smith's Tools.

Equipment: A hammer, 10 pitons, a set of commoner's clothes, a set of Smith's Tools, and a pouch containing 10 gp.

Feature: I Can Make That

As a former blacksmith, you are capable of ascertaining just how something smithed was made with but a cursory inspection, and if something needs making, you can make it. Provided you have the material components, time, and access to the necessary forge materials - which varies based on what you're crafting - you can create items that would be useful to any adventuring party, such as horseshoes, tools, or weapons. The finer the desired result, the more expensive the required materials, time, and attention will be.

Additionally, as a former blacksmith, you have no problem finding work during downtime. Provided you are in a place with access to a forge, you can find smithing work for pay.

Suggested Characteristics

d8 Personality Trait
1 I am as hot-tempered as a forge fire.
2 I talk at length about the ways of blacksmithing to anyone who will listen.
3 I love gossip and will chat up anyone I can about the latest rumors around town.
4 I'm a quiet sort. While others talk, I listen.
5 I save every coin I can, and spend rarely.
6 I love to read in my downtime. When I'm not at the forge, you can find me with my nose in a book.
7 Teaching others brings me much fulfillment, and I will gladly teach anything I can to anyone who wants to learn.
8 I'm a generous soul, and always have a coin to spare to a beggar, urchin, or charity in need.
d6 Ideal
1 Perseverance. If I fail, I will always get up and try again. (Neutral)
2 Generosity. I care about people above profits. If someone is in need, I will help them however I can. (Good)
3 Community. We are all in this together, and no one person is better than any other. (Lawful)
4 Freedom. I cannot be held down by the shackles of a single career, hence my newly-found adventuring ways. (Chaotic)
5 Greed. Profit is profit, and I'm only in it for wealth. (Evil)
6 Aspiration. I will be the best at everything I set out to do, whether that's smithing or adventuring. (Any)
d6 Bond
1 I owe a debt to those who funded my now-failed smithing shop, and the debtors are after me.
2 My friends and family believed in my goals. Now, I must prove to them that I can make something of my life after all.
3 A valuable family heirloom was stolen from my shop while I was helping a customer. I will find it and bring it home.
4 My business partner disappeared on me, leaving me helpless in my own shop. I will find them and learn the truth.
5 I owe everything I am to a mentor who took pity on me and trained me as their apprentice.
6 I once trained a promising apprentice, but they were killed by bandits defending our shop. I will bring those bandits to justice.
d6 Flaw
1 I hate when people attempt to haggle with me, but I will haggle until I'm blue in the face.
2 If I'm working on a project, I will not stop until it is complete, no matter what.
3 I'm fixated on following proper procedure. If I don't I feel like I'll make unfixable mistakes.
4 I refuse to start a new project or job before I finish the previous one.
5 I handle stressful situations poorly, and find myself in them easily.
6 I have a habit of holding grudges for even the smallest infractions.

Brawler

For one reason or another, you have spent your life fighting. Whether it was in illegal rings where money exchanged hands as freely as air is to brethe, in rigidly-structured gladiatorial rings, or as a simple tavern brawler, you are no stranger to exchanging blows with just about anyone. As a result of your constant fighting, you have also learned how to patch yourself up.

Brawler Traits

Skill Proficiencies: Athletics, Medicine

Languages: One of your choice.

Tool Proficiencies: Healer's Kit

Equipment: A set of common clothes, a healer's kit and a pouch containing your last winnings of 10 gp.

Feature: Pit Fighter

You outright look like someone who the average person wouldn't want to pick a fight with. While you are in a town or city, you know exactly what sort of people to ask when inquiring about local fights, be they legal or not so much. Provided there are locations to fight where you are, you can find out how to get to them.

When you go to these places to fight, bookies will size you up as a fighter of experience and are more likely to place better odds on you, and regular gamblers are more likely to bet money on you despite you being a stranger to them.

Suggested Characteristics

d8 Personality Trait
1 I am as bad-tempered as they come.
2 I fight not because I want to, but because I have to.
3 I thrive on physical combat and love the smell of blood in the air.
4 Secretly, I abhor violence. For me, fighting is just a means to an end.
5 Despite my violent lifestyle, I have many peaceful hobbies, such as gardening or crochet.
6 I may have a tough exterior, but my heart is secretly soft.
7 I have a fondness for animals and small children.
8 I have tried to leave the life of fighting behind me. It hasn't gone so well.
d6 Ideal
1 x (Neutral)
2 Charity. My way of earning coin may be violent, but the money always goes to a good cause. (Good)
3 Fa1irness. A fair fight is the only fight worth having. (Lawful)
4 Chaos. Wherever I go, I love to leave chaos and discord behind me. (Chaotic)
5 Violence. I thrive on violence, and just can't get enough. (Evil)
6 Equality. Everyone should have the right to make something of themselves. (Any)
d6 Bond
1 Somewhere, I owe a bookie a lot of money. I can't ever show my face in that city again.
2 Substanes are only illegal if you get caught. Oh, and I absolutely do not have a drug problem.
3 I lost a family heirloom in a bet against myself. Now, I must bring it back.
4 I accidentally killed someone in a fight once. Now, the law is after my skin.
5 I tried to have a family once, but my violent ways estranged them. My ill-gotten gains still go towards them.
6 I send money to the orphanage which raised me in hopes that it can redeem me for my violent ways.
d6 Flaw
1 I blow up at the slightest insult.
2 I can't stand being wrong about something.
3 I won't call a fight done until there is blood on the air and my enemy is on the ground.
4 I am incapable of pulling punches even when I know I should.
5 I use alcohol to numb the pain. Copious quantities of alcohol, in fact.
6 I never know when to stop.

Carriage Driver

You have spent many years carting people all over creation. Whether you were a driver in a large city, ferrying people between important places, or whether you drove the distance of taking people from one city to another, you are inherently familiar with the ways of the cabbie and are always capable of sizing people up to determine if they're good for the fare.

Consider why you left this life behind. Did you lose your carriage or draft animals in a bet? Did you pick up on a delicious rumor from one of your patrons and sell them in order to pursue this? Whatever your motives, be sure to work out what happened to your carriage and animals.

Carriage Driver Traits

Skill Proficiencies: Animal Handling, Insight

Languages: One of your choice.

Tool Proficiencies: Land vehicles.

Equipment: A bit and bridle, a saddlebag, traveler's clothes, and a pouch containing the last of your fares of 10 gp.

Feature: Lay of the Land

You are intimately familiar with the way streets interconnect and weave throughout cities. Whenever you are in a town or city, you can always memorize the routes you have taken in order to get you where you need to go. You memorize streets and routes even after having only traveled them once.

Suggested Characteristics

d8 Personality Trait
1 I love to gamble. Show me a tavern and I'll show you money to be earned - or lost.
2 I adore animals. When I had my own, they were absolutely spoiled.
3 I am a sucker for a sob story.
4 I used to sleep in my cab, which trained me to fall asleep literally anywhere.
5 I'm incredibly picky about what I eat and drink.
6 I prefer to spend more time outdoors than indoors.
7 When in doubt, I'm usually to blame. It doesn't matter what it is.
8 I love to gossip. Rumors are my lifeblood.
d6 Ideal
1 People. My priority is to those I care about and no one else. (Neutral)
2 Generosity. I always help someone who is truly in need. (Good)
3 Community. We're all in this together, so we should act like it and treat each other with respect. (Lawful)
4 Freedom. Everyone should be able to pursue their own interests. (Chaotic)
5 Greed. If it doesn't benefit me, I'm not interested. (Evil)
6 Aspiration. I work hard at everything I do so that I can always be at my best. (Any)
d6 Bond
1 I still owe money on the loan I initially took out to buy my cart and animals. I need to pay that back.
2 I lost a precious family heirloom to a bandit. I will get it back.
3 I have a family at home, and my profits go to them to give them the best life possible.
4 I was raised by a hardworking single parent. I will prove that their efforts put into me were not wasted.
5 I left a lover behind a very long time ago. One day I hope to see them again.
6 My guild made me who I am today, and I will always owe them my gratitude.
d6 Flaw
1 I am never satisfied with what I have.
2 I'd do anything to be rich. Anything.
3 I refuse rides to people who look like "lesser" society - even if they prove they can pay. I don't need that type of person in my wagon.
4 I hate children. They are loud, noisy, and troublesome - especially when they run around my cart and get in my way.
5 I am envious of everyone around me. Everywhere I go, I see things that others have which I want to make my own.
6 I would kill to leave my past behind me and have everyone forget I ever existed.

Celebrity

You are famous and everywhere you go, people know who you are. With such fame comes the need to know how to hide in plain sight to keep yourself from the throngs of crowds that might otherwise hamper you.

Determine what made you famous. Did you discover something of grand historical significance? Did you synthesize a cure for a problematic disease? Did you create some fantastic invention that has revolutionized the world in some way? Are you famous by proxy, your fame more to do with who you are related to or who you work with? Are you famous for something good, or are you infamous?

Celebrity Traits

Skill Proficiencies: Performance, Stealth

Languages: Two of your choice.

Equipment: Fine clothes, a trophy or poster that announces your fame, and a pouch containing 15 gp.

Feature: Specific Repute

You are known across the lands and throughout specific circles for your specific deeds. Work with your DM to determine what you did to earn your fame and whether that fame is positive or negative.

While you are in towns and cities, people may recognize you for what you have accomplished. You are capable of finding people within the circles you are familiar with and asking for favors and information. Provided your interests align with theirs, they will do their best to help you out, whether that means connecting you with people they know, showing you around, or hiding you from the law or from throngs of people.

Suggested Characteristics

d8 Personality Trait
1 Wherever I go all eyes are on me. I can't help it - I just naturally attract attention.
2 I hate the attention fame has brought me. I'd rather stick to the shadows.
3 I'm not proud of what has garnered my fame.
4 I thrive in social situations. The more people, the better.
5 I enjoy working in team environments - as long as I'm in charge.
6 I always know what to do in any situation. If I don't, I'll make up something pretty good.
7 I'd rather stay home and work on my next project rather than go to a party celebrating something I've already completed.
8 I would prefer to retreat from society and live a more isolated life. Fame is a curse.
d6 Ideal
1 Fame. I thrive in the spotlight, and will do anything to increase my fame or infamy. (Neutral)
2 Resolve. I will create another marvelous invention that I will be known for across the lands - and this will benefit the entire world. (Good)
3 Leadership. The common folk need someone to look up to, and I will do my best to be the right influence. (Lawful)
4 Innovation. No one can live on the laurels of their past; I must continue to innovate to maintain my fame. (Chaotic)
5 Power. You won't get anywhere in the world without grabbing every ounce of power you can possibly hold. (Evil)
6 Indifference. Fame is a flash in the pan, it burns hot and dies quickly. (Any)
d6 Bond
1 While in the spotlight I swore a portion of my earnings to a charitable organization. I will honor that.
2 I stole from a business partner - and gained fame while they were left in the dust. They are not happy about this.
3 I grew up in an orphanage. I will never forget my roots.
4 I owe all of my fame to the support of my guild. They have forged me into what I am today.
5 I made a trade with a witch in exchange for fame. They will come to call upon that trade any day now.
6 In my youth I made a foolish mistake. Now that I'm famous, I'm doing everything I can to avoid the people that know of my mistakes, lest they come to light.
d6 Flaw
1 I am flighty and unreliable.
2 I have a bad addiction. I can't go long without my fix.
3 I complain at the smallest inconveniences.
4 Idle hands make me anxious. I get impatient when I'm not occupied with something interesting.
5 I have a bad temper.
6 I will do anything to acquire more wealth.

Chef

You are a whiz in the kitchen, whipping up delicious food for your family, friends, and patrons. You may have been a home cook, or you might have spent some time in a commercial kitchen, whether in a restaurant or in a tavern.

The life of a chef is a specific one. You must keep careful stock of your inventory in order to ensure you always have the right ingredients on hand at any given time, as well as the right amount of them. Talk with your DM before choosing this background to work out how detailed you will need to keep your Chef's Inventory and, depending upon your inventory management system, if keeping this list somewhere separate from your regular inventory might make sense.

Chef Traits

Skill Proficiencies: Nature, Survival

Tool Proficiencies: Brewer's Supplies, Cook's Utensils

Equipment: A chef's hat, Cook's utensils, a mess kit, a waterskin, a Bag of Colding, a pot, a Recipe Book, a pouch containing 1 lb of Simple spices, 1 lb of Salt, 1 roll of waxed paper, traveler's clothes, and a pouch containing 5 gp.

Bag of Colding. An uncommon magical item. This item allows you to safely store ingredients that might otherwise go rancid without proper storage. This bag can hold up to 100 lbs of ingredients. It is sectioned off inside to help prevent cross-contamination.

Feature: Cook Book

As a former chef you have created a catalog of recipes that you can create provided you have the time and materials. While you are making camp you can use your chef skills to keep your allies well fed. Many of these recipes offer simple boons to your allies in addition to feeding them.

Your recipe book begins with the options listed below. As you explore and discover new ingredients you can work with your DM to create new recipes.

Cooking Guide

Spices come in six types: Simple, Uncommon, Rare, Exotic, Dessert, and Tea.

Fruit and Vegetables are relatively interchangeable, but some recipes may call for specific seasonal options.

Meat is similarly interchangeable in most recipes, but again, some recipes may call for specific types of meats. These types may include Poultry, Cattle, Pork, and Seafood. Sometimes, Creature or Exotic meat may be called for.

Grains are widely varied and may include Oats, Barley, Flax, Wheat, or Rice.

Different recipes will have different flavor profiles: Sweet, Sour, Bitter, Salty, or Savory.

Recipes

All recipes require specific ingredients. These ingredients may be measured in quantity or gold value.

Beast Roast

Serves six. This roast is made using whatever beast you can kill and chop up and is cooked over a spit.

  • 5 lb creature meat (of the beast variety, preferably)
  • 15g worth of uncommon spices
  • 1 measure salt
Chicken Pot Pie

Serves six. This classic meal is as filling as it is comforting. While chicken is the classic meat used, in a pinch other poultry or avian creature meat will do.

  • 2 lbs chicken meat
  • 2 lbs autumn vegetables,
  • 1 lb flour
  • 5g worth of butter
  • 5g worth of milk
  • 50g worth of simple spices
Creature Stew

Serves six. Sometimes you just have to make due with what you kill.

  • 5 lb creature meat
  • 2 lb creature bones (best if the same as the meat)
  • 10g worth of any spices
  • 1 waterskin
Dessert Cakes

Makes six. These specialty cakes are absolutely decadent. For 1 hour after consuming a cake, you are immune to the Charmed condition unless you choose to be charmed.

  • 100g worth of any grain
  • 10g worth of sugar
  • 2 eggs (chicken is best)
  • 1 measure butter
  • 1 measure buttermilk
  • 500g worth of dessert spices
Glazed Flank

Serves one. This sweet and spicy meat dish is highly satisfying and is served over a bed of aromatic rice. A creature that consumes this meal increases its hit point maximum by 1d10 for the next 12 hours.

  • 1 lb flank cut of any meat
  • 1/2 lb rice
  • 1 lb water
  • 1g worth of butter
  • 5g worth of sugar
  • 1g worth of vinegar
  • 5g worth of soya sauce
  • 10g worth of rare spices.
  • Salt and pepper, to taste.
Icepepper Tea

Serves one. This spicy tea warms you to your core. For 2 hours after consuming this tea, you are resistant to cold damage, and are immune to negative modifiers on Dexterity due to cold weather. This benefit ends if you are subjected to freezing waters.

  • 20 g worth of icepepper flakes
  • 1 mug water, boiled
  • 5g worth of tea spices
Simple Pottage

Serves six. This stew is a filling choice when meat is unavailable but vegetables are prolific. Even the dullest of root vegetables can be made tasty with this recipe.

  • 5 lb vegetables.
  • 1 lb grains
  • 1 bottle red wine (cheap will do)
  • 10go worth of simple spices
  • 1 waterskin
Spicy Hearty Stew

Serves six. This filling stew can serve a large group and keep them warm throughout the night. For 6 hours after consuming this meal, you stave off the effects of cold weather and have resistance to cold damage.

  • 2 lbs vegetables
  • 5 lbs any meat
  • 100g worth of Icepepper Flakes
  • 2 waterskins
Sticky Buns

Serves 6. These gooey sweet treats never fail. A creature who eats one of these is filled with energy, and gains 5 ft of movement speed for the next 1 hour.

  • 1 lb flour
  • 5g worth of milk (buttermilk is best)
  • 2 eggs (preferably chicken)
  • 5g worth of butter
  • 5g worth of sugar
  • 15g worth of peacans
  • 500g worth of dessert spices
Stuffed Cheesy Mushrooms

Serves one. Sometimes you have to survive off of the forage of the lands. Sometimes, that forage is delicious. Provided the mushrooms you use are safe, any creature who consumes this meal gains Advantage against Poison for 6 hours.

  • 1 lb vegetables
  • 1 lb mushrooms (be mindful if foraging!)
  • A bit of travel-friendly cheese
  • 25 gp any spices
Supper Omelet

Serves two. This omelet has been adapted for dinner.

  • 4 eggs (any will do)
  • 1/2 lb any meat
  • 1/2 lb any vegetables
  • 5g worth of cheese
  • 15g worth of simple spices
Traveler's Breakfast

Serves one. This hearty breakfast will keep even a busy traveler well fed throughout the day. For 6 hours after consuming this meal, you have advantage on Constitution saving throws against Exhaustion.

  • 2 eggs of any variety.
  • 1 lb any meat
  • A bit of travel-friendly cheese.
Traveler's Tea

Serves one. Sometimes you just need to stop and have a cuppa. For 1 hour after consuming this beverage you gain Advantage on perception checks.

  • 25g worth of tea spices
  • 1 twig from a local tree or shrub
  • 1 mug water, boiled
Vegetable Risotto

Serves six. This creamy dish is a delicacy of Nagiami. After consuming this dish, a creature gains 10 temporary hit points.

  • 2 lbs rice.
  • 1 lb vegetables (for broth base)
  • 1 lb water (for broth base)
  • 1 bottle white wine
  • 1 onion
  • 25g worth of sliced mushrooms
  • 15g worth of rare spices
Winter Cider

Serves twelve. This drink is a welcome warm relief against the cold. For 1 hour after consuming this beverage, you are immune to being Petrified by ice and have resistance against cold damage.

  • 12 apples, quartered
  • 1 orange, for the peel
  • 1 flask hard dark liquor
  • 2 5g worth of sugar
  • 100g worth of dessert spices
Zesty Vegetables & Rice

Serves two. This dish is full of flavorful vegetables and sits on a bed of rice. A variety of fresh seasonal vegetables is the secret to making this dish perfect. After a creature consumes this dish they gain immunity to the Petrified condition for 1 hour.

  • 1 lb fresh and varied seasonal vegetables, chopped
  • 1 lb rice
  • 2 lb water
  • 1g worth of butter
  • 100g worth of exotic spices

Suggested Characteristics

d8 Personality Trait
1 I am a feeder. Whenever there is a gathering I am always trying to get people to eat.
2 I am full of stories for every occasion.
3 I am a snob when it comes to cuisine and will rate everything I taste.
4 I prefer to work while surrounded by people. The more the merrier!
5 I am intimately familiar with the primal force of fire.
6 I hold grudges. If you do me wrong I will flay you alive and salt your wounds.
7 I can hold my liquor with the best of them; it takes a lot to get me drunk.
8 I'm convinced people don't appreciate the effort I put into my food.
d6 Ideal
1 Luck. I know that being in the right place at the right time will always serve you well. (Neutral)
2 Camaraderie. The good company of others is all I need. (Good)
3 Respect. Everyone deserves to be treated equally, and I give what I expect in return. (Lawful)
4 Invention. You never know what you're missing until you try something new. (Chaotic)
5 Gluttony. I will take what I think I deserve. Anyone else can have the scraps I leave behind. (Evil)
6 Hard Work. I put my heart and soul into everything I do and expect the same of others. (Any)
d6 Bond
1 I lost my job due to a scandal.
2 I support an ill loved one whom I regularly send money to.
3 I am deeply religious and make regular offerings to my deity.
4 I received a lucrative job offer, and that is where I'm headed.
5 I did without food as a child. As an adult, I refuse to let anyone starve as I did.
6 I am pen pals with a chef in another city. I hope to visit them in my travels.
d6 Flaw
1 I am keenly aware of cleanliness and will not eat off a dirty plate nor drink from a dirty mug.
2 I refuse to cook for people who are incapable of appreciating my skill.
3 I have no faith in my own luck. Things that seem too good to be true always are.
4 I am convinced that my skill as a chef is entirely unrivaled in the entire world.
5 When the going gets tough, I get going.
6 I take criticism deeply to heart and can get down for days over it.

Commoner

You have lived your life as just another unspecial person among the unwashed masses. You are not part of any special lineage, nor have you accomplished anything particularly noteworthy in your life. Determine where you are from and what your life has looked like up until this point. Were you a simple farmer in a small village? Were you an ordinary student in a large city? Decide why you are traveling now. Did you hear a juicy rumor at the local tavern? Perhaps you made a bet with a friend and have to follow through.

Traits

Skill Proficiencies: Any two of your choice.

Languages: One of your choice.

Tool Proficiencies: One of your choice.

Equipment: Common clothes, a tool with which you are proficient, a family heirloom (a trinket from the trinkets table), and a pouch containing 5 gp.

Feature: Of the Masses

You are nobody special - and others who are of similar status think more of you than they do of nobles. Provided you are dressed and act the part, commonfolk are willing to help you in basic ways whenever you seek their assistance. They will generally treat you as an acquaintance and may offer you favors or small discounts on everyday goods, hide you from the law, and otherwise assist you, provided you are able to offer them something in return.

Suggested Characteristics

d8 Personality Trait
1 If I commit to doing something, I will follow through no matter what.
2 I get bored easily and tend to start projects that I tend to not finish.
3 I am deeply spiritual. Nothing shakes my faith.
4 I always try to help those in need, even if it means going out of my way.
5 I have a deep respect for the law and am always surprised when others don't display my same ideals.
6 I have a morbid curiosity about death and other "dark" things in the world.
7 I like to collect small trinkets that others might consider odd.
8 I have a crush on someone I have never before met.
d6 Ideal
1 People. I am committed to those I care about and no one else. (Neutral)
2 Forgiveness. Everyone deserves a second chance. (Good)
3 Justice. There is great evil in the world and I will seek it out and bring it under the law. (Lawful)
4 Change. The world is too stagnant. I am to sow a little chaos and see what happens. (Chaotic)
5 Power. I have never known power in my life, but I will do anything to gain it. (Evil)
6 Diligence. I will act on what I hear and always follow up on interesting rumors. (Any)
d6 Bond
1 I am leaving a family behind to pursue adventure.
2 I have learned a dangerous secret in my line of work.
3 I was humiliated by a noble once and will do anything to see them face the same humiliation.
4 I will do anything in my power to protect those who cannot protect themselves.
5 I seek out a great destiny. I don't know what it is but I am confident I will find it in my travels.
6 My family lost an heirloom to a debt many years ago. I aim to recover it.
d6 Flaw
1 I am highly judgmental of others.
2 I harbor a deep hatred for someone in specific and it often blinds me to everything else.
3 Nothing will stand between me and the great destiny I am sure awaits me.
4 I have never seen a big city before and the ways of it confuse me deeply.
5 I have a difficult time trusting in others.
6 I harbor a shameful secret that would ruin my life were it to get out.

Doctor

You are a doctor, skilled in the way of medicine. What sort of medical practice did you have before? Were you a field surgeon on the battlefield, stitching together the wounded? Were you a healer, dosing out herbal remedies and medicines to the sick in a small village? Or were you a dentist, extracting shattered teeth and bringing great relief to otherwise incurable pain?

Regardless of your speciality, you have general training in medicine and are skilled at making the most out of the least amount available to you.

Traits

Skill Proficiencies: Medicine, Nature

Languages: One of your choice.

Tool Proficiencies: Healer's Kit

Equipment: A small penknife, a pouch containing basic herbal remedies to common complaints, a Healer's Kit, and a pouch containing 20 gp.

Feature: Forward Healer

You are capable of quickly tending to the wounded. Provided you have time and space to work, you can quickly stabilize a dying creature with sutures and poultices.

Suggested Characteristics

d8 Personality Trait
1 I tend to use a lot of technical vernacular specific to my enterprise.
2 I am altruistic and aim to help everyone I possibly can.
3 I've received numerous complaints about my bedside manners.
4 I have a great way with people and always know how to calm someone down.
5 If you can't afford my fees, you don't deserve to feel better.
6 I take great pride in my work and can speak at length about my accomplishments.
7 Spirits are as great for the soul as they are for disinfecting.
8 I have learned that speaking calmly and quietly will diffuse almost any situation.
d6 Ideal
1 Aspiration. I will learn all that I can and be the best in my field. (Neutral)
2 Charity. I help everyone I can, even those who can't afford to pay. (Good)
3 Society. The healthier each person is, the better society can be as a whole. (Lawful)
4 Innovation. There are countless medical innovations yet to be made - and I will make them. (Chaotic)
5 Greed. I entered this field because it pays well. (Evil)
6 Comfort. I avoid pain and discomfort, and will do anything to live a comfortable life. (Any)
d6 Bond
1 I'm determined to impress others within medical circles, and will do anything to do so.
2 I owe everything I am to the teacher who introduced me to the world of medicine.
3 I had a patient die. While that is not unusual, this one in particular marked me and has changed my outlook on life.
4 I have sworn never to touch drink again in my life after I made a mistake in my practice while inebriated.
5 I still owe a great sum of debt on the student loans I took out to pursue my career.
6 I left my practice in the hands of my business parter. I still send money back to them to keep everything afloat.
d6 Flaw
1 I have a bit too much love for spirits - and not just as disinfectants.
2 I tend to get fixated on the small details, often to the detriment of the larger picture.
3 I don't think I'm the smartest person in the room - I know I am.
4 My religious beliefs contradict my scientific ones, causing me great dissonance.
5 I have no heart for the people I help; I'm here to innovate medicine, and patients are my lab rats.
6 I have a horrible gambling habit and have nearly lost critical medical instruments on bets when out of coin.

Graduate Student

You have finally graduated from the school where you have spent many of your years working towards your goals.

Determine what your field of study was. Were you a scholar of the arcane? A bard focused on the art of musics? A medical student who is ready to finally go into practice? Then, decide why you have gone into adventuring instead of your chosen field - unless, of course, your field of studying was adventuring itself.

Traits

Skill Proficiencies: History and one of your choice.

Languages: One of your choice.

Tool Proficiencies: One of your choice.

Equipment: A scroll of graduation, a set of common clothes, a writing kit (containing a quill pen, a bottle of ink, and 10 sheets of parchment), and a pouch containing 5 gp.

Feature: Well Studied

You have spent the past few years studying and taking tests which has chiseled your memory into a finely honed tool. You are especially adapt at learning new things and pick up information quickly. You are capable of remembering the general details of anything you have learned within the past month, though your DM may still make you roll for recalling specifics.

Suggested Characteristics

d8 Personality Trait
1 I have an insatiable thirst for knowledge. I will learn as much as I possibly can.
2 I get bored easily with repetition.
3 I collect debts. If I do something for someone I never forget they owe me a favor.
4 I will try anything once - twice of I like it.
5 I am hard-headed and incredibly stubborn.
6 Never tell me that I can't do something unless you mean to make me prove you wrong.
7 I have a hobby that most people would consider strange.
8 I love to spent my time outside in nature and prefer it to studying in stuffy libraries.
d6 Ideal
1 Higher Learning. I will learn everything I possibly can about the world. (Neutral)
2 The Common Good. I aim to change the world for the better. (Good)
3 Responsibility. I will become someone my school will be proud of. (Lawful)
4 Change. I will bring great changes to this world one way or another. (Chaotic)
5 Greed. Everything I do is so that I can further my own lot in life; everything and everyone else comes second. (Evil)
6 Ambition. I will become known across the lands for my inventions or discoveries, mark my words. (Any)
d6 Bond
1 I still owe a great deal of debt on my student loans that I need to repay.
2 I owe my life to the person who took me in when I was young.
3 Everything I do is for the betterment of society at whole.
4 In my studies, I learned of a powerful ancient artifact. I will do anything to make it mine.
5 I had a bully in school and will stop at nothing to make them pay for terrorizing me.
6 I owe much to a teacher who took specific interest in me and mentored me.
d6 Flaw
1 I judge others based on their academic merits and intelligence.
2 I am convinced that faith is a waste of time and will explain to others in details why they should believe the same.
3 I refuse to believe I am not in charge.
4 I am obsessed with some small childhood goal that I refuse to abandon to this day.
5 I am oblivious to danger. If there is something to be studied I will ignore the hazards in order to study it.
6 I am addicted to a stimulant substance that helped me stay up late to study in my schooling years.

Slave

You have spent some time as the property of another being. Were you caught stealing by a noble and sentenced to servitude to them in recompense? Were you sold off at a young age by your parents in order to pay a debt? Or were you born into a life of slavery, the child of other slaves? Whatever your origin, you have - until very recently - belonged to someone else.

Traits

Skill Proficiencies: Perception, Stealth

Languages: Two of your choice.

Equipment: A set of common clothes and a small trinket you have been allowed to own by your master.

Feature: Marked as Property

You know how to keep your head and eyes down, make yourself smaller, and otherwise present yourself as a person of little import. Due to your past life as a slave you know how to integrate with other household servants and can pass yourself off as one of them with ease. Provided you do not make a scene, you can more easily sneak in and out of places where other servants reside. In addition, other slaves and servants will regard you as friendly as long as you treat them kindly, and may be willing to help you out by hiding or lying on your behalf, showing you secret passages in and out of places, and otherwise giving you aid, but will not risk their lives for you.

Suggested Characteristics

d8 Personality Trait
1 Eye contact is hard for me and I keep my eyes glued to the ground, even when talking with others.
2 I am easily startled by loud noises.
3 I live in fear that my former master will one day come to reclaim me as their own.
4 Whenever present with food I scarf down every little morsel with no regards for manners. You never know when your next meal will come.
5 I'm convinced that anyone who is nice to me must want something from me.
6 I ask too many questions and it's landed me in trouble more than once.
7 I pocket little trinkets whenever I can.
8 If something needs to be said, I'm the person who will say it, even if it lands me in hot water.
d6 Ideal
1 People. I owe nothing to the world, but I will do anything I can for those I care about. (Neutral)
2 Community. We're all in this together, so we need to help each other out. (Good)
3 Respect. Everyone should know their station in life and respect those that are higher above them. (Lawful)
4 Freedom. I have shunted the shackles of my slavery and will do anything in my power to help others do the same. Everyone deserves to be free. (Chaotic)
5 Revenge. I will find my former master and make them grovel at my feet to serve me as I once served them. (Evil)
6 Aspiration. Now that I have escaped my chains I will do absolutely anything to make a better life for myself. (Any)
d6 Bond
1 I escaped slavery by fleeing. My previous owner is still after my skin.
2 I owe an enormous debt to someone who took pity on me and set me free from my slavery.
3 I owe my survival to another slave who is still the property of our former master. One day I will free them.
4 I escaped my slavery by killing my owner. The law wants me to hang for this crime.
5 My parents sold me into slavery. Now that I'm free, I aim to face them down.
6 Now that I am free I will stop at nothing to make slavers face justice and free any slaves I possibly can.
d6 Flaw
1 I can't hold eye contact to save my life.
2 My nerves are shot and I am constantly anxious.
3 I react badly to loud or sudden noises.
4 My first instinct to any difficult situation is flight. Fighting only gets you hurt worse.
5 I stand aside when bad things happen to others so that I don't risk sharing their fate.
6 I have no problem using and abusing others if it will achieve me my goals.

PART 7

Class Options

















































Player Class Options

I have seen people capable of the oddest things in my vast and varied travels throughout the cosmos. I do not pretend to understand all of them, but hopefully what information I have collected on these strange abilities will be utilized for the good of all. Or, at least, to sow some chaos.

Arbiter

A gnome darts behind a tree, taking measured breaths. Quick at her heels are monstrous beasts the likes of which she's never seen, ferocious and hungry for the strange being that suddenly appears in their nest. She reaches out her hand, and a blade materializes from nowhere; she rounds the tree to face the dashing beasts. Right before their teeth reach her, she disappears, reappearing behind them and striking at all three in lightning-quick succession, cutting them down.

A goliath plants himself between his allies and the violent group of tribals that are rushing at his peers. With a snap of his fingers, a magical shield materializes like a bulwark against the onslaught, knocking back one of their enemies. The tribals stop, confused by this strange display, afraid of what dark magics this might be. The goliath nods, and another shield materializes, sending the enemies reeling back and away in fear.

A man appears in front of the stranger, with hair like a cloud and skin like the sky. The genasi does not seem to know how he arrived in the stranger's lair, but seems amicable enough and talks at detail about his order and his job: to explore the frotiers of space. While displaying a bit of magic, the genasi suddenly turns into a potted plant, then back again, and laughs as he explains how sometimes his magic does strange things. The stranger decides this specimen is probably too volatile to keep, let alone that they are part of some mysterious spacetime-faring organization besides.

Arbiters are those who study the nature of the universe and the presumed lost knowledge of what strange magics fuels reality and spacetime. These are not simply scholars, but warriors of the worlds, capable of holding their own as they travel the frontiers of the vast universes.

The Agency

Arbiters are all part of a group known only as The Agency, who operate throughout all of Spacetime. They hail from the planet Vesteria, and their headquarters are found in the capital city of Vesterport. The Agents themselves are as varied as can be, ranging all across the racial spectrum and many coming from different places within spacetime itself. Some hail from different planes, while others are displaced from alternate realities entirely.

Life on the Frontier

Arbiters all have one thing in common: they work for a group whose primary goal is to explore, chart, and understand the entirety of Spacetime itself. They may be divided into multiple groups when it comes to their training, but each specialize in a different facet of what is necessary.



Creating an Arbiter

As you create your Arbiter character, consider where they originally came from. Are they from the sprawling city of Vesterport, born and raised? Were they found in the vast reaches of Spacetime while The Agency was out exploring, and were brought back to train for showing great promise? Are they from a Doomed Node, saved by an Agent for reasons you may not fully understand?

Wherever they are from, consider what sort of life they lived while there. If they are from Vesterport, how well do they understand the magitech that keeps the city running? If they are from a different reality entire, are they even familiar with magic, or are they from a magicless node?

Determine how you have taken to life in training to The Agency and its strict regimes. Do you adhere to them down to the letter, or do you fight tooth and claw against the rigidity of your training? Whatever you decide, you are now An Agent and are thus held to the rules and regulations of The Agency.

Note on Multiclassing

As an Arbiter, you must adhere to very specific Multiclassing rules. If you are multiclassing into Arbiter, you must have a minimum Dexterity score of 14 and Intelligence score of 12. If you are an Arbiter and seeking to multiclass into another class, you cannot do so until you have a minimum of 3 levels in this class, unless you have worked out special circumstances with your DM as to why you have abandoned The Agency - as once you are in The Agency, you either achieve a Modality or your memory is wiped entirely.

Quick Build

You can make an arbiter quickly by following these suggestions. First, make your highest two stats Intelligence and Dexterity. Second, choose the Graduate Student background.


Class Features

As an arbiter, you have the following class features.

Hit Points


  • Hit Dice: 1d10 per arbiter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per arbiter level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, Melee Weapons
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from: Acrobatics, Arcana, Deception, History, Perception, Sleight of Hand, Stealth.
  • Languages: Dicaligo

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortbow and quiver of 20 arrows or (b) 2 daggers
  • (a) five javelins or (b) any simple melee weapon
  • (a) dungeoneer's pack or (b) an explorer's pack
  • (a) Thieves' tools or (b) one type of artisan's tools in which you are proficient

Arbiter Table
Level Proficiency Bonus Arbiter Dice Alacrity Features
1st +2 d4 0 Agency Aspirant, Unarmored Defense
2nd +2 d4 0 Fighting Style
3rd +2 d4 2 Arbiter Modality, Imbue Energy
4th +2 d4 2 ASI
5th +3 d6 2 Eyes of Darkness, Extra Attack
6th +3 d6 4 Unarmored Movement, Modality Feature
7th +3 d6 4 Traveler's Step
8th +3 d6 4 ASI
9th +4 d8 6 Temporal Distortion
10th +4 d8 6 Travel
11th +4 d8 6 Traveler's Mark, Modality Feature
12th +4 d8 8 ASI
13th +5 d10 8 Temporal Pause
14th +5 d10 8 Additional Fighting Style
15th +5 d10 10 Traveler's Step Improvement
16th +5 d10 10 ASI
17th +6 d12 10 Modality Feature
18th +6 d12 12
19th +6 d12 12 ASI
20th +6 d12 12 Reality Shift

Agency Aspirant

You undergo a rigorous series of tests to ensure that you are cut out for joining becoming an Arbiter. Those who fail have their memories permanently altered to ensure they do not remember anything about the Arbiters whatsoever. Those who succeed are brought into the fold.

At 1st level, you learn to speak, sign, read, and write Dicaligo.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Fighting Style

Starting at 2nd level, choose one of the following fighting styles. Typically, by now, you will have an idea what Modality you wish to follow: the Keeper, who tend towards Evasive or Two-Weapon Fighting; the Seeker, who tend towards Warmage; or the Wardens, who tend towards Defensive or Protection. You, however, may wish to choose something else, depending on personal preference.

Evasive

Quick on your feet, you know how to turn a disadvantage into an advantage. As a reaction to taking damage, you may jump up to 10 ft away. This counts as a dodge, does not otherwise provoke attacks of opportunity, does not activate your Counterattack, and otherwise follows the rules of reactions.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Defensive

While you are wearing armor, you gain a +1 bonus to AC.

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Arbiter Modality

At 3rd level, you choose an Arbiter Modality: Seeker, Keeper, Warden, or Astromancer, as described below. Your chosen Modality grants you a feature at 3rd level, then additional features at 6th, 11th, and 17th level.

At 3rd level, as an Arbiter, you undergo a test which seeks to judge your merits as an Agent. If you pass, you are granted a shard of crystal called Astrium. This shard mystically imbues you with Arbiter magic, granting you abilities as you become more powerful. Over time, markings begin to spread out from the crystal and across your skin like a tattoo. The markings are individually unique and may vary wildly in style. No one knows exactly how they are determined, but the longer the crystal resides in your body, the larger and more complex the series of markings become.

It is a documented fact that the crystal slowly poisons the blood of the user. Utilizing your Arbiter magic keeps this process at bay, but it is possible that, one day, it will overtake you. The Agency has a habit of surgically removing the crystals from the arms of those whose blood toxicity has reached critical levels in order to save their lives, so it is currently unknown what might happen were one to suffer from elongated exposure to this poison.

Imbue Energy

With your newly-minted crystal gained at 3rd level, you are now able to utilize astromantic magic.

As a Bonus Action on your turn, you may expend 1 Alacrity point to imbue your weapon with cosmic energy. The next attack you make counts as magical for the sake of overcoming resistances, and deals an additional 1 Arbiter Dice worth of force damage on a hit.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Eyes of Darkness

At 5th level, you gain the ability to expend 1 Alacrity to grant yourself Darkvision out to 60 ft for 1 hour.

Extra Attack

At 5th level, you may now make two attacks when taking the Attack action.

Unarmored Movement

Beginning at 6th level, your speed increases by 10 ft while you are not wearing armor or wielding a shield. This bonus increases by another 5 ft at each of the following levels: 9th, 11th, and 17th.

Traveler's Step

Beginning at 7th level, you have begun to learn the spacial shifting techniques of the Arbiter. As a Bonus Action on your turn, you can expend 1 Alacrity to teleport to an unoccupied space up to 30 ft away.

Ability Score Improvement

When you reach 8th level, and again at 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Temporal Distortion

At 9th level, you have started to immediately see where there are potential anomalies. When you are targeted by an ability which you can see and that requires a saving throw, you may expend 1 Alacrity to grant yourself advantage.

Travel

At 10th level, you have begun to learn how to travel through Spacetime. As an Action, you can expend 1 Alacrity to mystically Mark a point you can see within 30 ft of you. You can have a number of these Marked locations equal to your Intelligence Modifier + your Proficiency Bonus.

As an Action, you can expend 3 Alacrity to teleport to a Marked location.

Traveler's Mark

At 11th level, when you hit a creature with a melee attack you can expend 1 Alacrity to Mark the creature. Until the start of your next turn, you may use your Reaction to teleport to an unoccupied space within 5 ft of the Marked creature, up to a maximum distance of 120 ft. You may have a number of creatures Marked in this way as is equal to your Intelligence modifier.

Ability Score Improvement

When you reach 12th level, and again at 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Temporal Pause

At 13th level, you have mastered the art of targeting potential temporal anomalies. As a bonus action on your turn, you may expend 1 Alacrity to warp spacetime around 1 creature you can see within 120 ft. That creature must make an INT saving throw or be Stunned until the end of their next turn.




Additional Fighting Style

At 14th level, you may choose one additional fighting style from the list provided above.

Traveler's Step Improvement

At 15th level, your Traveler's Step improves. Now when you use Traveler's Step you may expend 1 additional Alacrity to teleport 1 willing creature you can touch with you, and can teleport up to 60 ft.

Ability Score Improvement

When you reach 16th level, and again at 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Ability Score Improvement

When you reach 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Reality Shift

At 20th level, you no longer need to expend Alacrity to Travel.

Arbiter Modalities

When an Arbiter reaches 3rd level, they undergo a test to judge their abilities. If you fail, your memory is wiped - effectively undoing your training and causing you to forget the Dicaligo language. For those who pass, however, you choose a Modality - a style of learning which determines what branch of The Agency you will work under: the Seeker, the Keeper, the Warden, or the Astromancer.

Seeker

Seekers are the true frontiersmen of the Agency, and are the first people the Agency sends out to newly-found Nodes, universes, and realities. They are the ones who make the first discoveries - and the ones who face off first against potential threats.

Bonded Weapon

At 3rd level, you learn how to bond with your weapon in a unique way that makes it impossible to lose. To Bond your weapon, you must complete a 1 hour ritual. This ritual requires the weapon you wish to bond as well as one sliver of Astrium, which the ritual consumes. If your Bonded weapon is a one-handed melee weapon, you may now use your Dexterity score instead of your Strength score for this weapon.




























You can summon your bonded weapon as a Bonus Action. Your Bonded weapon is considered magical for the sake of overcoming weaknesses and resistances. If your bonded weapon leaves your hands, you can use a bonus action to cause it to mystically teleport back into your hand.

If your bonded weapon is out of your grip for 30 seconds or more, it disappears, returning to the pocket dimension in which it is stored while not in use.

You can bond one weapon in this way. You can bond an additional weapon at 10th level, then another at 17th level.

Swift Strike

At 6th level, you have learned how to slip in extra strikes between heartbeats. When you take the Attack action on your turn, as a Bonus Action you can expend 1 Alacrity to make 1 additional attack as part of that action. This attack must target the same creature as your previous attack, regardless of whether the first attack hit.

Farstepper's Equanimity

At 11th level, your ability to pop around the battlefield between blinks of an eye confuses even the most composed foes, allowing you a split-second to react. Any time you use a teleporting Arbiter ability on your turn, until the beginning of your next turn, when you are targeted by a melee weapon attack you can expend 1 Alacrity to impose disadvantage on that attack.

Walker Between Worlds

At 17th level, you have mastered moving through The Ways. Once per Short Rest, as a Reaction to seeing a creature begin its turn, you invoke the mystical ways of the Arbiter to switch your turn in initiative with the creature's. You cannot gain two turns in a round utilizing this ability.

Keeper

Keepers are the scientists of the Agency, the ones who test out theories no matter how bizarre or crazy. If something needs to be disected, theorized over, or understood, the Keepers are the first to step forward.

Chaos Hypothesis

At 3rd level, you have learned how to trick the universe into acting in your favor. Whenever you would have Disadvantage on a roll, you can expend 1 Alacrity to give yourself Advantage, canceling the Disadvantage out. You cannot gain outright Advantage utilizing this ability.

You may use this ability a number of times equal to your Intelligence modifier.

Critical Dissection

At 6th level, you have dissected enough strangeness in the universe to understand it a little better.

By spending 1 minute studying a dead creature, you can ascertain what its strengths and weaknesses are, as well as if it is immune to any damage types or conditions. Additionally, whenever you hit a creature you have studied in this way with an attack, you critical hit on an 19 or 20.

The Sentience of Chaos

At 11th level the chaotic nature of the universe has begun to unravel itself before your very eyes. Whenever you see a creature make an attack roll or saving throw, you may expend 1 Alacrity to impose Disadvantage on that roll. If the creature already has Disadvantage, you can force it to make a third roll, and it must take the lowest of the three.

How To Trick Fate and Cheat Failure

You have learned the tricks of the Keepers trade - which is to say the secrets of the universe itself. At 17th level, you have figured out how to take advantage of the variable nature of the universe. Whenever you make an attack roll, ability check, or saving throw, upon failure you may choose to succeed instead. You regain use of this ability after completing a Long Rest.

Warden

Wardens are those in the Agency who follow behind the Seekers while ensuring said Seekers don't end up food for unanticipated beasties. They are the base makers, the camp creators, the forward march. They ensure that wherever a group of Seekers aim to go, they always have the sort of backup they need.

Guardian of Respite

Beginning at 3rd level, you have learned some modicum of protective magics. You learn the spell Alarm which you can cast at will. You also learn the spell Tiny Hut which you can cast once per Long Rest. Finally, you learn the spell Shield which you can cast at its lowest level a number of times equal to your Intelligence modifier.

In addition, you can proficiency in Sheilds and your Unarmored Defense is no longer mitigated if you have a shield equipped.

Defender's Position

At 6th level, you have been trained on how to put yourself in a position that is advantageous for your allies and yourself. When you see an ally within your movement speed be targeted by an attack, you can as a Reaction use up to your full movement to place yourself in an unoccupied space within 5 ft of your ally.

Additionally, you can now take the Help or Dodge actions as a Bonus Action.

Bulwark of the Protector

At 11th level you are a bulwark to your allies against the dangers of the multiverse. Whenever an ally within your reach is targeted by an attack, you can use your Reaction and expend 1 Alacrity to force that attack to target you instead.

Painbreaker

At 17th level, you are as fierce a protector as you are a terrifying frontal force that enemies don't wish to get closer to. As long as you are within 5 ft of an ally, enemies cannot willingly move closer to that ally and attacks made against any allies within 5 ft of you have Disadvantage.

Astromancer

The spellcasters of The Agency, astromancers are students of all magics be they arcane, divine, or other altogether. Whenever there is a new spell to be studied or a school of magic to be understood and dissected, there is an Astromancer nearby.

Astromantic Spellcasting

At 3rd level, you gain the ability to cast magic from the school of Astromancy. Intelligence is your Spellcasting ability.

Transitory Properties

At 6th level, you gain the ability to cast any Cantrip you know which has a normal casting time of 1 Action as a Bonus Action instead. Additionally, you gain Arbiter Ritual Casting, and may now cast Ritual spells from the Arbiter spell list as rituals.

Spell Alteration

You have studied many forms of magic, and are beginning to learn how to read the nature of magic itself and bend it to your will. At 11th level, when you cast a spell, you can expend 1 Alacrity to change the damage type of that spell to Force damage.

Reality Reversal

At 17th level you have learned how to upend reality on its head and make it work better for you. As an Action, you can expend Alacrity to regain spell levels. You regain 1 spell slot level per Alacrity spent.

For example, if you expend 4 Alacrity, you can regain 4 1st level spell slots, 2 2nd level spell slots, 1 3rd level and 1 1st level spell slot, or 1 4th level spell slot. You may only expend up to 5 points of Alacrity at once in this way.

You may use this ability a number of times equal to your Intelligence modifier, and regain uses of it on a Long Rest.

Astromancer Table
Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st
2nd
3rd 1 2 2
4th 1 2 2
5th 1 3 3 2
6th 2 3 3 2
7th 2 4 4 3
8th 2 4 4 3
9th 2 5 4 3 2
10th 2 5 4 3 2
11th 3 6 4 3 3
12th 3 6 4 3 3
13th 3 7 4 3 3 1
14th 3 7 4 3 3 1
15th 3 8 4 3 3 2
16th 4 8 4 3 3 2
17th 4 9 4 3 3 3 1
18th 4 9 4 3 3 3 1
19th 4 10 4 3 3 3 2
20th 4 10 4 3 3 3 2




Deceleration [C]

1st-level astromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute

You target one creature you can see within range. The creature must make an INT saving throw. On a failure, the creature's movement is reduced by 10 ft for the duration.

Acceleration [C]

2nd-level astromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (the leg of a cricket)
  • Duration: Instantaneous

You hasten the tempo of time of a creature you can see within range. When that creature takes an attack action it can now take 1 additional attack.

Distortion

3rd-level astromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M ()
  • Duration: Instantaneous

You invoke astromantic magic that envelops a weapon you point to within range, wreathing it in etheral blue energy. The weapon appears to split and break apart, confusing your enemies. The next time a creature tries to attack with this weapon it is at Disadvantage.

Redundancy

4th-level astromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You point to a creature you can see within range. The creature must make an INT saving throw or be rendered Redundant. A Redudant creature can only take 1 attack per action and cannot take reactions. A creature may remake its saving throw at the end of its turn.

Timethief

5th-level astromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (1 drop liquid Astrium)
  • Duration: Instantaneous

You choose a creature within range. The target must make an INT saving throw. On a failed save, the creature is incapable of taking its next turn, although it is still capable of regaining and using a Reaction.

Cantrips
  • Blade Ward
  • Control Flames
  • Encode Thoughts
  • Fire Bolt
  • Frostbite
  • Lightning Lure
  • Message
  • Mold Earth
  • Prestidigitation
  • Produce Flame
  • Shape Water
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Burning Hands
  • Chaos Bolt
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Feather Fall
  • Floating Disk
  • Grease
  • Identify
  • Illusory Script
  • Jump
  • Mage Armor
  • Magic Missile
  • Purify Food and Drink
  • Sanctuary
  • Shield
  • Zephyr Strike
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Cloud of Daggers
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Hold Person
  • Invisibility
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Mind Spike
  • Nystul's Magic Aura
  • Pass Without Trace
  • Phantasmal Force
  • See Invisibility
  • Shatter
  • Skywrite
  • Zone of Truth
3rd Level
  • Call Lightning
  • Catnap
  • Conjure Barrage
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Glyph of Warding
  • Haste
  • Lightning Bolt
  • Meld into Stone
  • Nondetection
  • Sending
  • Sleet Storm
  • Speak with Plants
  • Thunder Step
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Confusion
  • Control Water
  • Death Ward
  • Dimension Door
  • Elemental Bane
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Leomund's Secret Chest
  • Locate Creature
  • Otiluke's Resilient Sphere
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Water Sphere
5th Level
  • Awaken
  • Cloudkill
  • Commune with Nature
  • Cone of Cold
  • Conjure Volley
  • Contact Other Plane
  • Control Winds
  • Creation
  • Dispel Evil and Good
  • Dream
  • Enervation
  • Far Step
  • Flame Strike
  • Hold Monster
  • Immolation
  • Legend Lore
  • Maelstrom
  • Mislead
  • Modify Memory
  • Passwall
  • Rary's Telepathic Bond
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock

















































Dervish

By the thin light of the moon, a human adjusts her stance as her fingers flex around her glaive. Her would-be muggers have her surrounded in an alleyway, but as they surge forward to attack her weapon sweeps through the shadows themselves, causing them to trip and fall flat on their faces, tangled up in each other. She laughs as she steps by them and back out into the night.

A tiefling follows his shadow, stepping into the midst of a fray, allowing himself to be surrounded on all sides by his enemies. In his hands are twin scythes, dripping with blood and shadows. Without warning he propels himself into a spin of death and fury, his blades cutting through his enemies like a hot knife through butter. His enemies fall, and the shadows around them envelop their bodies. Before long, nothing is left.

Hefting an axe larger than she is, a halfling skips up to the troll looming over her gnome friend. Before the troll can even step forward to meet her challenge the halfling hurls out her axe in a flash of darkness, splitting the troll asunder. Darkness envelops her enemy, and the halfling's shadow grows longer.

Fueled by forces beyond mortal comprehension, dervish are deadly-quick masters of unique stances and maneuvers that allow them to control the battlefield to their will. Utilizing specialty weapons and strange, eldritch magics, they dish out damage and absorb the life forces of their enemies back into themselves.

Chaotic Control

A dervish relishes in utilizing their unique set of skills to control any combat encounter they come across. Despite adding such needed versatility to the battlefields, they are rare to see, as the strange magics fueling their dark abilities tend to instill fear in most.

Focusing on speed and endurance, they thrive in environments that make them think on their feet. While their methods may seem frightening, chaotic, and unpredictable, they are always in control - and there is almost always a method to the madness of a dervish.

Life on the Outskirts

Dervish are marked by the strange forces of dark magics that have touched them. To tame the madness and keep it at bay, these individuals have taken up the call to arms and trained in a unique fighting style that allows the chaos flowing through the veins to spread out from them and into the world.

Due to the eldritch magic touching them, dervish tend to live on the outskirts of society, away from the commonfolk whom would otherwise be terrified of such dark dealings and chaotic displays. Some hide in plain sight, in the underbellies of large cities where their faces are lost in the throngs of heavy crowds, while others shy away from society at large and find themselves living the lives of isolated loners out in the far reaches of the wilds.

No matter where they choose to live, chaos seems to follow them, and battle never seems far away. Dervish attract strange creatures no matter where they go, and find themselves unable to ignore the carrion call of battle and death, which is never far away.

Creating a Dervish

As you create your dervish character, consider what dark being has made a mark on their soul. Is it the spirit of a vengeful lover lost in the outer wilds? Did your character make a dark deal in exchange for the promise of the powers they have now been granted? Or were you simply in the wrong place at the wrong time, and found yourself with an eldritch spirit affixed to your very soul?

Determine what sort of life your character lived before gaining these newfound powers, and consider how that life has changed. Did your character have to move away from their home, their family, their friends? Did you have to leave a business or loved one behind in order to protect them against your newfound powers? Whatever your life before, you are now marked, and may never be able to return to it.

Quick Build

You can make a dervish quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Haunted One background.


Dervish Table
Level Proficiency Bonus Stance Dice Souls Features
1st +2 1d4 0 Deftly Powerful, Stances
2nd +2 1d4 1 Soul to Keep
3rd +2 1d4 1 Dervish Archetype
4th +2 1d4 1 ASI
5th +3 1d6 1 Extra Attack
6th +3 1d6 2 Life Siphon
7th +3 1d6 2 Dervish Archetype Feature
8th +3 1d6 2 ASI
9th +4 1d8 2 Black Sacrament
10th +4 1d8 3 ASI
11th +4 1d8 3 Extra Attack (2)
12th +4 1d8 3 ASI
13th +5 1d10 3 Dervish Archetype Feature
14th +5 1d10 4 Cursed Half Life
15th +5 1d10 4 Dark Flourish
16th +5 1d10 4 ASI
17th +6 1d12 4 Dervish Archetype Feature
18th +6 1d12 5 Final Judgement
19th +6 1d12 5 ASI
20th +6 1d12 5 Extra Attack (3)

Class Features

As a dervish, you have the following class features.

Hit Points


  • Hit Dice: 1d10 per dervish level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dervish level after 1st

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Simple, Martial
  • Saving Throws: Dexterity, Constitution
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Perception, Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a glaive, (b) a halberd, (c) a battleaxe, or (d) a longsword
  • (a) two shortswords or (b) a crossbow and 20 bolts
  • (a) a burglar's pack, (b) a dungoneer's pack, or (c) an explorer's pack
  • (a) leather armor or (b) hide armor

Deftly Powerful

You are as quick as you are powerful, and have learned how to turn bulky weapons into cunning danger. At 1st level, if a weapon you are proficient with would normally use Strength as its modifier, you may use Dexterity instead.

Stances

Beginning at 1st level, you have learned how to forgo attacks in order to set yourself into advanced stances. Pick two (2) Stances detailed below to learn. Whenever you take the Attack action, you can forgo one standard attack to perform one stance instead. You can only perform one stance per turn. Whenever you perform a stance that deals damage, you deal damage equal to your Stance Dice plus your ability modifier instead, except where otherwise stated.

You learn additional stances at 5th, 9th, 13th, 17th, and 20th levels.

Defensive Stance

You assume a defensive stance. Until the beginning of your next turn, any time a creature within your reach makes a melee attack against you or against another creature within your reach, you can make one attack against that creature.

Disarming Parry

You assume an inviting stance. Until the beginning of your next turn, any time a creature within your reach makes a melee attack against you, you can roll your stance dice to reduce the damage of the attack by the amount rolled. Additionally, the creature must make a Dexterity saving throw against a DC of 8 + Dexterity modifier + proficiency bonus or be Disarmed.

Distracting Feint

You adjust your stance in order to feint a powerful strike against one enemy within your reach. The creature must use its Reaction to block the attack.

High Sweep

You move into a reaching stance and spin your weapon in a high-sweeping arch, targeting all Medium creatures - who are not knocked prone - or larger creatures within your reach.

Low Sweep

You assume a low stance and spin your weapon in a low-sweeping arch, targeting all non-flying Small creatures or smaller - or all creatures knocked prone - within your reach.

Lunging Strike

You hold your pose, then move forward in a sudden powerful strike, increasing your reach by 5 ft for this attack. This attack deals your weapon's regular damage.

Trickster's Footwork

You make a series of confusing steps around your target, allowing you to move yourself into the opportune location while confusing would-be attackers. When using this maneuver, you do not provoke attacks of opportunity from moving out of a creature's reach.

Tripping Riposte

You take on an unassuming stance. Roll your Maneuver dice. You deftly perform a sudden tripping sweep under the legs of a number of creatures equal to the dice roll. Each creature must make a Dexterity saving throw against a DC of 8 + Dexterity modifier + proficiency bonus or be knocked Prone. Additionally, if a creature is knocked prone in this way, you can immediately use your Reaction to make one Attack against the Prone creature.

Soul to Keep

Beginning at 2nd level, your soul has started to become somewhat tattered by the dark magic that pulses through it, leaving pockmarks waiting to be filled. Whenever a creature dies within 30 ft of you, you can use your Reaction to stretch your shadow to that creature's own, absorbing its soul and hosting it within your own body.

While you have a soul hosted in your body, you may utilize it through one of the following properties as an Action.

Souls absorbed as such leave your body whenever you finish a Long Rest, or if you dismiss them as an Action. The number of souls you can host in your body is determined by your level.

Absorb Life

You shred the absorbed soul for it is worth. You heal a number of HP equal to the CR or Level of the soul.

Face to Steal

You mystically assume the appearance of the person the soul last belonged to. A creature can tell you are not this person by passing an Insight check against your Deception check.

Put to Question

You may force the soul to answer a number of questions equal to your Constitution modifier. The soul is under no obligation to answer honestly, though you have Advantage on Insight rolls to determine if it is lying. As long as this soul is hosted within your body, you regain the ability to ask it questions after a Short Rest.

Dervish Regime

At 3rd level, you decide what sort of strange path to follow with your dark magics. Will you fight to keep the madness at bay by honing your physical prowess? Will you give into the darkness, learning how to harness it to create zombies to fulfill your will? Pick one of the archetypes detailed at the end of this class description.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach level 11 in this class and to four when you reach 20th level in this class.

Life Siphon

At 6th level, the dark forces that touch you have expanded into your soul, granting you uniquely dark powers. Whenever you kill an enemy, the shadows around you grow to encompass that enemy, absorbing the life force of the fallen creature and regenerating you. You gain Temporary Hit Points equal to your level in this class.

Black Sacrament

At 9th level, you have learned how to meld the souls you have hosted in your body into your weapons.

As an Action, you can shred a soul you are hosting in your body and imbue it into your weapon. For each soul imbued in a weapon, that weapon does an additional 1 point of Psychic damage when it hits. This imbuement lasts until you complete a Long Rest.

Extra Attack

Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

The number of attacks increases to four when you reach 20th level in this class.

Cursed Half Life

At 14th level, the cold touch of death is no longer something to be feared, but rather embraced for all its worth until your final breath.

Whenever you are reduced to 0 Hit Points, you no longer fall, but enter a state of half-life. While in this state you are still conscious and capable of performing your usual abilities. Instead of taking damage, however, if you are hit with an attack, you automatically suffer a failed death saving throw. When you reach 3 failed death saves, you drop dead wherever you are.

You regain the use of this ability after completing a Long Rest.

Dark Flourish

At 15th level, you have learned how to deal a devastating blow against even a horde of enemies - as well as how to pull them into the dark reaches of your soul.

As an Action, you can deal a single Attack against any number of creatures that are within your reach, dealing damage equal to your Stance dice. If any number of creatures are knocked unconscious as a result of this move, you may immediately use your Reaction to absorb all of them, up to as many souls as you are capable of hosting.

You can perform this move a number of times equal to your Constitution modifier, and regain uses of this ability on a Long Rest.

Final Judgment

At 18th level, you have learned how to push the dark forces of final judgment onto a soul that might otherwise be attempting to linger on.

When you kill an enemy, you may use your Reaction to cause it to immediately fail a death saving throw. Additionally, any creatures you have utilized this ability on within the past 1 minute are automatically absorbed into your soul as if through Soul to Keep if they die, provided your soul has space to host them.

Extra Attack

At 20th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.

Dervish Styles

Some dervish decide to follow a strict regime in pursuit of physical master in order to tamper down on the dark magic flowing through them, while others utilize this soul-sucking magic to its darkest potential. Whether your dark powers come from the vast planes beyond or from the vengeful spirit of a scorned lover, you utilize these to their fullest potential. Choose one of the following archetype options.

Arcane Athlete

Some dervish decide to follow the pursuit of physical mastery and all that comes with it. For a dervish, this means putting their body in peak performance of fitness and endurance, allowing them to move across the battlefield with greater ease and perform even more devastating strikes.

Skirmisher Stance

When you take this archetype at 3rd level, you have begun training yourself to peak physical perfection. You have adopted a new style of Stance which you can immediately swap out for a known stance.

As an Action, you take a moving stance that forces an enemy to immediately take an attack of opportunity against you. If the attack hits, you block damage equal to a roll of your Stance dice; if the attack misses, you immediately parry, dealing damage equal to a roll of your Stance dice.

Far Walker

At 7th level you have worked out how to make the most of the battlefield and move across it accordingly. You gain 10 ft to your movement speed, provided you are wearing armor with which you are proficient.

Fueled by Darkness

At 13th level you have learned how to tap into the maddening darkness inside your soul and use it to fuel your Stances.

Whenever you deal damage using a Stance dice you may, as a reaction, fuel that dice by shredding a soul that is hosted within your body, provided you have any. The Stance dice deals maximum damage.

Darkest Reach

At 17th level you have reached peak physical perfection and trained your reactions to deadly ability. When you take the Attack action with a Reach weapon, you can target 1 additional creature within 5 ft of your target that is also within your reach. You use the same attack and damage rolls for both creatures.



















Phantasmal Keeper

A few select dervish choose to put the souls they can absorb to much greater use. Some would call this dark practice necromancy. You just call it practical.

Soul Transplant

When you take this archetype at 3rd level, you learn the dark arts of imbuing a soul that is hosted in your body into the husk of another.

Choose 1 soul you have hosted in your body, as well as 1 corpse that is within 30 ft of you. As an Action, you mystically transpose the soul into the corpse and turn it into a Zombie under your control.

This zombie acts after you in Initiative order and is effectively under your control. On your turn, you can take a Bonus Action to order it, or else let it act on its own volition. The zombie considers you and your allies friendly unless attacked by one of you or your allies.

The number of zombies you can have under your control is equal to your Constitution modifier. If you attempt to bring forth more, the previous zombies will no longer be considered under your control nor friendly to you.

Breath of Undeath

At 7th you have learned how to utilize the souls at your disposal to heal your zombie companions. As an Action, you can transplant a soul hosted in your body into that of a zombie and heal it for a number of HP equal to the Challenge Rating or Level of the soul.

Shredded Soul

At 13th you have worked out how to rip the soul right back out of a zombie under your control. As an Action you can shred the soul you have imbued in a zombie. You gain Hit Points equal to the remaining Hit Points the zombie had.

Limitless Unto Death

At 17th level, there is no longer a limit to the number of zombies you can have under your control.




























Dimensional Dancer

A dervish is a whirlwind on the battlefield. A dimensional dancer dervish is that and more. With movements as beautiful as they are deadly, these dervish dance across the battlefield as if it were a playground, hopping between the planes as they go and fueling the strange magics of their souls based on where they happen to pass through.

Breach of Space

When you take this archetype at 3rd level, you gain a new way to use your movement. Instead of walking, you can mystically teleport through the shadows of space up to your movement speed to an unoccupied space. You need not be able to see this space to land there.

Whenever you use this ability, the damage type of your Stance dice changes. The next time you use your Stance dice, instead of dealing the weapon's normal type of damage, you deal Force damage instead.

You can use this ability a number of times equal to your Constitution modifier.

Dancing Stance

At 7th level, you have taught yourself a new type of Stance which you can immediately swap out for a known stance.

As an Action, you begin a strange and mesmerizing dance that incorporates attacking movements with your weapon. Until the start of your next turn, any creature that enters your reach must succeed on a Dexterity saving throw against a DC equal to 8 + your Dexterity modifier + your proficiency bonus. On a failure, you can make an attack against that creature, dealing your Stance dice in damage.

Hurl through the Hells

At 13th level, you have learned how to force creatures to venture through the Planes with you as you move. As a Bonus Action, whenever you take the Teleport movement provided by your Breach of Space ability, you may force one creature of Large or smaller size within your reach to make a Dexterity saving throw equal to 8 + your Dexterity modifier + your proficiency bonus. On a failure you drag that creature with you through the planes and deposit them there.

Until the start of your next turn, that creature is held within the plane you have traveled through. On the start of your next turn, that creature appears in an unoccupied space within 5 ft of you. If there are no spaces available within 5 ft of you, that creature is stuck in that plane for another round until the start of your next turn.

When the creature reappears, it takes damage as it suffers from the anguish of its horrific experiences. For each round the creature spent trapped in that plane, it takes 5d10 psychic damage.

You can use this ability once per Long Rest.

Waltz of Death

At 17th level you are at your deadliest when you are moving. As your Movement, you dance across the battlefield, weapon whirling and striking out at each creature that you pass by that is within your reach, rolling to hit each individually. This attack action does damage equal to your Stance dice.



























Witch

A lone man, dressed in tattered robes and keeping his head down, shuffles through the city crowd. Whispers follow behind his back, people thinking he can't hear them, but he can. One such whisper is particularly nasty. The man touches his talisman, and the peasant that spoke ill begins crying out, choking on his own tongue. Cries and accusations fill the air, but by the time the crowd opens up around him the man is already gone, a lone raven flying off into the distance.

A black cat darts between the feet of a tavern's patrons, chasing wildly after a rat. When she catches it, she drags it down into the cellar, where an altar of lit incense and candles awaits. In a flash of shadow, the cat is gone, and in her place is a woman. The woman spills the blood of the rat on the altar and begins chanting.

A village peasant wrings his hat before knocking on the cottage door. When the woman answers, he begs for her help - the village's last cow is sick. He offers her a beautiful stone as payment. Finding it acceptable, she prepares a batch of healing herbs for them to feed the cow, and hands the man a wooden talisman for good measure, to hang about the cow's neck. The man leaves, and the woman begins the process of enchanting the stone.

A witch - so named regardless of gender - is an individual whose magic stems from the various forces of the Inner Planes themselves. They are a font of planar magic, drawing from different sources as determined by whatever best suits their needs.

Life of Whispers

No matter where they go, whispers seem to follow behind the backs of witches. It is a life every witch must learn to accept.

A witch's powers are feared, as no one quite understands what makes a witch. Some say they are born with their magic, like sorcerers, while others say they make pacts with beings in the way that warlocks do. Others yet believe they commune with nature, as druids do. The factor of the unknown is what drives even the most curious to hesitate before inquiring after the advice or assistance of a witch.

Born Different

Witches are born with an inherent connection to the Inner Planes. They may have been the offspring of a mortal mating with a creature of the Fey, or born in close proximity to a planar rift, or any number of things. Regardless of their origin, they are capable of communing with the raw elemental forces of nature - and more.

Creating a Witch

Consider how you first learned you were a witch. Did you have a sudden magical outburst as a child, or did another practitioner of the arcane arts sense it in you? Determine what your life has looked like up until now. Did you live on the outskirts of a village, helping those daring enough to ask for your aid? Or were you isolated in the wilds, surviving entirely on your own? Perhaps you lived with another witch; you might have even been their apprentice.

No matter where you come from, decide what has turned you towards the life of an adventurer.

Quick Build

You can make a witch quickly by following these suggestions. First, make Constitution your highest ability score, followed by Intelligence. Second, choose the Outlander background.


Class Features

As a witch, you have the following class features.

Hit Points


  • Hit Dice: 1d6 per witch level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose three from Animal Handling, Arcana, History, Insight, Intimidation, Medicine, Nature, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) any simple weapon
  • (a) a sling and 20 bullets or (b) a shortbow and 20 arrows
  • (a) an explorer's pack or (b) a priest's pack
  • (a) leather armor and a yew wand witch focus
Witch Table
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 3 2 2
2nd +2 Dedication 3 3 3
3rd +2 Grimoire 3 4 4 2
4th +2 ASI 4 5 4 3
5th +3 Tap the Lattice 4 6 4 3 2
6th +3 Dedication Feature 4 7 4 3 3
7th +3 4 8 4 3 3 1
8th +3 ASI 5 9 4 3 3 2
9th +4 5 10 4 3 3 3 1
10th +4 Hermetic Knotwork 5 11 4 3 3 3 2
11th +4 Dedication Feature 5 12 4 3 3 3 2 1
12th +4 ASI 5 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 The Chariot 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 ASI 6 14 4 3 3 3 2 1 1 1
17th +6 Dedication Feature 6 15 4 3 3 3 2 1 1 1 1
18th +6 Planar Symbiote 6 15 4 3 3 3 3 1 1 1 1
19th +6 ASI 7 16 4 3 3 3 3 2 1 1 1
20th +6 Unravel 7 16 4 3 3 3 3 2 2 1 1

Spellcasting

You are a conduit for the magic of the Inner Planes. No matter which planar force you draw from, doing so takes a lot out of you.

See Spell Rules (Basic Rules) for the general rules of spellcasting and the Spell Listing for the Witch spell list at the end of this class description.

Cantrips

At 1st level, you know three cantrips of your choice from the Witch spell list. You learn additional Witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots

The Witch table shows how many spell slots you have to cast your Witch spells of 1st level and higher. To cast one of these Witch 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.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Witch spell list.

The Spells Known column of the Witch table shows when you learn more Witch spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 Witch spells you know and replace it with another spell from the Witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your Witch spells, since the power of your magic draws from your physical reserves and can leave you exhausted. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Witch spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus

You can use a wand (see the Adventuring Gear section) as a spellcasting focus for your Witch spells.

Polyform

Many believe that witches have familiars, entities that are mystically tied to them. While some do, the truth is that most of these so-called familiars are actually the witch themselves, turned into a different form. At 1st level, you gain the ability to shapeshift into a creature from the list below. As an Action, you assume this form, gaining the stat block of the creature.

You can assume the form of a Almiraj, Bat, Cat, Chwinga, Frog, Hawk, Killmoulis, Octopus, Owl, Rat, Raven, Scorpion, Spider, Tressym, Vulture, or Weasel.

This transformation lasts for 1 hour or until dismissed as a Bonus Action. Any clothing you are wearing or items you are carrying are transformed as part of you. You can use this ability once per Long Rest.

Dedication

At 2nd level, you Dedicate yourself to a specific form of magic: Blood, Energy, or Shadow.

Your Dedication gives you a feature at 2nd level, and additional features at 6th, 11th, and 17th level.

Grimoire

At 3rd level, you have begun to develop a Grimoire of spells. This book is a repository of information, detailing your different theories on forms of magic as well as your attempts to translate spells others use into something you can work with.

To create this Grimoire you must own an empty journal which you can dedicate to this purpose. The journal can be as simple as a plain leather book or as fanciful as a gilded tome - whatever suits your style. You must then perform a special dedication ritual that anoints this book for use of magical purpose. This ritual requires 50g worth of incense. Once completed, your Grimoire is considered a magical item.

Functionally, your grimoire grants you Ritual casting, allowing you to cast any spell contained within as a Ritual without expending a spell slot. The first pages of your book contain transcriptions of any Ritual spells from the Witch spells list that you know. Additional pages contain spells you have come across in your travels.

Copying a Spell into the Book. Whenever you encounter a spell of 1st level or higher in written form, you can copy it into your Grimoire if it is of a spell level you can cast. This process involves deciphering the original spell and translating it into your own spell language, and takes 2 hours and 50g per spell level.

Replacing the Book. You can copy spells from your Grimoire into a new Grimoire, provided you have a second Grimoire ready. This process is faster and easier than copying a new spell, as you already understand your own variation of the spell. You need only spend 1 hour and 10g per spell level to copy it in this way.

If you lose your Grimoire, you lose access to any spells contained within that you do not know, as well as the ability to use Witch Ritual spells as rituals until you replace the book and copy the spells anew. For this reason, you may wish to keep a backup copy of your Grimoire. At 10th level, however, you gain the ability to Prepare certain spells from this book. Should you lose your Grimoire, you may transcribe any Prepared spells into your new Grimoire, provided you can do so before they are lost to a Long Rest.

Tap the Lattice

At 5th level, you gain the ability to mentally dissect spells you see. As an Action whenever you witness a completed spell or encounter an existing spell effect that you do not know, you can roll an Arcana check with a DC = 10 + the spell's level. On a success, you learn what the spell is and what it does, as well as what level it was cast at, and it is stored in your memory.

You may memorize a number of spells in this way as is equal to your Intelligence modifier. If you attempt to memorize an additional spell in this way, you forget the others in the same order that you memorized them.

Additionally, you learn how to transcribe these spells into your Grimoire. Within 24 hours of memorizing a spell's information, you can take 1 hour to transcribe that information into your Grimoire. Once transcribed, that spell is no longer considered memorized.

Once a spell is transcribed into your book, you must then work on translating it into a methodology which you can work with. This process takes 4 hours and 100g worth of fine magical inks per spell level. Once you have spent this time and money, you may utilize the spell as normal per the rules of your Grimoire.

Hermetic Knotwork

At 10th level, you learn how to channel Ritual magic through the Weave and knot it off for later use.

Whenever you finish a Long Rest, select a number of spells equal to your Intelligence modifier from your Grimoire. The spells must be of a level you are capable of casting. You must complete a Ritual casting for each of the spells, after which these spells are considered Prepared. While Prepared, these spells can be cast as if you knew them. Prepared spells are lost whenever you finish a Long Rest. If you do not complete the required Ritual for each spell, you do not have it prepared.

The Chariot

At 14th level, you have learned how to enchant a staff, broom, or similar object with the gift of flight. You gain a Broom of Flying, provided you have an object appropriate to enchant. Enchanting this object requires 8 hours of work as well as 1000g worth of enchantment components.

With this object, you gain a Fly speed of 30 ft. Additionally, you have Advantage on saving throws meant to throw you off your Chariot.

Planar Symbiote

At 18th level, the power of the planes that fuels your magic courses freely through you. As a Bonus Action, you can draw from this wellspring of magic, infusing it into your very being. Choose one from Cold, Fire, Lightning, Poison, or Thunder. For 1 minute, whenever you take damage, you can choose to send out a magical surge of energy at any creature of your choice within 10 ft of you. The creature takes 2d8 damage of your chosen type.

Unravel

At 20th level, your command of the forces of raw magic has reaches its peak and reality bends to your will. Whenever you see a creature making a saving throw, you can use your Reaction to cause that creature to automatically fail or succeed as per your choice.

You can use this ability once per Short Rest.

Witch Dedications

As a witch grows in power, they must dedicate themselves to a particular form of magic. Whether you choose to take up the athame and fuel your magic with your own blood, weave energy into complex quilts, or mingle with the shadows, you will be eternally bound to the practice you have chosen.

Blood Magic

Blood mages are those who draw upon their own life forces to fuel their spells and heal their allies. Theirs is a gruesome magic, and certainly not one to be taken lightly.

Blood mages use an Athame - a special dagger used exclusively for the purposes of blood magic. When you dedicate yourself to Blood Magic, you consecrate a dagger in your possession with your own blood and imbue it with your own signature magic. This process takes 1 hour and requires 100g worth of incense. Once consecrated, an Athame must be fed at least a small amount of fresh blood once a day to retain its magical properties. Going forward, you should only use your Athame for Blood Magic; if you use it for anything else, it loses its magical properties and becomes an ordinary dagger.

Favorable Humor

When you Dedicate yourself to this form of magic at 2nd level, you learn how to draw on your own blood to heal others. As a Bonus Action, you use your Athame to deal 1d6 points of slashing damage to yourself, and channel that magic into another creature you can see within 30 ft of you. That creature gains hit points equal to the damage dealt to yourself.

Sanguine Satisdation

At 6th level, you have learned how to utilize your blood to protect yourself. As an Action, you can smear a protective sigil in blood across your forehead, mystically granting you insight into your opponent's attacks. You gain +1 AC until the start of your next turn.

Carmine Sympathy

At 11th level, you are capable of magically connecting yourself to another creature whose blood you have a sample of. As an Action, and using a sample of blood as a component which this ability consumes, you form a sympathetic link between yourself and the creature whose blood you are utilizing. For the next 1 minute, whenever you take damage, half of that damage is transfered to the target creature through your blood magic.

You can use this ability once per Long Rest.

Blood Harvest

At 17th level, you have mastered the art of controlling the blood of others, even until death.

As an Action, choose any number of corpses you can see which have died in the past 24 hours and which have not been drained of blood. For each corpse you choose, cuts appear on your body, dealing 1d6 points of slashing damage per corpse. The corpses then explode as blood bursts their bodies asunder. Each creature in a 10ft radius of any burst corpse must make a Dexterity saving throw or take 1d12 points of necrotic damage per corpse within 10 ft of them. A creature that saves takes half damage.

You can use this ability once per Long Rest.

Energy Magic

Witches who focus in the art of Energy magic do so to better understand the world around them and all that inhabits it. They are capable of healing the auras of the ill just as easily as using the energy of a creature against itself.

Auric Sight

When you Dedicate yourself to this form of magic at 2nd level, you gain the ability to sense and read auras. As an Action, you focus your sight into the Ethereal and see a creature's aura, provided it has one. Undead and Constructs have no aura. You mystically glean if there are any ailments, conditions, diseases, magical effects, spells, or otherwise affecting the target.

Remedial Healing

At 6th level, you learn how to heal through auras. As an Action, you expend one spell slot of 1st level or higher, and tap into the aura of a creature you can see within 30 ft of you. Choose 1 condition affecting this creature. That condition ends.

You can use this ability once per long rest.

Energy Shield

At 11th level, you have learned how to buffer the auras of others to protect them. As an Action, choose a creature you can see within 30 ft. That creature's aura becomes corporeal and forms a defensive barrier around them, adding +1 to their AC.

You can only maintain one energy shield at a time. If you throw a new energy shield up, the old one disappears. You can dismiss an energy shield as a bonus action.

Aura Break

At 17th level, you have mastered the art of tapping into the auras of others and using it against them. As an Action, you choose a target you can see within 30 ft and magically shatter their aura. The creature must succeed on a Constitution saving throw or else take 5d8 psychic damage as intense pain wracks them to their very core.

Shadow Magic

Some witches find themselves drawn to the darkness of night and the magic of the Shadowfell.

Shadewalk

When you Dedicate yourself to this form of magic at 2nd level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft to an unoccupied space you can see that is also in dim light or darkness.

Additionally, you can take the Hide action as a Bonus Action.

One with Darkness

At 6th level, the shadowy magic you utilize has become part of you. You gain Resistance to Radiant damage. Additionally, whenever you are hit with a melee attack, you can use your Reaction to lash out with your shadows, dealing 1d8 points of necrotic damage.

Lash of Shadows

At 11th level, you gain control over the shadows themselves. As an Action, you can create a lash of shadow that emerges from any shadow within 30 ft of you and use it to attack a creature within 5 ft of it. Roll to hit. If the attack hits, the lash deals 3d8 points of necrotic damage.

Sphere of Darkness

At 17th level, you gain the ability to form a sphere of pure shadow which you hurl forward to a point you can see within 60 ft. The sphere then explodes, hurling dark energy outward. Each creature in a 15 ft radius centered on that point must make a Dexterity saving throw. A creature takes 8d8 points of necrotic damage on a failed save, or half as much on a successful one.

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Shape Water
  • Shillelagh
  • Shocking Grasp
  • Thaumaturgy
  • Thorn Whip
1st Level
  • Absorb Elements
  • Animal Friendship
  • Bane
  • Beast Bond
  • Bless
  • Burning Hands
  • Chaos Bolt
  • Create or Destroy Water
  • Detect Magic
  • Detect Poison and Disease
  • Dissonant Whispers
  • Earth Tremor
  • Entangle
  • Faerie Fire
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Hex
  • Hideous Laughter
  • Ice Knife
  • Id Insinuation
  • Identify
  • Illusory Script
  • Mage Armor
  • Magic Missile
  • Purify Food and Drink
  • Ray of Sickness
  • Sleep
  • Snare
  • Speak with Animals
  • Thunderwave
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Animal Messenger
  • Arcanist's Magic Aura
  • Augury
  • Beast Sense
  • Blindness/Deafness
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Find Steed
  • Flaming Sphere
  • Flock of Familiars
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Invisibility
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Mental Barrier
  • Mind Spike
  • Mind Thrust
  • Misty Step
  • Moonbeam
  • Nystul's Magic Aura
  • Phantasmal Force
  • Protection from Poison
  • Pyrotechnics
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Silence
  • Skywrite
  • Spider Climb
  • Thought Shield
  • Warding Wind
  • Web
3rd Level
  • Bestow Curse
  • Blink
  • Call Lightning
  • Clairvoyance
  • Conjure Animals
  • Counterspell
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Feign Death
  • Fireball
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle
  • Melf's Minute Meteors
  • Nondetection
  • Phantom Steed
  • Plant Growth
  • Psionic Blast
  • Remove Curse
  • Revivify
  • Sending
  • Sleet Storm
  • Slow
  • Speak with Dead
  • Speak with Plants
  • Stinking Cloud
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Conjure Minor Elemental
  • Conjure Woodland Beings
  • Control Water
  • Divination
  • Ego Whip
  • Elemental Bane
  • Faithful Hound
  • Find Greater Steed
  • Fire Shield
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Hallucinatory Terrain
  • Ice Storm
  • Leomund's Secret Chest
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Shadow of Moil
  • Storm Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Arcane Hand
  • Bigby's Hand
  • Circle of Power
  • Commune
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Contagion
  • Control Winds
  • Danse Macabre
  • Dispel Evil and Good
  • Enervation
  • Geas
  • Hallow
  • Immolation
  • Insect Plague
  • Legend Lore
  • Modify Memory
  • Negative Energy Flood
  • Planar Binding
  • Reincarnate
  • Scrying
  • Seeming
  • Synaptic Static
  • Telekinesis
  • Telepathic Bond
  • Teleporation Circle
  • Transmute Rock
  • Tree Stride
  • Wrath of Nature
6th Level
  • Arcane Gate
  • Bones of the Earth
  • Chain Lightning
  • Circle of Death
  • Conjure Fey
  • Disintegrate
  • Eyebite
  • Find the Path
  • Freezing Sphere
  • Guards and Wards
  • Harm
  • Heroe's Feast
  • Instant Summons
  • Magic Jar
  • Mental Prison
  • Move Earth
6th Level
  • Otto's Irresistable Dance
  • Planar Ally
  • Primordial Ward
  • Programmed Illusion
  • Psychic Crush
  • Scatter
  • Soul Cage
  • Sunbeam
  • Tenser's Transformation
  • Transport via Plants
  • True Seeing
  • Wall of Ice
  • Wall of Thorns
  • Wind Walk
  • Word of Recall
7th Level
  • Conjure Celestial
  • Crown of Stars
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Power Word Pain
  • Project Image
  • Regenerate
  • Resurrection
  • Reverse Gravity
  • Simulacrum
  • Symbol
  • Teleport
  • Whirlwind
8th Level
  • Animal Shapes
  • Antimagic Field
  • Control Weather
  • Demiplane
  • Earthquake
  • Feeblemind
  • Illusory Dragon
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Telepathy
  • Tsunami
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • Shapechange
  • Storm of Vengeance
  • Time Stop
  • True Resurrection
  • Weird
  • Wish























Summoner

A lone drow skulks the city streets. When she turns into an alley, she finds herself cornered by thugs. With the snap of a finger, between her and those cuthroats emerges from the shadows a striking, hulking creature. The creature lunges out to attack her foes, keeping her safe for another day of travel.

A halfling happily rides atop a colorful lion through the countryside, garnering strange stares wherever she goes. The lion purrs contentedly when she jumps down, then disappears into a flash of light so that the halfling might wander the city without so many staring eyes.

A human marches through the mud trails of a dangerous swamp. Suddenly, the fog becomes thick, coalescing into menacing features. The human grins and holds out his hand, unleashing his closest ally to attack their target of this bounty hunt. Back in town, the human exchanges the ears of the fog-creatures for coin, and treats his summon to a special dinner for its efforts.

Summoners come from all walks of life, from commoners to nobles and everyone in between. To be a Summoner is not about status, but about hardiness against the tides of the world. It is about meeting and making allegiances with powerful entities - called Eidolons - and growing with them together.

Walker of the Wilds

The life of a Summoner is one of adventure. Summoners brave the wilds of the world in hopes to find new, powerful entities to bind to their souls. They seek out the thrill of finding new lands and new Eidolons, learning as much about them as they can, and unlocking their truest potential.

Beneficial Boundaries

A summoner may focus on gathering as many Eidolons as they can, or on gathering a few but select Eidolons, or may look to build a bond with simply one or two entities.




























Creating a Summoner

A Summoner is first made when they strike a deal with their first Eidolon and bind it to their soul. Consider how you first came to know of this entity, and what means you went to in order to bind it to you. Did you hear a rumor in your local tavern, and decide to investigate the mysterious woods nearby? Did whispers of a powerful entity come through your home port, sending you off to wild and wondrous lands in order to find your first Eidolon?

Consider how your history helped shape you into the person you are today, and why it encouraged you to forge bonds with powerful entities that could likely otherwise eat you alive.


Quick Build

You can make a summoner quickly by following these suggestions. First, make Constitution your highest ability score, followed by Charisma. Second, choose the Far Traveler background.


Class Features

As a summoner, you have the following class features.

Hit Points


  • Hit Dice: 1d8 per witch level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per summoner level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Saving Throws: Constitution, Charisma
  • Skills: Choose three from Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) any simple weapon
  • (a) a sling and 20 bullets or (b) a shortbow and 20 arrows
  • (a) an explorer's pack or (b) a scholar's pack or (c) a dungeoneer's pack
  • (a) commoner's clothes and a summoner's focus
Summoner Table
Level Proficiency Bonus Features Bound Eidolons Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Eidolon, Pledge, Spellcasting 1 2 2
2nd +2 Burn the Conduit 1 2 2
3rd +2 Empathic Knowledge 1 2 3
4th +2 ASI 2 2 3
5th +3 Pledge Feature 2 3 4 2
6th +3 Shared Draw 2 3 4 2
7th +3 Enriched Attacks 3 3 4 3
8th +3 ASI 3 3 4 3
9th +4 Convergent Shift 3 3 4 3 2
10th +4 Pledge Feature 4 4 4 3 2
11th +4 x 4 4 4 3 3
12th +4 ASI 4 4 4 3 3
13th +5 5 4 4 3 3 1
14th +5 Empowered Summons 5 4 4 3 3 1
15th +5 Pledge Feature 5 4 4 3 3 2
16th +5 ASI 6 5 4 3 3 2
17th +6 6 5 4 3 3 3 1
18th +6 Rest the Weary 6 5 4 3 3 3 1
19th +6 ASI 7 5 4 3 3 3 2
20th +6 Planar Parley 7 5 4 3 3 3 2

Eidolon

At 1st level, you gain the ability to mystically bind an entity to your soul. The number of Eidolons you may have bound to you at once is shown in the Bound Eidolons column of the Summoner Table.

When you meet an entity that you wish to bind, you must first strike an accord with it. You cannot bind an unwilling Eidolon.

To Bind an Eidolon once it has agreed, you must complete a 1 minute Ritual that requires expending a spell slot of the Minimum Spell Level the Eidolon requires, as well as 100g worth of incense and magical herbs per spell slot level expended. You cannot bind an Eidolon that requires a higher level of spell slot summons than you are capable of casting. When you start as a 1st level Summoner, you begin with one bound Eidolon with which you have taken a Pledge.

As an Action, you can expend a spell slot to summon an Eidolon to an unoccupied space that you can see within 60 ft of you. Your Eidolon rolls its own Initiative. On your turn, you can use your Bonus Action to give it orders, or else it will act on its own accord. Your Eidolon will stay summoned until it reaches 0 HP or is dismissed as an Action.

You can only have one Eidolon summoned at any given point. When an Eidolon reaches 0 HP, it is unsummoned back to its original plane of existence where it will take time to recover. Once an Eidolon reaches 0 HP, you cannot summon it again until you have taken a Long Rest. While your Eidolon is not summoned, they exist on their home plane of existence.

Eidolons you may meet vary in strength and their innate abilities. Pre-made Eidolons are available at the end of this class description.

Summoner Pledge

At 1st level, you take your Pledge as a Summoner. This Pledge will set you on a path to devote yourself to a specific style of adventuring: that of the Mender, Skulker, or Cognate, detailed at the end of this class description.

Spellcasting

By 2nd level, you have begun learning how to unravel and alter the fabric of magic that permeates the world.

See Spell Rules (Basic Rules) for the general rules of spellcasting and the Spell Listing for the Summoner spell list at the end of this class description.

Cantrips

At 2nd level, you know two cantrips of your choice from the Summoner spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Preparing and Casting Spells

The Summoner table shows you how many spell slots you have to cast your summoner spells. To cast one of your summoner spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of summoner spells that are available for you to cast, choosing from the summoner spell list. When you do so, choose a number of summoner spells equal to your Constitution modifier + half your summoner class, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th level summoner, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st or 2nd-level spell slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Constitution is your spellcasting ability for your Witch spells, since the power of your magic draws from your physical reserves and can leave you exhausted. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Witch spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus

You can use a staff (see the Adventuring Gear section) as a spellcasting focus for your Summoner spells.

Burn the Conduit

At 2nd level, you have begun to learn how to empower your Eidolons at the expense of your own health. As a Bonus Action on your turn, you can expend a number of your own Hit Dice equal to up to your Constitution Modifier in order to heal your Eidolon. The amount of healing equals the number rolled on the Hit Dice.

Empathic Knowledge

At 3rd level, you have learned how to tap into the knowledge of your Eidolon. Whenever you complete a Long Rest, you can choose one Proficiency that your Eidolon has. You gain Proficiency in that ability until you choose to change it on a different Long Rest.

Shared Draw

At 6th level, you learn how to draw on the health of your Eidolon to heal you, or vice-versa. As a Bonus Action on your turn, you can subtract a number of HP from your Eidolon equal to up to your Constitution Modifier + your Proficiency Bonus, and heal yourself for that amount. Alternatively, you can subtract from your own HP a number equal to your Constitution Modifier + your Proficiency Bonus, and heal your Eidolon for that amount.

Enriched Attacks

Beginning at 7th level, your summoned Eidolons' attacks are considered magical for the purposes of overcoming resistances and immunities.

Convergent Shift

At 9th level, you have learned how to magically move through the places your Eidolon already has. As a Bonus Action, you can mystically swap places with your Eidlon as long as your Eidolon is on the same plane of existence as you and within a 1 mile radius. You may do this a number of times per day as is equal to your Constitution modifier.

x

At 11th level, x

Empowered Summons

Beginning at 14th level, your summons are more powerful. Whenever your Eidolon deals damage, it deals an additional amount of damage equal to your Constitution Modifier x the spell level the Eidolon was summoned at. For example, if your Constitution score was 18, making your modifier a +4, and you summoned your Eidolon at 4th level, the additional damage would equal 16 of the damage type it deals.

Communal Mind

At 15th level, you and your Eidolons have all formed an ability to telepathically communicate with one another without speaking aloud. You can telepathically communicate with any of your Eidolons in this method even if they are on another plane of existence.

Rest the Weary

By 18th level, you have learned how to get the most out of your rests. Whenever you take a Long Rest, you can regain all of expended Hit Dice instead of the normal half. In addition, whenever you take a Short Rest, and are out of Hit Die, you regain 1 Hit Dice at the end of the Short Rest.

Planar Parley

At 20th level, you have mastered the art of summoning your Eidolons. You can now summon an Eidolon at its weakest level without expending a spell slot.











































Pledges

Mender

Menders have sworn themselves to taking care of others as equally as themselves. They are healers, in their own way, who often utilize their Eidolons to get into the thick of things in order to benefit their allies while protecting themselves from harm.

Touch of Faith

When you take this Pledge at 1st level, you learn how to share spells with others that you would normally save for yourself. Whenever you cast a spell with a range of Self, you can cast the spell on another target provided you can reach that target to touch. Additionally, you can cast spells with a range of Self on any of you Eidolon provided they are within 60 ft of you.









































Interpose

At 5th level, your Eidolons are always aware of you and the dangers that you face and will always do their best to protect you from harm. Whenever you are targeted by an attack that would damage you, your Eidolon can use its Reaction to teleport to an unoccupied space within 5 ft of you and take the attack for you. All damage that would be dealt to you is instead dealt to your Eidolon.

Shared Mortality

Beginning at 10th level, you and your Eidolons have begun sharing the resource of life itself. Whenever you summon an Eidolon, add its current HP to your own current HP, and the totaled HP is the amount of HP that you and your Eidolon share together. Whenever you or your Eidolon take damage, that damage is removed from your shared HP pool. Additionally, whenever you or your Eidolon are targeted by an effect that would cause a status condition, such as Stunned or Paralyzed, you can choose whether it effects you or your Eidolon, even if the triggering effect would target you both.

Whenever your shared HP pool reaches 0, your Eidolon is unsommoned and you drop to 1 HP instead.

Wellspring Aura

At 15th level, your Eidolon is capable of emitting a Wellspring Aura. This Aura reaches out to 30 ft. While this Aura is active, any creatures that you choose gain Proficiency in the same Saving Throw(s) as your Eidolon. Additionally, whenever you or the Eidolon heals a creature within this Aura, the creature is healed for the maximum amount.

Skulker

Skulkers are those who have sworn themselves to the shadows, utilizing their Eidolons as either watchers or distractions while the summoner performs their own reconnaissance. They work closely with their summons to perfect the art of moving through shadows, of keeping down low, and of not being seen. Make no mistake, however; if you do see a Skulker, you'll wish you hadn't.

Shadowed

When you take this Pledge at 1st level, you gain Proficiency in the Stealth skill, or Expertise if you are already Proficient. Additionally, any Eidolons you summon also gain Proficiency in the Stealth skill when summoned, or Expertise if they already have it, provided they do not naturally emit light.

Whisperstep

At 5th level, you and your Eidolons have learned how to quickly move in and out of the shadows. You and your Eidolons are now capable of taking the Hide Action as a Bonus Action.

Shared Momentum

Beginning at 10th level, whenever your Eidolon moves, you can use half of your movement to mystically teleport to an unoccupied space within 5 ft of your Eidolon provided you are within 60 ft of them. You or your Eidolon must be able to see the space you are teleporting to.

Stalker

At 15th level, you and your Eidolon become a deadly team capable of striking from the shadows with great force. Whenever you or your Eidolon would gain Advantage on an attack as a result of being unseen, the resulting attack is considered a Critical Hit.

Cognate

Cognates are Summoners whose bond with their Eidolons is so close that the two begin to merge - literally. As the Cognate grows stronger and stronger, so too does their bond with their summons, and the abilities they are capable of grasping from them. Most Cognates have sworn themselves to the battlefield side-by-side with their Eidolons.

Shared Senses

When you take this Pledge at 1st level, you have sworn to your Eidolon that your souls shall be forever bound together. You have learned how to tap into your Eidolon's senses. As an Action, you can go blind and deaf, and perceive through your Eidolon's senses. Your Eidolon must be on the same Plane of existence as you, and must be within a 1 mile radius.

Multiattack

Starting at 5th level, whenever you take the Attack action, you can make one additional Attack as part of that action.

Pack Tactics

Beginning at 10th level, whenever you or your allies attack a creature that is within Reach of you or your Eidolon, you have Advantage on the attack roll to hit.

Mutable Form

At 15th level, you have learned how to merge your form with that of your Eidolons. Each Eidolon has a Mutable Form feature. As a Bonus Action, you can take on this feature for 1 minute. You can do this a number of times per day equal to your Constitution modifier. You do not need to have an Eidolon actively summoned to gain its Mutable Form feature.

If you go Unconscious, you lose all of your Mutable Form features.





























Summoner Spells

Cantrips (0 Level)
  • Acid Splash
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Guidance
  • Gust
  • Infestation
  • Lightning Lure
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Ray of Frost
  • Sapping Sting
  • Shape Water
  • Shillelagh
  • Shocking Grasp
  • Spare the Dying
  • Thaumaturgy
  • Thorn Whip
  • Toll the Dead
  • True Strike
1st Level
  • Absorb Elements
  • Bane
  • Beast Bond
  • Bless
  • Chaos Bolt
  • Command
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Feather Fall
  • Fog Cloud
  • Healing Word
  • Heroism
  • Hunter's Mark
  • Inflict Wounds
  • Jump
  • Londstrider
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield
  • Speak with Animals
  • Thunderwave
  • Zephyr Strike
2nd Level
  • Aid
  • Animal Messenger
  • Arcane Lock
  • Augury
  • Barkskin
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Cloud of Daggers
  • Darkness
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Steed
  • Gentle Repose
  • Healing Spirit
  • Invisibility
  • Lesser Restoration
  • Locate Animals or Plants
  • Misty Step
  • Moonbeam
  • Pass without Trace
  • Protection from Poison
  • Ray of Enfeeblement
  • See Invisibility
  • Silence
  • Skywrite
  • Spider Climb
  • Suggestion
  • Summon Beast
  • Warding Bond
  • Warding Wind
  • Web
3rd Level
  • Bestow Curse
  • Call Lightning
  • Conjure Animals
  • Conjure Barrage
  • Create Food and Water
  • Enemies Abound
  • Fast Friends
  • Fear
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Mass Healing Word
  • Motivational Speech
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Spirit Guardians
  • Summon Fey
  • Summon Lesser Demon
  • Summon Shadowspawn
  • Summon Undead
  • Thunder Step
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Compulsion
  • Confusion
  • Conjure Minor Elemental
  • Conjure Woodland Beings
  • Dominate Beast
  • Faithful Hound
  • Find Greater Steed
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Greater Invisibility
  • Guardian of Nature
  • Hallucinatory Terrain
  • Locate Creature
  • Polymorph
  • Summon Abberation
  • Summon Construct
  • Summon Elemental
  • Summon Greater Demon
5th Level
  • Animate Objects
  • Antilife Shell
  • Awaken
  • Commune
  • Conjure Elemental
  • Conjure Volley
  • Contact Other Plane
  • Control Winds
  • Dominate Person
  • Far Step
  • Geas
  • Greater Restoration
  • Hold Monster
  • Immolation
  • Mass Cure Wounds
  • Modify Memory
  • Planar Binding
  • Reincarnate
  • Scrying
  • Seeming
  • Summon Celestial
  • Telepathic Bond
  • Teleportation Circle
  • Temporal Shunt
  • Tree Stride
  • Wall of Force














Eidolons


Chinco

Small, Chaotic Good, 1st Level


  • Armor Class 12
  • Hit Points 10
  • Speed 30 ft Walking

STR DEX CON INT WIS CHA
8 (-2) 14 (2) 10 (0) 12 (1) 10 (0) 14 (2)

  • Saving Throws CHA
  • Skills Stealth +3
  • Senses Darkvision 60 ft
  • Languages Common, Primordial

Mutable Form: Flame Blitz. Whenever this creature is struck by a Melee attack, the attacker takes 1d4 Fire damage.

Actions

Scratch. Melee attack. +2 to hit, one target. Hit: 1d6+2 slashing.





































Owlcat

Small, Lawful Good, 1st Level


  • Armor Class 12
  • Hit Points 10
  • Speed 15 ft Walking, 20 ft Flying

STR DEX CON INT WIS CHA
8 (-2) 14 (2) 10 (0) 14 (2) 14 (2) 10 (0)

  • Saving Throws WIS
  • Skills Insight +3
  • Senses Darkvision 60 ft
  • Languages Auran, Common

Mutable Form: x. x

Actions

Scratch. Melee attack. +2 to hit, one target. Hit: 1d6+2 slashing.


Dream Sheep

Small, Lawful Good, 1st Level


  • Armor Class 12
  • Hit Points 10
  • Speed 30 walking, 20 flying

STR DEX CON INT WIS CHA
8 (-2) 10 (0) 12 (1) 12 (10) 12 (1) 14 (2)

  • Saving Throws CHR
  • Skills Persuasion +3
  • Senses
  • Languages Common, Sylvan

Mutable Form: x. x

Actions

Lullaby. The creature casts the spell Sleep.

Mesmerist

A well-dressed woman turns into the alleyway that should lead to her home. Thugs await her, ready to corner her unexpectedly. In an instant there are two of her, then three; she knows them to be her illusory clones, but her attackers do not. The never-do-wells charge, and in an explosion of pink and blue magic, the illusions shatter, the magical shrapnel tearing through her enemies in an instant.

A pair of twins stand at the center of a crowd. One steps into a large crate, which the other then nails shut. A cloth is draped over the box. With a flourish and a spark of bright magic, the crate rattles, and stills. When it is opened, no one is inside it. With another pointed flourish, the second twin points to a building - and out from behind it walks the other twin. The crowd erupts in applause. It is only later, once the crowd has dispersed, that the magician cancels out his illusory twin.

A young boy plays alone in a big old estate house. One day, he finds a book of magic - and begins studying it in secret. Before too long, he is conjuring up a duplicate to play with, tricking his parents into thinking he is in one place when really he is in another.

A Mesmerist is an illusionist at their core. They focus on deception and trickery to fool the senses and beguile the mind. There is an essence of showmanship to some Mesmerists' performances, while others prefer subtlety.

Deceptive Ploys

The uncommon art of Mesmerism is just that - an art. And it has been mostly lost to history. Most who practice this form or arcane magics do so as a way of tricking others and making money. Yet others still have made warriors of themselves on the battlefield with their ability to deceive and confuse their foes, granting the advantage on the field to their allies.

To Trick is the Game

To a Mesmerist, tricks and tactics are the literal name of the game. With the ability to make illusory duplicates of themselves in order to confuse enemies, a Mesmerist is a useful friend to have in a tight space.

Creating a Mesmerist

While you are creating your Mesmerist, consider how they learned the art of Mesmerism. Did they pick up an old dusty book from a library and learn its secrets? Were they trained in this practice by another in exchange for something useful or valuable?

Perhaps your character has seen a Mesmerist perform before, and wanted to duplicate the effects they saw. Perhaps they were a lonely urchin on the streets who needed someone else to help keep them safe, to watch over their back while they slept. Or perhaps they came from a grand house of minor nobility or moderate wealth, where making good and fanciful impressions is always paramount, and this was just another way to prove they were better than the rest.

Regardless of what sort of background your Mesmerist comes from, there is one thing they should all have in common: they know that they are twisting reality in order to perform their magic.


Quick Build

You can make a Mesmerist quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity. Second, choose the Charlatan background.


Class Features

As a Mesmerist, you have the following class features.

Hit Points


  • Hit Dice: 1d8 per Mesmerist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 6) + your Constitution modifier per Mesmerist level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Saving Throws: Charisma, Dexterity
  • Skills: Choose three from

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) any simple weapon
  • (a) a sling and 20 bullets or (b) a shortbow and 20 arrows
  • (a) an explorer's pack or (b) a burglar's pack
  • (a) leather armor
  • a Mesmserist focus of either (a) a wand or (b) a staff
Mesmerist Table
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Create Dopple, Spellcasting 3 2 2
2nd +2 Shatter 3 3 3
3rd +2 Mesmerist Dominion 3 4 4 2
4th +2 ASI 4 5 4 3
5th +3 Expertise, Mirrored Conjure (1) 4 6 4 3 2
6th +3 Dominion Feature 4 7 4 3 3
7th +3 Betwixt the Mirrors 4 8 4 3 3 1
8th +3 ASI 5 9 4 3 3 2
9th +4 Mind Break 5 10 4 3 3 3 1
10th +4 5 11 4 3 3 3 2
11th +4 Conjurecraft 5 12 4 3 3 3 2 1
12th +4 ASI 5 12 4 3 3 3 2 1
13th +5 Dominion Feature 6 13 4 3 3 3 2 1 1
14th +5 Mirrored Conjure (2) 6 13 4 3 3 3 2 1 1
15th +5 6 14 4 3 3 3 2 1 1 1
16th +5 ASI 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Infinite Reflections of the Self 6 15 4 3 3 3 3 1 1 1 1
19th +6 ASI 7 16 4 3 3 3 3 2 1 1 1
20th +6 Dominion Feature 7 16 4 3 3 3 3 2 2 1 1

Create Dopple

Upon taking 1st level in this class, you have learned how to craft illusory dopplegangers from the pure arcane energy of the weave.

As an Action, you can expend one spell slot of 1st level or higher in order to create an illusory duplicate of yourself. This duplicate looks exactly like you do at the time of the casting, although you can use a Bonus Action to change its appearance to match yours if your appearance changes after the casting. This illusion is indistinguishable from you except by a suspicious creature's Intelligence (Insight) check against your Charisma (Deception) check. A creature that successfully identifies your illusion as such may attempt to keep track of you and your illusion, but might become confused again if they are unable to. Attempting to touch or interact with the illusion will immediately make apparent that it is not real.

You have a telepathic link with all of your illusions as if they were a Hivemind and can control them as such. Your illusion does not count as a creature. It has no AC and no HP, and cannot take interactive actions, although you may instruct it to duplicate your movements in order to cleverly disguise what you are doing or your attacks.

As an Action, you can become blind and deaf in order to perceive things through your doppleganger's senses as if you were it, similar to the Find Familiar spell.

Your doppleganger lasts for 1 hour per Spell Slot level expended, until it is Shattered, or until it is dispelled, either as a Free Action by you at any point or as a result of a magical cancellation, such as Dispel Magic. Dispel Magic cannot destroy a doppleganger that was created by a spell slot level higher than the Dispel Magic is cast at. (For example, if you cast a 5th level Illusion, and an enemy targets it with a 4th level Dispel Magic, the Dispel Magic fails and the illusion remains.)

Spellcasting

You warp reality around you, drawing directly from the Weave and altering it to your needs.

See Spell Rules (Basic Rules) for the general rules of spellcasting and the Spell Listing for the Witch spell list at the end of this class description.

Cantrips

At 1st level, you know three cantrips of your choice from the Mesmerist spell list. You learn additional Mesmerist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mesmerist table.

Spell Slots

The Mesmerist table shows how many spell slots you have to cast your Mesmerist spells of 1st level and higher. To cast one of these Mesmerist 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Mesmerist spell list.

The Spells Known column of the Witch table shows when you learn more Mesmerist spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd 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 Mesmerist spells you know and replace it with another spell from the Witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Mesmerist spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Mesmerist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a wand or staff (see the Adventuring Gear section) as a spellcasting focus for your Mesmerist spells.

Shatter

Beginning at 2nd level, you learn how to mystically shatter the illusions you have created in order to cause a variety of effects. As a Bonus Action, you can Shatter a number of illusions equal to your level in this class. Whenever you Shatter an illusion, you can cause one of the following effects:

  • Deal 2d6 Force damage per spell slot level the dopple was summoned at to each creature of your choice within 5 ft of the illusion
  • Force 1 creature within 5 ft of the dopple to make a Strength saving throw or be knocked Prone
  • Force 1 creature within 5 ft of the illusion to make a Charisma Saving Throw. On a failure, that creature is Confused, as if by the Confusion spell, until the end of its next turn
  • Cause 1 creature within 5 ft of the illusion to have Disadvantage on the next attack roll it makes

At 7th level, you can also choose from the following effects when you Shatter a dopple:

  • Force 1 creature within 5 ft of the illusion to make a Dexterity saving throw, or be stunned until the end of its next turn
  • Cause 1 creature within 5 ft of the illusion to have Disadvantage on the next saving throw it makes

At 13th level, you can also choose from the following effects when you Shatter a dopple:

  • Force 1 creature within 5 ft of the illusion to make a Wisdom saving throw. On a failure, that creature is forced to mystically swap places with another active dopple of your choice within 120 ft of the shattered dopple or within your visual range.

Mesmerist Dominion

When you reach 3rd level in this class, you begin honing your skills towards a specific Dominion of magical practice within the umbrella of Mesmerist magics. Choose one of the following subclasses, detailed at the end of this class description: Harbringer, Interceptor, Mendico, or Chronoshifter.

Expertise

At 5th, choose three skills or tools that you are Proficient in and gain Expertise in those skills or tools.

Mirrored Conjure (1)

Starting at 5th level, whenever you take an Action to expend a spell slot in order to create an Illusion, you can expend a second spell slot of equal or lesser level in order to create one additional illusion.

Betwixt the Mirrors

At 7th level, you have learned how to traverse the Ethereal plane and subtly shape reality to your whims. On your turn, you may use your full movement to, instead of moving normally, mystically swap places with one of your illusions that are within 30 ft of you or that you can see. When you reach higher levels in this class, the range at which you can swap places with your illusions increases: 60 ft at 15th level, or 120 ft at 20th level.

You can do this a number of times equal to your Constitution modifier per Long Rest.

Mind Break

At 9th level, you are able to enfeeble the minds of lesser creatures. As an Action, you can subtly warp the perceived reality of one creature you can see within 60 ft. The creature must succeed on a Wisdom Saving Throw or else fall under the effects of this ability, repeating the saving throw at the end of each of its turns. While under the effects of Mind Break, a creature perceives what you wish them to perceive, which you can change as an Action on your turns. While these perceptions are not actively harmful, they may cause the creature to act in ways it might not otherwise act, such as fighting an enemy that is not there or fleeing from something it believes is there.

When an affected creature succeeds on its saving throw to end the effects of Mind Break, it takes 2d8 points of Psychic damage for each round it spend under the above effects, which cannot be negated or reduce in any way.

Conjurecraft

At 11th level, your illusions now count as Creatures for the purpose of granting Advantage to allies within Flanking range or within Sneak Attack parameters.

Mirrored Conjure (2)

At 14th level, whenever you take an Action to expend a spell slot in order to create an Illusion, you can expend up to two (2) additional spell slots of equal or lesser level in order to create additional illusions.

Infinite Reflections of the Self

At 18th level, you have learned how to transcent reality and turn your dopplegangers into the real thing. As an Action, you can transfer your consciousness into one of your active dopples, warping reality and causing that dopple to become you. Reality warps, and all your items and abilities transfer to that dopple. The former you becomes a dopple instead, which is under your control as usual.

Mesmerist Dominions

A Mesmerist may choose to focus in any of the Dominions that fall under their particular brand of arcane magics.

Harbringer

The Harbringer is a portent of doom to any enemies that stand in their way. Their magics are paired with intense martial training, granting them the ability to fight alongside their allies while confounding enemies with their Mesmerist tricks.

Martial Prowess

Upon taking this subclass at 3rd level, you gain Proficiency in Martial Weapons and Medium armor.

Illusory Weapon

When you take this subclass at 3rd level, you gain the ability to summon semi-corporeal "illusory" weapons instead of your normal illusions. These weapons deal their physical equivalent in damage, except the damage type is Force and is considered magical.

Violent Birthright

Beginning at 6th level, you gain the ability to expend additional spell level slots whenever you create an Illusory Weapon in order to give it additional properties or effects. The effects listed below may be beyond your capabilities currently, but will become available options as you level up in this class and gain higher level spell slots.

At 6th level, when you create an Illusory Weapon, you may expend 1 additional spell slot to empower your weapon. At 12th level, you may expend 2 additional spell slots total to empower your weapon. At 18th level, you may expend 3 additional spell slots total to empower your weapon.

Spell Level Slots Effect
1 Increase the weapon's base damage by +1.
2 Change the weapon's base damage type to one of the following: Cold, Fire, Lightning, Thunder, Acid, or Psychic.
3 Increase the weapon's reach by 5 ft.
4 Add an additional 1d4 Psychic damage to the weapon's base attack damage.
5 Grant your weapon the "Ghost" property, allowing it to attack through solid objects if the creature is still within the weapon's reach.
6 Increase the weapon's reach by 10 ft.
7 Increase the weapon's base damage dice by 1 type (a d4 becomes a d6, a d8 becomes a d10, etc).
8 Increase the weapon's reach by 15 ft.
9 Double all damage dice rolled.

Lightning Strikes Thrice

At 13th level, whenever you make an Attack action on your turn, you may use your Bonus Action to take two additional attacks against the same target.

Deadly Ambush

At 20th level, whenever you have Advantage on an attack roll as a result of being unseen or due to your illusions, your attack deals a Critical Hit.




























Interceptor

Interceptor Mesmerists focus on interrupting their opponents with a dangeroud dance.

Reactionary Shatter

When you take this subclass at 3rd level, you may now use your Reaction to Shatter your illusions.

A New Advantage

Starting at 6th level, you gain new ways to use your Shatter. Whenever you Shatter one or more of your illusions, you may choose to cause one of the following effects instead of a typical effect:

  • Interrupt. This interrupts an Action being performed; if an illusion is Shattered as a Reaction to a creature making a melee or ranged attack, this Interrupts that attack and causes it to Critically Miss. If an Interrupted creature is Concentrating on a spell, it must make a Concentration check with Disdavantage immediately to maintain concentration.
  • Rattled. A Rattled creature must make a Charisma saving throw against your spell save DC at the start of each of its turns or be unable to move or make attacks against you or your illusions until it succeed on this saving throw.
  • Vulnerable. The targeted creature is considered Vulnerable to the next damage it takes from any source.

A Dangerous Game

At 13th level, whenever you deal damage as a result of Shattering an illusion, a damaged creature must make a Constitution saving throw against your spell save DC. On a failure, the result is considered a Critical Hit.






























Intercede

At 20th level, whenever you use a Reaction to Shatter a dopple within 5 ft of a creature, that creature's turn ends.

Medico

Mesmerists who focus on healing and supporting their allies with their talents are called Medico Mesmerists.

Heal through Destruction

Beginning at 3rd when you take this subclass, whenever you Shatter an illusion, you can additionally heal yourself or a creature within 5 ft of the Shattered illusion 1d4 points of healing.

When you attain higher levels in this class, this healing dice goes up: 1d6 at 8th level, 1d8 at 11th level, 1d10 at 15th level, 1d12 at 19th level.

Support Network

At 6th level, you are capable of enhancing existing effects on the battlefield. Whenever a creature uses an ability that is positively or negatively effected by an existing status effect (such as Enhance Ability, Bless, Bane, or otherwise), you can use your Reaction to increase that dice type by 1 to the next type. (For example, a Bless normally grants 1d4 to the appropriate roll; you can use your Reaction to cause that roll to become a 1d6.) You must be within 60 ft of a creature attempting to make use of this ability in order for it to function.

Defensive Stance

At 13th level, whenever one of your Illusions is within 5 ft of you, attacks against you have Disadvantage unless the attacker has already perceived which of you is the real you.

Network of Eyes

At 20th level, whenever one of your illusions is within 5 ft of a creature, you can Shatter that illusion at any point to grant that creature Advantage on its next Attack Roll or Ability Saving Throw. You can do this a number of times equal to your Charisma modifier per Long Rest.

Chronoshifter

Chronoshifter Mesmerists focus on slipping through the time continuum and beguiling their enemies with dizzying effects.

Slip Through Time

When you take this subclass at 3rd level, you gain the ability to use your Reaction at any point (including during your own turn) to change your own Initiative score. This becomes your new score and remains such throughout the duration of the battle. Once you do this, you cannot do so again until you complete a Short Rest.

Catalyze Effects

At 6th level, you gain the ability to catalyze effects that are already happening within 60 ft of you. You may use your Reaction to cause one of the following effects at any point:

  • As a result of seeing a creature cast a spell, you can expend spell slots. You increase the number of targeted creatures by 1 per spell slot level expended. (For example, a creature casting a 3rd level Bless can cast it on 4 creatures; if you expend two 1st level spell slots as a Reaction using this ability, that creature can now target 6 creatures total.)
  • As a result of seeing a creature take damage, you can use your Reaction to increase one of the damage dice by 1 type. (For example, an attack dealing 2d6 slashing damage can become 1d6+1d8 slashing damage.)
  • As a result of seeing a creature heal, you can use your Reaction to increase the healing dice type by 1. (For example, a 1st level Cure Wounds is normally 1d8; with this feature, it becomes 1d10.)

Unwind the Clock

Beginning at 13th level, you can use an Action on your turn to "Unwind" one thing that has happened within the past round (6 seconds) to 1 creature. This can be any effect, such as gaining a boon, taking damage, receiving healing, casting a spell, etc. You can use this ability a number of times equal to your Charisma modifier per Long Rest.

Cracks in Chronology

At 20th level, you have learned how to slip in and out of time. As an Action, you can slip out of the current timeline and into another timeline. When you do this, you may bring others with you at the expense of 1 spell slot level per creature brought. The timeline may be better, worse, or nearly the same, but will always have at least one major difference somehow, as decided by the DM. Once you perform this ability, you cannot do so again until you have completed a Long Rest.

Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Encode Thoughts
  • Friends
  • Guidance
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Prestidigitation
  • Resistance
  • Thaumaturgy
  • Vicious Mockery
1st Level
  • Alarm
  • Bane
  • Bless
  • Cause Fear
  • Charm Person
  • Color Spray
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Distort Value
  • Faerie Fire
  • Gift of Alacrity
  • Heroism
  • Hex
  • Identify
  • Illusory Script
  • Magic Missile
  • Silent Image
  • Sleep
  • Tasha's Hideous Laughter
  • Unseen Servant
2nd Level
  • Animal Messenger
  • Arcane Lock
  • Blur
  • Calm Emotions
  • Crown of Madness
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Fortune's Favor
  • Gift of Gab
  • Hold Person
  • Invisibility
  • Jim's Glowing Coin
  • Levitate
  • Magic Mouth
  • Mirror Image
  • Nathair's Mischief
  • Nystul's Magic Aura
  • Phantasmal Force
  • Pyrotechnics
  • Shadow Blade
  • Silence
  • Skywrite
  • Suggestion
  • Tasha's Mind Whip
  • Wristpocket
  • Zone of Truth
3rd Level
  • Catnap
  • Dispel Magic
  • Enemies Abound
  • Fast Friends
  • Fear
  • Hypnotic Pattern
  • Incite Greed
  • Magic Circle
  • Major Image
  • Motivational Speech
  • Phantom Steed
  • Sending
  • Tongues
4th Level
  • Arcane Eye
  • Charm Monster
  • Compulsion
  • Confusion
  • Dominate Beast
  • Greater Invisibility
  • Hallucinatory Terrain
  • Phantasmal Killer
  • Raulothim's Psychic Lance
5th Level
  • Animate Objects
  • Creation
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Seeming
  • Synaptic Static
  • Telepathic Bond
6th Level
  • Arcane Gate
  • Contingency
  • Forbiddance
  • Heroe's Feast
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Otto's Irresistable Dance
  • Programmed Illusion
  • True Seeing
7th Level
  • Crown of Stars
  • Etherealness
  • Mirage Arcane
  • Plane Shift
  • Power Word Pain
  • Project Image
  • Simulacrum
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Illusory Dragon
  • Maze
  • Mind Blank
  • Power Word Stun
  • Reality Break
9th Level
  • Power Word Kill
  • Psychic Scream
  • Time Ravage
  • Time Stop
  • Weird
  • Wish




























Subclass Options

Some of the things that I have seen are familiar in a way, yet unique in their own rights.

Spellshot

In some cases, Artificers focus on the invention and perfection of modern "firearms" - handheld weapons which are capable of shooting out magic to various effects. These weapons utilize cartridges of pure, refined magic, and are capable of doing anything from damage to healing.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Enchanter's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Spellshot Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Spellshot Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Artificer Level Spell
3rd Cure Wounds, Guiding Bolt
5th Enhance Ability, Heat Metal
9th Conjure Barrage, Mass Healing Word
13th Banishment, Greater Invisibility
17th Conjure Volley, Mass Cure Wounds
























Imbue Shot

Beginning at 3rd level, you are capable of imbuing magic into your shots. As a Bonus Action, you can expend a spell slot to cast a spell which has a target of 1 creature into your weapon. The next shot you do acts as if you had cast that spell through the gun, giving it a range of your gun's range. After casting the spell through your firearm, the firearm becomes a normal gun once more.

Trickshot

At 5th level, you have learned how to perform a number of trick shots. Choose one of the following Trick Shots from the list below. You gain an additional Trick Shot at 10th and 16th level.

Bouncing Shot

As a Bonus Action whenever you hit a creature with a shot, you may magically guide that shot to bounce and hit another creature within 5 ft of the original target. Roll a new attack roll to hit.

Careful Aim

On your turn, you can use your Bonus Action to take careful aim, granting yourself Advantage on your next attack with a shooting weapon. You can use this ability a number of times equal to your Intelligence modifier, and regain uses of it on a Long Rest.

Concussive Shot

As an Action, you carefully aim for the head of your target. If this attack hits, the target must make an Intelligence Saving Throw against your spellcasting DC or else become Confused.

Quickened Shot

When you use your Action to fire a shot, you may immediately use your Bonus Action to fire another shot.

Overwatch

Beginning at 9th level, you are at your deadliest when you are hidden in plain sight. You gain the ability to Hide as a Bonus Action. Additionally, while hidden in this way, you gain an advantage into the perception of your enemies, and are capable of determining if any creature you are aware of within your eyesight is successfully hidden against another creature within your eyesight.

Subtle Caster

By 15th level, you have mastered the art of subtly casting magic. While you are in Overwatch, you can ignore the Verbal components of a spell.





























Path of the Painbreaker

Some barbarians are more frightening on the battlefield than others. For those who follow the Path of the Painbreaker, the more wounded they are the more dangerous they become.

Painsmith

You have learned how to channel pain into opportunity. When you take this path at 3rd level, you gain the ability to, as a Reaction to taking damage, make one attack against a creature within your reach.

Quickened Rage

At 6th level, when you begin a battle with less than half of your HP, rounded down, you gain a +5 bonus to your Initiative roll and can begin combat in your Rage.

Warrior Unto Death

At 10th level, when you are at 10 HP or less and you are raging, your damage dice maximizes.

Death Dealer

At 14th level, when you fall to 0 HP, as a Reaction you can instead fall to 0 HP and can immediately take a full turn, interrupting whatever turn it currently is.

You can use this ability once per Long Rest.

Path of the Primordial

You have been touched by the primal forces of raw elemental magic.
























Elemental Rage

Pick one of the following elements: acid, cold, fire, lightning, or thunder. As you grow stronger more elements are drawn to you. You gain an additional element at 7th, 13th, and 18th level.

Starting at 3rd level when you choose this Path, you gain the ability to unleash the raw forces of nature when you deal damage. While you are raging, whenever you hit with an attack you deal an additional 1d4 of your chosen elemental type. If you have more than one elemental feature, you choose which elemental damage types to perform.

Primal Aura

At 6th level the raw magic of the elements surrounds you. While you are Raging, you gain resistance to each of your chosen elemental types.

Concussive Blast

At 10th level you cause an explosion of the elemental forces of nature around you when you rage. When you enter a rage, each creature within 5 ft of you must make a Dexterity saving throw with a DC of 14 or be caught in the blast, taking 1d10 points of elemental damage. You choose which of your elemental damage types to perform.

Compounded Forces

At 14th level the unbridled force of your elemental powers has embedded itself fully within your soul. Whenever you deal elemental damage through this path's abilities, that damage now stacks per element. For example, a 13th level barbarian who has chosen cold, fire, and lightning as their elemental damage types, and whom performs a Concussive Blast, now does 1d10 of cold, 1d10 of fire, and 1d10 of lightning damage with their ability.



























Path of the Spirit Caller

While some barbarians carry tokens of their enemies as memories of their kills, others carry them for a more specific purpose: to carry not only a physical representation of what they have bested, but also to house the souls of those enemies in order to later put them to use.

A barbarian who follows this path is a practitioner of special ritualistic arts that trap the souls of the deceased and carry them with them for later use on the battlefield in order to overwhelm their enemies with a raging onslaught.

Recondite Ritual

Starting at 3rd level when you choose this Path, you learn an obscure ritual taught to you by another follower of this path or by a witch. You must perform this 10 minute ritual each time you finish a Long Rest in order to gain its benefits.

Performing this ritual allows you the ability to store the souls of your enemies and house them within a special talisman that you carry on you at all times. This talisman can be a trophy, such as a skull or hide, or something you have crafted, such as a carven wood totem.

When a creature dies within 30 ft of you while you are Raging, you can use your Reaction to shout a primal arcane word ("Captsus"). The soul is ripped out of the body of the deceased and stored within your talisman. You may only carry one soul on you at any given time. A soul captured in this way is stored within your Talisman until the next time you rage.

As an Action when you rage, you can shout a different primal arcane word ("Deterbis"). Each soul you carry within a talisman on your person is released into the world in a flash of arcane magic onto the battlefield.





























Until the end of your rage they stay on the battlefield, regard you and your allies as friendly, and will fight on your behalf. When your rage ends, their souls depart the world, or you can release them as a Bonus Action on your turn.

While on the battlefield in this form, a soul uses the same stat block as it did in life. It rolls its own initiative.

You are limited in the strength of a spirit you can hold. As you grow in power, so too does your ability to hold onto stronger spirits. The table below determines what CR of creature you can trap in this way.

Level CR
3 2 or lower
8 4 or lower
13 6 or lower
18 10 or lower

Bewitched Healing

At 6th level, you have learned how to make greater use of the spirit you have released into the world. As a Bonus Action on your turn, provided you are Raging, you may siphon the life energy out of a spirit you have released onto the battlefield. Roll 2d8. The spirit loses that amount of hit points and you gain that amount of HP.


























Linked Senses

At 10th level, you have gained the ability to better bond with the soul within your talisman. While you have a soul captured in a talisman, and as long as that talisman is on your person, you gain the Senses of of that creature, including its Passive Perception. You can exclude any of these senses as you wish, such as Passive Perception if yours is higher.

Dual Totems

At 14th level, the might of your soul has grown stronger. You can now carry two souls on you at all times, provided you have a second talisman to store it in.

Path of the Sundered Soul

Those who follow the Path of the Sundered Soul do not do so by choice; they do so because their soul has been split, wreaking havoc on their emotions and exposing them to surges of unpredictable magic as the planar forces play with the tatters and try to insert themselves into the openings where they don't belong.

The Path of the Sundered Soul is not one of joyous violence in battle, but one of desperation.

Magic Sensitivity

At 3rd level, the holes in your soul have given a place for magic to take hold. You are not capable of controlling this magic, but it does make you especially sensitive to magic. You learn the spell Detect Magic and can cast it at will without material components.

Arcane Surge

Starting at 3rd level, unpredictable magic festers within you, bursting out when you experience fits of strong emotion. When you enter your rage, roll on the Arcane Surge table at the end of this subclass description.































If the Arcane Surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Refusal to Change

At 6th level, the wild magic in you has dug its barbs in deep and refuses to let go or share. You gain Advantage on saving throws against spells or other magical effects that would attempt to Charm you or otherwise control you.

Arcane Siphon

At 10th level, your situational awareness of magic is at its peak. Whenever you see a creature being targeted by a spell or magical ability that you can also see, you can use your Reaction to expel a surge of your wild magic and absorb it onto you, causing it to target you instead. You can use this ability twice per Long Rest.

Magical Symbiote

At 14th level, the magic that has made its way into your soul has nestled in permanently, even if you recover the lost fragments of your soul.

You gain the following spells which you can cast once per Long Rest. If a spell requires a saving throw, you use your Arcane Surve saving throw.

  • Erupting Earth
  • Call Lightning
  • Fireball
  • Thunder Step
  • Blight
  • Ice Storm
d100 Arcane Surge Effect
1-2 Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
3-4 You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
5-6 You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.
7-8 Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.
9-10 Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.
11-12 Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
13-14 Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
15-16 A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.
17-18 While raging, your attacks deal an additional 1d4 Acid damage.
19-20 While raging, your attacks deal an additional 1d4 Cold damage.
21-22 While raging, your attacks deal an additional 1d4 Fire damage.
23-24 While raging, your attacks deal an additional 1d4 Force damage.
25-26 While raging, your attacks deal an additional 1d4 Lightning damage.
27-28 While raging, your attacks deal an additional 1d4 Necrotic damage.
29-30 While raging, your attacks deal an additional 1d4 Necrotic damage.
31-32 While raging, your attacks deal an additional 1d4 Poison damage.
33-34 While raging, your attacks deal an additional 1d4 Psychic damage.
34-36 While raging, your attacks deal an additional 1d4 Radiant damage.
37-38 While raging, your attacks deal an additional 1d4 Thunder damage.
39-40 Your mind blocks out the beguiling magic of others. While raging, you are immune to being Charmed.
41-42 Your soul resists magical forces brought against you. You have Advantage on saving throws against spells.
43-44 Magic seeps through your eyes. You gain Truesight out to 30 ft until the end of your rage.
45-46 Magic surges through you to the point of overwhelm. You are Stunned until the start of your next turn. This effect infuriates you enough that it does not end your rage.
47-48 Magic courses through your body and into your muscles. Your bonus damage from raging is doubled.
49-50 Arcane power slams out of you. Each creature in a 5 ft radius must make a Strength saving throw or take 2d8 Force damage.
51-52 Torrential power pours out of you and greets the sky like an old friend. Thunderclouds form, and rain begins to bucket down from the sky for 1d6 rounds, extinguishing any open flames in the area and making the ground Difficult Terrain due to its sudden slickness.
53-54 Otherworldly magic courses through you and into your weapon and lasts until your rage ends. While this effect is active, each creature you kill immediately reanimates as a zombie. This zombie is not under your control, but regards you as friendly unless you or your allies attack it. This zombie dies if it reaches 0 HP or after 1d4 hours, whichever comes first.
55-56 Gravity reverses in a 20 ft radius around you until the end of your rage.
57-58 An Earthquake shakes the field, centered on you. The ground then splits open in a 10 ft long, 5 ft wide, 100ft deep line starting from you in the direction you are facing. Each creature in the split area must make a Dexterity saving throw or begin plummeting into the chasm, falling at a normal rate.
59-60 Lightning surges throughout your body. You cast Chain Lightning at its lowest level centered on a spot of your choice within 60 ft of you which you can see.
61-62 A Wall of Fire encircles you from 5 ft away and lasts until the end of your rage.
63-64 Brilliant light emits from your eyes, glowing like lanterns for the next 1d4 hours.
d100 Arcane Surge Effect
65-66 Wild magic zips across your skin. You cast Blink on yourself, which lasts until the end of your rage.
67-68 Magic pumps through your legs, making you faster. Your speed is increased by 10 feet until the end of your rage.
69-70 Teleportation magic courses through you. While raging, whenever you hit a creature with a melee attack, you magically swap places with that creature.
71-72 Noxious fumes escape from your pores in a sudden burst. Each creature within 5 ft of you must make a Constitution saving throw or be Poisoned for 1 minute.
73-74 An explosion of thunderous energy slams out of you. Each creature within 10 ft of you must make a Strength saving throw or take 2d8 Thunder damage and is knocked prone. A creature that makes this saving throw takes half damage and is not knocked prone.
75-76 You cast Grease centered on yourself.
77-78 Your movement leaves a trail of shimmering, rainbow colored footsteps for the next 1d4 hours. These footsteps can only be hidden via Dust of TracelessnesS or Lesser or Greater Restoration.
79-80 Magic pumps through you, bulging your muscles and increasing your size. Until the end of your rage, your size increases by one size category.
81-82 Your skin turns a vibrant shade of purple. Permanently. Only a Remove Curse or Wish spell can end this effect.
83-84 Necrotic energy dances across the battlefield. If there are any corpses within 120 ft of you when you enter your rage, they reanimate as zombies. These zombies are not under your control and are not friendly to you nor anything else, including each other. When your rage ends, they fall to the ground, dead once more.
d100 Arcane Surge Effect
85-86 Transmutation magic crashes through your belongings. All the coins you are carrying are instantly transformed. Copper pieces turn into silver; silver turns into gold; and gold turns into platinum.
87-88 All fires within 120 ft of you surge with power, lashing out at the nearest creature. Each creature that is within 5 ft of an open flame takes 1d4 Fire damage.
89-90 Magic slams into the earth with each step you take. While you are raging, each creature within 5 ft of you when you start or end your movement must make a Dexterity saving throw or be knocked prone.
91-92 Airy magic engulfs you. You cast Fly on yourself which lasts until the end of your rage.
93-94 Earthen magic courses through you. You are turned into a potted plant until the end of your next turn. This does not end your rage.
95-96 Transmutative magic courses out from you. The nearest tree within 60 ft of you is granted life and animated as a Treant. This treant is friendly to you and so grateful to you for giving it life that it will fight on your behalf, although it will not travel far out of its natural habitat.
97-98 Healing energy nips at your heels. Until the end of your rage, or after this effect happens once, if you hit 0 HP and go unconscious, you are brought back to consciousness with 1 HP at the start of your next turn and are still raging.
99-100 You cast the Haste spell on yourself. This lasts until the end of your rage.










College of ?

Some bards




























Prophecy Domain

While some clerics fight for the future they believe in, others look to the stars and into their divinations tools to tell that future ahead of time so that they can be better prepared. Clerics of this order are oracles, prophets, and seers who attempt to unravel the secrets of the world in order to best understand it.

Prophecy Domain Spells

Cleric Level Spells
1st Identify, Chromatic Orb
3rd Detect Thoughts, Thought Shield
5th Counterspell, Nondetection
7th Arcane Eye, Aura of Life
9th Contact Other Plane, Modify Memory

Seer

At 1st level you learn the True Strike cantrip, and you can use it as a Bonus Action a number of times equal to your Wisdom modifier.

Divine Sight

Starting at 1st level, you gain the ability to glean insight into the strengths and weaknesses of your enemy. As an Action, you can force a creature you can see within 60 ft of you to make an Intelligence saving throw. On a failure, the DM reveals one of the following to you about that creature: its damage vulnerabilities, damage immunities, or condition immunities.
































Channel Divinity: Future's Fury

Beginning at 2nd level, you gain a magical attack that targets enemies into the future. As a Bonus Action, you create a warbling sphere of energy that hovers above the head of a creature you can see within 120 ft. On the start of your next turn, the attack hits, dealing 2d8 force damage if the creature has moved; if the creature has not moved, it does 1d8 force damage.

Fate's Foresight

At 6th level, you learn how to manipulate the future order of events. Whenever Initiative is rolled, you can choose a number of creatures equal to your Wisdom modifier and alter their fate by swapping their orders in initiative.

You can use this ability once per Short Rest.

Throw the Bones

Beginning at 8th level, you gain the ability to not only forsee the future, but alter its outcome. At the end of every Short Rest, roll 1d20 and record that number for future use. Until your next Short Rest, you can choose any creature you can see who is making an ability check, attack roll, or saving throw and grant them the number you rolled on your dice instead of what they rolled.

Prophetic Force

At 17th level, you gain a powerful prophetic attack. As a Action, you can force a creature you can see within 60 ft of you to make a Wisdom saving throw. On a failure, roll 1d4. In that many turns, on the start of that turn, the creature takes 8d8 Psychic damage, and is Frightened of you until the end of your next turn.

You can use this ability a number of times equal to your Wisdom modifier per Long Rest.

Pilgrimage Domain

While many Clerics devote themselves to right causes and justice for people, others devote themselves to the wonders of traveling the world. Those who do often worship The Pilgrim, a mortal-made-demigod who first mapped the Prime Material plane of Vester.

Clerics of this Domain focus on exploration, movement, and never being held down to one spot for very long.

Pilgrimage Domain Spells

Cleric Level Spells
1st Expeditious Retreat, Longstrider
3rd Levitate, Spider Climb
5th Fly, Phantom Steed
7th Dimension Door, Freedom of Movement
9th Telekinesis, Tree Stride

Unfettered Movement

At 1st level, you ignore the effects of Difficult Terrain.

Quick of Step

Starting at 1st level, your Walking Speed increases by 10 ft.

Channel Divinity: Void of Hindrance

Beginning at 2nd level, whenever you would fall under the effects of a spell or effect that hinders your movement - such as paralysis, petrification, stunned, Earthbind, etc - you can use your Reaction to cancel that effect.

Walk the Ways

At 6th level, you gain the ability to mystically step through the Ethereal Plane. As a Bonus Action on your turn, you can phase through the Ethereal Plane and teleport from your current location to an unoccupied space within 60 ft. While moving through this space, you are capable of seeing into the Ethereal Plane.

You can use this ability a number of times equal to your Wisdom Modifier, and regain uses of it on a Long Rest.

Quickened Jaunt

Beginning at 8th level, whenever you use your Walk the Ways ability, and then follow it up with an Attack action, you gain one (1) additional Attack for that Action.

Phase Step

At 17th level, you can, as a Bonus Action on your turn, step from the Prime Material Plane into the Ethereal Plane, or vise-versa. While you are in the Ethereal Plane, you are immune to any effects which would restrict or impede your movement, even if you are under such effects while in the Prime Material Plane.

























Circle of the Summoner

While most druids share a deep connection to the earth and the land, some share an inherit connection to the spirits beyond the veil. These druids learn how to work with those spirits, bringing them forth into the world to aid them.

Famailial Spirits

When you join this circle at 2nd level you gain the Find Familiar spell. This spell is always prepared.

Your familiar may additionally take the shape of a beast you have seen that you are capable of turning into with your Wild Shape ability.

Empowered Spirit

At 6th level, your bond with the spirits has strengthened. Your familiar is now willing to fight on your behalf. As a Bonus Action on your turn, you can order your familiar to move and take an Action. Your familiar uses the stat block appropriate to what sort of beast it is.

Spectral Summoning

At 10th level your ability to maintain spirits has greatly expanded. You can now have two spirit familiars active at any given time. When you reach 17th level you gain an additional (third) spirit familiar.

Mutable Form

At 14th level your ability to shape the spirit to your will has strengthened. As an Action your turn you can expend the material components that Find Familiar would normally require in order to change the shape of your familiar. Your familiar immediately assumes this new form.





























Circle of the Wild

Nature giveth and nature taketh; she can be both kind and cruel with the same hand.

With civilizations moving into the once-wild places of the world it is necessary for people to give back to the land - but they do not always do so.

Druids of this circle are about balance, the equivalency of the primordial give-and-take nature of the wild. They know that they are being given a gift when they receive even so much as forage from nature, and that they must give back to nature in some way or another, even if that is by continuing to uphold the balance.

Communion of Place

At 2nd level, you have honed your ability to reach out to the region around you and communicate with the creatures of that place. You learn Speak with Animals and Beast Bond, and these spelled are always prepared. Additionally, you can use these two spells on creatures that are natural to the region you are in, as determined by the DM. This may include such creatures as beasts, elementals, fey, mephits, or related planar creatures.

Green Healing

As a natural healer, you have the ability to infuse your own life energy into potions you craft with your Herbalism Kit, if you own one. At 2nd level, you gain proficiency in Medicine. When you attempt to create potions with your Herbalism Kit, you only require half the value in material components to do so.






























Additionally, you gain the ability to heal your allies using your own life energy. As a Bonus Action, you may expend HP up to your Druid level + your WIS modifier and heal an ally for that amount.

Wildness of Shape

Beginning at 6th level, you can use your Wild Shape to turn into any creature whom has willingly given you a token of their form, provided that you meet the CR requirements. Wild Shape requirements, such as flying or swim speed, do not apply to this form.

A Token may be a feather from a giant owl, a scale from a fish, bottled steam from a steam mephit, water from a water elemental, or anything else that is willingly given. Once you have used this token to transform, the token is used up permanently.

Bound Totem

Starting at 10th level, you gain the ability to create a mystical Totem which can link an entity to you. You create a magical Totem infused with your Druidic magic, which is capable of binding a willing entity to it. While bound to the Totem, an entity resides in a demiplane. After being summoned once an entity may go free or may decide to continue to be bound, depending upon the entity.

To create this totem, you must spend 1 hour casting a special ritual on an item that is fit for being imbued with magic. This ritual requires 1,000g in incense, powdered precious gems, and magical chalks, all of which are consumed. Once the ritual is complete, this Totem becomes magical and cannot be broken by mundane means.

When you summon an entity from this Totem as an Action, you may give it 1 command which it may take immediately. Once summoned, this entity rolls its own initiative and acts on its own volition.

Each Totem may only hold 1 entity at any given time. At 10th level, your magics are capable of sustaining one active totem. At 16th level, your magic has grown, allowing you to create a second totem and bind a creature to it, giving you two active totems at once.

Giveth and Taketh

At 14th level, you have become fully in tune with the give-and-take nature of the natural world. You are capable of expending your magic and putting it back out into the world in order to heal yourself, your totems, or your allies.

As an Action, you may expend a spell slot of any level which you are capable of casting. For each spell level expended, you may heal yourself, your totem, or an ally for 1d6 hit points. This ability drains you, and you are only capable of casting it a number of times per Long Rest equal to your Wisdom modifier.

Circle of Storms

Druids who hail from the Circle of Storms are fiercely protective of some of the harshest places in the world. Some hail from the deserts where blinding sandstorms will bury you alive, while others have traversed the vast tundras where blizzards will freeze you solid in the blink of an eye. Wherever they are from, druids from this circle find their powers in the harsh, unforgiving forces of nature.

Storm Surge

At 2nd level, you have begun to learn how to harness the raw power of the storms themselves. Pick one of the following options. This option should reflect the sort of environment you live in or have grown up around. You gain a feature based upon this choice.

Desert

You draw on the shifting sands of the desert. When you Wild Shape you expel an aura of sand around you in a 20 ft sphere. This area is now difficult terrain. Additionally, each creature caught in that sphere must make a Constitution saving throw against your spell save DC or be Blinded until the end of their next turn.

Forest

You have communed with the forests themselves. You are permanently under the effects of the spell Speak with Plants while you are in your Wild Shape.

Mountains

You have braved the rocky terrain of the mountains and fought against the strongest of winds, and now nothing can displace you. You have Advantage on saving throws against being forced to move while in your Wild Shape form.

Plains

You have traveled the vast distances of the plains. While you are in your Wild Shape you gain an additional 10 ft to your movement speed.

Seaside

You have dwelled along the side of the vast shores and survived the sea's worst storms. You are resistant to thunder and lightning damage.

Tundra

You have hunkered down from the worst blizzards the world can threaten. You are immune to cold damage while in your Wild Shape form.




































Weather the Storm

At 6th level, you have learned how to always be prepared for the worst. You always have Healing Word and Lesser Restoration prepared, and these spells do not count against your number of prepared spells.

Heart of the Storm

At 10th level, you have learned how to harness the power of the storm to heal your allies. Whenever you Wild Shape, you create a stormy aura around you with a range of 20 ft. This aura lasts 1 minute or until you Dispel it as a Bonus Action. While this storm is active it produces the following effects:

  • Whenever an ally first enters this aura or starts their turn there, they gain 1d6 points of healing.
  • Allies within this sphere have resistance to Force damage. Enemies in this sphere have vulnerability to Force damage. You consider who is an ally and who is an enemy regarding this effect.
  • A creature you consider an enemy cannot willingly move within 5 ft of you without succeeding on a Strength check against your Spell Save DC
  • When this effect ends, every creature within the aura must succeed on a Strength saving throw against your Spell Save DC or be pushed 10 ft back from you.























Inevitable Fury

At 14th level, you can harness the power of the elements with the snap of a finger. Pick one of the following spells; you always have it prepared. Additionally, you can change out this spell for a different option from this list whenever you finish a Long Rest. You can only choose a spell from this list which you are capable of casting.

  • Sleet Storm
  • Ice Storm
  • Storm Sphere
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Fire Storm
  • Storm of Vengeance

Circle of Stars

Whereas some druids focus on the earth around them, others cast their eyes up to the sky itself for guidance. These druids are shamanic protectors of the forces of the wild and are intune with the natural magics of the world.

Some druids of this circle find work as astronomers or astrologers, reading the skies like a map and pulling information from it. Others focus on their connection to the Astral plane and seek guidance from the mysterious, otherworldly beings that reside there.

Quickened Casting

At 2nd level, you have begun harnessing the powers of the Astral plane and this has altered your magic. Spells and spell-like abilities can now be cast faster than normal. You gain the ability to cast any Cantrip you know as a Bonus Action provided its normal casting time is an Action.



























Subjective Transience

At 6th level, you have learned how to contact a specific being from the Astral Plane that has taken a notice to you. You learn the spell Divination but can only cast it as a Ritual, and it you are only capable of contacting a specific Astral planar being, as determined by your DM upon reaching this level. Wisdom is your spellcasting ability for this spell, and it is always prepared.

Antimagic Antipathy

At 10th level, you are especially sensitive to anything that tries to tamper down your magic. Whenever you are under the effects of an Antimagic or magic-nullifying ability or spell you can make a save DC against your own Spell Save DC to attempt to cast magic anyway. If you do not pass the check you are unable to cast. Additionally, whenever an ability or spell would otherwise target your magic - such as Dispel Magic, Counterspell, or the like - you can make the same check described above to attempt to break through the effect and continue your spell.

Travel the Astral

At 14th level, you have gained the ability to teleport yourself and others into the Astal Plane. As an Action and at the cost of 1 use of your Wild Shape ability, you can cast the spell Astral Projection. You can only do this once per Long Rest.

Circle of the Sun

Druids of the Circle of the Moon are gracious protectors of nature. They gather under the light of the sun and perform varied rituals to enrich the earth. Unlike some of their other cousins they are far more likely to integrate with larger societies and are often called upon to enrich the fields of farmers or help tend the gardens of the wealthy.































Exposed to society as they often are, these druids are more familiar with the ways of civilization. Due to their larger amount of travel, they have seen far more than those of other circles. Druids of the Circle of the Sun learn how to change their forms on myriad ways, far more than other circles, so that they can better understand the Otherness of the world.

Of the Sea and Sky

At 2nd level you are capable of using your Wild Shape more widely. You now gain the ability to Wild Shape into beasts that have a Swim speed at 3rd level and beasts that have a Fly speed at 6th level.

Myriad Forms

At 6th level, you have seen and learned much about the ways of the world. Through trial and error, you have taught yourself how to assume different forms. You can now Wildshape into Elemental and Fey creatures you have seen provided they meet the other requirements of your Wild Shape.

Primal Strike

Starting at 10th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

All Under the Sun

At 14th level your ability to Wild Shape makes it possible for you to Wild Shape into any creature you have seen before, provided they meet the other requirements of your Wild Shape.































The Shieldwarden

Every fighter adopts their own unique fighting style that has, at its center, a weapon that the fighter has honed their skills with to deadly perfection. The Shieldwarden is no different, and has taken the saying "the best offense is a good defense" to deadly accuracy.

Shieldwardens have taken the art of defense and turned it into an offensive tactic. With their mastery of shields, they can perform many unique moves.

Staggering Smash

When you take this subclass at 3rd level, you gain the ability to use your shield as a weapon with which you are proficient. Your shield now does a base 1d8 bludgeoning damage on a successful hit. In addition, if your shield is not already equipped, you can equip your shield as a Bonus Action.

In addition, when you hit a Medium or smaller creature with this attack and deal maximum damage on the damage dice, the target must make a Strength saving throw against a DC equal to 8 + your Strength Modifier + your Proficiency Bonus. On a failure, the creature is knocked 5 ft back and falls prone.

Shield Toss

Starting at 7th level you have learned how to toss your shield in a way where it hits a target and returns to you.

As an Action, you hurl your shield at a creature up to 20 ft away from you. On a hit, this deals 2d8 bludgeoning damage. Whether the attack hits or misses, the shield then returns to your hand.































Protective Stance

Starting at 10th level, whenever a creature you can see within 5 ft of you is targeted by a melee attack, you can use your Reaction to place your shield before the attack, granting your shield's AC bonus to your ally for that attack.

Improved Shield Toss

At 15th level, you have learned how to control your Shield Toss to greater efficacy. Now, when you hurl your shield, it targets any number of creatures within a 20 ft straight line. Each creature that would normally be hit by your roll to hit is damaged by the attack. You roll your to hit and damage dice once with this ability.

Trampling Charge

At 18th level, you have mastered an advanced technique: charging your enemies in a straight line with your shield. As an Action, you can move up to your full Movement in a straight line, even through enemies. Each enemy in the line must make a Strength Saving Throw against your Strength score or take 3d10 points of Bludgeoning damage, be pushed 5 ft to one side, and be knocked Prone.







































Way of the Guided Soul

Sometimes a soul lingers on long past when it should. Sometimes, a soul travels far beyond where it should. And, once in awhile, a soul can become highly problematic, haunting and terrorizing the living for one reason or another. When this happens there are few people the average citizen can call. One such individual is a student of the Way of the Guided Soul.

These monks have honed their abilities to communicate with lost souls in an effort to guide them into the afterlife - or at least away from the civilizations they are lingering within. They are trained in unique arts that assist them in their goals.

Sense Spirits

At 3rd level, you can mystically sense when there is something nearby that has lingered beyond its mortal life. As an Action, you can detect whether there is an Undead creature within 60 ft of you. You can do this a number of times equal to your Wisdom modifier, and regain uses of this ability on a Short Rest.







Unshakable Control

At 6th level, you are always in control of yourself. Whenever you are forced to making a Saving Throw against an ability, attack, or a spell that attempts to Charm you or otherwise take control of you, you can expend 1 Ki point to gain Advantage on that Saving Throw. You must be conscious, not already under the effects of Charm or another mind-control ability or spell, and able to expend Ki in order to utilize this ability.

Shrouded Afterlife

At 11th level, you have learned how to take advantage of the presence of undeath. As an Action, you can expend 2 Ki points to cast Dominate Monster but this casting of it can only target Undead.

Master unto Death

At 17th level, you have become a pseudoimmortal. When you are brought to 0 hp, you can use your Reaction to expend 5 Ki points to be brought to 1 HP instead, and immediately take one attack against a creature within your reach. You can use this ability once per Long Rest.

Way of the Arbiter

Sometimes, someone joins The Agency after already having received extensive training in another field, enough so that the Agency decides to integrate that person into their ranks. Usually, these are more experimental than they certain, and usually these experiments are helmed by Keepers.

One such combination is a monk who is further trained in Arbiter arts. Astrium is already a dangerous substance, but when combined with the natural abilities of a monk, it becomes lethal.

Energy Sphere

You have had a crystal embedded in your body and have begun learning how to harness its powers. When you take this monastic tradition at 3rd level, you gain the ability to utilize your Ki to form a warbling sphere of pure astromantic energy, which you can hurl at your enemies. This ability uses your Action.

When you use this ability, expend 1 Ki point and target 1 creature you can see within 60 ft of you. Make a ranged spell attack. On a hit, this attack deals 1d6 points of Force damage. The damage this attack deals grows as you become more powerful: 2d6 at 6th level, 3d6 at 11th level, 4d6 at 15th level, 5d6 at 18th level.

When you use this as your Action, it counts as taking the Attack action for you.























Astral Volley

At 6th level you have honed your ability to manipulate astromantic energy. As an Action on your turn, you can expend Ki points, up to a maximum of half your Monk level rounded down, to unleash a volley of Energy Spheres on a target creature or location you can see within 120 ft. Each creature in that area must succeed on a Dexterity saving throw, taking half damage on a success. For each Ki point you spend, you hurl 1 sphere.

This action counts as an Attack action for you.

Prototeleport

At 11th level. your understanding of Arbiter magic now allows you the ability to alter your location in Spacetime. As a Bonus Action on your turn, you can expend 1 Ki point to teleport to an unoccupied space you can see within 120 ft.

Percussive Astromancy

At 17th level, your ability to harness the dangerous astromantic magic of the Arbiters has reached its zenith. As a Bonus Action on your turn, you can expend 3 Ki points and imbue one weapon you are wielding with powerful astromancy magic. If this weapon is not already Magical, it is now Magical for the sake of weaknesses and resistances. This imbuement lasts 1 minute.

Whenever you hit a creature with this weapon, the creature takes an additional 2d10 points of Force damage. If you hit the same creature two times in one Round with this imbued weapon, the creature must make a Dexterity saving throw or be knocked prone.

Way of the Conduit

Some monks focus on mastery of the body. Monks of this monastic tradition, however, have decided to focus on one of the natural elements - that of electricity. Monks who follow the Way of the Conduit learn how to harness their own ki to produce powerful lightning that they can then bend and shape to their will.































Catalyst

When you take this monastic tradition at 3rd level, you learn how to harness the minute tentrils of electricity that course through your own body and imbue it into your weapon. When you hit a creature with a weapon, you can expend 1 ki point to do an additional 1d4 point of lightning damage. This damage increases as you gain levels in this class: 1d6 at 5th level, 1d8 at 11th level, 1d10 at 18th level.

Additionally, you gain the Lightning Lure cantrip if you don't already know it.

Discharge

At 6th level, you have learned how to catalyze the electricity within your own body and release it in an explosive discharge. As an Action, you can expend 2 ki points to release this electricity out of you in a 5 ft sphere. Each creature caught within that sphere must make a Constitution saving throw ...

Move Like Lightning

Beginning at 11th level, you have learned how to move faster than the eye can see. Attacks of opportunity taken against you are now at disadvantage.

x

17th



Oath of the Hunter

Some paladins may choose to follow a more primal path. These divine warriors find themselves safeguarding the wilderness and the natural order of things.

Smite from Afar

At 3rd level, you have learned how to harness the power of ranged weaponry in your divine strikes. You can now use your Divine Smite whenever you hit a creature with a ranged weapon attack.

Golden Archer

At 7th level, you have learned how to channel your power into creating a divine weapon. As a Bonus Action, you can summon a longbow made of pure radiant energy. This longbow lasts until you dismiss it as a Free Action or it leaves your hands for more than 6 seconds.

When you hit with this bow the damage dealt is 1d8 radiant damage.

Divine Shot

At 15th level, you have mastered the art of perfect aim. Whenever you take the Attack action and hit a creature, your next attack as part of that Attack action has advantage provided you are aiming for the same creature you hit with your first attack.

Hail from Above

At 20th level, you have learned how to summon mystical arrows to rain down on your foes. As an Action, you can target a creature or location you can see within 300 ft of you. Arrows of radiant light barrage down on that target. Each creature of your choice within 20 ft of the specified location or creature must make a Dexterity saving throw (against your spell save DC) or take 1d8 radiant damage.

When a creature takes damage from this attack, they are knocked prone, and become vulnerable to all damage until the end of your next turn.

Dragon Rider

Some rangers tame owls, bears, or panthers. Some rangers decided that wasn't good enough, and that if they could tame a lion, why not a dragon?














































Dragons were not a rare sight across Ancient Theosia - and where there be dragons, there be those crazy enough to try to tame them. Unlike some fools who think it's as easy as stealing an egg and raising an Entire Dragon, the true Dragon Riders of Ancient Theosia were clans of people who were intelligent and and cunning enough for the friendlier dragon races to take a liking to, and humble enough to know the true power of the fierce beasts who, after a great deal of trust and bonding, allowed such lower mortals the chance to fly with them. Over time, these bonds strengthen - and a Dragon Rider pair is formed.





















































Most bonded pairs of Dragons and Riders eventually found themselves among like-minded folk, and Clans were formed. This was especially noteworthy, as dragons are commonly highly individual and fiercely protective of their territories; but after spending time with their partners, it seems even dragons learn that there is benefit in a group, and many were content enough to join clans as long as those clans had large enough hunting grounds and resources to more than support each Dragon and Rider pair. After all, the Rider is theirs - and a dragon takes care of what is theirs.

Draconic Bond

You have bonded with your Dragon companion. This may be a dragon you already know from your history, or may be one you meet in-game. Work with your DM to determine how you may know this being or if you wish to meet it in-game, as well as to determine their color, gender, and name. This dragon uses the age-appropriate stat block of the appropriate color. If one does not exist, ask your DM to make you one based off a stat block of appropriate age that would have similar abilities to the color of your new companion.

At 3rd level, your dragon is a Wyrmling, and uses the Wyrmling stat block. You have begun to learn Draconic from your wyrmling, but can only speak the basics of it for now. At 8th level you can speak, read, and write, Draconic fluently.

As a pair that are typically tied together, you and your dragon act on the same turn initiative. While mounted, your speed becomes zero until you dismount as a Bonus Action and your movement uses your dragon's speed. On your turn as a Bonus Action, you may command your dragon to take an Action or a Bonus Action.

Unless otherwise stated on your dragon's stat block, your wyrmling has a Reaction of one Bite, Claw, or Wing attack.

Rider Tactics

At 7th level, you and your dragon have begun working on your tactics. Choose one of the following features.

Defensive Maneuver

When a creature would hit you or your dragon with an attack, as a Reaction your dragon makes a defensive maneuver that takes the full force of the damage for you. This ability cannot block area of effect damage that would otherwise hit you and your dragon, nor can it block an attack that chains or bounces to you from a nearby target, such as other dragons' Breath Weapons or spells such as Chain Lightning.

Far Fliers

As long as you are riding on your dragon, your dragon gains additional Fly speed of up to half of your Walking speed, rounded down.

Low Terrain Glider

Flying through certain Difficult Terrain that aligns with your dragon's element no longer costs extra movement, provided your dragon's size is capable of feasibly navigating through such terrain.

  • Gold, Brass, Red dragons: Volcanoes, mountains, canyons, deserts.
  • Blue, Bronze dragons: Storms, clouds, winds deserts.
  • Black, Copper, Green dragons: Caverns, mountains
  • White, Silver dragons: Icy mountains and caverns, blizzards, snowy landscapes.

Dragon Growth

At 11th level, your bond with your dragon has caused them to grow faster than normal. Your dragon is now a Young Dragon, and uses the Young Dragon's stat block.

Additionally, you gain Resistance to the element of your dragon companion's Breath Weapon.

Death From Above

At 15th level, you and your dragon have mastered a complex tactical maneuver. You fly to a tactically advantageous position up to 60 ft above an enemy creature, and you hurl yourself off your dragon towards your target. Your senses are honed, and time briefly slows for you as you go into freefall. You fall within melee range immediately. Make an attack against your target creature. If this attack hits, it is automatically a Critical Hit.

As soon as you attack you continue to fall an additional 15 ft, and your dragon swoops down to catch you on its back. Any creatures whose range you enter and exit as part of this maneuver may use their Reaction to make an Attack of Opportunity against you at Disadvantage.

This maneuver uses your Action. You cannot use this maneuver consecutively.

The Acrobat

Some rogues focus more on their mobility, allowing them to move quickly and gracefully around the battlefield. These rogues are acrobats, trained in the arts of movement and showmanship. Additionally, you gain a climbing speed of 30 ft.

Bonus Proficiencies

At 3rd level, you gain proficiency in the Acrobatics skill. If you already have proficiency in this skill, you gain Expertise instead.

Swift Reposte

At 3rd level, you have the ability to maneuver gracefully around the battlefield. Whenever you take the Dodge action, you gain 10 ft of movement speed.

Additionally, you gain a new way to use you Sneak Attack. Whenever you are targeted by a melee attack and that attack misses, if the next attack you make is against that creature and it hits, you deal Sneak Attack damage.

Defense of Movement

At 3rd level, you are adept at turning your movement into a defensive art form. Whenever you more half of your movement speed, rounded down, or more in a single turn, you gain +1 AC until the start of your next turn.

Traced Steps

At 9th level, you excel at following and avoid an enemy around the battlefield. Whenever a creature would provoke an opportunity attack from you, you can use your Reaction to instead move up to your movement speed and then take an attack.

Defensive Offense

At 13th level, you know how to move to turn missed attacks into prime opportunities. Whenever a creature misses you with an attack, you gain Advantage on your next attack against that creature. If you hit, you deal Sneak Attack damage, even if you would not normally.

Whirlwind of Death

At 17th level, you are the most dangerous when you have maneuvered yourself into the center of attention. You twist your body and set yourself into a whirlwind of death that targets each creature within your reach. When you make this attack, you roll only one attack roll to hit against all the enemies you target. This attack automatically gets your Sneak Attack damage if you hit any creatures. If you hit at least one creature, roll damage once; that damage is applied to each creature hit with this attack.

You can use this ability once per combat encounter.































The Inferno Soul

You were born of the flames. The fire in your soul burns brighter than any star, boils with power, and simmers just beneath your skin.

Some sorcerers find themselves amidst flames, summoning and conjuring them to do their bidding. But you - you were forged by the very flames of the Elemental Plane of Fire, and you will not yield.

Born of the Blaze

Starting at 1st level, you have been born to fire itself. You are resistant to Fire damage.

Reach to the Flame

Starting at 1st level, whenever you cast a spell that deals Fire damage, you deal an additional 1d4 Fire damage. This damage goes up as you gain levels in this class: 1d6 at 5th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level.

Additionally, you gain Advantage on Concentration checks to maintain concentration on spells that deal Fire damage.

Soul to Scald

At 6th level, you are innately tied to the flames and can bid them to your will. Whenever you are targeted by a spell that would deal Fire damage, you can force the casting creature to roll a Charisma saving throw equal to your Sorcerer level. On a failure, half of the Fire damage is inflicted instead upon the caster.
































Inferno's Wrath

At 14th level, the flames are at your beck and call. As an Action, you can create a maelstrom of flames. You summon forth a tornado of fire that is 10 ft wide and travels in a 20 ft straight line originating from in front of you. Each creature in this line is enveloped in flames, and must make a Dexterity saving throw, taking half damage on a success. On a failure, the creature takes 6d8 Fire damage and is pushed 5 ft backwards.

Fire's Fury

At 18th level, the flames are yours to command. You gain Immunity to Fire damage, and whenever you would take Fire damage, you instead gain the damage you would have taken in temp HP.

The Feytouched Soul

You were born with a mystical connection to the Feywild. Perhaps you were born in the Feywild itself to mortals, or on a leyline near a thin Veil. Or perhaps when you were young an Archfey visited you, leaving their mark on your very soul?

No matter your origin, you are undeniably linked to the Feywild itself, and share in some of its mysterious, strange magics.

Soul of Seasons

Starting at 1st level, you are naturally linked to the seasons around you, and they have an effect on both your appearance and your abilities to be naturally charismatic. You gain a d4 that you can add to a specific Charisma-based roll depending upon the season.

Whenever you take a Long Rest, your soul changes to match the local season.

Spring

Your eyes turn a dainty pink, and flowers may sprout from your hair and beneath your feet as you walk. You always smell faintly of fresh rain and flowers. While in the season of Spring, you are particularly keen at Performance.

Summer

Your eyes turn a vivid green, and your aura spins with the energy of an unexpected storm. You smell faintly of summer roses. While in the season of Summer, you are particularly skilled with Intimidation.

Autumn

Your eyes turn the warm color of hazelnuts, and your hair gains a gemmy sheen. You smell faintly of sunflowers. While in the season of Autumn, you are particularly skilled with Persuasion.

Winter

Your eyes turn permafrost-blue, and the tips of your hair go white. You smell faintly of fresh frostfall. While in the season of Winter, you are particularly skilled with Deception.

Enchanting Sorcery

Starting at 1st level, you learn additional spells when you reach certain levels in this class, shown on the table below. Each of these spells count as a sorcerer spell for you, but don't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment spell from the sorcerer, bard, or druid spell list.

Sorcerer Level Spells
1st Command, Calm Emotions, Entangle, Faerie Fire
3rd Enthrall, Fast Friends, Plant Growth
5th Geas, Modify Memory, Grasping Vine
7th Otto's Irresistable Dance
9th Shapechange

Presence of Spirit

At 6th level, your very soul begins to show signs of being embodied by the strange, beguiling twists of Fey magic. As an Action, you can force a number of creatures that you can see and that can see you, within a 30 ft radius, to make a Wisdom Saving Throw or be either Charmed or Frightened of you, depending upon which Season you are currently embodying. Spring and Autumn embodiment will cause the Charmed effect, while Summer and Winter will cause the Fear effect.

Glimpse the Veil

At 6th level, you always know whether or not you are in a place where the veil is thin. As an Action at any time, you can extend your ability to read liminal spaces and sense whether or not there is a portal to the Feywild within 30 ft. If you are already within the Feywild, you can sense portals to other planes in this way instead.

Aura of Denial

At 14th level, you are immune to the Charming and Fear effects of Fey creatures. In addition, you have an invisible 30 ft aura which grants any creatures you can see within it immunity to Charm and Fear from Fey creatures as well.

Beguiling Twixt

At 18th level, you gain the ability to expend sorcery points to cause different effects depending upon what season you are in.

Spring

You gain a 30 ft healing aura. On your turn you can, as a Bonus Action, heal any number of creatures you can see within your aura 1d6 per Sorcery Point expended.

Summer

Whenever you deal damage to a creature while in Summer Form, you can expend 2 Sorcery Points to explode the damage dice. An Exploding Dice is one that, when the dice lands on its maximum number, is added to the total damage dealt, rolled again, and added again. Each time a dice lands on its maximum number, it continues to explode.

Autumn

As an Action, you can force the rot of late autumn onto a creature you can see within 120 ft of you. This ability only works against organic targets, and as such would not effect Constructs. You absorb its life essence to grant you temporary HP. For each Sorcery Point expended, you deal 1d6 points of Necrotic Damage, and gain half the damage dealt in temp HP.

Winter

Whenever a creature hits you with a melee attack you can, as a Reaction, expend 1 Sorcery Point to force it to make a Wisdom Saving Throw or else become Frightened of you. While frightened in this way, the creature must use its Reaction to move up to its movement speed away from you as far as it can safely travel.






























The Eyeless Mistress

Your patron is The Eyeless Mistress, a mysterious demigoddess whose powers have been depleted some time ago when she gave her eyes and a portion of her power to create her two Archfey children, Taethern and Raithres. Now she has found you, and through you she will regrow her own powers - and expand yours while she does it.

The Eyeless Mistress is a patron of mysteries, secrets, obscure and forbidden knowledge, and powerful fey magic.

Expanded Spell List

The Eyeless Mistress 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.

The Eyeless Mistress Expanded Spells
Spell Level Spells
1st Detect Magic, Identify
2nd Augury, See Invisibility
3rd Clairvoyance, Revivify
4th Arcane Eye, Divination
5th Commune, Legend Lore

Ancient Learnings

Starting at 1st level, when you make an Intelligence (Arcana or History) roll to discern information about a magical or historical object, or one that might otherwise have obscure lore as determined by the DM, you can add a d4 to the roll.































On a success, you may glean additional obscure details about the object from flashes given to you by your patroness. These flashes may be information you would otherwise have no ability to know. What details are revealed are determined by your DM.

Knowledge from Beyond

Beginning at 1st level, when you hit a target with an attack you can use your Bonus Action to mystically discern one of the following about that creature: damage vulnerabilities, damage resistances, damage immunities, or condition immunities.

Eyeless Visions

At 6th level, you gain the ability to mystically target creatures with your spells that you would otherwise be unable to target.

When you cast a spell that requires the ability to see the target, instead of needing to see the target while casting the spell, you need only have seen the target within the last minute. The creature must still be within the range of your spell and on the same plane of existence - unless otherwise specified by the spell - to be effected.

Awakened Eye

At 10th level, you have been granted a magical third eye by your patron. As a Bonus Action, you can open or close this eye. While closed, the eye is unable to be perceived. While open, you gain advantage on Wisdom (Perception) checks to see, Darkvision out to 60 ft (if you already have Darkvision, this adds to your existing Darkvision), Truesight out to 15 ft, and can choose to see into the Ethereal plane out to 60 ft.

You can keep this eye open for up to 1 hour per Long Rest.

Third Eye Divine

At 14th level, the ability to see beyond with your Third Eye has been greatly enhanced. Now, while your third eye is open, you see the Weave itself and utilize the divine magic granted to you by your patron to change it as you please. You gain the following abilities, and can use any number of these abilities a total amount of times per long rest as is equal to your half of your Charisma modifier, rounded down:

  • When you see a creature concentrating on a spell you can, as an Action, force the creature to make a Concentration saving throw against your spell save DC. On a failure, you snap the weave of the spell, canceling its effects.
  • While casting a spell that deals damage, you can, as a Bonus Action, alter the weave of the magic to change its type of damage to any type of your choosing.
  • As a Reaction to seeing a spell being cast, you can force the caster to make a Charisma saving throw. On a failure, the spell fizzles out and the spell slot used to cast the spell is lost as if the spell had been cast.

Additional Invocations

Sightless Spear

Prerequisite: Eldritch blast cantrip

When you cast eldritch blast, you no longer need to see a creature to target it, but you need to have seen it in the past minute to attempt to target it. The blast(s) must have enough range to travel around corners to reach their target. If the creature is invisible, the attack is at disadvantage. If the creature is no longer within your range, the attack misses.































School of Medicine

Different wizards study many different forms of magic. Some, instead, choose to focus learning anatomy, physiology, and medicine.

You have devoted yourself to a life of studying medicine. You know how to mix healing potions and salves, perform field triage, and knit up even the worst wounds.

Medical Savant

Starting at 2nd level, the following spells become Wizard spells for you which you can add to your spellbook. The gold and time you must spend to copy these healing spells into your spellbook is halved.

Spell Level Spells
1st Cure Wounds, Healing Word
2nd Aid, Lesser Restoration
3rd Mass Healing Word, Revivify
4th Aura of Life
5th Greater Restoration, Mass Cure Wounds, Raise Dead
6th Heal
7th Regenerate, Resurrection
9th Mass Heal, Power Word Heal, True Resurrection
































Healer's Magic

Beginning when you select this school at 2nd level, you gain proficiency with the Healer's Kit and Herbalism Kit.

In addition, you gain the Spare the Dying cantrip.

Maker of Medicine

At 6th level, you have mastered the art of crafting potions and enchanting them with magic.

The gold and time you must spend in order to craft any level of healing potion is further reduced. In addition, you can further enhance a potion's healing capabilities by 1d4 for each level of Cure Wounds or Healing Word you cast into it.

Type Cost Time
Standard 15gp 8 hours
Greater 50gp 16 hours
Superior 125gp 24 hours
Supreme 350gp 32 hours

Quick Triage

Starting at 10th level, Cure Wounds is always prepared and does not count against your number of prepared spells.

In addition, whenever you see a creature within 30 ft of you go unconscious you can, as a Reaction, cast Cure Wounds on them. You can do this once per Long Rest.

Dual Healing

At 14th level, when you cast a healing spell of 1st level or higher that targets only one creature, you can have it target a second creature.

PART 8

Errata

Errata

Sometimes, I come across small differences or new things where I expected to find the familiar. Here I have documented these discoveries. As always - and perhaps especially here - discuss these with your DM before implementing them in your character.

Mechanics & Features

Flex Action

For some, such as those in control of a creature - whether temporarily or permanently - being able to order that creature to either move or take an action with your Bonus Action doesn't feel as beefy as it should.

For this, I offer you Flex Actions. As a new addition to Action Economy, this changes up the game for characters such as Beast Master rangers.

When a character controls a temporary or permanent ally, such as a beast companion or a hireling, on their turn they may take a Flex Action in addition to their Action, Bonus Action, Free Action, and Movement. This Flex Action can only be used in conjunction with their companion, and is used to order this ally to take an Action or Bonus Action as well as Movement as part of that.

Starting Feats

Some DMs choose to give their 1st level players a starting feat. I think this is a brilliant idea, but should be limited to feats that offer more flavor than they do function. The following feats are those that I think are great to offer your 1st level characters to add to the flavor of the character without giving them too much mechanical advantage. Included on this list are feats from this book.

  • Acrobat
  • Actor
  • Animal Tamer
  • Arcane Specialist
  • Drow High Magic
  • Expert
  • Healer
  • Historian of the Arts
  • Inspiring Leader
  • Keen Mind
  • Linguist
  • Magic Initiate
  • Martial Adept
  • Mounted Combatant
  • Night Owl
  • Observant
  • Prodigy
  • Raised by Druids
  • Skilled
  • Skulker
  • Student of the Faiths
  • Subtle Subterfuge
  • Taste Tester
  • Tavern Brawler
  • Telekinetic
  • Telepathic
  • Vaccinated
  • Ventriloquist
  • Whip Master
  • Wood Elf Magic

Barbarian

Path of the Totem Warrior

Additional Totem paths are offered below.

Totem Spirit

Fox

You are a clever and cunning creature who is tricksome in their ways. While you are Raging and are within 10 ft of an enemy, you may perform a special type of movement. This uses half of your movement speed and counts as your Movement on your turn. You quickly dart up to a space and away again, confusing enemies and causing them to use their Reaction to attempt to make an Attack of Opportunity against you.

Hyena

You are gregarious and find everything hilarious. While Raging, you have Advantage on saving throws against being Charmed. Additionally, if you do become Charmed or otherwise controlled by another creature, if you had to make a Saving Throw against the ability or spell you can make an additional Saving Throw at the beginning of each of your turns, even if you would not otherwise be able to by the ability or spell's conditions. The only exception to this is if you fall under the effects of Geas.

Owl

You are wise and precise in your attacks, even in your fury. While Raging, you have advantage on Wisdom saving throws.

Panther

You are quick and quiet, a deadly predator. While Raging, you have advantage on Stealth checks and can take the Hide action as a Bonus Action on your turn.

Serpent

You are slippery and difficult to pin down but are excellent at pinning down others. While Raging, you have Advantage on checks made to grapple other creatures as well as Advantage on Saving Throws to avoid being grappled yourself.

Shark

You are lone but powerful and dangerous predator of the deep. While Raging, you gain a swim speed of 30 ft, and your melee attacks do not have Disadvantage.

Steed

You are powerful and fast. While Raging, your movement speed is 60 ft.

Spider

You are lightning-fast and precise. While Raging, you may take the Disengage action as a Bonus Action on your turn.

Aspect of the Beast

Fox

You gain the hunting prowess of a fox. You have advantage on Perception checks that rely on hearing or smell.

Hyena

You gain the social graces of a hyena. You have Advantage on Charisma checks made against those of the same Race, Class, or Background as you.

Owl

You gain the ability to swiftly move out of an enemy's reach. As a Reaction to being targeted by a melee attack, you can use up to half of your movement to move away, imposing Disadvantage on the attack.

Panther

You gain the stealthy reflexes of the panther. You gain proficiency in Stealth. Additionally, you gain additional Sneak Attack damage on your first hit against a Surprised enemy equal to 3d6.

Serpent

You gain the reflexes of a coiled serpent, enabling you to surge forward suddenly. Standing up from being seated or getting up from the Prone position now only uses 10 ft of your movement speed.

Shark

You gain the ease in water of a shark. You gain a permanent swim speed of 30 ft.

Steed

You gain the endurance of a horse. You and up to ten companions - while within 60 ft of you - cannot gain Exhaustion due to extended travel except due to outstanding weather conditions, such as blizzards, or extreme environs.

Spider

You gain the perceptive awareness of a spider. While you are conscious, you cannot be surprised.

Totemic Attunement

Fox

While Raging, you are cunning and quick enough on your feet that, whenever you take damage you can, as a Reaction, move just enough out of the way that you halve the damage taken.

Hyena

While Raging, you are capable of beguiling an opponent with taunts. As a Bonus Action on your turn, you can Taunt an opponent into facing you down. Until the end of its next turn, a creature you taunt cannot target any creature other than you with an melee attack, spell, or ability, even if it would normally be capable of targeting multiple creatures. A creature knows it is being taunted and can change its tactics based on this.

Owl

While Raging, whenever you reduce a creature to 0 hit points with an attack on your turn, you can use your Bonus Action to move up to half your speed and make another attack against a different creature.

Panther

While Raging, you gain the ability to pounce on unaware enemies. As a Bonus Action while Raging you can slink into the shadows, provided you can gain at least partial cover. The next attack you make against an enemy that isn't directly facing you is made at Advantage.

Serpent

While Raging, you can use a Bonus Action on your turn to attempt to grapple a large or smaller creature.

Shark

While Raging, you gain a blood frenzy. You have Advantage on melee attack rolls against creatures missing HP.

Steed

While Raging, you are capable of trampling through enemies. When you move at least 20 ft in a straight line as a Bonus Action you can move through the space of any Large or smaller creatures. Any creatures you move through must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or take bludgeoning damage equal to 1d12 + your Strength modifier.

Spider

While Raging, you are imbued with poison. Whenever you hit with a melee attack, you deal an additional 1d8 Poison damage.

Wild Magic Sorcerer

An expanded table for the a wild magic sorcerer's wild surge.

d100 Effect
1 You gain Truesight out to 30 ft for 1 minute.
2 The next time the caster falls asleep, they teleport back to this location.
3 You cast Fireball as a 3rd-level spell centered on yourself.
4 The floor in all unoccupied spaces in a 15 ft radius around the caster is now boiling-hot lava.
5 For the next 1 minute, at the end of each of your turns, you and any creatures within 5 ft of you regain 5 HP.
6 The nearest tree awakens, enthusiastically thanks the caster, and then runs away to enjoy its newfound freedom.
7 One of the caster's hands can now detatch from its body and act as a crawling claw that the caster controls. If it takes damage, the damage is taken by the caster as if the hand was still attached.
8 The caster forgets a random spell, and it is replaced by another spell of the same level from the spellcaster's spell list.
9 A mature Yew tree sprouts in an unoccupied space within 60 ft of the caster.
10 Roll another 1d100. On your next turn you cannot take any actions or bonus actions, but at the start of that turn you vomit out the rolled number of gold coins.
11 The caster's PC declares what the caster wants above all else right in that moment. The caster then casts a Wish spell, fulfilling that desire.
12 A small, harmless explosion effect occurs before the caster. The caster's face is blackened with soot.
13 Gravity reverses in a 20 ft radius of the caster until the start of their next turn.
14 Your skin turns a vibrant shade of blue. Permanently. Only a Remove Curse or Wish spell can end this effect.
15 An illusory doll appears in an unoccupied space 30 ft away. The doll is missing an eye, seems ripped, and has mangled black hair and a tattered lace dress. All creatures within 100 ft of the doll that can see it are considered Frightened of the doll, and the only thing that can end that condition is the doll's destruction.
16 The caster picks up to 4 creatures it can see within a 100 ft range. Those creatures are healed for 4d10 HP.
17 The caster picks 2 creatures it can see within 30 ft. The caster and these 2 creatures are now Hasted as if by the Haste spell for the next 1 minute.
18 The caster picks 3 creatures they can see within 60 ft. These creatures automatically fail on their next saving throw or ability check.
19 You cast Knock centered on your target.
20 Each creature within 30 ft of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
21 You and all your allies within a 1 mile radius of you gain resistance to Slashing damage for the next 1d4 hours.
22 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60 ft of you and are Frightened of you. They vanish after 1 minute, and act on your initiative roll, after you and before any others on your initiative roll number.
23 For the next 1 minute, you can teleport up to 20 ft as a Bonus Action on each of your turns.
24 You grow a beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
25 The caster and target switch positions after the spell occurs. If the caster targeted themselves, or missed their target, or their spell was entirely resisted, the caster is teleported to the nearest unoccupied space within 10 ft of the target. If no occupied spaces exist, nothing happens.
26 All paintings in a 5 mile radius are now a signed portrait of the caster. Not everyone may be pleased by this.
27 The caster is turned into a potted plant until the end of their next turn.
28 For the next 1 minute, all your spells with a casting time of 1 Action have a casting time of 1 Bonus Action.
29 Any maps the caster has on their person at the time this effect occurs now show in real-time the position of the caster with a small symbol. The symbol lingers at the directional edge of the map corresponding to their direction if the caster has moved beyond the range of the map.
30 The caster is propulsed 30 ft in a random direction.
31 A tiny trapdoor opens in the caster's chest, revealing a surprise little extra-dimensional space. This space is now permanent, and has an extra-dimensional space of 5 sq ft in which things can be stored in as long as they would fit in the given space.
32 The target is transformed into a thousand gold pieces with the caster's face minted on it.
d100 Effect
33 The caster's mundane clothes sprout teeth and attempt to eat the caster. The clothes are now considered a Lesser Cloaker. The clothes return to their form when the Cloaker is reduced to 0 HP. With a successful DC 15+ Animal Handling check the Cloaker can be befriended and convinced to stay with the caster as an ally unless you or your allies harm it.
34 The caster becomes trapped inside a giant glass ball. The glass ball rolls if the caster moves, or if it is on a surface that is not flat. The ball has an AC of 16 and 25 HP. Additionally, it is vulnerable to Piercing, Bludgeoning, Thunder, and Force damage, and resistant to Slashing damage and all other magical damages.
35 You cast Fly on a random creature within 60 ft.
36 Whenever the caster sneezes, a loud thundering boom can be heard in a 300 ft radius centered on the caster's nose.
37 If there are stairs within a 1 mile range of the caster, even if they cannot see them, they magically turn into a slippery slide. Permanently.
38 The caster is suddenly extremely intoxicated. When attempting to do any actions, the caster must roll a 1d4. If the caster rolls 4 three successive times, they sober up completely. Otherwise, only a Greater Restoration, Wish, or Long Rest cure this effect. 1: The caster stumbles about in a random direction up to 1/2 their movement, unable to do anything else. 2: The caster attempts to perform their turn, but fails. 3: The caster attempts to perform their turn, but the effects change pending DM's discretion. 4: The caster successfully performs their turn.
39 A Wall of Fire encircles the caster 5 ft away from them. The caster is immune to damage from this casting of this spell, but all other creatures take damage from it as usual.
40 A writhing swarm of rats emerge from the point of the caster's spell cast to trigger this effect. The swarm lifts and carries the nearest living creature, carrying them off 30 ft in a random direction
41 The caster picks up to 4 creatures it can see within a 100 ft range. Those creatures' max HP are temporarily halved until their next Short or Long Rest, or if Greater Restoration is cast upon them.
42 The caster's movement leaves a trail of shimmering, rainbow colored footsteps for the next 1d4 days. These footsteps can only be hidden via Dust of Tracelessness or Lesser or Greater Restoration.
43 The target's speed increases by 10 ft for the next 1 minute.
44 You cast the spell Fireball centered on a space of your choosing within the spell's range.
45 The target suffers incurable hiccups for the next 1d4 hours.
46 You and all your allies within a 1 mile radius of you gain vulnerability to Piercing damage for the next 1d4 hours.
47 An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight.
48 The target is transported to the Ethereal Plane for 1 minute. Before that minute is up, they can use a full turn - including Reaction - to return to the Material plane.
49 You cast Confusion centered on yourself.
50 A modron chosen and controlled by the DM appears in an unoccupied space within 5 ft of you, then disappears 1 minute later. The modron is not hostile to you, but is not necessarily friendly to you either.
51 You cast Levitate on yourself.
52 The caster suddenly is stricken with the irrefutable truth that they are a doppleganger that has lost its ability to shapeshift. This belief only fades after the caster finishes a full 8 hour sleep.
53 All of your hair falls out. It grows back after 1d20 hours.
54 The caster hears an otherworldly voice narrating everything they do from now on. Only a Remove Curse, Greater Restoration, or Wish spell, or else a full 8 hour sleep, can remove this effect. A 4-hour trance does not remove this effect.
55 A flaming horse appears. Unfortunately, it is not a Nightmare - it is just a normal horse that is, unluckily for it, on fire. If anyone manages to put the fire on the horse out within 30 seconds (or 5 rounds), the horse becomes friendly to the creature that put the fire out.
56 Ominous music fills the air from a source-less location nearby whenever someone pronounces the caster's name.
57 Without knowing why, the caster's player picks a class of enemies. From now on, the caster's nose begins bleeding whenever that type of creature is near. The closer the creature, the heavier the nosebleed is.
58 Torrential rain falls in a 60 ft radius around the caster, extinguishing any open flames in the area. It is lightly obscured... and wet. The rain stops after 1d6 rounds.
d100 Effect
59 A large, floating eye appears within 10 ft of the caster, the same color as the caster's eye, and follows them for the next hour.
60 One of the caster's eyes turns into a sapphire worth 1,000g.
61 A random magical item appears within the stomach of the caster's target. The DM rolls or decides on the item per their discretion.
62 Cabbages sprout abundantly within a 30 ft radius of the caster.
63 An Earthquake shakes the field, centered on the caster. The ground then splits open, forming a gaping maw. The caster must make a DC 20 DEX saving throw or begin plummeting into the chasm, falling at the rate of normal falling rules.
64 The caster's head is now a floating, flaming skull. This effect ends after 1 hour.
65 The caster becomes Blinded and Invisible until the beginning of their next round.
66 The caster and target are both whisked to the Ethereal Plane until the end of the caster's next turn.
67 For the next 1 minute, you size increases by one size category.
68 The caster's speed increases by 10 ft for the next 1 minute.
69 You cast Grease centered on yourself.
70 Illusory butterflies and flower petals flutter around you within 10 ft for the next 1d4 hours.
71 Until the start of your next turn, you and all your allies deal maximum damage whenever they deal spell damage.
72 An explosion of plant grow sprouts up around the caster, entangling them. The caster is considered Restrained.
73 For the next 1d4 days, you have Proficiency in any 1 skill of your choice.
74 Roll 1d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
75 Roll 1d6. The effect you gain depends on the time of day this effect occurs during. If the Sun is out, you permanently loose the rolled number of HP from your max HP. If the Moon is out, you permanently gain the rolled number of HP from your max HP.
76 The caster gains 100 lbs and has their move speed halved for the next 1 minute.
77 The caster's hands become covered in a sticky gloop.
78 The caster grows antlers. Permanently. A Greated Restoration spell causes these to shed, then regrow back after the next long rest. A Remove Curse or Wish spell can cause these antlers to permanently shed.
79 The spell that triggered this effect ricochets off the target toward a random creature within 30 ft.
80 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
81 Smoke fumes from the caster's ears for the next 1 minute.
82 All unlocked doors and windows within 60 ft of the caster fly open.
83 A Confused brown bear appears in an unoccupied space within 60 ft of the caster.
84 All coins the caster is carrying are instantly transformed. Copper pieces turn into silver; silver turns into gold; and gold turns into platinum.
85 The caster can only breathe underwater for the next minute.
86 If the spell's target dies within the next minute, its ghost haunts the caster.
87 The caster's eyebrows are now between their nose and their mouth. This effect ends after 1 minute.
88 You cast Chain Lightning at 3rd level centered on a spot of your choice within 60 ft which you can see.
89 The caster becomes a wooden puppet for the next 24 hours.
90 The caster's eyes glow like lanterns for the next 1d4 hours.
91 The spell slot expended to cast the spell that caused this effect is regained.
92 The caster picks 3 creatures they can see within 60 ft. These creatures automatically succeed on their next saving throw or ability check.
93 The spell appears to fail, but occurs on the caster's next turn. The caster still has their full turn that round.
94 A random creature within 60 ft of you becomes Poisoned for 1d4 rounds.
95 If you die within the next minute, you immediately come back to life as if fully resurrected.
96 Roll 1d10. Your age changes by the number of years equal to the roll. If the roll is odd you get younger (minimum 1 year old). If the roll is even, you get older.
97 You regain all expended sorcery points.
98 The caster can only speak in Beast Speech for the next 24 hours. A Greater Restoration or Wish spell can cancel out these effects.
99 You take 1 additional action immediately.
100 You regain all expended spell slots.

PART 9

Items

Items

I have seen, in my years, countless wondrous things. From legendary weapons wielded by heroes of lore to the smallest, most mundane items. Here I have outline some of these discoveries in case you should come across them in your vast and varied travels.



Fartraveller's Quickening Chalk

Wondrous Item | Very Rare | 1 lb | 20,000g

These mystical chalks are infused with the ground precious gems required for a teleportation circle. Incredibly rare and valuable, it takes months of labor and magic to create a single pack of these. Being that few can afford their cost, they are seldom made except as thesis projects by prominent Conjuration Magisters in the Magisterium.

  • This chalk comes in a pack of three and are designed to be used in the creation of permanent Teleportation Circles. When used in conjunction with casting the spell Teleportation Circle, it creates a lingering impression of the design which can be made permanent by tracing the circle 336 times over the course of 3 days, casting Teleportation Circle at the start of each day and using a new piece of chalk - as one piece of chalk lasts for a day's worth of drawing. While drawing the circle the final time, you must cast an additional use of the spell Teleportation Circle to finalize the permanent circle.
  • In a pinch, these can be used to replace the material requirements of Teleportation Circle.




Ring of Heroics

Ring | Very Rare | 1 lb | 8,000g

This ring contains 3 charges and regains them each Dawn. While Attuned to this ring, as an Action the wearer can expend the charges to cast the following spells:

  • Enhance Ability (1 charge)
  • Heroism (2 charges)
  • Wall of Light (3 charges)























Druid's Satchel

Wondrous Item | Uncommon | 15 lb | 2,500g

Designed based off of similar philosophy to a Bag of Holding, this satchel has been especially designed for druids, herbalists, or anyone else who wants a portable garden. Inside this bag is a pocket dimension 50 ft wide by 50 ft long where grassy fertile soil makes up the ground and the day-night cycle is in sync with the Prime Material plane. Herbs, fruits, trees, crops, and other plants can grown inside of this bag and will thrive, provided they are given the proper attention.

The bag comes with four beads, each representing one of the four seasons, which determines what plants can be grown inside. These beads also cause natural weather patterns associated with the specified season that may vary based upon where the bead was created. Spring, for example, will be much rainier if this bead was made on a tropical island instead of in an arid region. Only 1 bead may be attached to this bag at any given time.

Vulfthrak

Weapon (greataxe) | Legendary | 7 lbs | 17,000g

Brighid of Clan Lir was a hero of the Rothmuir people fabled to have traveled back in time from the 23rd age into the 19th age in order to save her ancestral people from a Leviathan in Cuagmir's Chalice. This was her greataxe.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon requires Attunement.

Vulfthrak has the following properties:

  • Spectral Cleave. When you roll a critical hit with this weapon, you deal an additional 2d8 points of force damage.
  • Goading. When you hit with this weapon, the target has Disadvantage on attacks against any creature other than you until the start of your next turn.
  • Ancestral Shield. (1/day) As a Reaction to taking damage, you can cast the spell Shield.
  • Consult the Spirits. (1/day) You can cast the spell Clairvoyance. This casting of the spell summons the spirit of Brighid instead of a spherical sensor.

































Kethras

Weapon (greatsword) | Legendary | 6 lbs | 20,000g

Forged by the First Dwarves of Dourkolm of their fabled metal, mithril, this legendary sword is said to have once been wielded by their chief in battles against their mightiest foes, including the Beasts That Burrow.

This blade is engraved with four runes in the ancient dwarven language. As a Bonus Action while wielding this weapon, you can speak the name of one of these runes to gain its effect. Each rune can only be used once per day, regenerating when you take a Long Rest.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

  • Anu. The next creature you hit with this weapon gains Vulnerability to damage dealt with Kethras until the end of your turn.
  • Gelt. The next creature you hit must succeed on a DC 16 Constitution saving throw or be Wounded for 1 minute. A Wounded creature cannot regain hit points. A creature affected by this can remake its saving throw at the end of each of its turns, ending this effect on a success.
  • Kabo. Violet energy wreathes the blade. The next attack you land deals an additional 2d8 psychic damage.
  • Qint. If the next attack you make hits, the target's AC is reduced by -2 for 1 minute until the start of your next turn.




























Bottomless Decanter

Wondrous Item | Uncommon | 2 lb | 2,000g

This mysterious and wondrously magical horn-style decanter can be filled once with any liquid substance - and then never run out again!

To end the charm in order to empty the decanter, such as if you wish to fill it with a new substance, unscrew the bottom and pour out the contents.

Charmer's Hourglass

Wondrous Item | Rare | 2 lbs | 12,000g

This unique hourglass has been expertly fashioned into the shape of a heart filled with pinkish red sand, and is held in a gilded golden base.

A creature that is attuned to this hourglass can use it as a spellcasting focus for Enchantment-based and Charm magics. When casting such magic through this hourglass, the sand magically slows, elongating the effects of the spell. The spell's duration is doubled. You can only have 1 spell linked to this hourglass at any given time, and casting a new spell through this hourglass automatically ends the effects of the previous spell, even if the target succeds on their saving throw against the charm.






























Grappler's Glove

Wondrous Item | Uncommon | 3 lbs | 4,000g

This gauntlet is outfitted with a spool of 50 ft of hempen rope with a grappling hook affixed to one end. Activated with a trigger hidden between the thumb and the forefinger, when triggered this hook shoots out the grappling hook until it hits something. Your DM may have you roll a Dexterity check or a roll to hit to determine if you successfully connect with what you are looking for and lodge the hook.

When tugged once, the rope will pull the user into the air towards where the hook is lodged, and may have to make a Dexterity check to avoid collisions and to land gracefully and quietly.

Once dislodged, the wearer can rewind the rope by tugging on it twice.

Thrisk

Weapon (dagger) | Rare | 1 lb | 6,000g

You gain a +2 bonus to attack and damage rolls made with this magical weapon.

Forged of Mithril and imbued with the light of the sun, this magical dagger shines with light, emitting bright light out to 5 ft and dim light out to an additional 15 ft.

When you hit a creature with this dagger, you deal an additional 1d4 Radiant damage.






























Lilywater Essence

Potion | Rare | 1 lb | 250g

This specialty potion is produced exclusively in

Tavernier, the only known location where the lily

used in the recipe can grow.

Upon consumption, a creature is under the

effects of the spell Water Breathing

and Speak with Plants for 1 hour.





















Peacock Boots

Wondrous Item | Rare | 2 lbs | 11,000g

These beautiful boots were worked by a master craftsman, and it shows Anyone who wears these boots is guaranteed to be a charmer.

While wearing these boots, you gain the following features:

  • Charming. You gain a +3 bonus to Charisma checks and saving throws.
  • Flight. You learn the Fly spell and can cast it twice per long rest.
  • Graceful. You have Advantage on Dexterity saving throws made to land on your feet.
  • Peacocking. Your hair begins to shimmer the iridescent colors of a peacock's feather while you wear these.
















Montcellini Flower Water

Potion | Uncommon | 1 lb | 250g

Formulated exclusively in Tullipani yet sold throughout the world, this concoction is typically used as a subtle perfume or else drunk as an attractant.

A creature who wears this as perfume or consumes this liquid has a +1 bonus to Charisma checks and saving throws for 1 hour.

Spells

Control Fog

Transmutation Cantrip


  • Casting Time: 1 Action
  • Range: S30 ft (5 ft cube)
  • Components: V, S
  • Duration: Instantaneous

You choose an area of air fog that you can see within range and that fits within a 5 ft cube. You manipulate it in one of the following ways:

  • You instantaneously create a 5 ft cube of fog. You choose the color and density.
  • You instantaneously shift the fog. This movement doesn't have enough force to cause damage.
  • You cause the fog to disperse completely within the cube.
  • You cause fog to change in color, density, temperature, or opacity. This change lasts for 1 hour.

Static Discharge

Cantrip evocation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You unleash a burst of static discharge from your person, shocking nearby creatures. Each creature within 5 ft of you must make a Dexterity saving throw or take 1d8 Lightning damage.

Storm Ward

1st level Abjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: [C] 1 Minute

A creature you touch gains Resistance to Lightning and Thunder damage for the duration. Additionally, strong winds cannot force the affected creature to move.

Stun Burst

1st level evocation


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantaneous

You conjure pure static energy from the air around a creature of your choice within range. The creature must save on a Constitution saving throw or be Stunned until the end of their next turn.

Ball Lightning

2nd level Conjuration


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S
  • Duration: Instantaneous

You conjure a ball of lightning in your hands that you hurl towards a target of your choosing within range. Make a ranged spell attack. On a hit, this spell deals 2d8 Lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Redirect Lightning

2nd level evocation


  • Casting Time: 1 Reaction
  • Range: 60 ft
  • Components: V, S, M* (*A small metal rod)
  • Duration: Instantaneous

When you see a creature utilizing the element of lightning, you can channel that flow of power to obey your command instead. As a Reaction to seeing a creature being targeted by a spell or ability that would deal lightning damage, you can cause the inciting spell to redirect towards another creature of your choice within range. If the spell would normally require a saving throw, the newly-targeted creature must make that saving throw.

Summon Storm

4th level evocation


  • Casting Time: 1 Action
  • Range: 120 ft (60 ft sphere)
  • Components: V, S, M* (*A crystal vial containing rainwater)
  • Duration: 1 hour

You call upon the power of nature and bend it to your will. The clouds above churn and turn black, summoning a sphere of a storm to a point you can see within range. This storm lasts for 1 hour or until dispelled.

While this storm rages, powerful winds and torrential rain fall upon the location directly beneath the stormclouds, instantaneously creating difficult terrain. Ball lightning flashes within the clouds, and peels of thunder can be heard from up to 1 mile away.

Quantum Surge

5th level evocation


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S, M* (*A piece of double-terminated quartz worth 100g)
  • Duration: Instantaneous

You reach into the pure, unbridgled energy

Linked Lightning

5th level Conjuration


  • Casting Time: 1 Action
  • Range: 150 ft (20 ft sphere)
  • Components: V, S, M* (*a bit of fur; a piece of amber, glass, or a crystal rod; a silver fork)
  • Duration: [C] 1 Minute

You conjure a strike of lightning towards a target or location of your choice that you can see within range. You then choose any number of creatures within a 20 ft sphere. These creatures must make a Dexterity saving throw or take 6d8, or half damage on a successful save.

On each of your turns until the spell ends, you can use your Action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d8.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the damage increases by 2d8.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.