Urak's Great Compendium

by enderking90

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Urak's Great Compendium

Chapter 1: Races

Dracobold

Beings Of Tall Tales

Knowledge about Dracobolds are spread as tales and stories among Kobold societies, some about how they are blessed ones of Kurtulmak, while some are about how they are the next evolutionary step of the Kobold race.

In truth, Dracobolds are nothing more then just a hybridization between a Kobold and a Dragonborn, something which they try to hide as to improve their personal rankings within their tribes.

Behaviour

While Dracobold posses the same "Tribe first" mentality that an usual Kobold does, they do possess greatly inflated sense of self worth, deep down believing they are superior to their "lesser brethren" and as such they are more prone to making decision that in the end might not be the best for their tribe.

Additionally, it is worth noting that Dracobolds also form far deeper emotional bonds then kobolds usually do.

Dracobold Traits

Ability Score. Your Dexterity, Strength and Charisma scores increase by 1

Size. As a Dracobold while you are shorter then a Dragonborn, you are taller then your average Kobold. You stand between 4 and 5 feet tall and average about 100 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Minor Breath Weapon. Much like a Dragonborn, you too are able to use a breath weapon, but due to your notably smaller body it is not a mighty cone of pure element, but rather a spark of it. In return, you are able to use it more often as it's less taxing to use.

As an action, you can exhale destructive energy, targeting one creature or object you can see within 30 feet of you. Your draconic ancestry determines the damage type of the exhalation.

The target takes 1d10 damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus at which point it takes half damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10) and 17th level (4d10).

You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest long rest.

Damage Resistance You have resistance to the damage type associated with your Draconic Ancestry.

Fleeting Courage. When you succeed on a saving throw, your next attack roll or saving throw you make before the end of your next turn has advantage.

Limited Flight. You have a flying speed of 15 feet, but if you end your turn while you are in the air you begin to fall.

Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Spells

Urak's Swarming Missiles

5th-level Evocation


  • Casting Time: 1 Action.
  • Range: 120 feet.
  • Components: V, S, M (the stinger of an insect, or a dart)
  • Duration: 3 Rounds

An unusual spell combining a curse into the classic magic missile spell, created by a wizard after being inspired by seeing a swarm of wasps chase down a heavily armored fighter.

As You cast this spell you create four glowing darts of magical force. Choose one creature you can see within range and then each dart pierces said target, at which point that creature must succeed on a Wisdom saving throw or become Cursed for the Duration of the spell. Each dart deals 1d4+2 piercing damage to the creature, and while the creature is cursed by this spell, at the start of each of your turns the creature is damaged again by the darts.

A Remove Curse or a greater restoration spell can end the curse early, and if the target blocks the initial darts with the Shield Spell, it takes no damage and automatically succeeds on the saving throw against being cursed.

This spell immediately ends if you cast it again before its Duration ends

At Higher Levels. When you cast this spell using a spell slot of 6th Level or higher, the spell lasts for one more round for each slot above 5th.

Urak's Note!

I actually came up with this spell this one time when I saw a swarm of bees chasing some guy in full plate and tought "hey, why not make up a spell that creates a swarm of pokey things that can bypass pesky armor?" and well, I made this. I also managed to prevent it from being too taxing and require concentration.

Air cutter

Evocation Cantrip


  • Casting Time: 1 Action.
  • Range: 120
  • Components: V, S
  • Duration: Instantaneous

You create a blade of wind and launch it a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 slashing damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Air Burst

1st-level Evocation


  • Casting Time: 1 Action.
  • Range: 120
  • Components: V, S
  • Duration: Instantaneous

This spell creates a harmless burst of air that can launch a medium sized or smaller creature up to 30 feet in a direction of your choice. An unwilling creature must make a Constitution saving throw to avoid this effect.

Aero Boost

2nd-level Evocation


  • Casting Time: 1 reaction, which you take when you are jumping, about to land down or flying.
  • Range: Self.
  • Components: V, S
  • Duration: Instantaneous

A simple spell that creates a burst of air to propel the caster trough air.

Depending on what you are doing when you cast this spell, this spell can have different effects.

  • If you are jumping, you can propel yourself up to 30 feet in a direction of your choice
  • If you would land, you can create a quick burst of upward going air, negating all fall damage you would have taken and you can land on your feet.
  • If you are flying, you can fly up to 30 feet in any direction, as you are being moved by an air current.

Urak's Note!

So, the three following spells are actually the result of a slight experiment to try to squeeze the 7th level spell "Prismatic Spray" down in power!

Sadly, none of the attempts were all that successful.

Chaotic Elements (Clunky)

2nd-level Evocation


  • Casting Time: 1 Action.
  • Range: 30 feet.
  • Components: V, S
  • Duration: Instantaneous

You launch forth a trio of chaotic elements, in a 30 feet long and 5 feet wide line.

You must make an Attack roll on each creature on the line for each of the three elements, after which the target has to make a saving throw determined by what elements actually hit them, and on a fail they take 1d6 damage of the elements type.

Element Saving Throw
Cold Constitution saving throw
Fire Dexterity saving throw
Lightning Dexterity saving throw

Chaotic Elements

2nd-level Evocation


  • Casting Time: 1 Action.
  • Range: 30 feet.
  • Components: V, S
  • Duration: Instantaneous

You launch forth a quartet of chaotic elements, in a 30 feet long and 5 feet wide line.

For each target, roll a d8 to determine which Element strikes it, and depending the element you either make an Attack roll against the target or force them to make a saving throw, as determined by the table below.

On a failed save, or on a hit, the target takes 3d8 damage determined by the element, or half as much damage on a successful one.

d8 Element Damage Type Attack Method
1-2 Ice Cold Constitution saving throw
3-4 Fire Fire Dexterity saving throw
5-6 Lightning Lightning Dexterity saving throw
7-8 Earth Bludgeoning Ranged spell Attack

Elemental Barrage

2nd-level Evocation


  • Casting Time: 1 Action.
  • Range: 120 feet.
  • Components: V, S
  • Duration: Instantaneous

You create three motes of differing elemental energies and hurl them at targets within range. You can hurl them at one target or several.

Depending on the element of the mote, you either make the target roll a saving of some kind or make a ranged spell attack roll, as determined by the table below, dealing 2d6 damage of the element's type on a successful hit or a failed save.

Element Damage Type Attack Method
Ice Cold Constitution saving throw
Fire Fire Dexterity saving throw
Lightning Lightning Dexterity saving throw
Earth Bludgeoning Ranged spell Attack
Mental Psychic Wisdom saving throw
Negative Energy Necrotic Constitution saving throw
Wind Slashing Strength saving throw

miscellaneous Options

Fighting Styles

Wind Wielder.

As a bonus action, you can manifest a weapon made out of air that uses the same statics as a rapier or a shortbow, with the exception that it's weightless, as long as you have at least one empty hand that can hold it.

The weapon lasts as long you keep hold of it, vanishing immediately if you drop or throw it

However when using the shortbow option you can temporarily create arrows from wind and fire them, which vanish the instant after it hits or misses a target.

It also benefits from any increase to your spell attack modifier from items, adding it to both the attack damage rolls made with it.

For an example, if you were attuned to a "+1 Wand of the War Mage" and manifested a rapier, the rapier would effectively be a +1 rapier.

Urak's Note!

I know what some of you are thinking..

"Urak! how in Null's name is this a fighting style and not a magical spell?"

And to that, all I got to say is, have you looked at the things our "non-magical" fellows can actually do?

Calling forth ancestral spirits for protection?

Conjuring flaming shackles to restrain someone?

Capturing a sliver of someone's life essence when they die for later use?

All without actually using magic? Frankly, being able to make sharp wind isn't all that grand in response.

warlock Pact boon: Pact of the scribe.

Your patron bestows you a pair of glasses that allow you to gain deeper insight into how magic works, and a magical inkwell with unlimited ink in it.

While wearing the glasses, you can freely use any spell scrolls, even if the spell does not appear on your spell list or is of a higher level than you can normally cast, without needing to make any ability checks.

Eldritch Invocations

Quicktype

prerequisite: Pact Of The Scribe
At the end of a long rest, you can hurriedly jot down any number of temporary spell scrolls of warlock spells, as long as their combined spell level isn't higher then your warlock spell slot (cantrips count as a 1st level spell for this). The scrolls last until you either die, or you take another long rest.

Sight Of the Scribe

prerequisite: Pact Of The Scribe, 5th level
You can cast detect magic at will, without expending a spell slot, as well as you can read all writing.

Artificer Variant: Wand smith

1st-level artificer feature (replaces Spell casting)
Rather then preparing and casting spells the usual way, you instead quickly throw together a number of temporary wands, rods and staffs at the end of a long rest using a temporary form of item creation called "Quickcrafting" that only you'll have the know-how and capability on how to use them.

The amounts and at what level you can make the items is stated in the Quickcraft Progressions table, and the tier of different rods, wands and staffs you can Quickcraft is listed below the table.. You ignore any bonuses to to spell attack modifier or spell save DC any of the items might give, and even if the item would require you to normally attune to it to use it, you don't have to. The items can only be used while you are holding them.



Quickcraft Progressions.
Level Trinkets Made 1st Tiers 2nd Tiers 3rd Tiers 4th Tiers 5th Tiers
1st 2 1 0 0 0 0
2nd 2 1 0 0 0 0
3rd 2 1 0 0 0 0
4th 2 1 0 0 0 0
5th 2 2 1 0 0 0
6th 2 2 1 0 0 0
7th 2 2 1 0 0 0
8th 2 2 1 0 0 0
9th 2 2 1 1 0 0
10th 3 2 1 1 0 0
11th 3 2 1 1 0 0
12th 3 2 1 1 0 0
13th 3 2 1 1 0 0
14th 4 2 1 1 0 0
15th 4 2 1 1 1 0
16th 4 2 1 1 1 0
17th 4 2 1 1 1 0
18th 4 2 1 1 1 0
19th 4 2 1 1 1 1
20th 4 2 1 1 1 1


Trinkets
  • Staff of Flowers
  • Wand of Pyrotechnics
  • Wand of Conducting
  • Wand of Secrets
  • Wand of Smiles
  • Wand of Scowls
  • Staff of Birdcalls
  • Staff of Adornment
  • Xorian Wenge Staff
  • Shavarran Birch Staff
  • Risian Pine Staff
  • Mabaran Ebony Staff
  • Lamannian Oak Staff
  • Kythrian Manchineel Staff
  • Irian Rosewood Staff
  • Fernian Ash Staff
1st Tier
  • Skyblinder Staff
  • Wand of Entangle
  • Rod of Retribution
  • Wand of Magic Missiles
  • Wand of Magic Detection
  • Staff of the Adder
  • Staff of Withering
2nd Tier
  • Wand of Web
  • Staff of the Python
  • Immovable Rod
  • Staff of Defense
  • Spider Staff
  • Staff of Charming
  • Staff of Striking
3rd Tier
  • Wand of Winter
  • Wand of Wonder
  • Wand of Paralysis
  • Wand of Fear
  • Wand of Enemy Detection
  • Wand of Binding
  • Eldritch Staff
4th Level
  • Wand of Fireballs
  • Wand of Lightning Bolts
  • Staff of the Woodlands
  • Staff of Swarming Insects
  • Rod of Rulership
  • Staff of Dunamancy
  • Wand of Polymorph
  • Staff of Thunder and Lightning
  • Staff of Frost
  • Staff of Fire
  • Rod of Alertness
5th Level
  • Staff of Healing
  • Voyager Staff

Subclasses

Fighter subclass: Aerial Warrior

Prerequisite: Wind Wielder fighting style

Altered weaponry

3rd Level Aerial Warrior class feature
When you use the wind wielder fighting style to to manifest a weapon, you can choose to manifest any weapon you have proficiency with, that doesn't have the heavy property or deal bludgeoning damage.

Additionally, you can also add either finesse or reach property, or light if it's one-handed, to any weapon you manifest.

You also learn the Wind Cutter cantrip, using intelligence as your spellcasting ability.

Aeromancy

7th Level Aerial Warrior class feature
You have a number of Gale Points equal to your half your fighter level, rounded up, which you can use to cast the following spells as if using the spell point variant rule (DMG, pg. 288), using intelligence as your spellcasting ability.

Level Learnt
3 Air Burst
7 Aero Boost
7 Gust of Wind
7 Warding Wind
13 Wind Wall

Wind Maneuvering

10th Level Aerial Warrior class feature
As a bonus action, You gain a flying speed equal to your walking speed until the end of your turn. If you do not land at the end of your turn, you fall, unless you have something else that can keep you afloat.

After Storm

15th Level Aerial Warrior class feature
When you use your second wind class ability, you also regain a number of Gale Points equal to your proficiency bonus + your intelligence modifier, and creatures within 10 feet of you have to make a strength saving throw against your spell save DC, on a failure getting knocked back 10 feet from you, and land prone from, or 5 feet away from you and land prone on a success.

Extra Extra Attack

18th Level Aerial Warrior class feature
Once per round, you can make a single Weapon Attack. You can make this attack whenever you want, even if it's not your turn, and it does not take a reaction to do so.

Urak's Note!

"Urak! I can accept that the wind wielder fighting style isn't magic, but THIS? this is totally magic???" Yup. it is magic. and? our non-magical fellows can have a little magic, as a treat.

Fighter subclass: Magic Itemist

You are a fighter that has put in some of the effort usually put towards using weapons to using various magic items instead.

Multi-Talented

3rd Level Magic Itemist Class feature
You have studied a little bit of that, and a little bit of this.

Due to this, you can freely use spell scrolls despite not having spell slots or a spell list, as well as know the Dancing Lights, Prestidigitation, Thaumathurgy and Druidcraft cantrips, using intelligence as your spell casting ability modifier.

Versatile Attunement

7th Level Magic Itemist Class feature
Your further study of various instruments allows you ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Item Familiarity

10th Level Magic Itemist Class feature
You becomes intimately familiar with a specific type of magic item, such as swords, wands, bows or armor.

You can attune to one magic item of that type without expending attunement slots, and gain a +1 bonus to attack and damage rolls made with magic items of that type as well as to any DC the item has, and if you chose armor specifically you also gain +1 to your AC. Furthermore, you also have advantage on all saving throws made to resist the effects of magic items of that type.

Copy Scribe

15th Level Magic Itemist Class feature
While you aren't a spellcaster, you've learnt how to scribe a spell as long as you have a reference to copy.

When you are creating a spell scroll, rather then needing to know that spell or having it prepared, you instead need to have a scroll or a wizard's spellbook with the same spell already written down.

Nulll

18th Level Magic Itemist Class feature
Error 404, feature not found

Barbarian subclass: Path of the Spiritualist

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Path of the Spiritualist Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and necromancy spells on the wizard spell list. The Spells Known column of the Path of the Spiritualist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuration or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuration or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Wild Spirited

At 3rd level, you learn the Find Familiar Spell, which it doesn't count against your number of Wizard spells known.

When you cast Find Familiar you can choose for your familiar to be of the beast or undead creature type in addition to the types listed in the spell.

Your familiar can also use it’s action to attack.

Path of the Spiritualist spellcasting
Barbarian
Level
Spell Slots per Spell Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
ThinkDM | Homebrew Spellcaster Template

Arcane Rage

At 3rd level, you are also able to cast and concentrate on your Path of the Spiritualist spells while raging, and casting a Path of the Spiritualist spell prevents your rage from ending early, just like if you attacked a hostile creature.

Channel Fury

Starting at 6th level, your rage can empower your arcane creations.

As part of the bonus action used to enter your rage, choose 1 creature within 120 feet of you that you have made or summoned with a spell or feature granted by this subclass. The creature gains temporary hit points equal to your barbarian level x3. Until you stop raging the creature also gains the benefits of your Rage feature and it can use the Reckless Attack feature. Also during this time, the damage from its attacks is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

If you do not select a creature when you enter your rage, you may instead give these benefits to a creature that you make or summon with a Path of the Spiritualist spell or feature used while raging (no additional action required).

This feature can only be used once per rage, regardless of whether it is used upon entering your rage or during it.

Furious Focus

Beginning at 10th level, your fury has hardened both your body and mind to pain. While you are raging and concentrating on a spell granted by this subclass, your concentration cannot be broken as a result of taking damage

Temporary Reanimation

At 14th level you have learned to temporarily animate the fallen without the need for spells.

As an action touch a corpse which animates as a skeleton or zombie, as if you had cast the Animate Dead spell. For the next 10 minutes, you can use your bonus action to control this undead per the Animate Dead spell, after which it returns to being an inert corpse.

Using this action prevents your rage from ending early, and your familiar can deliver this feature as if you had cast a touch spell.

Once you have used this feature, it cannot be used again until you finish a short rest.

Way Of The Arcane

Way Of The Arcane spellcasting
Monk
Level
Spell Slots per Spell Level
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
ThinkDM | Homebrew Spellcaster Template

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots. The Way Of The Arcane Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the divination and transmutation spells on the wizard spell list. The Spells Known column of the Way Of The Arcane Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an conjuration or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an divination or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Future Sight

Beginning at 3rd level, When you gain the benefit of your Unarmoured Defense class feature, you can choose to have your AC be 10 + Intelligence modifier + your Wisdom modifier instead of 10 + your Dexterity modifier + your Wisdom modifier as you are able to see ever so slightly to the future to avoid attacks instead of relying on your reflexes.

Additionally, you can add your Intelligence or Wisdom modifier to your initiative rolls and you cannot be surprised while you are conscious.

Spirit Convert

At 6th level, you can spend unexpended Ki points to regain one spell slot as a bonus action on your turn, the level of which can be no higher than half your proficiency bonus (rounded up). The table below shows the cost of creating a spell slot of a given level.

Spell Slot Level Ki Point Cost
1st 4
2nd 6
3rd 10

Greater Alter Self

starting at 11th level, you are able to alter your body a limited number of times without needing to cast magic.

As an action, you can choose to gain the benefits of one of the following spells: Jump, Longstrider, Alter Self, Darkvision, Enhance Ability or See Invisibility, as if you had cast the spell, a number of times equal to your proficiency bonus.

You regain all expended uses when you finish a long rest.

Transcendent Mystic

At 17th level, you gain the ability to harness your transmutation and divination magics to achieve a state of transcendent awareness. As an action, you can expend 5 ki points to enter a meditative state that lasts for 1 minute. During this time, you gain the following benefits:

You have truesight out to a range of 60 feet.

You have resistance to all damage.

You can use your action to cast a spell with a casting time of 1 action that you have prepared using your subclass spellcasting feature, without expending a spell slot or using material components. Once you use this feature, you can't use it again until you finish a long rest.

You can use your bonus action to teleport up to 60 feet to an unoccupied space you can see.

You can use your reaction to deflect a spell that targets only you. You take no damage from the spell and it doesn't affect you in any other way. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.

Once you use this feature, you can't use it again until you finish a long rest.

Conclave Of The Internal Forest

Manifest Nature

Starting at 3rd level, you can manifest up to two whips made out of vines and roots out of your body.

They function as mundane whips, but you can two weapon fight with them despite them not being light weapons and they don't interfere with somatic components of spells.

Additionally, once per turn, each whip deals an additional 1d8 poison damage

Also at 3rd level, you can now use the plant matter within your body as a druidic focus.

Internal Forest Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Internal Forest Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Internal Forest Spells
Ranger Level Spells
3rd Faerie Fire, Purify Food and Drink
5th Wither and Bloom, Enlarge/Reduce
9th Create Food and Water
13th Death Ward, Aura of Life
17th Animate Objects (the objects are animated by plant life growing on them)

Imbued Nature

At 7th level, your whips now count as magical when it comes to bypassing damage resistance.

Rewilding Oneself

At 11th level, you are no longer entirely sure whether "you" are still the flesh, or if you are now the plant.

You now also count as a plant creature, and have advantage on saving throws against any effect that wouldn't affect plant creatures or your original creature type(s)

You can also hold a cut off limb at where it was cut off, at which point roots will grow and reattach it back

Unstoppable Nature

15th level. Copy spore druid's fungal body? Also something about not being able to die off of old age?

Allow your body to keep operating even if you drop to 0 hp? For a minute, once per LR? On death, for 1d4+2 rounds before collapsing? Stacking negative hp if you choose to? While doing so, you count just as a plant creature?

Starting at 15th level, most of your insides have been filled with by your internal forest.

You gain immunity to the blinded, deafened, frightened, or poisoned conditions, as well as you no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

Additionally, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

You can do this only once per long rest, unless you expend a 3rd level or higher spell slot.

Classes

Brawn Magician
Level
Spell Slots per Spell Level
Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Hardened Muscles, Cast Fist
2nd +2 Spellcasting 2 2 2
3rd +2 Training Regime 2 3 3
4th +2 Ability Score Improvement 2 3 3
5th +3 Extra Wallop 3 4 4 2
6th +3 Longer Strider 3 4 4 2
7th +3 - 3 5 4 3
8th +3 Ability Score Improvement 3 5 4 3
9th +4 Training Regime Feature 3 6 4 3 2
10th +4 Something? 4 6 4 3 2

Class Features

As a Brawn Magician, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armor, medium armor and shields
  • Weapons: Simple Weapons

  • Saving Throws: Strength, Constitution
  • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Stealth, Intimidation, Perception, and Arcana.

Equipment

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

  • (a) a item1 or (b) item2

Hardened Muscles

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Cast Fist

Due to your extensive training of your body to a honed receptacle for the weave, your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. In case you learn the Booming Blade or Green-Flame Blade cantrip, your fists can be used in place of a melee weapon worth at least 1 sp.

Spellcasting

By the time you reach 2nd level, you have learned how to channel your internal energy outwards, shaping the weave in a myriad of ways, albeit due to the brutish way you've gone about it leaves it limited on what you can actually affect.

"Limited" Spells

If you scroll down and look at the Brawn Magician spell list, you can notice some spells say (Self only), some say (Range: 5 feet) and some say (Range: Self) and you might be slightly confused regarding what exactly do those mean, so here are explanations:

  • (Self Only) simply means that the spell in question is only able to target the Brawn Magician and not any other creatures, despite usually being able to.

  • (Range: 5 feet) simply means that the range of the spell is changed to be 5 feet, instead of whatever distance it usually would be.

  • (Range: Self) means the spell has to be centered on the Brawn Magician casting the spell, while (Range: self (XX-foot shape)) has to be originating from the Caster.

Spell Slots

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

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Brawn Magician spell list. At higher levels, you learn additional Brawn Magician cantrips of your choice, as shown in the Cantrips Known column of the Brawn Magician table.

When you gain a level in this class, you can replace one of the Brawn Magician cantrips you know with another cantrip from the Brawn Magician spell list.

Spells Known of 1st Level and Higher

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

The Spells Known column of the Brawn Magician table shows when you learn more Brawn Magician spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Brawn Magician spells you know and replace it with another spell from the Brawn Magician spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Strength is your spellcasting ability for your Brawn Magician spells, as your ability to cast spells stems from you imposing your physical might upon the weave. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a Brawn Magician spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Strength modifier

Spell attack modifier = your proficiency bonus +

your Strength modifier

Spellcasting Focus

You can use your own body as a spellcasting focus for your Brawn Magician spells.

Training Regime

At 3rd level, You choose what sort of a specialised training you wish to undergo.

Ability Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Extra Wallop

Starting at 5th level, when you use your action to cast a spell, you can immediately follow it up with a Weapon Attack.

Longer Strider

Upon reaching 6th level, your Walking speed increases by 10 feet.

Ability Score Improvement

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Training Regime Feature

At 9th level, you gain a feature from your Training Regime.

Bootleg earthbender Training Regime

Due to the sheer amount of training you have done in the form of punching and lifting boulders, you have begun to understand how to better use your magical skill on the very same material.

Earth Mover

At 3rd level, you learn the Mold Earth cantrip, which doesn't count against the number of Brawn Magician cantrips you know.

You also lean the Catapult spell, which doesn't count against the number of Brawn Magician spells you know, but the targeted object has to be made out of minerals, and if you are standing on natural earth you can stomp at the ground and raise up a rock, within the range of catapult, that weighs 5 pounds as part of casting the spell.

Continent Shaker

At 9th level, you have managed to figure out how to make several of your spells far more effective:

  • The ranges of Earth Tremor and Maximilian's Earthen Grasp increase to 40 feet.
  • The size of Erupting Earth increases to a 30 foot cube and you take half damage from it.
  • Once per turn, Earth Tremor, Maximilian's Earthen Grasp, Erupting Earth and catapult can deal an extra 1d10 bludgeoning damage to one creature.
  • Mold earth can now move up to 10-foot cube of loose soil and rocks.

Training Regime of Smiting

You have been concentrating some of yor training towards getting familiar with how to move in the heaviest of armour, and on how to wield all manners of weapons, all in attempt to try and replicate the sheer power that some paladins showcase.

Hasty Smites

At 3rd level, you don't need to concentrate on Ensnaring Strike, zephyr strike or on any of the spells with "Smite" on their name during the same turn you casted the spell and can choose to not begin to concentrate on them in the first place at the end of your turn.

Heavy duty training

Also at 3rd level, you gain proficiency with heavy armor and martial weapons.

Untrue "Smite"

At 9th level, once per turn, you can deal an extra 1d8 Force Damage when you hit a creature with a melee attack.

Training Regime Of The Shinobi

Critical Strike

At 3rd level, you have learned how to strike at your enemy where it hurts.

Once per turn, you can deal an extra 1d4 piercing damage to one creature you hit with an attack if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Survival Teachings

Also at 3rd level you learn the Goodberry spell and gain proficiency in either the Survival or Stealth skill.

Poisonous Utilization

At 9th level, you have been dabbling more and more into poisons and their uses.

You gain resistance to poison damage and have advantage on saving throws against poison.

You also can apply poison to both of your fists as a bonus action from a single dose, without suffering from contact poison yourself and you can deliver injury poison with your fists despite usually needing to deal either slashing or piercing damage.

Spell List

Cantrips
  • Acid Splash (?)
  • Blade Ward
  • Booming Blade
  • Green-Flame Blade
  • Guidance (Self only)
  • Gust
  • Lightning Lure (?)
  • Poison Spray
  • Primal Savagery
  • Resistance (Self only)
  • Shocking Grasp
  • Sword Burst
  • Thorn Whip (?)
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Arms of Hadar
  • Burning Hands
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self (?)
  • Divine Favor
  • Earth Tremor
  • Ensnaring Strike
  • Expeditious Retreat
  • False Life
  • Frost Fingers
  • Hellish Rebuke
  • Heroism (Self only)
  • Ice Knife (?)
  • Inflict Wounds
  • Jump (Self only)
  • Longstrider (Self only)
  • Mage Armor (Self only)
  • Protection from Evil and Good (Self only)
  • Searing Smite
  • Shield
  • Shield of Faith (Self only)
  • Tasha's Caustic Brew
  • Thunderous Smite
  • Thunderwave
  • Wrathful Smite
  • Zephyr Strike
2nd Level
  • Aganazzar's Scorcher
  • Aid (Self only)
  • Alter Self
  • Barkskin (Self only)
  • Blur
  • Branding Smite
  • Darkvision (Self only)
  • Dragon's Breath (Self only)
  • Enhance Ability (Self Only)
  • Enlarge/Reduce (Self Only)
  • Flame Blade
  • Gust of Wind
  • Invisibility (Self Only)
  • Kinetic Jaunt
  • Lesser Restoration
  • Levitate (Self Only)
  • Locate Animals or Plants
  • Maximilian's Earthen Grasp (Range: 5 feet) (?)
  • Mirror Image
  • Misty Step (?)
  • Nystul's Magic Aura (Self only)
  • Pass without Trace (Self only)
  • Prayer of Healing (Self only)
  • Protection from Poison (Self only)
  • Rime's Binding Ice
  • See Invisibility
  • Shadow Blade
  • Shatter (Range: self) (?)
  • Spider Climb (Self only)
  • Spike Growth (Range: self) (?)
  • Warding Wind
  • Wither and Bloom (Range: self) (?)
3rd Level
  • Ashardalon's Stride
  • Bestow Curse
  • Blinding Smite
  • Blink (?)
  • Daylight (Range: self) (?)
  • Erupting Earth (Range: self) (?)
  • Fear
  • Feign Death (Self only)
  • Fireball (Range: self) (?)
  • Fly (Self only)
  • Gaseous Form (Self only)
  • Haste (Self only)
  • Hunger of Hadar (Range: self) (?)
  • Hypnotic Pattern (Range: self (30-foot cube)) (?)
  • Intellect Fortress (Self only)
  • Lightning Bolt
  • Protection from Energy (Self only)
  • Pulse Wave
  • Slow (Range: self) (?)
  • Spirit Guardians
  • Spirit Shroud
  • Stinking Cloud (Range: self) (?)
  • Thunder Step
  • Tongues (Self only)
  • Vampiric Touch
  • Water Breathing (Self only)
  • Water Walk (Self only)
Weaver
Level Proficiency Bonus Features Accursed Points Accursements
1st +2 Accursements, Minor Magic 4 2
2nd +2 Mark Of Doom & Mark Of Boon, Curse Sense 6 3
3rd +2 Weaving Tradition 14 4
4th +2 Blessing Of The Weaver 17 5
5th +3 Improved Curse Sense 27 6
6th +3 Aura Of Curse 32 7
7th +3 Extra Attack 38 8
8th +3 Weaving Tradition feature 44 9
9th +4 Weaver's Spellbane 57 10
10th +4 Curse Born 64 10
11th +4 - 73 11
12th +4 - 73 11
13th +5 - 83 12
14th +5 - 83 12
15th +5 - 94 13
16th +5 - 94 13
17th +6 - 107 14
18th +6 - 114 14
19th +6 - 123 15
20th +6 - 133 15

Class Features

As a Weaver, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Whips, Nets, Daggers, Darts, Slings, Quarterstaffs, Light Crossbows

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Persuasion, Religion

Equipment

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

  • (a) a item1 or (b) item2

// que non-smite spell as smite?

// liar and deceit subclass?

Accursements

At first level, through your unusual manipulations of the weave, you have learnt to how stitch together and cast unique spell-like effects.

You learn two Accursements of your choice. A list of the available options can be found at the bottom of this DOC. When you gain certain Weaver levels, you gain additional Accursements of your choice, as shown in the Accursements Known column of the Weaver table.

Additionally, when you gain a level in this class, you can choose one of the Accursements you know and replace it with another Accursements that you could learn at that level.

If an Accursements has prerequisites, you must meet them to learn it. You can learn the Accursements at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

You regain all of your Accursed Points at the end of a long rest.

Accursement save DC = 8 + your proficiency bonus + your Charisma ability score modifier.

Accursement attack modifier = your proficiency bonus + your Charisma ability score modifier.

Minor Magics

Also at first level, you learn two of the following cantrips: Resistance, Guidance, Mind Sliver and Chill Touch. Charisma is your spellcasting ability for these spells.

Mark Of Doom & Mark Of Boon

At 2nd level, you learn how to tie two creatures together, and shift the balance of them.

As an action, you weave sigils in the air and utter both harmful and beneficial words and mark one creature with the "Mark Of Doom" and another creature with the "Mark Of Boon" within 60 feet of you that you can see, until either one of the creature dies, the effect goes on for a minute, you become incapacitated or you use this ability again.

Once marked, you can choose one of the following effects:

  • The creature with the Mark Of Doom takes an additional 1d4 damage from the creature with the Mark Of Boon
  • The creature with the Mark Of Doom has a -1 AC against the creature with the Mark Of Boon
  • The creature with the Mark Of Boon has advantage on ability checks which are either against or related to the creature with the Mark Of Doom

Curse Sense

Additionally at 2nd level, you can cast Identify without material components or spending a spell slot, but you'll only learn information if the magical effect is in some way related to curses.

Weaving Tradition

Once you reach 3rd level, you get to choose the style at which you weave together your abilities, called a "Weaving Tradition"

Your choice grants you abilities at 3rd, 8th and Yth levels.

Blessing Of The Weaver

At 4th level as a bonus action you can grant one creature within 30 feet of you temporary hit points equal to your level + your charisma modifier, which last until they take a long or short rest. You can use this a number of times equal to your proficiency bonus, and you regain all uses of this at the end of a long or short rest.

Improved Curse Sense

Starting at 5th level, you can also use Curse Sense to cast Detect Magic at will without spending a spell slot, but can only notice the aura of curses.

Aura Of Curse

At 6th level, You emit an aura of curses that affects all enemies within 10 feet of you. Any enemy that starts its turn in the aura must make a Wisdom saving throw against your Accursement save DC or suffer disadvantage on their next attack roll, ability check, or saving throw.

Extra Attack

At 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Weaver's Spellbane

At 9th level, the Weaver gains the ability to counter enemy spells by twisting the weave slightly out of place. As a reaction when a creature within 60 feet casts a spell, the Weaver can spend a number Accursed Points depending on the spell's level to attempt to counter it, following the table below.

To do so, the Weaver makes an ability check using their charisma modifier + their proficiency bonus. The DC of the check is 10 + the spell's level. If the check succeeds, the spell fails and has no effect.

Accursed Point Cost To Counter Spell Table
Level Proficiency Bonus
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Curse Born

At 10th level, you gain benefit for each cursed item you are attuned to.

Amount Of Cursed Items Benefits
1 You can transfer any curse you are currently afflicted with to another creature within 30 feet of you as an action for 1 minute. You can use this a number of times equal to your proficiency bonus, and regain uses on a long rest.
2 Once per turn, when you hit with an attack roll, you deal an extra 1d4+4 necrotic damage.
3 You have advantage on maintaining concentration on accursements.

Tradition Of A Commander

Frontline training

When you begin practicing the Tradition Of A Commander at 3rd level, you gain proficiency with medium armor and shields.

Also, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

Hexing Strikes

At 3rd level, the Weaver can imbue their attacks with curses.

When you land a melee weapon attack on a creature, you can choose to cast an Accursement on that creature as a reaction that'd usually take either an action or a bonus action.

Order Of action

At 8th level, when you target an ally with an Accursement or with Mark Of Doom & Mark Of Boon, they can use their reaction to either move up to their speed, or to make a single Weapon Attack Roll either after or before the effect is activated.

If you target more then one ally, you choose which one of them is given the option to spend their reaction.

Tradition Of A Puppeteer

Manipulative

When you begin practicing the Tradition Of A Puppeteer at 3rd level, you gain proficiency in the performance skill and your choice of either deception or persuasion skill.

Essence Bind

At 3rd level, you gain the ability to stitch the life force of two creatures together.

As an action, you can choose two creatures withing 60 feet of you that you can see, and stitch their lives together.

Whenever either of them takes damage, before adding in resistances, weaknesses or immunities, you split the damage in two and deal it to both of them, rounding up in case it's uneven.

This lasts for 10 minutes, or untill you use this ability again. You can use this a number of times equal to your proficiency bonus, and regain all uses on a long rest.

Doppel Poppet Puppet

Starting at 8th level, you can create a puppet duplicate of yourself at the end of a long rest.

While it does look like you, it is visually identifiable as a puppet, unless you specifically have it disguised otherwise.

The Puppet uses your statistics, with the changes that it's creature type is construct, it's immune to poison and psychic damage, and all conditions except grappled, petrified, prone and restrained, and its max hp is your weaver level + your charisma modifier + your proficiency bonus. It also cannot take actions or move by itself.

As long as the puppet is within 120 feet of you it stays animate and standing, and while animate whenever you move or take an action, bonus action or reaction, you can choose to do so as the puppet instead.

Accursements

Enhance


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Accursed Points

You enhance up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the Accursement ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Hinder


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Accursed Points

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the Accursement ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Puppeteer


  • Casting Time: Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Accursed Points

You manifest arcane strings upon one humanoid you can see within range and attempt to force them to move.

The target has to make a Constitution saving throw, that it can fail purposefully if the target chooses to.

On a failed save, the target must move up to its speed in a direction you choose.

In addition, you can cause the target to drop whatever it is holding.

Invoke terror


  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Accursed Points

You weave your magic upon the a creature you see, interfering with their ability to percieve reality and invoke a deep sense of terror upon them.

The target must succeed on a Wisdom saving throw or become frightened for the duration.

Instill Madness


  • Casting Time: Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Accursed Points

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.

While the target is charmed in this way, a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose, though you can force the creature to move up to 10 feet beforehand.

The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the Accursement ends.

Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the Accursement ends.

Reducto


  • Casting Time: 1 Reaction, when a creature you see can in range attempts a saving throw or an attack roll.
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Cost: 2 Accursed Points

You utter a minor curse upon the target, temporarily reducing their capability.

Roll a 1d6, and reduce the result from the target's attack roll or saving throw.

Cloak


  • Casting Time: 1 Reaction, when a creature other then you is hit by an attack in range.
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Cost: 2 Accursed Points

You wave your hand and weave together a temporary barrier around the target.

Until the start of their next turn, they have a +5 bonus to AC, including against the triggering attack.

Great Fall


  • Casting Time: Action.
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Accursed Points

You can choose up to 3 creatures within range, who then have to make a wisdom saving throw, on a failure falling prone and have their speed reduced by 15 feet until the end of their next turn.

Purge


  • Casting Time: 1 Minute.
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 2 Accursed Points

You touch a creature for the full duration, and can purge either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Nature's Madness


  • Casting Time: Action.
  • Range: 35
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Cost: 2 Accursed Points

You bestow a touch of madness to plantlife near you. Choose up to 2 creatures in range, which then have to make a strength saving throw, or they are restrained for the accursement's duration. A restrained creature can use their action to make a Strength check against your Accursement save DC, freeing itself on a success.

Sap


  • Casting Time: Action.
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Cost: 3 Accursed Points
  • Prerequisite: Level 3

You extend out your arm, and flood a creature you can see within range negative energy, sapping their life force.

The target must make a constitution saving throw. On a failed save, the target takes 3d6 necrotic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.

Snail's Crawl


  • Casting Time: Action.
  • Range: 60 feet
  • Components: V, S
  • Duration: 10 minutes, concentration
  • Cost: 3 Accursed Points
  • Prerequisite: Level 3

Choose three creatures within range, who then have to make a Wisdom saving throw, or have their speed reduced to half.

Weave Disruption


  • Casting Time: Action.
  • Range: 30 feet
  • Components: V, S
  • Duration: 10 minutes, concentration
  • Cost: 11 Accursed Points
  • Prerequisite: Level 15

You pull out the threads of weave from a creature within range.

The target has to make a constitution save, on a failure they lose the ability to cast spells for the duration.

Adapter Class Features

As a Adapter, you gain the following class features

Hit Points


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

Proficiencies

  • Saving Throws: Wisdom, Strength
  • Skills: Four skills of your choice

Stamina points

1st-level Adapter level feature

As an Adapter, you have a pool of Stamina Points that refreshes at the start of your turn which you can spend to activate Techniques, Impacts and Arts. Maintaining Techniques also has an associated cost.

The total number of Stamina Points you have is equal to (your proficiency bonus + your Adapter level) X 3, however at Your proficiency bonus X 3 Stamina Points You'll enter The Danger Zone. If you spend any further Stamina Points when at The Danger Zone, at the start of your next turn you'll have to make a Constitution saving throw with a DC equal to 10 + the amount of Stamina Points spent beyound The Danger Zone, or suffer an injury/damage/some negative effect on a failure.

Adaptions

1st-level Adapter level feature

The Very core of the Adapter class, adaptions are the various things you are able to do.

At First level, you start knowing one Technique, one Impact and two Adaptions of you choice that you meet the requirements for.

Teachings are the most simplest type, being fully passive effects that are always on and do not take any stamina points under any circumstances.
Fundamental Teachings are very similar, but unlike normal Teachings, you can only choose them at 1st level, or when otherwise stated so.
Techniques similarly are passive effects, but the biggest difference is that they have an associated cost to both activate and maintain them.
Impacts are various effects you can activate at the same time you are making an attack, changing it in some way.
Arts Lastly are a miscellaneous category of abilities that take more effort to activate, typically being something comparable to spells.

Some of your Adaptions might call for a Might Save DC or a Mind Save DC, both of which are calculated as follows:

Might Save DC = 8 + your proficiency bonus + your Strength modifier

Mind Save DC = 8 + your proficiency bonus + your Wisdom modifier

Some of them might also ask for you to make a ranged spell, which is as follows:

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Fundamental Teachings

1st-level Adapter level feature

Rather then having defined armour and weapon proficiencies, As an adapter you instead can choose up to 4 Teachings, including Fundamental Teachings.

Techniques

Lv.1 Techniques:


[Monks Evasive Technique]
Activation cost: 5 (3+2) stamina
Activation requirement: Not wearing heavy armor
Maintenance cost: 3 stamina
Effect: Your AC increases by 1


[Juggernauts Durability Technique]
Activation cost: 7 (4+3) stamina
Activation requirement: Wearing heavy armor.
Maintenance cost: 4 stamina
Effect: Your AC increases by 1


[Iron Flesh Technique]
Activation cost: 9 (6+3) stamina
Maintenance cost: 6 stamina
Effect: All non-magical bludgeoning, piercing and slashing damage is reduced by 2.


[Flash Step Technique]
Activation cost: 3 (2+1) stamina
Maintaince cost: 2 stamina
Effect: Your walking speed increases by 10 feet.


[Silent Stride Technique]
Activation cost: 3 (2+1) stamina
Maintaince cost: 2 stamina
Effect: You gain a +2 bonus on stealth checks.

Impacts

Lv.1 Impacts:


[Repel Impact]
Activation cost: 2
Effect: When you hit with a weapon attack, you can activate this Impact to knock the target 10 feet away from you


[Devastating Impact]
Activation cost: 7
Effect: When you hit with a weapon attack and roll 19, you can activate this Impact to chance the Attack into a critical hit.


[Blood thirsting Impact]
Activation cost: 4
Effect: When you hit with a weapon attack, you can activate this Impact to deal an additional 2d6 damage to the target.


[Infernal Burst]
Prerequisite: [Flame Ember]
Activation cost: 4
Effect: When you hit with [Flame Ember], You can activate this Impact to cause the mote of fire to explode in a 5-feet radius. Each creature in that area has to make a dexterity saving throw against your Mind Save DC.

Arts

Lv.1 Arts:


[Flame Ember]
Activation cost: 3
Effect: As an Action, you generate a mote of fire using your internal energy, and then hurl it at a creature or object within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this Art ignites if it isn't being worn or carried.


Lv.5 Arts:


[Improved Flame Ember]
Prerequisite: [Flame Ember]
Activation cost: 10
Effect: As an Action, you generate a mote of fire using your internal energy, and then hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. A flammable object hit by this Art ignites if it isn't being worn or carried.

This counts as [Flame Ember] for other adaptions.


Lv.12 Arts:


[Dragon's Thundering Rush]
Activation cost: 10
Effect: As an Action, you point your hand forward and launch forward a dragonic looking bolt of electricity. Each creature in a 30 feet long and 5 feet wide line has to make a dexterity saving throw against your Mind Save DC.

A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.

Teachings

Fundamental Teachings:


[Light Traveler's Defense]
Effect: You've trained in how to wear the lightest of armors.

You gain proficiency with Light Armor.


[Mediocre Garbs]
Prerequisite: [Light Traveler's Defense]
Effect: You've put in more effort to broaden what types of armor you can wear effectively.

You gain proficiency with Medium Amor and Shields.


[Juggernaut Heavy Duty]
Prerequisite: [Mediocre Garbs], not having learnt [Bare Body Defense]
Effect: You've dedicated yourself to wearing the heaviest of armor possible.

You gain proficiency with Heavy Armor.


[Nimble Arts]
Effect: You've practiced not how to use just sheer force, but rather how to use nimbleness and precision as your strength.

Wherever an Adapter feature or an Adaption refers to your Strength score or Strength modifier, you can use your Dexterity score or Dexterity modifier in it's place instead.

This does not allow you to swap your proficiency in Strength Saving throws for proficiency in Dexterity Saving throws.


[Bare Body Defense]
Prerequisite: [Nimble Arts], not having learnt [Juggernaut Heavy Duty]
Effect: You've practiced not how to use just sheer force, but rather how to use nimbleness and precision as your strength.

Wherever an Adapter feature or an Adaption refers to your Strength score or Strength modifier, you can use your Dexterity score or Dexterity modifier instead.


Lv.1 Teachings:


[Great Blade's Pathway]
Effect: You've practiced how to wield the most grandiose blade, the greatsword.

You gain proficiency with Greatswords, and it's considered a [Great Blade's Pathway] weapon for you.


Lv.5 Teachings:


[Extra Attack]
Effect: you can attack twice, instead of once, whenever you take the Attack action on your turn. What else did you except?


[Sweeping Edge]
Prerequisite: [Great Blade's Pathway]
Effect: You've learnt how to turn the situatoin of being surrounded into an advantage by leveraging the scale of your blade.

As an Action when you are wielding a [Great Blade's Pathway] Weapon, you can force each creature in reach to make a dexterity saving throw against your Might Save DC. On a failure, treat it as if you had landed a hit on the creature using a weapon.

Any modifiers to your To-hit also change your Might Save DC, so if you were wielding a +1 weapon, your Might Save DC increases by 1 or if you used great weapon master, your Might Save DC is reduced by 5.


[Supreme Physicality]
Prerequisite: [Great Blade's Pathway], 18 or more Strength.
Effect: Thanks your sheer strength and your training, You are now able to wield a greatsword in one hand, rather then in two hands.

 

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