Growing Powers- 5e Changed and Expanded

by Magic The GM

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Growing Powers







A Compendium Filled With New Idea's

Growing Powers - A New Age of Hero's

Hello my name is Magic The GM!

I have been working on a new alteration of 5e D&D. These are 5 level classes that equal 3-20. With crafting and a more expansive use of skill from different ideas i have found over the internet. All the classes are my own ideas shaped from the image of an idea and put into D&D. Once I finish this I will give credit to the places and people I got some of my ideas from. Once this is finished I will do my best to change things to make this my own, but still give credit where it is due.

Watch out for other ideas that I will be working on including my next project, MECH'S AND PILOT'S

New Classes and a new system geared towards super powers and different ideas I have had and i will add more as they are tested. I will be add more stuff as I go to hopefully complete this into a complete Players Handbook for Growing Powers.

Table of Contents

Name Page
Character Creation pg
Proficiency Points and Skill Training pg
Skill Description pg
- Fighting Styles pg
Classes- Casters pg
- Destruction Mage pg
- Dragon Mage pg
- Geomancer pg
- Mage Cannon pg
- Omni Adept pg
- Cymatic Singer pg
* Metallurgists
- Deep Crystal pg
- Starmetal pg
- Stormphrax pg
* Manipulation
- Energy Mastery pg
- Electron Mastery pg
- Portal Mastery pg
Classes- Fighters pg
- Gadget Trickster pg

Character Creation

When building a character, roll for stats first. There are multiple way to do you stats:

roll for stats

Standard roll

Roll 4d6 six times and drop the lowest of the four each time

Power roll

Roll 4d6 six times, Reroll 1's and drop the lowest of the four each time

Hero roll

Roll 6d20, any roll that totals less then 4 is a 4

Hit Points

After rolling for stats, and you have decided on a class, you need to add your hit points. Each class has 2 hit dice, at level 1 you hit points total your 2 hit dice plus your Constitution Modifier.

As you level up, your hit points will change.

At level 2, roll 2 hit dice, then multiply that total by 2 plus your Constitution modifier twice. You add you Constitution after you multiply your hit dice.

Hit Points Per Level
Level Multiply By Add
1st 0 Con
2nd 2 Con x2
3rd 3 Con x2
4th 4 Con x2
5th 5 Con x2

Choosing a Class

When choosing a class, there are a couple things to take into consideration. First of all there are 2 types of class, Casters and Fighters. Each class has a crafting ability that they can use to create things.

Caster

Casters are classes that have access to spells and are center around using abilities with magical effects.

Fighters

Fighters are classes that have access to different fighting styles and are geared more towards physical combat.

Choosing a Race

After picking a class, the next thing you will want to do is pick a race. When picking a race, you can pick from any of the standard 5e D&D races or you can pick from the races in this book below the classes

Proficiency

You start off with 2 proficiency and it increases by 1 each level.

Stat

Stat increase means that you can add +2 to one of your stats or +1 into 2 different stats.

Feats

At Levels 2,4, and 5 you will have a chance to choose a feat to take. these are listed on page.

Spells

As you level up as a Caster, you will get to choose from different Spells. Spells and info are listed on page 7.

Fighting Styles

As you level up as a Fighter, you will get to either choose from different Fighting Styles. Fighting Styles are listed on page 5

How to Level Up

Caster

Level Exp proficiency Feat/Stat
1st 0 2 Spell
2nd 3000 3 Stat or Feat and Spell
3rd 15000 4 Spell
4th 65000 5 Stat or Feat and Spell
5th 150000 6 Stat+Feat and Spell
How to Level Up

Fighter

Level Exp proficiency Feat/Stat
1st 0 2 Fighting Style
2nd 3000 3 Stat or Feat and Fighting Style
3rd 15000 4 Fighting Style
4th 65000 5 Stat or Feat and Fighting Style
5th 150000 6 Stat+Feat and Fighting Style

Fighting Styles

To add a little more variety and customization for players, the following addition has been made to the Fighting Style options.

Archery

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

Battle Vigor

Gain temporary hit points equal to your level plus you Constitution modifier at the beginning of combat. This includes the surprise round. These hit points disappear when you start your first turn.

Brawler

If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.

Brutal

With every hit of a weapon you are wielding with two hands, you can choose to subject a tiny-medium sized opponent to make a Strength save where the DC is 8 + proficiency bonus + your Strength modifier. Upon a failed save, the creature is knocked 5 ft away from you.

Brutal Strike

Whenever you hit a creature with a melee weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is pushed 5 feet away from you. The weapon must have the two-handed or versatile property for you to gain this benefit, and you may not use this effect more than once a turn.

Careful Strike

When you make a melee attack, before you make the attack roll, as a bonus action, you can choose to add your proficiency bonus to the attack roll. If the attack hits, you subtract your proficiency bonus from the attack's damage.

Close Quarters Shooting

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally you have a +1 bonus to attack rolls on ranged attacks.

Defense

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

Distraction

When you attack with your weapon your mighty bellow and antics tend attract attention. When you take the Attack action on your turn, as a bonus action, you may subject creatures hostile to you within 10 to make a Wisdom saving throw where the DC is 8 + your proficiency bonus + your Charisma modifier. If they fail, they focus their attention on you, granting them disadvantage on their attacks and perception checks if it is not against you.

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.

Fast Reloading

When you learn this fighting style, choose one type of crossbow or fire-arm you are proficient in. You ignore the loading property of the chosen weapon.

Gathering Steps

When you are wielding a melee weapon in one hand and no other weapons, the weapon you are wielding is considered to have the reach property, if it does not have it already.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Gunslinger

When you engage in dual wielded shooting, you can add your ability modifier to the damage of the second attack.

Lancer

You get a +2 bonus to attack rolls when attacking using weapons with the reach property at creatures more than 5 feet away from you.

Musketeer

When you engage a two-weapon fighting with a firearm and a melee weapon, if you make both attacks on the same target, you have advantage on the attack roll you make with the second attack.

Phalanx

When an ally within 5 feet of you makes an attack against a creature in your reach, you may use your reaction to give your ally advantage on their attack roll.

Piercing Shot

You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.

Power Attack

When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you add your proficiency bonus to the attack's damage. You cannot do this if you are using the finesse property of the weapon.

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.

Reach Weapon Fighting

When you use a reach weapon to attack a creature further than 10 feet away from you, and you can use your reaction for attacks of opportunity against that creatures at that distance.

Riot Control

When you are wielding a pistol on one hand and a shield on another hand, you gain a +1 bonus to your AC and attack rolls.

Specialist

Attacks using weapons with the special property don't suffer disadvantage from being within 5ft or attacking within their "long" range

Stylish

When you attack with your weapon you tend to show off. When you take the Attack action on your turn, as a bonus action, you may subject a creature within 30 feet of you to make a Wisdom saving throw where the DC is 8 + your proficiency bonus + your Charisma modifier. If they fail, they focus their attention on you, granting them disadvantage on their next attack if it is not against you.

Tactical Stance

While you are wielding a firearm and no melee weapon, you gain a +1 bonus to your AC and damage rolls.

Throw Anything

All melee weapons that do not have the two-handed property gain the thrown (20/60) property. You may throw weapons with the versatile property but not while wielding the weapon in two hands.

Thrower

When you make a ranged attack with a weapon with the thrown property, it deals +1 additional damage and you may then immediately draw another weapon with the thrown property as part of that attack.

Two-Weapon Fighting

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

Unarmored

When you are not wearing armor, your armor class is equal to 12+your dexterity modifier. Additionally, you gain a climb and swim speed equal to your normal movement speed, and may increase the distance you jump by your constitution modifier.

Versatile Weapon Master

When wielding a versatile weapon in one hand you get a +1 bonus to your damage rolls. When wielding a versatile weapon in two hands, you gain +1 bonus to your attack and damage rolls.

Versatile Style

You get a +1 to attack rolls with weapons that have the versatile property when wielding them in one hand with nothing else in your other hand. If you miss an attack while wielding a weapon with the versatile property in two hands, you can, once per turn, choose to make the attack roll again with one hand.

Versatility

You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.

Weapon Specialization

You may opt to specialize in a particular melee weapon as your fighting style. This does not work with unarmed attacks or improvised weapon attacks. You gain a +1 to hit and a +1 to damage when using that weapon. You can only take this fighting style once per weapon.

Unarmeded Fighting Styles

Chakra Channeling

When you take one of these fighting styles, you make replace 1 unarmed attack to channel your inner energy and release it using special coordinated hand gestures and movements. You can only take this feat twice and you cannot pick the same fighting style that you picked previously.


Aquan Palm of Gathering
  • Channel energy and collect the moisture from the air to form a 6-inch sphere of water. A creature you designate within 60 feet of you must succeed on a Strength saving throw or take 1d6 bludgeoning damage. If they fail to save, roll 1d4 to determine what effect affects the target:

    1. Nothing.
    2. The target's movement speed is decreased by 10 until the end of your next turn.
    3. The target is pushed 10 feet away from the water source.
    4. The target is knocked prone.

At Higher Levels. This spell's damage increases by 1d6 when you reach the 2nd level (2d6), 3rd level (3d6), and 4th level (4d6).


Force Palm
  • A swirling ball of air forms in your hand which can be fired at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

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


Molten Hand Blade
  • Channelling Chakra, your hand begins to glow an intense molten red. Slash at your target, as your hand drips molten ethereal energy and make a melee spell attack. On a hit, the target takes 1d4 fire damage and 1d4 slashing damage.

At Higher Levels. This spell's fire damage and slashing damage both increase by 1d4 when you reach the 2nd level (2d4), 3rd level (3d4), and 4th level (4d4).


Spore Palm of Infection
  • You emit a twisted cloud of toxic spores. Each creature in a 5ft. range, other than you, must make succeed on Constitution save or take 1d6 poison damage.

At Higher Levels. This spell's damage increases by 1d6 when you reach the 2nd level (2d6), 3rd level (3d6), and 4th level (4d6).

Martial Unarmed Fighting Styles

Sweeping Kick

instead of making an unarmed attack, Creatures within 5 ft. must make a Dexterity saving throw VS your Dexterity 8+Prof+Dex or become knocked prone.

Gut Shot

When you hit with an unarmed attack, you can choose to not do damage and have the creature make a Constitution saving throw DC12.

  • If it fails, it spends its turn trying to catch its breath, losing its action and movement.
  • It does not affect creatures larger than you, constructs, or creatures that do not need to breathe.
  • You can only use this once per turn.
Open-handed Nose Palm

When you hit with an unarmed attack, you can choose to not do damage and target the nose of the creature.

  • The creature has a disadvantage while attacking until your next turn.
  • If you roll a critical on hit, you can target the nose and deal the total critical damage from the unarmed attack.
  • You cannot target a creature with no nose or a creature whose face would be out of your reach.
  • This does not affect constructs or creatures larger than you.
Shoulder Throw

While grappling a creature, use one of your unarmed attacks to make a Dexterity (Acrobatic) or a Strength (Athletics) check Vs the creatures Dexterity (Acrobatic) or a Strength (Athletics) check.

  • If you beat them, throw the creature on the ground and the next attack you make is done at an advantage.
  • If that attack hits, add your Wisdom modifier to the damage.
  • This does not affect creatures larger than you.
Bully Coordinated Tactics

Use underhanded tactics while your ally is directly behind the target, flanking them. You may have your ally duck directly behind the target as his reaction and you can use an unarmed attack, if it hits, to push the target instead of dealing damage, knocking them prone.

  • If the target tries to stand up before your next turn you can use your reaction to make a Strength (Athletics) check with an advantage Vs the targets Strength (Athletics) check. If the target fails it is pushed back down and must use the rest of its movement to stand back up.
  • This does not work on creatures larger than you.

Spells

All spells have 2 uses per long rest. All spells are considered actions, unless stated otherwise.

Special Feat

Recharge

During combat as a bonus action, roll 1d6 [[1d6]] and on a 6 you can recharge 1 use of a spell you know.

Acid Arrow


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell Attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

Arc Bolt


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A crackling blue bolt of arcing electricity fires out from your palms. Make a ranged spell attack against the target. On a hit, the target takes 2d6 lightning damage.


After each attack, target another creature within 30 ft of the target. The creature must make a Dexterity (Acrobatics) saving throw, with a +1 to their roll for each subsequent bounce after the first. On a failed save, that creature also takes 2d6 lightning damage and the attack bounces again, up to 1 additional bounce target.


If there are no other bounce targets, the attack may bounce back to creatures that were targeted earlier, but each time a creature is hit by the attack it gains a +3 to their saving throw and takes 1d6 less damage from each hit.


On a successful save, the bolt stops bouncing between targets.

Black Snow


  • Casting time: 1 action
  • Range: Self (10-foot sphere)
  • Components: V, S, M (a small vial of acid and some snow or ice)
  • Duration: Instantaneous

You create a sphere of silver-colored snow that is laced with acid in a 10-foot sphere centered on you. Any creature (except the caster) that is within the sphere must make a Constitution saving throw. On a failed save, the target takes 1d6 acid and 1d6 cold damage and has its speed reduced by 10 feet until the end of its next turn. On a successful save, the damage is halved and the target's speed is unaffected.

Burning Hands


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable Objects in the area that aren't being worn or carried.

Call Lightning


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, Up to 10 minutes

A storm cloud appears in the shape of a Cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).


When you cast the spell, choose a point you can see within a 30 foot range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. 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 1d6.

Cataclysm


  • Casting time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous

You summon a small amount of pure destruction into your hand. A small amount of black energy coats the underside of your hand that stays until you discharge the spell. As part of the action used to cast this spell or at another time while the charge is active in your hand, you can discharge the spell in one of the following ways:

  • You disintegrate a nonmagical item you are holding in your hand.
  • You make a melee spell attack against a creature, dealing 2d10 destructive damage on a hit. You have advantage on the attack roll if the target is not wearing any armor. If the damage dealt lowers the creature to their negative hit point maximum, it and everything it is carrying is disintegrated.
  • You cause a nonmagical object no larger than 1 foot in any dimension to rust, peel, snap, break, or otherwise

Crimson Enhancement


  • Casting time: 1 Action
  • Range: Self
  • Components: M,S
  • Duration: Concentration, up to 1 hour

You coat your weapon in blood, black runes coagulating on its surface, taking 1d4 slashing damage as you do so. While this effect persists, each attack made with the affected weapon deals an extra 1d6 necrotic damage.

Cure Wounds


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Elemental Armor


  • Casting time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

You cover yourself with a layer of elemental energy that shields you from incoming attacks. Choose one damage type when you cast this spell: acid, fire, cold, or lightning. You gain 5 temporary hit points when you cast this spell. If a creature hits you with a melee attack while this spell is active, that creature takes 5 damage of your chosen damage type.


The temporary hit points granted by this spell are lost when the spell ends. When you have no temporary hit points, the spell ends early.

Elemental Strike


  • Casting time: 1 bonus action
  • Range: self
  • Components: V, M(A weapon)
  • Duration: 1 minute

The next time you hit a creature with a weapon attack during this spell duration, your weapon is imbued with the magical energy of the element of your choosing. You may choose from Fire, Cold, Lightning or Thunder.


The attack damage type is that of the weapon used and the element of choice and does an additional 1D6 damage of the elemental type. The target must succeed on a Constitution saving throw at the beginning of its next turn. On a failed save, it feels the effects of the element chosen (See effects below). On a successful save, the effects of the spell end. A creature with a vulnerability to the elemental type automatically fails the saving throw.

  • Fire The target is set alight and burns for an additional 1D6 fire damage at the beginning of each of its turns unless the fire is put out.

  • Cold The target's movements speed is reduced by half for their next turn and its place in the initiative queue is set to last.

  • Lightning The target is stunned slightly and can not move or make attack actions on their next turn.

  • Thunder The target is disorientated, their next attack action has disadvantage and all ability checks have disadvantage until the end of their next turn.

Fighting Words


  • Casting time: one bonus action
  • Range: touch
  • Components: V, S, M (A sprig of dragonstongue, a simple weapon)
  • Duration: 1 minute

A simple weapon you are holding is imbued with your voice's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Fireball


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V S M (A tiny ball of bat guano and sulfur)
  • Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.

Force armor


  • Casting time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 24 hrs, Till short or long rest

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Intelligence modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Force Blast


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You launch an invisible blast of force that slams into a creature in range. The target must succeed on a Strength saving throw or take 2d12 force damage and be knocked prone. Half damage on save and is not knocked prone.

Glacial Comet


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a small fragile rock or a piece of ice)
  • Duration: Instantaneous

You conjure a large comet of ice hurtling at a creature in range. The target must make a Dexterity saving throw, taking 1d12 bludgeoning damage and 1d12 cold damage on a failed save and is knocked prone. On a succesful save, the target instead takes 1d4 piercing damage from the shards of ice.

Guiding Bolt


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 Round

A flash of light streaks toward a creature of your choice within a 30 foot range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Hand of the Dead


  • Casting time: 1 Action
  • Range: 50 feet
  • Components: V S M (Finger nail from a corpse)
  • Duration: Concentration, up to 1 minute

You summon a spiritual hand from the ground grappling an enemy. The target must make a Strength or Dexterity save against your spell save DC. On a fail, the enemy is grappled. The target can keep attempting to escape on their turn. This hand can be attacked by magical means, if an outside enemy attacks the hand, they must roll against your spell DC. If this happens the victim that the hand holds takes half of the damage from the blow.

Healing Metallurgic Needles


  • Casting time: 1 action
  • Range: Self
  • Components: S, V, M (1/4 lb. of any type of metal, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You create a glowing needle in your hand. It has the weight of a dart and can be thrown 20/60 ft. You can give this this glowing needle to other creatures for them to wield. The glowing needle takes on any special metal properties the material component adds to a weapon.


When a creature makes an attack with this dagger and hits, the target gains 1d8 temporary hit points.


If the target is a fiend or undead, this needle instead deals 1d6 necrotic damage.

Healing Mist


  • Casting time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

You create a mist of magical essence around a target creature that heals the target. The mist can be any color and can have a mystical aura to it such as shimmering, glowing, or electricity (this aura does nothing but add visual effect). The creature then regains 1d6 + your spellcasting ability modifier hit points.

Healing Breeze of Discretion

  • Casting time: 1 action
  • Range: 30 foot (cone)
  • Components: V, M (a pure white feather)
  • Duration: Instantaneous.

You speak a word of power, and gentle wind spreads from you envelops creatures within range. Each friendly target regains 1d4 hit points and 1d6 radiant damage to each hostile target. This spell has no effect on nonhostile creatures and constructs.

Healing Word


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

A creature of your choice that you can see within range a 30 foot regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Heat Metal


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within a 30 ft range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 1d8 fire damage when you cast the spell. For 1 minute or until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Hellish Rebuke


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

When hit by a melee attack, you point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

Ice Rupture


  • Casting time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Ice ruptures from the ground under the target, stabbing upwards. The chosen creature must make a Dexterity saving throw. On a failed save, the target takes 2d8 piercing damage and has its speed reduced to 0 until the start of your next turn. On a successful save, the target takes half as much damage and its speed is unaffected.


The target's space and all adjacent spaces become difficult terrain until the start of your next turn.

Inflict Wounds


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 necrotic damage.

Lightning Bolt


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V S M (A bit of fur and a rod of amber, crystal, or glass)
  • Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.


The lightning ignites flammable objects in the area that aren't being worn or carried.

Magic Missile


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

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within a 30 foot range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Metallurgic infusion


  • Casting time: 10 minutes
  • Range: Touch
  • Components: S, V, M (X lb. of any type of metal. X is equal to the weapon or armors weight, which the spell consumes)
  • Duration: 24 hours

Target a weapon or armor and spend 10 minutes infusing it with your metal material component.


Once finished,

  • A weapon gains +1 to attack rolls and any additional attributes from the metal
  • Armor gains any additional attributes from the metal

(Metal types available in game at DM's discretion)

Misty Step


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 15 feet to an unoccupied space that you can see.

Scorching Ray


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

You create three rays of fire and hurl them at targets within a 30 foot range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 1d6 fire damage.

Spike Growth


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V S M (Seven sharp thorns or seven small twigs, each sharpened to a point)
  • Duration: Concentration, Up to 10 minutes

The ground in a 20-foot radius centered on a point within a 30 foot range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for 1 minute. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.


The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Spirit Guardians


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V S M (A holy symbol)
  • Duration: Concentration, Up to 10 minutes

You call forth spirits to protect you. They flit around you to a distance of 15 feet for 1 minute. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.


When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 1d8 radiant damage (if you are good or neutral) or 1d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

Spiritual Weapon


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You create a floating, spectral weapon within a 30 foot range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.


As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose.

Spell damage or healing per level
Spell Level 1 Level 2 Level 3 Level 4 Level 5
Acid Arrow 1d4/ 2d4 2d4/ 4d4 3d4/ 6d4 5d4/ 10d4 8d4/ 16d4
Arc Bolt 2d6/+2 Bounce 4d6/+3 Bounce 6d6/+4 Bounce 8d6/+5 Bounce 10d6/+6 Bounce
Black Snow 1d6 Acid and 1d6 Cold 2d6 Acid and 2d6 Cold 3d6 Acid and 3d6 Cold 5d6 Acid and 5d6 Cold 8d6 Acid and 8d6 Cold
Burning hands 2d6 3d6 4d6 8d6 16d6
Call Lightning 2d6 4d6 8d6 12d6 16d6
Cataclysm 1d10 2d10 3d10 5d10 8d10
Crimson Enhancement 1d6 2d6 3d6 5d6 8d6
Cure Wounds 1d8 1d10 1d20 2d20 4d20
Elemental Armor 5 Temp HP/Dmg 10 Temp HP/Dmg 15 Temp HP/Dmg 30 Temp HP/Dmg 50 Temp HP/Dmg
Elemental Strike 1d6 2d6 3d6 4d6 5d6
Fighting Words 1d8 2d8 2d10 2d12 2d20
Fireball 2d6 3d6 4d6 8d6 12d6
Force Armor 12AC + Int 13AC + Int 14AC + Int 15AC + Int 16AC + Int
Force Blast 2d12 3d12 4d12 6d12 9d12
Guiding Bolt 4d6 5d6 6d6 8d6 11d6
Glacial Comet 1d12 cold and bludgeoning/ 1d4 cold 2d12 cold and bludgeoning/ 2d4 cold 1d12 cold and bludgeoning/ 3d4 cold 5d12 cold and bludgeoning/ 5d4 cold 8d12 cold and bludgeoning/ 8d4 cold
Hand of the Dead 1 Hand 2 Hands 3 Hands 4 Hands 5 Hands
Healing Breeze of Discretion 1d4 HP/ 1d6 Radiant 2d4 HP/ 2d6 Radiant 3d4 HP/ 3d6 Radiant 5d4 HP/ 5d6 Radiant 8d4 HP/ 8d6 Radiant
Healing Metallurgic Needles 1d8 Temp HP/ 1d6 Undead 1d10 Temp HP/ 1d8 Undead 1d12 Temp HP/ 1d10 Undead 1d20 Temp HP/ 1d12 Undead 2d20 Temp HP/ 1d20 Undead
Healing mist 1d6 2d6 3d6 5d6 8d6
Healing Word 1d4 2d4 3d4 5d4 8d4
Heat Metal 1d8 2d8 3d8 5d8 8d8
Hellish Rebuke 2d10 3d10 4d10 6d10 9d10
Inflict Wounds 3d10 4d10 5d10 7d10 10d10
Ice Rupture 2d8 3d8 4d8 6d8 9d8
Lightning Bolt 2d6 3d6 4d6 6d6 9d6
Magic Missile 3 6 12 18 25
Metallurgic Infusion 24 Hrs 3 Days 1 Week 1 Year Permanent
*Weapons +1 Atk +1 Atk/ Dmg +2 Atk/ +1 Dmg +2 Atk/ Dmg +3 Atk/ +2 Dmg
*Armor 0AC +1AC +2AC +2AC +3AC
Misty Step 15ft 30ft 45ft 60ft 120ft
Scorching Ray 1d6 2d6 3d6 5d6 8d6
Spike Growth 1d4 2d4 2d6 3d6 3d10
Spirit Guardians 1d8 2d8 3d8 5d8 8d8
Spiritual Weapon 1d6 1d8 1d10 1d12 1d20

Feats

A

Airfoil Mastery

Weapons that return to your hand once you have thrown them become your area of expertise, and you can perform marvelous feats with them. You gain the following benefits:

  • You gain a +1 bonus to attack rolls with airfoil weapons.
  • You can use an airfoil weapon to attack another creature within 15 feet of a targeted creature as part of any additional attacks you can make with the extra attack feature.
  • When you make a ranged attack with an airfoil weapon, you can choose to have the weapon immediately return to your hand after you make the attack roll. You must have a free hand to catch it to do so.
  • Once per turn, when you hit a creature with a ranged attack using an airfoil weapon, you can, instead of dealing damage, force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, you can force it to drop an item it is holding and knock it 15 feet away from them.

Archery master

Must have an extra attack action to take this feat.


You have trained with the longbow and shortbow. In this training, you have learned to make more challenging shots. When you take the attack action, you can forgo an extra to add an extra arrow to your attack for each extra attack forgone.

  • Add your Dex + arrow damage to the attack for each extra attack you forgo.
  • Add 5 piercing damage for each arrow to the attack.
  • Attacks done against you are done an advantage until your next turn.

B

Blind Reflexes

Use a 6th sense to feel your opponents presence and anticipate there next move. With this great Sense of all things living comes disconnect from the people around you.

  • Once per round while in combat, impose a disadvantage on a target creature attacking you withing 5 ft. This does not count as a reaction
  • Gain an advantage on a nature or survival check once a day.
  • Gain a disadvantage on all Charisma saving throws and Persuasion checks.

Bodyguard

Your extensive experience of being a bodyguard has trained you to constantly be on guard, and reflexively act when your charge is in danger.

  • You gain +3 to your passive perception.
  • Choose one creature to be your charge when initiative is rolled, a creature cannot be your charge if they also have this feat. If you are within 20 feet of your charge, you grant them a +1 to all saving throws. If you are within 5 feet of your charge, you grant them a +2 to their AC.
  • Additionally, if any creature makes an attack on your charge while you are within 5 feet of them, you may attempt to grapple them as a reaction. Succeeding on the grapple prevents the attack.

Bow Mastery

Shooting arrows from your longbow and shortbow is now your specialty. You gain the following benefits:

  • You gain a +1 bonus to damage rolls with these weapons.
  • You can use Strength, instead of Dexterity, when making attack rolls with these weapons. When you take the attack action with a shortbow, you can
  • use a bonus action to make an attack roll with it at any creature within its normal range.
  • The normal range of these weapons increases by 20, and the long range of these weapons increases by 50.

C

Combat Initiate

Prerequisite: Strength or dexterity 13

You’ve spent enough time fighting that you’ve found a particular style that suits you best. You gain the following benefit:

  • You can gain one fighting style from the choices available for a fighter. You may take this feat multiple times but you must choose a different fighting style when you do.

Cat-Like Reflexes

Your lightning quick acrobatic reflexes allow you to brace yourself when you fall.

  • You gain proficiency in Acrobatics. If you are already proficient, you gain expertise in the skill.
  • When you fall, you can use your reaction to soften your landing by bracing yourself for impact. You can ignore a number of feet equal to your Acrobatics bonus times 10. (ex. If your Acrobatics bonus is +7 and you fall 80 feet, you would ignore 70 feet of falling and only take fall damage for the 10 feet remaining.)
  • You are not knocked prone even if you take damage from the fall.

Carving Strike

Like a fearsome tornado of whirling death, you strike everything around you.

  • If there is at least two enemies within reach of a melee weapon attack from you, you may use your action to attack them all. This does not count as using the Attack action for the purpose of Extra Attack.

Critical Rejuvenation

Prerequisite: The ability to use at least one healing ability or feature.

Due to your mastery of healing magic, sometimes even your skills at healing surprise you.

  • You have +1 to all healing spells.
  • Whenever you cast a healing spell, roll a d20. On a 19 or 20, you add another die to the amount healed.

Critical Inspiration

Watching your allies do an amazing job can inspire you to do an even better job.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When a non-hostile creature within 30 ft. of you rolls a critical hit on an attack, your next attack roll has advantage.
  • When an allied creature within 30 ft. of you rolls a maximum on an ability or skill check, you get advantage on your next ability or skill check.

Close Quarters Shooter

You have trained yourself in the delicate art of using ranged weapons in close quarters combat. You gain the following benefits:

  • an attack with a ranged weapon while within 5 feet of a hostile creature does not impose disadvantage on the attack roll.
  • You cannot make a ranged attack roll with disadvantage at any target within 30 feet of you. However, if you would normally have disadvantage when making an attack roll within this range, such as a magical effect or obscured vision, you cannot get advantage on the attack roll either.
  • You can make opportunity attacks with ranged weapons. Your reach for these attacks is 15 feet.

Competitive Fighting

While for most people fighting is a life or death situation, you see it more like a game, and you want the highest kills you can get.

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • If an ally reduces a target to 0 hit points that was within 15 ft. of you, your next attack and damage roll has +1 added to it. This caps at +5.

Coordinated Strike

Working as a pair, you and an ally attack in tandem, throwing your enemies off.

  • You many hold your attack action to attack a target creature until targeted ally makes an attack against the same creature.
  • When they do, you and your ally attack with an advantage at the same time. This can only happen once per held action.
  • This does not count as a reaction.

D

Dirty Fighter

All is fair in a fight. You are able to use every trick in the book to gain an upper hand in battle.

  • Increase your Strength score by 1, to a maximum of 20.
  • You have advantage when making or breaking a grapple.
  • If you take the Attack action on your turn, you can use a bonus action to do one of the following unarmed attacks. The target must be within your reach and you must have the ability to move your body to do so; if you want to punch, you must have a free hand.

If an ability requires a saving throw, the DC is equal to 8 + your Proficiency Bonus + your Strength Modifier.

Attack Type Result
Punch / Kick Bludgeoning damage equal to 1d4 + Strength modifier
Head Butt Target must succeed on Strength saving throw, on a failed save they are reeling and their speed is reduced to 0 until the end of their next turn.
Knee to the Groin Target must succeed on Constitution saving throw, on a failed save they have the wind knocked out of them and their next attack is made with disadvantage
Trip The target must succeed on Dexterity saving throw, on a failed save the target is knocked prone.

E

Exotic Master

Through your travels and rigorous training abroad, you have learned to master tools of far away lands.

  • Gain proficiency with Exotic Weapons and Sheilds
  • Gain Intimidating Weapons Display: Use your reaction to impose a disadvantage on a creature attacking a friendly creature within melee range.

F

Firearms Trainee

From bows and crossbows you see the way of progress and black powder. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20
  • You gain proficiency in Firearms and Tinker's tools
  • You can repair Firearms out of combat

Forceful Magic

Prerequisite: Caster

Tapping into the plane of Force you are able to put extra OOMPH into your spells. You gain the following benefits.

  • Any creature making a strength saving throw to resist the effects of one of your spells does so at disadvantage
  • Whenever you make a successful melee spell attack you may make a shove attempt against the same target as a bonus action. You use your spell casting modifier instead of strength (athletics) for the check.
  • Any spell effects you create that knock a creature away from you pushes the creature an additional 5 feet.

G

Gauntlet Master

You have trained yourself to using your fists when wearing gauntlets to be immensely powerful, compared to others. You gain the following benefits.

  • You have a +1 bonus to attack and damage rolls with gauntlets.
  • When you have a free hand or hand wielding a gauntlet, you can use your reaction when being attacked to increase your armor class by 2. This effect lasts until the start of your next turn.
  • You cannot be disarmed of gauntlets unless you are unconscious.

H

Heat Of The Moment

Desperate times call for desperate measures. You think you are an expert of split decisions, but some times the ends don't justify the means.

  • You gain proficiency with throw and melee improvised weapons.
  • Add +1 to attack and damage rolls with improvised weapons.
  • As a bonus action, you can use one of the following abilities to throw your weapon:
  1. Throw your slashing weapon: Dex+ Prof to hit, 20/40 ft. Range, 1d6 + weapon damage +Str on hit and the creature must use its action to pull the slashing weapon out of themselves or take 1d6 slashing at the end of their turn.
  2. Throw your Bludgeoning weapon: Dex+ Prof to hit, 20/40 ft. Range, 1d6 + weapon damage +Str on hit and make a Strength saving throw or take 2d6 bludgeoning damage. Half damage on a save.
  3. Throw your Piercing weapon: Dex+ Prof to hit, 20/40 ft. Range, 1d6 + weapon damage +Str on hit and the creature is restrained. It must use its action to pull the piercing weapon out of themselves or take 1d4 piercing at the end of their turn.
  4. Throw your Bow: Dex+ Prof to hit, 20/40 ft. Range, 1d8 +Str on hit.
  5. Throw your Gun: Dex+ Prof to hit, 30/60 ft. Range, 1d10 +Str on hit

I

Idiot Savant

Prerequisite: your intelligence must be 9 or less.

You may not be smart but you have your moments. Choose one of the following skills:

  • Arcana, History, Medicine, Nature, Religion, or Survivial. This skill becomes +5 regardless of your ability modifier.

Improvised Weapon Master

You have a natural ability to make any object a viable weapon in combat.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You have proficiency using all improvised weapons.
  • All one handed improvised weapons are considered finesse weapons.
  • All improvised weapons deal 1d6 damage.
  • When you roll a 1 on your attack roll with an improvised weapon, you can re-roll it and you must use the new result. You can use this feature once per long rest.

Increasing Vengeance

While in combat, you become increasingly more reckless after each take down and find it hard to distinguish friend from foe.

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you land the last blow on a creature and it is killed or knock unconscious, roll 1d6. If you roll a 6, make another melee attack as a reaction and add an extra damage die to the damage. If you roll a 1, attack the nearest creature with a disadvantage.

L

Lance Mastery

You have mastered the use of a lance, a normally unwieldy and difficult to use weapon. You gain the following benefits:

  • You gain a +1 bonus to damage rolls with this weapon.
  • You can attack a creature with a lance within 5 feet of you without disadvantage. The weapon's damage die for this attack is d8.
  • You can make your lance a defensive force that impedes enemy movement. While wielding a lance, any area within 10 feet of you is considered difficult terrain for hostile creatures.

M

Marksman

You've always been a great shot, even though it might not seem like it.

  • You have +1 to all attack rolls with firearms.
  • You gain proficiency with Firearms.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class, or the Bandit archetype in the Rogue class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) for Battle Master, or 8 + your proficiency bonus + your Dexterity modifier for Bandit.

  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Morningstar Master

The morningstar is a special club, a club that you have learned how to use properly compared to other users of it.

  • You have proficiency in morningstars.
  • You have +1 to attack rolls with morningstars.
  • When wielded by you, morningstars have the versatile (d10) property.
  • After landing a successful attack with a morningstar, you may use your bonus action to hit harder with that attack, making another attack that deals 1d4 bludgeoning damage. This bludgeoning damage does not add your ability modifier, unless you possess the Two-Weapon Fighting fighting style.

N

Net Mastery

You can use a net with maximum efficiency. You gain the following benefits:

  • You gain a +1 bonus to attack rolls with this weapon.
  • The range of your net increases to 10/30.
  • The DC to escape your net is now equal to 8 + your proficiency bonus + your Strength or Dexterity modifier, and it now takes 10 slashing damage (AC = 8 + your Strength or Dexterity modifier) to free the creature from your net.
  • You can affect Large creatures with your net. Attacks made with a net against Large creatures are made with disadvantage.

O

P

Parkour

You can use your momentum from running to leap off walls, leap, tumble and long jump.

  • You gain proficiency in either Athletics or Acrobatics,. If you are already proficient in your chosen skill, you gain expertise.
  • After moving a minimum of 10 feet, you can vault yourself off a wall adjacent to you. You are able to jump 10 feet, over creatures medium size or smaller, and land on the opposite side of them.
  • There is no penalty when you long or high jump without moving 10 feet first.
  • You do not provoke any attacks of opportunity when you are leaping over a creature.

Pistol Mastery

You have learn to wield pistols as a master, gunning down enemies without mercy. While using pistols you gain the following benefits:

  • While dual wielding pistols, add your Dex to your off-hand attack.
  • While using a pistol and shield, you can use your bonus action to to take a defensive stance and add +1 to your AC and add +2 to your damage.
  • Gain +2 to attack rolls made with a pistol.

Pressure Point Expert

Prerequisite: Character level 2, Dexterity 13 or greater, Medicine skill +3 or greater

Your high agility and knowledge of humanoid anatomy allows you to use your opponents own strength against them. You gain the following benefits:

  • You may use athletics OR acrobatics when attempting a grapple.
  • You have advantage when attempting to escape a grapple.
  • If you are grappling a humanoid creature and your grapple check is 22 or greater the creature is also stunned until your next turn.

Puncturing Charge

When you run up to something, you don't just stop then hit it. You slam into a target while you hit it.

  • When you move at least 20 ft. straight towards a target before a melee weapon attack, add your proficiency bonus to the damage roll if it hits.
  • you reduce a target to 0 hit points this way, you may make an attack on any target that was 5 or 10 ft. behind it.

Q

Quick Thinking

Prerequisite: Intelligence 13 or higher

You are able to rapidly focus, analyze your circumstances, and take appropriate action. You gain the following benefits:

  • Increase your intelligence score by 1, up to a maximum of 20
  • When rolling initiative, you may use your intelligence modifier in place of your dexterity modifier.
  • Once, during the first round of combat and only if you are not surprised, you may choose one of the following effects:

If targeted by an attack, use your reaction to increase your AC by an amount equal to your INT Modifier or Add an amount equal to your intelligence modifier to an attack roll

R

Rifle Mastery

Through training, your skills using the rifle are unrivaled. While using a rifle you gain the following benefits:

  • You get a +1 bonus to attack rolls made with this weapon.
  • While using a rifle, you can use your bonus action to take aim. Gain an advantage on your next attack with a rifle.
  • While using a rifle, you can use your bonus action to make an attack with the butt end of your rifle to make an melee attack, Str + Prof to hit, 5 ft. range 1d6 + Str on hit.

S

Sacrifice

You are willing to place yourself in harms way to protect your comrades.

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you are within 5 feet of an ally, and that creature is the target of an melee or ranged attack that you can see, you can use your reaction to swap places with your ally. When you do, you become the target of the attack.
  • You and your ally do not provoke an attack of opportunity when using this ability.

Scythe Mastery

You have mastered the deadly farming tool known as a scythe. You gain the following benefits:

  • You get a +1 bonus to attack rolls made with this weapon.
  • When you use a scythe, its damage die changes from d6 to d8. (This benefit has no effect if another feature has improved the weapon's damage die.)
  • Once per turn, when you hit a creature you with this weapon, you can force it to make a Strength saving throw. (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). If they fail, they are knocked prone.
  • When you wield a scythe, you can use your Dexterity or Strength modifier for attack and damage rolls.

Shield Wall

Putting yourself between your allies and a stampeding enemy is where you feel at home. You gain the following benefits:

  • While holding a shield, if you see and enemy move at least 10 ft. in a strait line towards you or an ally, you can use your reaction to move 10 ft. If you end your movement within 5 ft. of an enemy you may make a weapon attack with your shield. On a hit the attack deals 1 plus your Strength modifier in bludgeoning damage, and the target that you hit cannot use its remaining movement to move passed you unless they move 10 ft. around you. This effect last until the start of your next turn.
  • When you attack and enemy with your shield as a reaction you gain +1 to your AC against the target that you attacked. This last until the start of your next turn

Street Fighter

Your skills as a street fighter are excellent, making your opponents think twice. When you take this feat you gain the following features:

  • you gain proficiency with improvised weapons
  • When using an improvised weapon, increase the damage dice. (E.g d6 is now d8 and a d10 is a d12)
  • as a bonus action you can use your unarmed attack to execute one of the following moves:
  1. Roundhouse Kick- creatures within your unarmed attack range must make a dexterity save or take 1d6+ Dex and are knocked prone.
  2. Uppercut- Str + Prof to hit, Str + 2d4 on hit. If you hit a crit, the creature is stunned until your next turn.

T

Thrown Weapon Master

You have mastered the art of throwing weapons in fast flourishes. You gain the following benefits:

  • You gain a +1 bonus to attack rolls with thrown weapons.
  • When you take the attack action on your turn, you can use a bonus action to attack with a thrown weapon that has the light and finesse property.
  • When you roll initiative and are not surprised, you can use your reaction to make a thrown weapon attack at a creature of your choosing within the weapon's normal range.

Tiny, But Mighty

Prerequisite: Strength 13, Small size Your small size does not impede you using certain weapons effectively. Increase your Strength score by 1, to a maximum of 20. You do not have disadvantage on attack rolls with heavy weapons.

Trick Firearm Utility

Prerequisite: Proficiency in Firearms and Trick Weapons

By combining the versatility of range weapons with close combat your knowledge grows. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • You gain proficiency in Trick Firearm weapons

Trick Weapon Novice

Prerequisite: Proficiency with Simple Weapons

You Have trained in the art of Trick Melee Weapons and thus begins a long road. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • Proficiency In Trick Melee Weapons

Trick Weapon Master

Prerequisite: Proficiency in Trick Weapons

You have mastered the art of of trick weapons and how they work has become second nature to you. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • You can transform Trick Melee and Trick Firearms weapons as a bonus action. You can use this bonus action between extra attacks, but must use the weapons new properties that it has in the new transformed state

U

V

Versatility

You have learned how to wield weapons more powerfully than most warriors do, and your strikes can show it.

  • If a weapon does not have the Two-Handed, Versatile, or Light properties, is melee, and has a damage die lower than 2d6 or 1d12, you may treat it as a Versatile weapon, increasing the die size by 1.

  • For example, the Rapier is 1d8, finesse, but not versatile. If you wield it in two hands with this feat, it would deal 1d10 damage.

W

Warlord's Bloodlust

You revel in the heat of the battle, and when you hit someone hard enough, to you, it feels like your wounds don't even exist.

  • When you hit with a critical strike, you heal 1d4 + your Constitution modifier hit points. This can only activate once per round.
  • When you hit with a critical strike, you may quickly strike a different target within range of you with disadvantage.

Whip Mastery

You have mastered the use of a whip after extensive training. You gain the following benefits:

  • You gain a +1 bonus to attack rolls with this weapon.
  • Once per turn, when you hit a creature with this weapon, you can force it to make a Strength saving throw (DC = 8
  • your proficiency bonus + your Strength or Dexterity modifier). If they fail, you can grapple them, disarm them, or pull them 5 feet towards you.
  • You can interact with objects within your whip's reach, such as closing or opening doors and picking up items.
  • You can use a bonus action to lash out on an anchoring point within your whip's range and pull yourself to it. This does not cost movement to do.

X

Y

Z

Caster Classes


Basic Gems Uncut Rough Cut Well Cut Master Cut
agate (banded, eye, or moss ) 10 gp 50gp 150
azurite
bluequartz (blue)
hematite
lapis lazuli
malachite
obsidian
rhodochrosite
tiger eye
turquoise
freshwater (irregular) pearl

Basic Gems Cost
bloodstone 50 gp

carneliancarnelian chalcedonychalcedony chrysoprasechrysoprase citrinecitrine ioliteiolite jasperjasper moonstonemoonstone onyxonyx peridotperidot rock crystalrock crystal (clear quartz) sardsard sardonyxsardonyx quartz rosequartz (rose, smoky, or star rose) zirconzircon amberamber 100 gp amethystamethyst chrysoberylchrysoberyl coralcoral garnet redgarnet (red or brown-green ) jadejade pearlpearl (white, golden, pink, or silver ) spinel redspinel (red, red-brown or deep green) tourmalinetourmaline alexandritealexandrite 500 gp aquamarineaquamarine garnet violetgarnet (violet ) pearl blackpearl (black) spinel deep bluespinel (deep blue) topaz golden yellowtopaz (golden yellow ) emeraldemerald 1,000 gp opalopal (white, black, or fire ) sapphire bluesapphire (blue) corundumcorundum (fiery yellow or rich purple) sapphire black starsapphire (blue or black star ) ruby starruby (star) emerald bright greenemerald (clearest bright green) 5,000 gp diamond blue-whitediamond (blue-white, canary, pink, brown, or blue) jacinthjacinth

https://olddungeonmaster.com/2012/06/10/gems/ Credit for the gem list Posted by Ronny on June 10, 2012

Destruction Mage

Class Info

Born into the world with red eyes, your view is one of destruction. Destructive magic is the core of your powers and nothing can defend against it. With the power to destroy also comes the power to create items of great power.

Hit Points

Hit Dice: 2d4 per level

Hit Points at 1st Level: 8 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Cape or Robe

Weapons: Simple weapons

Saving Throws: Intelligence, Wisdom

Tools: Potion crafting and one more of your choice

-Choose 3 skills: Arcana, Insight, Investigation, Perception, Religion, or Survival

Class Skills

Destructive Enchantment and Item Crafting

-Level 1-

Enchantments

You can spend 1 hour creating an item to make an intelligence check DC11 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Enchanting Potentcy Table


  1. explodes
  2. -2 damage dice
  3. -1 damage dice
  4. normal
  5. +1 damage dice
  6. +2 damage dice

1.Destructively Vicious-50gp of Mage Supplies, target melee weapon does an additional 1d6 destructive damage and you add an extra damage dice when you hit a critical

2.Destruction Arrows- 50gp of Mage Supplies for 5 arrows, target arrows now do an extra 2d4 destructive damage and creatures within 5ft must make a DC12 Dexterity saving throw or they also take the extra damage.

3.Linear Rounds- 50gp of Mage Supplies for 5 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x30 line must make a DC 12 Dexterity saving throw or take 3d4 destructive damage.

-Level 2-

Enchantments

You can spend 1 hour creating an item to make an intelligence check DC12 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.


1.+1 Destructively Vicious-700gp of Mage Supplies, target melee weapon does an additional 3d6 destructive damage and you add an extra damage dice when you hit a critical


2.+1 Destruction Arrows- 700gp of Mage Supplies for 5 arrows, target arrows now do an extra 4d4 destructive damage and creatures within 5ft must make a DC13 Dexterity saving throw or they also take the extra damage.


3.+1 Linear Rounds- 700gp of Mage Supplies for 5 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x30 line must make a DC 13 Dexterity saving throw or take 3d6 destructive damage.


Destruction Crafting

You can spend 4 hours creating an item to make an intelligence check DC13 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potentcy Table


1.explodes
2.-2 damage dice
3.-1 damage dice
4.normal
5.+1 damage dice
6.+2 damage dice


  1. Destructive Essence: 1000gp of Mage Supplies, create a potion that when drank for the next minute all physical damage done is considered magical destructive damage.

  1. Delayed Destruction: 120gp of Mage Supplies, create an explosive with a 6-second timer. When it activates, creatures within 10ft must make a DC 14 Dexterity saving throw or take 3d6 destructive damage.

-Creatures within 5ft have -3 to dex save

3.Remote Destruction: 150gp of Mage Supplies, create an explosive with a remote to set it off. When it activates, creatures within 10ft must make a DC 14 Dexterity saving throw or take 3d6 destructive damage.

-Creatures within 5ft have -3 to dex save

-Level 3-

Enchantments

You can spend 1 hour creating an item to make an intelligence check DC13 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

  1. +2 Destructively Vicious-3000gp of Mage Supplies, target melee weapon does an additional 5d6 destructive damage and you add an extra damage dice when you hit a critical

2.+2 Destruction Arrows- 3000gp of Mage Supplies for 5 arrows, target arrows now do an extra 4d6 destructive damage and creatures within 5ft must make a DC14 Dexterity saving throw or they also take the extra damage.

3.+2 Linear Rounds- 3000gp of Mage Supplies for 5 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x30 line must make a DC 14 Dexterity saving throw or take 3d8 destructive damage.

Destruction Crafting

You can spend 4 hours creating an item to make an intelligence check DC15 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

  1. Destructive Essence: 2500gp of Mage Supplies, create a potion that when drank for the next minute all physical damage done is considered magical destructive damage and you add 2d6 destructive damage to each attack.

  1. Delayed Destruction: 1200gp of Mage Supplies, create an explosive with a 6-second timer. When it activates, creatures within 10ft must make a DC 15 Dexterity saving throw or take 5d6 destructive damage, half damage on a success.

-Creatures within 5ft have -3 to dex save

3.Remote Destruction: 1500gp of Mage Supplies, create an explosive with a remote to set it off. When it activates, creatures within 10ft must make a DC 15 Dexterity saving throw or take 5d6 destructive damage, half damage on a success.

-Creatures within 5ft have -3 to dex save

-Level 4-

Enchantments

You can spend 1 hour creating an item to make an intelligence check DC14 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

  1. +3 Destructively Vicious-9000gp of Mage Supplies, target melee weapon does an additional 5d8 destructive damage and you add 2 extra damage dice when you hit a critical

2.+ 3 Destruction Arrows- 9000gp of Mage Supplies for 10 arrows, target arrows now do an extra 4d10 destructive damage and creatures within 10ft must make a DC16 Dexterity saving throw or they also take the extra damage, half damage on a success.

3.+3 Linear Rounds- 9000gp of Mage Supplies for 10 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x45 line must make a DC16 Dexterity saving throw or take 5d8 destructive damage, half damage on a success.

Destruction Crafting

You can spend 4 hours creating an item to make an intelligence check DC17 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

  1. Destructive Essence: 7500gp of Mage Supplies, create a potion that when drank for the next minute all physical damage done is considered magical destructive damage and you add 1d8 destructive damage to each attack.

  1. Delayed Destruction: 5000gp of Mage Supplies, create an explosive with a 6-second timer. When it activates, creatures within 20ft must make a DC 17 Dexterity saving throw or take 5d8 destructive damage, half damage on a success.

-Creatures within 5ft have -5 to dex save

-Creatures within 10ft have -3 to dex save

-Creatures within 15ft have -1 to dex save

3.Remote Destruction: 6000gp of Mage Supplies, create an explosive with a remote to set it off. When it activates, creatures within 20ft must make a DC 17 Dexterity saving throw or take 5d8 destructive damage, half damage on a success.

-Creatures within 5ft have -5 to dex save

-Creatures within 10ft have -3 to dex save

-Creatures within 15ft have -1 to dex save

-Level 5-

Enchantments

You can spend 1 hour creating an item to make an intelligence check DC16 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

  1. +3 Destructively Vicious End-25000gp of Mage Supplies, target melee weapon does an additional 5d8 destructive damage and you add 2 extra damage dice when you hit a critical

2.+ 3 Destructions End Arrows- 18000gp of Mage Supplies for 10 arrows, target arrows now do an extra 4d20 destructive damage and creatures within 10ft must make a DC17 Dexterity saving throw or they also take the extra damage, half damage on a success.

3.+3 Linear Cannon Rounds- 18000gp of Mage Supplies for 10 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x60 line must make a DC17 Dexterity saving throw or take 5d12 destructive damage, half damage on a success.

Destruction Crafting

You can spend 4 hours creating an item to make an intelligence check DC19 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

  1. Destructive Essence: 15000gp of Mage Supplies, create a potion that when drank for the next minute all physical damage done is considered magical destructive damage and you add 1d20 destructive damage to each attack.

  1. Delayed Destruction: 10000gp of Mage Supplies, create an explosive with a 6-second timer. When it activates, creatures within 30ft must make a DC19 Dexterity saving throw or take 5d20 destructive damage, half damage on a success.

-Creatures within 5ft have -5 to dex save

-Creatures within 10ft have -4 to dex save

-Creatures within 15ft have -3 to dex save

-Creatures within 20ft have -2 to dex save

-Creatures within 25ft have -1 to dex save

3.Remote Destruction: 12500gp of Mage Supplies, create an explosive with a remote to set it off. When it activates, creatures within 30ft must make a DC 19 Dexterity saving throw or take 5d20 destructive damage, half damage on a success.

-Creatures within 5ft have -5 to dex save

-Creatures within 10ft have -4 to dex save

-Creatures within 15ft have -3 to dex save

-Creatures within 20ft have -2 to dex save

-Creatures within 25ft have -1 to dex save

Combat Skills

Level 1

-Gain Destructive Conversion: Before you attack with an ability, roll 1d6 [[1d6]] and the following effects happen:

  1. Spell fails
  2. Damage type of the spell is now destructive damage
  3. Spell does 1d6 [[1d6]] extra destructive damage
  4. Spell casts normally
  5. Spell Blows up in your face and you take half the spell damage(this is halved again if it is a saving throw and you succeed)
  6. You may cast another Destructive spell after this ability.

-Gain Destructive Spells: As an action, roll 1d4 [[1d4]] and one of the following effects happen when you attack:

  1. Make a spell attack, Int+Prof to hit, 60ft range, [[2d6]] destructive damage if the attack you make hits, then it explodes in a 10ft ring. Creatures in range take [[1d6]] destructive damage. 2. Creatures in a 5x30 line must make a Dexterity saving throw or take [[2d6]] destructive damage.
  2. Make a spell attack, Int+Prof to hit, 60ft range, [[2d10]] destructive damage if it hits.
  3. Creatures in a 15ft cone must make a Dexterity saving throw or take [[2d6]] destructive damage. -Gain Seeds of Destruction: Concentration. Target a 10x10 area, creatures that pass through this area take [[1d4]] destructive damage. The area is considered rough terrain.

Level 2

-Gain Destructive Resistance: You are now resistant to destructive damage

  • Destructive Conversion: Before you attack with an ability, roll 1d6 [[1d6]] and the following effects happen:
  1. Spell fails
  2. Damage type of the spell is now destructive damage
  3. Spell does 1d8 [[1d8]] extra destructive damage
  4. Spell casts normally
  5. Spell Blows up in your face and you take half the spell damage(this is halved again if it is a saving throw and you succeed)
  6. You may cast another Destructive spell after this ability.

-Destructive Spells: As an action, roll 1d4 [[1d4]] and one of the following effects happen when you attack:

  1. Make a spell attack, Int+Prof to hit, 60ft range, [[3d6]] destructive damage if the attack you make hits, then it explodes in a 10ft ring. Creatures in range take [[1d6]] destructive damage.
  2. Creatures in a 5x30 line must make a Dexterity saving throw or take [[3d6]] destructive damage.
  3. Make a spell attack, Int+Prof to hit, 60ft range, [[3d10]] destructive damage if it hits.
  4. Creatures in a 15ft cone must make a Dexterity saving throw or take [[3d6]] destructive damage. -Seeds of Destruction: Concentration. Target a 15x15 area, creatures that pass through this area take 2d4 destructive damage. The area is considered rough terrain.

-Gain Destructive Aura: Creatures that start their turns within 5ft of you take [[2d6]] destructive damage.

Level 3

-Gain Unstable Destructive Conversion: Before you attack with an ability, roll 1d6 [[1d6]] and the following effects happen:

  1. Spell targets a random ally
  2. Damage type of the spell is now destructive damage and you gain another damage dice for this spell
  3. Spell does 3d6 [[3d6]] extra destructive damage
  4. Spell casts normally
  5. Spell Blows up in your face and you take the spell damage(this is halved again if it is a saving throw and you succeed)
  6. You may cast Destructive Spells again

Destructive Resistance: You are resistant to destructive damage and have an advantage on saving throws that use destructive damage.

-Destructive Spells: As an action, roll 1d4 [[1d4]] and one of the following effects happen when you attack:

  1. Make a spell attack, Int+Prof to hit, 60ft range, [[3d8]] destructive damage if the attack you make hits, then it explodes in a 15ft ring. Creatures in range take [[1d8]] destructive damage.
  2. Creatures in a 5x45 line must make a Dexterity saving throw or take [[3d8]] destructive damage.
  3. Make a spell attack, Int+Prof to hit, 60ft range, [[3d12]] destructive damage if it hits.
  4. Creatures in a 30ft cone must make a Dexterity saving throw or take [[3d8]] destructive damage. -Seeds of Destruction: Concentration. Target a 20x20 area, creatures that pass through this area take [[3d4]] destructive damage. The area is considered rough terrain.

-Destructive Aura: Creatures that start their turns within 10ft of you take [[2d8]] destructive damage.

-Gain Double The Destruction 1/day: As an action, cast Destructive Spells twice.

Level 4

-Gain Destructive Immunity: You are now immune to destructive damage

-Unstable Destructive Conversion: Before you attack with an ability, roll 1d6 [[1d6]] and the following effects happen:

  1. Spell targets a random ally
  2. Damage type of the spell is now destructive damage and you gain another damage dice for this spell
  3. Spell does 3d8 [[3d8]] extra destructive damage
  4. Spell casts normally
  5. Spell Blows up in your face and you take the spell damage(this is halved again if it is a saving throw and you succeed)
  6. You may cast Destructive Spells again

-Destructive Spells: As an action, roll 1d4 [[1d4]] and one of the following effects happen when you attack:

  1. Make a spell attack, Int+Prof to hit, 60ft range, [[5d8]] destructive damage if the attack you make hits, then it explodes in a 15ft ring. Creatures in range take [[3d8]] destructive damage.

  2. Creatures in a 5x45 line must make a Dexterity saving throw or take [[5d8]] destructive damage.

  3. Make a spell attack, Int+Prof to hit, 60ft range, [[5d12]] destructive damage if it hits.

  4. Creatures in a 30ft cone must make a Dexterity saving throw or take [[5d8]] destructive damage. -Seeds of Destruction: Concentration. Target a 20x20 area, creatures that pass through this area take [[4d4]] destructive damage. The area is considered rough terrain.

-Destructive Aura: Creatures that start their turns within 10ft of you take [[3d8]] destructive damage.

-Gain Double The Destruction 2/day: As an action, cast Destructive Spells twice.

-Gain Keeping Your Friend Around: Choose one person in your party. They are immune to your Destructive Aura.

Level 5

-Unstable Destructive Conversion: Before you attack with an ability, roll 1d6 [[1d6]] and the following effects happen:

  1. Spell targets a random ally
  2. Damage type of the spell is now destructive damage and you gain another damage dice for this spell
  3. Spell does 3d12 [[3d12]] extra destructive damage
  4. Spell casts normally
  5. Spell Blows up in your face and you take the spell damage(this is halved again if it is a saving throw and you succeed)
  6. You may cast Destructive Spells again

-Destructive Spells: As an action, roll 1d4 [[1d4]] and one of the following effects happen when you attack:

  1. Make a spell attack, Int+Prof to hit, 60ft range, [[5d12]] destructive damage if the attack you make hits, then it explodes in a 20ft ring. Creatures in range take [[3d12]] destructive damage.
  2. Creatures in a 5x90 line must make a Dexterity saving throw or take [[5d12]] destructive damage.
  3. Make a spell attack, Int+Prof to hit, 60ft range, [[5d20]] destructive damage if it hits.
  4. Creatures in a 60ft cone must make a Dexterity saving throw or take [[5d12]] destructive damage.

-Seeds of Destruction: Concentration. Target a 30x30 area, creatures that pass through this area take [[6d6]] destructive damage. The area is considered rough terrain.

-Destructive Aura: Creatures that start their turns within 15ft of you take [[3d12]] destructive damage.

-Gain Double The Destruction 3/day: As an action, cast Destructive Spells twice.

-Keeping Your Friends Around: Your party members are immune to your Destructive Aura.

-Gain Destructive Bomb 1/day: As an action, condense your destructive magic into a one-inch sphere. target an area within 90ft of you. Creatures within a 40ft radius must make a DC21 Dexterity saving throw. On a failed save, Creatures, take [[12d20]] Destructive damage and are thrown back 30feet and take an additional [[3d6]] bludgeoning damage. half damage on successful save and not thrown back.

Dragon Mage

Class Info

Born into the world with a dragon's fury burning inside. Destructive magic is the core of your powers and nothing can defend against it. With the power to destroy also comes the power to create items of great power.

Class Skills

Hit Points

Hit Dice: 2d4 per level

Hit Points at 1st Level: 8 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Cape or Cloak

Weapons: Handgun

Saving Throws: Intelligence, Charisma

Tools: Potions crafting and one more of your choice

-Choose 3 skills: Arcana, Insight, Investigation, Perception, Religion, or Survival

Dragon Enchantment and Item Crafting

-Level 1-

Dragon Enchantments

You can spend 1 hour creating an item to make an intelligence check DC11 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potency Table

1.explodes

2.-2 damage dice

3.-1 damage dice

4.normal

5.+1 damage dice

6.+2 damage dice

  1. Vicious Dragon Edge-50gp of Mage Supplies, target melee weapon does an additional 1d6 damage of your type and you add an extra damage dice when you hit a critical

  1. Dragon Arrows- 50gp of Mage Supplies for 5 arrows, target arrows now do an extra 2d4 damage of your type and creatures within 5ft must make a DC12 Dexterity saving throw or they also take the extra damage.

  1. Dragon Rounds- 50gp of Mage Supplies for 5 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x30 cone must make a DC 12 Dexterity saving throw or take 3d4 damage of your type.
-Level 2-

Dragon Enchantments

You can spend 1 hour creating an item to make an intelligence check DC12 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potentcy Table

1.explodes

2.-2 damage dice

3.-1 damage dice

4.normal

5.+1 damage dice

6.+2 damage dice

+1 Vicious Dragon Edge-700gp of Mage Supplies, target melee weapon does an additional 3d6 damage of your type and you add an extra damage dice when you hit a critical

+1 Dragon Arrows- 700gp of Mage Supplies for 5 arrows, target arrows now do an extra 4d4 damage of your type and creatures within 5ft must make a DC13 Dexterity saving throw or they also take the extra damage.

+1 Dragon Rounds- 700gp of Mage Supplies for 5 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x30 cone must make a DC 13 Dexterity saving throw or take 3d6 damage of your type.

Dragon Dragon Crafting

You can spend 4 hours creating an item to make an intelligence check DC13 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potentcy Table

1.explodes

2.-2 damage dice

3.-1 damage dice

4.normal

5.+1 damage dice

6.+2 damage dice

  1. Dragon Essence: 1000gp of Mage Supplies, create a potion that when drank for the next minute all physical damage done is considered magical damage of your type.

  1. Delayed Destruction: 120gp of Mage Supplies, create an explosive with a 6-second timer. When it activates, creatures within 10ft must make a DC 14 Dexterity saving throw or take 3d6 damage of your type.

-Creatures within 5ft have -3 to dex save

3.Remote Destruction: 150gp of Mage Supplies, create an explosive with a remote to set it off. When it activates, creatures within 10ft must make a DC 14 Dexterity saving throw or take 3d6 damage of your type.

-Creatures within 5ft have -3 to dex save

-Level 3-

Dragon Enchantments

You can spend 1 hour creating an item to make an intelligence check DC13 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potency Table

1.explodes

2.-2 damage dice

3.-1 damage dice

4.normal

5.+1 damage dice

6.+2 damage dice

+2 Vicious Dragon Edge-3000gp of Mage Supplies, target melee weapon does an additional 5d6 damage of your type and you add an extra damage dice when you hit a critical

+2 Dragon Arrows- 3000gp of Mage Supplies for 5 arrows, target arrows now do an extra 4d6 damage of your type and creatures within 5ft must make a DC14 Dexterity saving throw or they also take the extra damage.

+2 Dragon Rounds- 3000gp of Mage Supplies for 5 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x30 cone must make a DC 14 Dexterity saving throw or take 3d8 damage of your type.

Dragon Crafting

You can spend 4 hours creating an item to make an intelligence check DC15 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potentcy Table

  1. explodes
  2. -2 damage dice
  3. -1 damage dice
  4. normal
  5. +1 damage dice
  6. +2 damage dice

Dragon Essence: 2500gp of Mage Supplies, create a potion that when drank for the next minute all physical damage done is considered magical damage of your type and you add 2d6 damage of your type to each attack.

Delayed Destruction: 1200gp of Mage Supplies, create an explosive with a 6-second timer. When it activates, creatures within 10ft must make a DC 15 Dexterity saving throw or take 5d6 damage of your type, half damage on a success.

-Creatures within 5ft have -3 to dex save

Remote Destruction: 1500gp of Mage Supplies, create an explosive with a remote to set it off. When it activates, creatures within 10ft must make a DC 15 Dexterity saving throw or take 5d6 damage of your type, half damage on a success.

-Creatures within 5ft have -3 to dex save

-Level 4-

Dragon Enchantments

You can spend 1 hour creating an item to make an intelligence check DC14 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potency Table

  1. explodes and does 2x damage
  2. -3 damage dice
  3. -1 damage dice
  4. normal
  5. +1 damage dice
  6. +3 damage dice

+3 Vicious Dragon Edge-9000gp of Mage Supplies, target melee weapon does an additional 5d8 damage of your type and you add 2 extra damage dice when you hit a critical

+3 Dragon Arrows- 9000gp of Mage Supplies for 10 arrows, target arrows now do an extra 4d10 damage of your type and creatures within 10ft must make a DC16 Dexterity saving throw or they also take the extra damage, half damage on a success.

+3 Dragon Rounds- 9000gp of Mage Supplies for 10 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x45 cone must make a DC16 Dexterity saving throw or take 5d8 damage of your type, half damage on a success.

Dragon Crafting

You can spend 4 hours creating an item to make an intelligence check DC17 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potentcy Table

  1. explodes doing 2x damage
  2. -3 damage dice
  3. -2 damage dice
  4. normal
  5. +2 damage dice
  6. +3 damage dice

Dragon Essence: 7500gp of Mage Supplies, create a potion that when drank for the next minute all physical damage done is considered magical damage of your type and you add 1d8 damage of your type to each attack.

Delayed Destruction: 5000gp of Mage Supplies, create an explosive with a 6-second timer. When it activates, creatures within 20ft must make a DC 17 Dexterity saving throw or take 5d8 damage of your type, half damage on a success.

-Creatures within 5ft have -5 to dex save

-Creatures within 10ft have -3 to dex save

-Creatures within 15ft have -1 to dex save

Remote Destruction: 6000gp of Mage Supplies, create an explosive with a remote to set it off. When it activates, creatures within 20ft must make a DC 17 Dexterity saving throw or take 5d8 damage of your type, half damage on a success.

-Creatures within 5ft have -5 to dex save

-Creatures within 10ft have -3 to dex save

-Creatures within 15ft have -1 to dex save

-Level 5-

Dragon Enchantments

You can spend 1 hour creating an item to make an intelligence check DC16 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potency Table

  1. explodes and does 2x damage
  2. -3 damage dice
  3. -1 damage dice
  4. normal
  5. +1 damage dice
  6. +3 damage dice

+3 Vicious Dragon Edge End-25000gp of Mage Supplies, target melee weapon does an additional 5d8 damage of your type and you add 2 extra damage dice when you hit a critical

+3 Dragons Blast Arrows- 18000gp of Mage Supplies for 10 arrows, target arrows now do an extra 4d20 damage of your type and creatures within 10ft must make a DC17 Dexterity saving throw or they also take the extra damage, half damage on a success.

+3 Dragon Breath Rounds- 18000gp of Mage Supplies for 10 bullets, when you use a target bullet instead of firing at a single target, creatures in front of you in a 5x60 cone must make a DC17 Dexterity saving throw or take 5d12 damage of your type, half damage on a success.

Dragon Crafting

You can spend 4 hours creating an item to make an intelligence check DC19 to see if you made it right, then roll 1d6 [[1d6]], to see how potent it is. If you roll a 1, make a DC14+your level Dexterity saving throw or take the extra damage being enchanted.

Potentcy Table

  1. explodes doing 2x damage
  2. -3 damage dice
  3. -2 damage dice
  4. normal
  5. +2 damage dice
  6. +3 damage dice

Dragon Essence: 15000gp of Mage Supplies, create a potion that when drank for the next minute all physical damage done is considered magical damage of your type and you add 1d20 damage of your type to each attack.

Delayed Destruction: 10000gp of Mage Supplies, create an explosive with a 6-second timer. When it activates, creatures within 30ft must make a DC19 Dexterity saving throw or take 5d20 damage of your type, half damage on a success.

-Creatures within 5ft have -5 to dex save

-Creatures within 10ft have -4 to dex save

-Creatures within 15ft have -3 to dex save

-Creatures within 20ft have -2 to dex save

-Creatures within 25ft have -1 to dex save

Remote Destruction: 12500gp of Mage Supplies, create an explosive with a remote to set it off. When it activates, creatures within 30ft must make a DC 19 Dexterity saving throw or take 5d20 damage of your type, half damage on a success.

-Creatures within 5ft have -5 to dex save

-Creatures within 10ft have -4 to dex save

-Creatures within 15ft have -3 to dex save

-Creatures within 20ft have -2 to dex save

-Creatures within 25ft have -1 to dex save

Combat Skills

Level 1

-Choose from the following colors and that will determine your damage type. Your body grows scales in certain places of your color.

  1. Red-Fire
  2. Blue-Cold
  3. Green-Poison
  4. White-Lightning
  5. Black- Acid
  6. Ruby-Magical Slashing
  7. Saphire-Magical Bludgeoning
  8. Diamond-Magical Piercing
  9. Purple-Psychic
  10. Starfire-Radiation

-Gain Dragon breath: Use your action to make a spell attack, Int+prof to hit, 15ft cone range, creatures must make a Dexterity saving throw equal to 8+Prof+Cha. Creatures that fail take 2d6 damage of your type

-Gain Dragon Blast: Use your bonus action to make a spell attack, Int+prof to hit, 60ft range, 1d6+Cha damage of your type on hit.

Level 2

-You gain Second Breath: As a bonus action, you can make 2 Dragon Blast attacks.

-Dragon breath: Use your action to make a spell attack, Int+prof to hit, 20ft cone range, creatures must make a Dexterity saving throw equal to 8+Prof+Cha. Creatures that fail take 4d6 damage of your type. Half damage on successful save.

-Dragon Blast: Use your bonus action to make a spell attack, Int+prof to hit, 60ft range, 2d6+Cha damage of your type on hit.

Level 3

-Gain Dragon Wings: You grow a majestic pair of dragon wings and you now have a flight speed of 40ft.

-Second Breath: As a bonus action, you can make 2 Dragon Blast attacks.

-Dragon breath: Use your action to make a spell attack, Int+prof to hit, 25ft cone range, creatures must make a Dexterity saving throw equal to 8+Prof+Cha. Creatures that fail take 4d8 damage of your type. Half damage on successful save.

-Dragon Blast: Use your bonus action to make a spell attack, Int+prof to hit, 90ft range, 2d8+Cha damage of your type on hit.

Level 4

-Dragon Wings: You grow a majestic pair of dragon wings and you now have a flight speed of 60ft.

-Second Breath: As a bonus action, you can make 3 Dragon Blast attacks.

-Dragon breath: Use your action to make a spell attack, Int+prof to hit, 30ft cone range, creatures must make a Dexterity saving throw equal to 8+Prof+Cha. Creatures that fail take 5d10 damage of your type. Half damage on successful save.

-Dragon Blast: Use your bonus action to make a spell attack, Int+prof to hit, 90ft range, 3d8+Cha damage of your type on hit.

-Gain Bloated Blast: Dragon Blast explodes on hit and deals half damage to creatures within 10ft

Level 5

-Dragon Wings: You grow a majestic pair of dragon wings and you now have a flight speed of 80ft.

-Second Breath: As a bonus action, you can make 3 Dragon Blast attacks.

-Dragon breath: Use your action to make a spell attack, Int+prof to hit, 60ft cone range, creatures must make a Dexterity saving throw equal to 8+Prof+Cha. Creatures that fail take 6d12 damage of your type. Half damage on successful save.

-Dragon Blast: Use your bonus action to make a spell attack, Int+prof to hit, 120ft range, 3d12+Cha damage of your type on hit.

-Gain Bloated Blast: Dragon Blast explodes on hit and deals half damage to creatures within 10ft

-You gain Transform: Use your bonus action to transform into an Adult Golden Dragon as a bonus action. It does not have legendary actions or resistances


Geomancer

Class Info

You can feel the rocks and earth around you. It calls to you, begging to be moved and shaped, after being dormant for so long. You sink into the rocks like water, gliding effortlessly.

Hit Points

Hit Dice: 2d6 per level

Hit Points at 1st Level: 12 + your Constitution modifier

SpellSave DC= 8+Int+Prof

Starting Proficiencies

You are proficient with the following items

Armor: Unarmored Defence 10+Dex+Int

Weapons: Pistol

Saving Throws: Intelligence, Constitution

Tools: Smithing tools and one other of your choice

Choose 3 skills: Athletics, Arcana, Insight, Perception, Persuasion, or Survival

Class Skills

Earth-Weave Crafting

-Level 1-

Stone Cloth

You may spend 4 hours and a DC 13 Intelligence saving throw to see if you made it right.

1.Earth Cloak: You can use 100gp in Blacksmithing Supplies to make a cloak the gives you resistance to non-magical damage

2.Stone Cape: You can use 100gp in Blacksmithing Supplies to make a cape. While wearing this cape, you can use your reaction to pull your cape in front of you and block 1d4 [[1d4]] damage.

-Level 2-

Stone Cloth

You may spend 4 hours and a DC 13 Intelligence saving throw to see if you made it right.

1.Earth Cloak: You can use 2000gp in Blacksmithing Supplies to make a cloak the gives you +1AC and resistance to non-magical damage

2.Stone Cape: You can use 2000gp in Blacksmithing Supplies to make a cape. While wearing this cape, you have a +1ac and you can use your reaction to pull your cape in front of you and block 1d4 [[1d4]] damage.

Geo-Armor Crafting

You may spend 4 hours and a DC 14 Intelligence saving throw to see if you made it right.

1.Rock Armor: You can use 3000gp in Blacksmithing Supplies to make a +1 armour that is resistant to non-magical and bludgeoning damage.

2.Adamantine-Weave Armor: You can use 3000gp in Blacksmithing Supplies to make a +1 armour. Critical hits are normal hits when a creature hits you. As a reaction, you can block 1d6 damage.

-Level 3-

Stone Cloth

You may spend 4 hours and a DC 14 Intelligence saving throw to see if you made it right.

1.Earth Cloak: You can use 6000gp in Blacksmithing Supplies to make a cloak the gives you +2AC and resistance to non-magical, piercing, slashing, and bludgeoning damage.

2.Stone Cape: You can use 6000gp in Blacksmithing Supplies to make a cape. While wearing this cape, you have a +2AC and you can use your reaction to pull your cape in front of you and block 3d4 [[3d4]] damage.

Geo-Armor Crafting

You may spend 4 hours and a DC 15 Intelligence saving throw to see if you made it right.

  1. Rock Armor: You can use 7500gp in Blacksmithing Supplies to make a +2 armour that is resistant to non-magical, piercing, slashing, and bludgeoning damage.

2.Adamantine-Weave Armor: You can use 7500gp in Blacksmithing Supplies to make a +2 armour. Critical hits are normal hits when a creature hits you. As a reaction, you can block 3d6 damage.

-Level 4-

Stone Cloth

You may spend 4 hours and a DC 15 Intelligence saving throw to see if you made it right.

1.Earth Cloak: You can use 10000gp in Blacksmithing Supplies to make a cloak the gives you +2AC and resistance to damage.

2.Stone Cape: You can use 10000gp in Blacksmithing Supplies to make a cape. While wearing this cape, you have a +2AC and you can use your reaction to pull your cape in front of you and block 3d8 [[3d8]] damage.

Geo-Armor Crafting

You may spend 4 hours and a DC 16 Intelligence saving throw to see if you made it right.

  1. Rock Armor: You can use 12500gp in Blacksmithing Supplies to make a +2 armour that is resistant to damage.

2.Adamantine-Weave Armor: You can use 12500gp in Blacksmithing Supplies to make a +2 armour. Critical hits miss when a creature hits you. As a reaction, you can block 3d8 damage.

-Level 5-

Stone Cloth

You may spend 4 hours and a DC 17 Intelligence saving throw to see if you made it right.

1.Earth Cloak: You can use 36000gp in Blacksmithing Supplies to make a cloak the gives you +3AC and resistance to damage.

2.Stone Cape: You can use 36000gp in Blacksmithing Supplies to make a cape. While wearing this cape, you have a +3AC and you can use your reaction to pull your cape in front of you and block 3d8 [[3d8]] damage.

Geo-Armor Crafting

You may spend 4 hours and a DC 18 Intelligence saving throw to see if you made it right.

  1. Rock Armor: You can use 50000gp in Blacksmithing Supplies to make a +3 armour that is resistant to damage.

2.Adamantine-Weave Armor: You can use 50000gp in Blacksmithing Supplies to make a +3 armour. Critical hits miss when a creature hits you. As a reaction, you can block 3d10 damage.

Combat Skills

Level 1

-Gain 30 ft Burrow speed and 15 ft tremor sense.

-Gain Earth Tremor: Use your action to target a 10x10ft area. Creatures in that area must make a Dexterity saving throw or take [[3d4]] bludgeoning damage.

-Gain Rock Throw: Use your bonus action to throw a small rock, (Dex+prof to hit, 1d6 bludgeoning)

Level 2

-You have a 40 ft Burrow speed and 20 ft tremor sense.

-Gain Earth Tomb 1/day You can use your action to pull a creature into the ground if you are directly under the creature if the creature is medium or large. creature must use its action to climb out and is considered restrained.

-Earth Tremor: Use your action to target a 15x15ft area. Creatures in that area must make a Dexterity saving throw or take [[3d6]] bludgeoning damage or take half damage.

-Rock Throw: Use your bonus action to throw a medium rock, (Dex+prof to hit, 3d6 bludgeoning)

Level 3

-You have a 60 ft Burrow speed and 30 ft tremor sense.

-Earth Tomb 2/day: You can use your action to pull creatures in a 15 ft radius into the ground if you are directly under the creature if the creature is medium or large. Creatures must make a Dex save or take 2d10 bludgeoning damage, and is considered restrained. Half damage on save.

-Earth Tremor: Use your action to target a 20x20ft area. Creatures in that area must make a Dexterity saving throw or take [[3d8]] bludgeoning damage or take half damage.

-Rock Throw: Use your bonus action to throw a large rock, (Dex+prof to hit, 6d6 bludgeoning)

Level 4

-You have an 80 ft Burrow speed and 60 ft tremor sense.

-Earth Tomb 2/day: You can use your action to pull creatures in a 30 ft radius into the ground if you are directly under the creature if the creature is medium or large. Creatures must make a dex save or take 4d12 bludgeoning damage, and is considered restrained.

-Gain Guided Hand: You can cast spells without seeing your target if you can pinpoint them with tremor sense.

-Earth Tremor: Use your action to target a 25x25ft area. Creatures in that area must make a Dexterity saving throw or take [[3d10]] bludgeoning damage or take half damage.

-Rock Throw: Use your bonus action to throw a huge rock, (Dex+prof to hit, 8d6 bludgeoning)

Level 5

-You have a 100 ft Burrow speed and 100 ft tremor sense.

-Earth Tomb 3/day: You can use your action to pull creatures in a 30 ft radius into the ground if you are directly under the creature if the creature is medium or large. Creatures must make a Dex save or take 8d12 bludgeoning damage, and is considered restrained. Half damage if they succeed.

-Earth Tremor: Use your action to target a 30x30ft area. Creatures in that area must make a Dexterity saving throw or take [[4d12]] bludgeoning damage or take half damage.

-Guided Hand: You can cast spells without seeing your target if you can pinpoint them with tremor sense.

-Rock Throw: Use your bonus action to pull a massive piece of your surroundings and throw it, (Dex+prof to hit, 10d6 bludgeoning) and creatures must make str save or be knocked prone.

-Gain Earthquake 1/day: Use your action to target a 40ft radius. Creatures in this area must make a Dexterity saving throw or take 6d20 Magical bludgeoning damage and is knocked prone. Half damage on save.

1.Fail by 1 nothing happens

  1. Fail by 2-3, creature is frightened of you permanently

  1. Fail by 4-5, creature is paralyzed until your next turn

  1. Fail by 6-7, creature breaks both legs and is stuck prone and has 1/4 movement speed

  1. Fail by 8-9, creature is paralyzed

  1. Fail by 10+, creature takes double damage and is stunned until your next turn.

  1. Fail by 15+, if creature has less then 100 health after damage, it dies.

Mage Cannon

Class Info

Your love of guns has turned into a passion after your change. As you touch your many works of art, energy crackles from your fingertips, begging for action.

Hit Points

Hit Dice: 2d4 per level

Hit Points at 1st Level: 8 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Robes and Capes

Weapons: Pistols and Simple weapons

Saving Throws: Intelligence, Charisma

Tools: Smithing tools and one other of your choice

-Choose 3 skills: Arcana, Insight, Investigation, Perception, Religion, or Survival

Class Skills

Arcane Crafting

-Level 1-

Arcane Wands and Focuses

You may spend 4 hours and a DC13 Intelligence saving throw to see if you built the item properly.

1.Marrow Wand: Use 100gp of Arcane Supplies to make a wand that makes your magic-based abilities have a +1 to attacks and when you hit with an attack gain 1d4 [[1d4]] hp back.

2.Elemental Flux Focus: Use 100gp of Arcane Supplies to make a focus that makes your magic-based abilities have a +1 to attacks and when you hit with an attack you can change the damage type to:

  1. fire
  2. ice
  3. acid
  4. lightning
-Level 2-

Arcane Wands and Focuses

You may spend 4 hours and a DC14 Intelligence saving throw to see if you built the item properly.

1.Marrow Wand: Use 1000gp of Arcane Supplies to make a wand that makes your magic-based abilities have a +1 to attacks and your abilities DC. When you hit with an attack gain 1d6 [[1d6]] hp back.

2.Elemental Flux Focus: Use 1000gp of Arcane Supplies to make a focus that makes your magic-based abilities have a +1 to attacks and your abilities DC. When you hit with an attack you can change the damage type to:

  1. fire
  2. ice
  3. acid
  4. lightning
  5. poison
  6. force

Arcane Gunsmithing

You may spend 8 hours and a DC15 Intelligence saving throw to see if you built the item properly.

1.Fire Blast Uzi(pistol class): Use 1200gp of Arcane Supplies to make a +1 Uzi and it has 2 attacks.

-Concentrated fire: Dex+Prof to hit, 30/50 range, 2d6 fire damage on hit.

-Burst fire: Target a 10x10 area within 20ft and creatures must make a DC14 Dex save or take 1d4 fire damage.

2.Lancer Rifle: Use 1500gp of Arcane Supplies to make a +1 rifle with a bayonet and it has 2 attacks.

-Speared shot: Dex+Prof to hit, 30/150/250ft range, 3d6 piercing damage on hit. If hit the creature is restrained and must use an action to pull out the spear that has it pinned to the ground. The creature makes a strength check of DC12 to become unrestrained.

-Lance Strike: Str+Prof to hit, 10ft reach, 2d6 slashing damage on hit.

3.Patty and Claire: Use 2000gp of Arcane Supplies to make 2 +1 pistols and they have 2 attacks:

-Single-shot- Dex+Prof to hit, 50/100 range, 2d4 radiation damage and the creature must make a DC13 Constitution saving throw or gain Radiation Sickness if Patty hits, 2d4 poison damage and must make a DC13 Constitution saving throw or become Poisoned if Claire hits.

-Clear The Room- Spin in a circle and all creatures within 15ft must make a DC14 Dex saving throw or take 1d4 radiation damage and 1d4 Infection damage.

-Radiation Sickness: When a creature takes radiation damage it must make a Constitution saving throw or gain Radiation Sickness. A creature with Radiation Sickness has a disadvantage on saving throws. A creature with Radiation Sickness can make the saving throw at the end of each of its turns.

-Level 3-

Arcane Wands and Focuses

You may spend 4 hours and a DC15 Intelligence saving throw to see if you built the item properly.

1.Marrow Wand: Use 3000gp of Arcane Supplies to make a wand that makes your magic-based abilities have a +2 to attacks and your abilities DC. When you hit with an attack gain 1d8 [[1d8]] hp back.

2.Elemental Flux Focus: Use 1000gp of Arcane Supplies to make a focus that makes your magic-based abilities have a +2 to attacks and your abilities DC. When you hit with an attack you can change the damage type to:

  1. fire
  2. ice
  3. acid
  4. lightning
  5. poison
  6. force
  7. poison
  8. necrotic

Arcane Gunsmithing

You may spend 8 hours and a DC16 Intelligence saving throw to see if you built the item properly.

1.Fire Blast Uzi(pistol class): Use 3500gp of Arcane Supplies to make a +2 Uzi and it has 2 attacks.

-Concentrated fire: Dex+Prof to hit, 30/50 range, 3d6 fire damage on hit.

-Burst fire: Target a 10x10 area within 20ft and creatures must make a DC15 Dex save or take 2d4 fire damage.

2.Lancer Rifle: Use 5000gp of Arcane Supplies to make a +2 rifle with a bayonet and it has 2 attacks.

-Speared shot: Dex+Prof to hit, 30/150/300ft range, 3d8 piercing damage on hit. If hit the creature is restrained and must use an action to pull out the spear that has it pinned to the ground. The creature makes a strength check of DC14 to become unrestrained.

-Lance Strike: Str+Prof to hit, 10ft reach, 2d8 slashing damage on hit.

3.Patty and Claire: Use 5000gp of Arcane Supplies to make 2 +2 pistols and they have 2 attacks:

-Single-shot- Dex+Prof to hit, 50/100 range, 4d4 radiation damage and the creature must make a DC13 Constitution saving throw or gain Radiation Sickness if Patty hits, 4d4 poison damage and must make a DC15 Constitution saving throw or become Poisoned if Claire hits.

-Clear The Room- Spin in a circle and all creatures within 15ft must make a DC15 Dex saving throw or take 2d4 radiation damage and 2d4 Infection damage.

-Level 4-

Arcane Wands and Focuses

You may spend 4 hours and a DC16 Intelligence saving throw to see if you built the item properly.

1.Marrow Wand: Use 9000gp of Arcane Supplies to make a wand that makes your magic-based abilities have a +2 to attacks and your abilities DC. When you hit with an attack gain 1d12 [[1d12]] hp back.

2.Elemental Flux Focus: Use 9000gp of Arcane Supplies to make a focus that makes your magic-based abilities have a +2 to attacks and your abilities DC. When you hit with an attack you can add 1 damage dice and change the damage type to:

  1. fire
  2. ice
  3. acid
  4. lightning
  5. poison
  6. force
  7. poison
  8. necrotic
  9. radaition
  10. destructive

Arcane Gunsmithing

You may spend 8 hours and a DC17 Intelligence saving throw to see if you built the item properly.

1.Fire Blast Uzi(pistol class): Use 10000gp of Arcane Supplies to make a +2 Uzi and it has 2 attacks.

-Concentrated fire: Dex+Prof to hit, 30/50 range, 4d6 fire damage on hit.

-Burst fire: Target a 15x15 area within 20ft and creatures must make a DC15 Dex save or take 3d4 fire damage.

2.Lancer Rifle: Use 12500gp of Arcane Supplies to make a +2 rifle with a bayonet and it has 2 attacks.

-Speared shot: Dex+Prof to hit, 30/150/300ft range, 5d8 piercing damage on hit. If hit the creature is restrained and must use an action to pull out the spear that has it pinned to the ground. The creature makes a strength check of DC14 to become unrestrained.

-Lance Strike: Str+Prof to hit, 10ft reach, 3d8 slashing damage on hit.

3.Patty and Claire: Use 12500gp of Arcane Supplies to make 2 +2 pistols and they have 2 attacks:

-Single-shot- Dex+Prof to hit, 50/100 range, 4d6 radiation damage and the creature must make a DC13 Constitution saving throw or gain Radiation Sickness if Patty hits, 4d6 poison damage and must make a DC15 Constitution saving throw or become Poisoned if Claire hits.

-Clear The Room- Spin in a circle and all creatures within 15ft must make a DC17 Dex saving throw or take 3d4 radiation damage and 3d4 Infection damage.

-Level 4-

Arcane Wands and Focuses

You may spend 4 hours and a DC17 Intelligence saving throw to see if you built the item properly.

1.Marrow Wand: Use 30000gp of Arcane Supplies to make a wand that makes your magic-based abilities have a +3 to attacks and your abilities DC. When you hit with an attack gain 1d20 [[1d20]] hp back.

2.Elemental Flux Focus: Use 30000gp of Arcane Supplies to make a focus that makes your magic-based abilities have a +3 to attacks and your abilities DC. When you hit with an attack you can add 2 damage dice and change the damage type to:

  1. fire
  2. ice
  3. acid
  4. lightning
  5. poison
  6. force
  7. poison
  8. necrotic
  9. radaition
  10. destructive

Arcane Gunsmithing

You may spend 8 hours and a DC19 Intelligence saving throw to see if you built the item properly.

1.Fire Blast Uzi(pistol class): Use 30000gp of Arcane Supplies to make a +3 Uzi and it has 2 attacks.

-Concentrated fire: Dex+Prof to hit, 30/50 range, 4d10 fire damage on hit.

-Burst fire: Target a 15x15 area within 20ft and creatures must make a DC15 Dex save or take 3d8 fire damage.

2.Lancer Rifle: Use 45000gp of Arcane Supplies to make a +3 rifle with a bayonet and it has 2 attacks.

-Speared shot: Dex+Prof to hit, 30/150/300ft range, 6d12 piercing damage on hit. If hit the creature is restrained and must use an action to pull out the spear that has it pinned to the ground. The creature makes a strength check of DC14 to become unrestrained.

-Lance Strike: Str+Prof to hit, 10ft reach, 3d12 slashing damage on hit.

3.Patty and Claire: Use 45000gp of Arcane Supplies to make 2 +3 pistols and they have 2 attacks:

-Single-shot- Dex+Prof to hit, 50/100 range, 4d10 radiation damage and the creature must make a DC13 Constitution saving throw or gain Radiation Sickness if Patty hits, 4d10 poison damage and must make a DC15 Constitution saving throw or become Poisoned if Claire hits.

-Clear The Room- Spin in a circle and all creatures within 15ft must make a DC17 Dex saving throw or take 3d8 radiation damage and 3d8 Infection damage.

4.Mage Cannon: Use 150000gp of Arcane Supplies to make a +3 pistol that has 2 attacks. The guns crafting price is reduced by 100000gp if the weapon is for you and it can only be used by you.

-Can of Whoop Ass: Creatures in a 5x60 line must make a DC19 Dexterity saving throw or take 4d20 Destructive damage.

-Move or Die: Creatures in a 20x20ft area must make a DC19 Dexterity saving throw or take 4d20 Destructive damage.

Combat Skills

Level 1

-Gain Arcane Ammunition: As a bonus action, you can change the damage type of your weapon to:

  1. fire
  2. ice
  3. acid
  4. lightning

-Gain Arcane Afterburner Pistol: As an action make a ranged attack. If it hits, creatures in a 30x5 line in front of you must succeed a Dexterity saving throw or take 2d6 damage of your type.

Level 2

-You gain Reload: As an action, you can make 2 Arcane Afterburner Pistol attacks.

-Arcane Ammunition: As a bonus action, you can change the damage type of your weapon to:

  1. fire
  2. ice
  3. acid
  4. lightning
  5. poison
  6. force

-Arcane Afterburner Pistol: As an action make a ranged attack. If it hits, creatures in a 40x5 line in front of you must succeed a Dexterity saving throw or take 3d6 damage of your type.

Level 3

-You Gain Piercing Round: Creatures affected by Arcane Afterburner Pistol have a disadvantage on that saving throw until next turn

-Reload: As an action, you can make 2 Arcane Afterburner Pistol attacks.

-Arcane Ammunition: As a bonus action, you can change the damage type of your weapon to:

  1. fire
  2. ice
  3. acid
  4. lightning
  5. poison
  6. force
  7. poison
  8. necrotic

-Arcane Afterburner Pistol: As an action make a ranged attack. If it hits, creatures in a 50x5 line in front of you must succeed a Dexterity saving throw or take 3d8 damage of your type.

Level 4

-Gain Aether Scope: Double the range of all your ranged weapons and abilities.

-Piercing Round: Creatures affected by Arcane Afterburner Pistol have a disadvantage on that saving throw until next turn

-Reload: As an action, you can make 2 Arcane Afterburner Pistol attacks.

-Arcane Ammunition: As a bonus action, you can add 1 damage dice and change the damage type of your weapon to:

  1. fire
  2. ice
  3. acid
  4. lightning
  5. poison
  6. force
  7. poison
  8. necrotic
  9. radiation
  10. Destructive

-Arcane Afterburner Pistol: As an action make a ranged attack. If it hits, creatures in a 60x10 line in front of you must succeed a Dexterity saving throw or take 5d8 damage of your type.

Level 5

-Gain Super-Charged: As a bonus action you can double the damage of your next attack before you attack. If you do, roll 1d4 [[1d4]], if you roll a 1 you lose your action for this turn.

-Aether Scope: Double the range of all your ranged weapons and abilities.

-Piercing Round: Creatures affected by Arcane Afterburner Pistol have a disadvantage on that saving throw until next turn

-Reload: As an action, you can make 3 Arcane Afterburner Pistol attacks.

-Arcane Ammunition: As a bonus action, you can add 2 damage dice and change the damage type of your weapon to:

  1. fire
  2. ice
  3. acid
  4. lightning
  5. poison
  6. force
  7. poison
  8. necrotic
  9. radiation
  10. Destructive

-Arcane Afterburner Pistol: As an action make a ranged attack. If it hits, creatures in a 120x10 line in front of you must succeed a Dexterity saving throw or take 6d10 damage of your type.


Omni Adept

Class Info

Peace transcends through your body in white flames of energy. Power glows through your core and your eyes glow with your radiance. You are a healing force of nature, channelling your passion through art.

Hit Points

Hit Dice: 2d8 per level Hit Points at 1st Level: 16 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: light Weapons: simple Saving Throws: Intelligence and Charisma Tools: Painting Supplies and one other of your choice Choose 3 skills: Arcana, Insight, History, Medicine, Persuasion, or Religion

Class Skills

Art Crafting

-Level 1-

Battle Decks

You can spend 1 hour and make a DC12 Charisma saving throw to see if you are able to paint the cards.

1.Summoners Deck (Choose any cr1/2 or lower monster)1/short rest: Use 50gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR1/8
  3. Creature is summoned normally
  4. Target creature becomes CR1
  5. Target creature Add 1d4 slashing to its attacks
  6. Target creature becomes CR2
  7. Target creature Add 1d6 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 2d4 piercing to its attacks
  10. Summon 2 monsters and they become CR1

2.Mage Deck(6 charges): Use 50gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[1d6]] fire damage.
  2. Frozen Bolt: [[1d6]] ice damage.
  3. Noxious Shot: [[1d4]] poison damage and the creature must make a DC12 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[2d4]] psychic damage.
  5. Lightning Strike: [[1d8]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it.
-Level 2-

Battle Decks

You can spend 1 hour and make a DC13 Charisma saving throw to see if you are able to paint the cards.

1.Summoners Deck(Choose any cr2 or lower monster)1/short rest: Use 250gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR1/2
  3. Creature is summoned normally
  4. Target creature becomes CR3
  5. Target creature Add 2d4 slashing to its attacks
  6. Target creature becomes CR4
  7. Target creature Add 2d6 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d4 piercing to its attacks
  10. Summon 2 monsters and they become CR3

2.Mage Deck(6 charges): Use 250gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[2d6]] fire damage.
  2. Frozen Bolt: [[2d6]] ice damage.
  3. Noxious Shot: [[2d4]] poison damage and the creature must make a DC12 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d6]] psychic damage.
  5. Lightning Strike: [[2d8]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC14 Intelligence saving throw to see if you captured the person's likeness.

1.Combat Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +1 to attack and damage until the end of your next battle.

2.Rogue Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets +2 to Stealth checks and lockpicking tools checks until the end of your next battle.

3.Formidable Pose: Use 350gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage until the end of your next battle.

4.Powerful Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +1 to their ability DC saving throws until the end of your next battle.

-Level 3-

Battle Decks

You can spend 1 hour and make a DC14 Charisma saving throw to see if you are able to paint the cards.

1.Summoners Deck(Choose any cr5 or lower monster)1/short rest: Use 4000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR2
  3. Creature is summoned normally
  4. Target creature becomes CR6
  5. Target creature Add 2d6 slashing to its attacks
  6. Target creature becomes CR7
  7. Target creature Add 2d8 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d6 piercing to its attacks
  10. Summon 2 monsters and they become CR6

2.Mage Deck(6 charges): Use 2500gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[3d6]] fire damage.
  2. Frozen Bolt: [[3d6]] ice damage.
  3. Noxious Shot: [[3d4]] poison damage and the creature must make a DC14 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d8]] psychic damage.
  5. Lightning Strike: [[2d10]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC15 Intelligence saving throw to see if you captured the person's likeness.

1.Combat Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +2 to attack and damage until the end of your next battle.

2.Rogue Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets +4 to Stealth checks and lockpicking tools checks until the end of your next battle.

3.Formidable Pose: Use 3500gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage and you get +1AC until the end of your next battle.

4.Powerful Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +2 to their ability DC saving throws until the end of your next battle.

-Level 4-

Battle Decks

You can spend 1 hour and make a DC15 Charisma saving throw to see if you are able to paint the cards.

1.Summoners Deck(Choose any cr7 or lower monster)1/short rest: Use 10000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR5
  3. Creature is summoned normally
  4. Target creature becomes CR8
  5. Target creature Add 3d6 slashing to its attacks
  6. Target creature becomes CR9
  7. Target creature Add 3d8 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d8 piercing to its attacks
  10. Summon 2 monsters and they become CR8

2.Mage Deck(6 charges): Use 6500gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[3d8]] fire damage.
  2. Frozen Bolt: [[3d8]] ice damage.
  3. Noxious Shot: [[3d6]] poison damage and the creature must make a DC15 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d10]] psychic damage.
  5. Lightning Strike: [[2d12]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC16 Intelligence saving throw to see if you captured the person's likeness.

1.Combat Pose: Use 6500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +3 to attack and damage until the end of your next battle.

2.Rogue Pose: Use 6500gp worth of Art Supplies to paint a picture of one of your party members. That person gets +6 to Stealth checks and lockpicking tools checks until the end of your next battle.

3.Formidable Pose: Use 10000gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage and you get +2AC until the end of your next battle.

4.Powerful Pose: Use 7500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +3 to their ability DC saving throws until the end of your next battle.

-Level 5-

Battle Decks

You can spend 1 hour and make a DC17 Charisma saving throw to see if you are able to paint the cards.

1.Summoners Deck(Choose any cr10 or lower monster)1/short rest: Use 50000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR5
  3. Creature is summoned normally
  4. Target creature becomes CR11
  5. Target creature Add 4d10 slashing to its attacks
  6. Target creature becomes CR12
  7. Target creature Add 4d12 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 8d10 piercing to its attacks
  10. Summon 2 monsters and they become CR11

2.Mage Deck(6 charges): Use 25000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[6d8]] fire damage.
  2. Frozen Bolt: [[6d8]] ice damage.
  3. Noxious Shot: [[6d6]] poison damage and the creature must make a DC17 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[6d10]] psychic damage.
  5. Lightning Strike: [[4d12]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC18 Intelligence saving throw to see if you captured the person's likeness.

1.Combat Pose: Use 25000gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +5 to attack and damage until the end of your next battle.

2.Rogue Pose: Use 25000gp worth of Art Supplies to paint a picture of one of your party members. That person gets +12 to Stealth checks and lockpicking tools checks until the end of your next battle.

3.Formidable Pose: Use 75000gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to damage and you get +3AC until the end of your next battle.

4.Powerful Pose: Use 40000gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +5 to their ability DC saving throws until the end of your next battle.

Combat Skills

Level 1

-You gain Aether Whip: as an action, make a melee attack. Dex+Prof to hit, 15ft reach, 2d4+Dex energy damage.

-You gain Healing Presence: all healing spells and abilities that restore hit points now heal for +5 more to each creature affected.

-You gain Healing Ray: Target creature gains 2d4+4 [[2d4+4]] hp has an advantage on all saving throw till your next turn.

You gain Burst of Power: As an action, You emit a burst of power that affects all friendly creatures within 30 feet.

-Each other ally gains 1 hp.

-Each other ally gains +1 to saving throws until your next turn.

-Each other ally gains +1 to attack rolls until your next turn.

Level 2

-You gain Energy Flash: When a creature attacks an ally within 20ft of you, you may use your reaction to send a blast of bright light into the enemy's eyes. They now have a disadvantage on attacks and attacks are done with advantage until your next turn.

-Healing Presence: all healing spells and abilities that restore hit points now heal for +10 more to each creature affected.

-Healing Ray: Target creature gains 4d4+6 [[4d4+6]] hp has an advantage on all saving throw till your next turn.

-Burst of Power: As an action, You emit a burst of power that affects all friendly creatures within 30 feet.

-Each other ally gains 5 hp.

-Each other ally gains +1 to saving throws until your next turn.

-Each other ally gains +1 to attack rolls until your next turn.

Level 3

-Aether Whip: as an action, make a melee attack. Dex+Prof to hit, 20ft reach, 4d4+Dex energy damage.

-Healing Presence: all healing spells and abilities that restore hit points now heal for +15 more to each creature affected.

-Healing Ray: Target creature gains 6d4+8 [[6d4+8]] hp has an advantage on all saving throw till your next turn. You can now target up to 3 targets.

-Burst of Power: As an action, You emit a burst of power that affects all friendly creatures within 30 feet.

-Each other ally gains 10 hp.

-Each other ally gains +2 to saving throws until your next turn.

-Each other ally gains +2 to attack rolls until your next turn.

Level 4

-Healing Presence: all healing spells and abilities that restore hit points now heal for +20 more to each creature affected.

-Healing Ray: Target creature gains 8d4+10 [[8d4+10]] hp has an advantage on all saving throw till your next turn. Creatures affected by your healing word have an advantage on the first attack they make.

-Burst of Power: As an action, You emit a burst of power that affects all friendly creatures within 30 feet.

-Each other ally gains 15 hp.

-Each other ally gains +2 to saving throws until your next turn.

-Each other ally gains +2 to attack rolls until your next turn.

-You gain Beacon of the White flame: As an action, raise your hand and white fire spews forth bathing friendly creatures within 60 ft of you. Your and allies weapons ignite with a white flame and eye's ignite with pure white fire. You and those creatures have 60ft true sight. Those weapons now do an additional [[1d6]] energy and [[1d6]] fire damage. Enemies that start their turn within your aura take [[1d6]] energy and [[1d6]] fire damage and must make wisdom saving throw DC16 or become frightened. a creature frightened this way must use its movement to move away from you.

Level 5

-Healing Presence: all healing spells and abilities that restore hit points now heal for +30 more to each creature affected.

-Healing Ray: Target creature gains 10d4+12 [[10d4+12]] hp has an advantage on all saving throw till your next turn. Creatures affected by your healing word have an advantage on attacks they make until your next turn.

-Burst of Power: As an action, You emit a burst of power that affects all friendly creatures within 30 feet.

-Each other ally gains 20 hp.

-Each other ally gains +3 to saving throws until your next turn.

-Each other ally gains +3 to attack rolls until your next turn.

-Beacon of the White flame: As an action, raise your hand and white fire spews forth bathing friendly creatures within 60 ft of you. Your and allies weapons ignite with a white flame and eye's ignite with pure white fire. You and those creatures have 120ft true sight. Those weapons now do an additional 2d6 energy and 2d6 fire damage. Enemies that start their turn within your aura take 2d6 energy and 2d6 fire damage and must make wisdom saving throw DC18 or become frightened. a creature frightened this way must use its movement to move away from you.

-You gain Transcendence: Energy coleuses around you and you become a glowing beacon. You gain and additional action and reaction each turn


Cymatic Singer

Class Info

As you stand in the shower, trying to wash away the day and singing a catchy tune. Then, as you look into the water, shapes and patterns begin to form. Startled, you stop singing and the water returns to normal. As you try to sing again, the patterns start dancing through the water like before. Seeing this makes you excited, as you turn to the curtain and squeal. Suddenly, the window, mirror and any other glass in the room is destroyed. All cloth including the curtain was sliced up like a run-in with a razor blade snowblower.

Ability Save DC = 8+Cha+Prof

Hit Points

Hit Dice: 2d8 per level Hit Points at 1st Level: 16 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Light Armor Weapons: Simple Weapons Saving Throws: Charisma, Intelligence Tools: Painting Supplies and one other of your choice Choose 3 skills: Acrobatics, Deception, Intimidation, Performance, Persuasion, or Survival

Class Skills

-Gain Enthralling Performance: If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Art Crafting

-Level 1-

Battle Decks

You can spend 1 hour and make a DC12 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck (Choose any cr1/2 or lower monster)1/short rest: Use 50gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR1/8
  3. Creature is summoned normally
  4. Target creature becomes CR1
  5. Target creature Add 1d4 slashing to its attacks
  6. Target creature becomes CR2
  7. Target creature Add 1d6 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 2d4 piercing to its attacks
  10. Summon 2 monsters and they become CR1

2.Mage Deck(6 charges): Use 50gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[1d6]] fire damage.
  2. Frozen Bolt: [[1d6]] ice damage.
  3. Noxious Shot: [[1d4]] poison damage and the creature must make a DC12 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[2d4]] psychic damage.
  5. Lightning Strike: [[1d8]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it.
-Level 2-

Battle Decks

You can spend 1 hour and make a DC13 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr2 or lower monster)1/short rest: Use 250gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR1/2
  3. Creature is summoned normally
  4. Target creature becomes CR3
  5. Target creature Add 2d4 slashing to its attacks
  6. Target creature becomes CR4
  7. Target creature Add 2d6 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d4 piercing to its attacks
  10. Summon 2 monsters and they become CR3

2.Mage Deck(6 charges): Use 250gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[2d6]] fire damage.
  2. Frozen Bolt: [[2d6]] ice damage.
  3. Noxious Shot: [[2d4]] poison damage and the creature must make a DC12 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d6]] psychic damage.
  5. Lightning Strike: [[2d8]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC14 Intelligence saving throw to see if you captured the person's likeness.

1.Combat Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +1 to attack and damage until the end of your next battle.

2.Rogue Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets +2 to Stealth checks and lockpicking tools checks until the end of your next battle.

3.Formidable Pose: Use 350gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage until the end of your next battle.

4.Powerful Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +1 to their ability DC saving throws until the end of your next battle.

-Level 3-

Battle Decks

You can spend 1 hour and make a DC14 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr5 or lower monster)1/short rest: Use 4000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR2
  3. Creature is summoned normally
  4. Target creature becomes CR6
  5. Target creature Add 2d6 slashing to its attacks
  6. Target creature becomes CR7
  7. Target creature Add 2d8 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d6 piercing to its attacks
  10. Summon 2 monsters and they become CR6

2.Mage Deck(6 charges): Use 2500gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[3d6]] fire damage.
  2. Frozen Bolt: [[3d6]] ice damage.
  3. Noxious Shot: [[3d4]] poison damage and the creature must make a DC14 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d8]] psychic damage.
  5. Lightning Strike: [[2d10]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC15 Intelligence saving throw to see if you captured the person's likeness.

1.Combat Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +2 to attack and damage until the end of your next battle.

2.Rogue Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets +4 to Stealth checks and lockpicking tools checks until the end of your next battle.

3.Formidable Pose: Use 3500gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage and you get +1AC until the end of your next battle.

4.Powerful Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +2 to their ability DC saving throws until the end of your next battle.

-Level 4-

Battle Decks

You can spend 1 hour and make a DC15 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr7 or lower monster)1/short rest: Use 10000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR5
  3. Creature is summoned normally
  4. Target creature becomes CR8
  5. Target creature Add 3d6 slashing to its attacks
  6. Target creature becomes CR9
  7. Target creature Add 3d8 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d8 piercing to its attacks
  10. Summon 2 monsters and they become CR8

2.Mage Deck(6 charges): Use 6500gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[3d8]] fire damage.
  2. Frozen Bolt: [[3d8]] ice damage.
  3. Noxious Shot: [[3d6]] poison damage and the creature must make a DC15 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d10]] psychic damage.
  5. Lightning Strike: [[2d12]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC16 Intelligence saving throw to see if you captured the person's likeness.

1.Combat Pose: Use 6500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +3 to attack and damage until the end of your next battle.

2.Rogue Pose: Use 6500gp worth of Art Supplies to paint a picture of one of your party members. That person gets +6 to Stealth checks and lockpicking tools checks until the end of your next battle.

3.Formidable Pose: Use 10000gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage and you get +2AC until the end of your next battle.

4.Powerful Pose: Use 7500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +3 to their ability DC saving throws until the end of your next battle.

-Level 5-

Battle Decks

You can spend 1 hour and make a DC17 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr10 or lower monster)1/short rest: Use 50000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR5
  3. Creature is summoned normally
  4. Target creature becomes CR11
  5. Target creature Add 4d10 slashing to its attacks
  6. Target creature becomes CR12
  7. Target creature Add 4d12 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 8d10 piercing to its attacks
  10. Summon 2 monsters and they become CR11

2.Mage Deck(6 charges): Use 25000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[6d8]] fire damage.
  2. Frozen Bolt: [[6d8]] ice damage.
  3. Noxious Shot: [[6d6]] poison damage and the creature must make a DC17 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[6d10]] psychic damage.
  5. Lightning Strike: [[4d12]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC18 Intelligence saving throw to see if you captured the person's likeness.

1.Combat Pose: Use 25000gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +5 to attack and damage until the end of your next battle.

2.Rogue Pose: Use 25000gp worth of Art Supplies to paint a picture of one of your party members. That person gets +12 to Stealth checks and lockpicking tools checks until the end of your next battle.

3.Formidable Pose: Use 75000gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to damage and you get +3AC until the end of your next battle.

4.Powerful Pose: Use 40000gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +5 to their ability DC saving throws until the end of your next battle.

Combat Skills

-Level 1-

-Gain Cymatic Aura: As you sing, The vibrations within a 10ft radius of you have strange effects on creatures.

-Gain Healing Hum: As a bonus action, the target creature within 20 feet of you gains 1d6+Cha hit points.

-Gain "Slashing Desires": Concentration. As an action, particles in the air coleuses and become blades that spin and surround you, as you sing and all enemy creatures within 20ft must succeed a Charisma saving throw or become charm until your next turn. Creature charmed this way must use its movement to move closer to you.

  • While "Slashing Desires" is active, creatures that start there turn within your Cymatic Aura or enters for the first time this turn takes 2d4 slashing damage.

-Gain "The United Armor": Concentration. As a bonus action, you begin to sing and all creatures with your Cymatic Aura, including you, gain +1 to AC and +1 to saving throw.

  • While "The United Armor" is active, creatures within your Cymatic Aura can use their reaction to impose a disadvantage on an attacking enemy creature attacking an ally under "The United Armor" effect.

-Level 2-

Cymatic Aura: As you sing, The vibrations within a 15ft radius of you have strange effects on creatures.

-Healing Hum: As a bonus action, the target creature within 20 feet of you gains 2d6+Cha hit points.

-"Slashing Desires": Concentration. As an action, particles in the air coleuses and become blades that spin and surround you, as you sing and all enemy creatures within 25ft must succeed a Charisma saving throw or become charm until your next turn. Creature charmed this way must use its movement to move closer to you.

  • While "Slashing Desires" is active, creatures that start there turn within your Cymatic Aura or enters for the first time this turn takes 2d6 slashing damage.

-Gain "Bloodlusts Charming Rhapsody": Concentration. As an action, Sing an intense Song that makes creatures within 30ft make a Charisma saving throw. If they fail, the creature becomes Frenzied until your next turn.

  • While "Bloodlusts Charming Rhapsody" is active, you and allies within your Cymatic Aura gain an extra 1d6 damage and hit points on hit while Frenzied

  • Frenzied: On creatures turn that is Frenzied, count all creatures within attack range and target one at random(Creatures in range=X roll [[1dX]]). That creature must use its action to attacks the targeted creature.

-"The United Armor": Concentration. As a bonus action, you begin to sing and all creatures with your Cymatic Aura, including you, gain +1 to AC and +2 to saving throw.

  • While "The United Armor" is active, creatures within your Cymatic Aura can use their reaction to impose a disadvantage on an attacking enemy creature attacking an ally under "The United Armor" effect.

-Level 3-

Cymatic Aura: As you sing, The vibrations within a 20ft radius of you have strange effects on creatures.

-Healing Hum: As a bonus action, the target creature within 20 feet of you gains 3d6+Cha hit points.

-"Slashing Desires": Concentration. As an action, particles in the air coleuses and become blades that spin and surround you, as you sing and all enemy creatures within 25ft must succeed a Charisma saving throw or become charm until your next turn. Creature charmed this way must use its movement to move closer to you.

  • While "Slashing Desires" is active, creatures that start there turn within your Cymatic Aura or enters for the first time this turn take 2d8 slashing damage.

-"Bloodlusts Charming Rhapsody": Concentration. As an action, Sing an intense Song that makes creatures within 30ft make a Charisma saving throw. If they fail, the creature becomes Frenzied until your next turn.

  • While "Bloodlusts Charming Rhapsody" is active, you and allies within your Cymatic Aura gain an extra 1d8 damage and hit points on hit while Frenzied

-Gain "Call To Battle Arms": Concentration. As an action, Sing a of Battle and form 2 arms out particles in the surrounding area. With these arms, you can take an additional bonus action or make 2 attacks (Cha+Prof to hit, reach within your Cymatic Aura, 1d8+Cha magical bludgeoning damage if you hit.)

  • While "Call To Battle Arms" is active, you gain an addiotional reaction and you can use your reaction to attack if a creature attacks you or one of your allies within your Cymatic Aura.

-"The United Armor": Concentration. As a bonus action, you begin to sing and all creatures with your Cymatic Aura, including you, gain +2 to AC and +2 to saving throw.

  • While "The United Armor" is active, creatures within your Cymatic Aura can use their reaction to impose a disadvantage on an attacking enemy creature attacking an ally under "The United Armor" effect.

-Level 4-

Cymatic Aura: As you sing, The vibrations within a 25ft radius of you have strange effects on creatures.

-Healing Hum: As a bonus action, the target creature within 30 feet of you gains 3d8+Cha hit points.

-"Slashing Desires": Concentration. As an action, particles in the air coleuses and become blades that spin and surround you, as you sing and all enemy creatures within 30ft must succeed a Charisma saving throw or become charm until your next turn. Creature charmed this way must use its movement to move closer to you.

  • While "Slashing Desires" is active, creatures that start there turn within your Cymatic Aura or enters for the first time this turn take 3d8 slashing damage.

-"Bloodlusts Charming Rhapsody": Concentration. As an action, Sing an intense Song that makes creatures within 40ft make a Charisma saving throw. If they fail, the creature becomes Frenzied until your next turn.

  • While "Bloodlusts Charming Rhapsody" is active, you and allies within your Cymatic Aura gain an extra 1d10 damage and hit points on hit while Frenzied

-"Call To Battle Arms": Concentration. As an action, Sing a of Battle and form 4 arms out particles in the surrounding area. With these arms, you can take 2 additional bonus actions or make 4 attacks (Cha+Prof to hit, reach within your Cymatic Aura, 1d8+Cha magical bludgeoning damage if you hit.)

  • While "Call To Battle Arms" is active, you gain 2 additional reactions and you can use your reaction to attack if a creature attacks you or one of your allies within your Cymatic Aura.

-"The United Armor": Concentration. As a bonus action, you begin to sing and all creatures with your Cymatic Aura, including you, gain +2 to AC and +3 to saving throw.

  • While "The United Armor" is active, creatures within your Cymatic Aura can use their reaction to impose a disadvantage on an attacking enemy creature attacking an ally under "The United Armor" effect.

-Gain "The Guilding Light in Darkness": Concentration. As a bonus action, you begin to sing a song of juiblient radiance to drive back the darkness. Enemy creatures within your Cymatic Aura must make Charisma saving throw or gain a short-term maddness effect.

  • While "The Guilding Light in Darkness" is active, you and all friendly creatures with your Cymatic Aura gain an advantage on saving throws and are immune to being frieghted and madness effects.

-Level 5-

-Gain Harmonious Duality: You can now have the effect of one song that is one action and a song that is a bonus action at the same time.

-Cymatic Aura: As you sing, The vibrations within a 30ft radius of you have strange effects on creatures.

-Healing Hum: As a bonus action, the target creature within 30 feet of you gains 3d10+Cha hit points.

-"Slashing Desires": Concentration. As an action, particles in the air coleuses and become blades that spin and surround you, as you sing and all enemy creatures within 40ft must succeed a Charisma saving throw or become charm until your next turn. Creature charmed this way must use its movement to move closer to you.

  • While "Slashing Desires" is active, creatures that start there turn within your Cymatic Aura or enters for the first time this turn take 3d12 slashing damage.

-"Bloodlusts Charming Rhapsody": Concentration. As an action, Sing an intense Song that makes creatures within 60ft make a Charisma saving throw. If they fail, the creature becomes Frenzied until your next turn.

  • While "Bloodlusts Charming Rhapsody" is active, you and allies within your Cymatic Aura gain an extra 1d20 damage and hit points on hit while Frenzied

-"Call To Battle Arms": Concentration. As an action, Sing a of Battle and form 6 arms out particles in the surrounding area. With these arms, you can take 3 additional bonus actions or make 6 attacks (Cha+Prof to hit, reach within your Cymatic Aura, 1d8+Cha magical bludgeoning damage if you hit.)

  • While "Call To Battle Arms" is active, you gain 3 additional reactions and you can use your reaction to attack if a creature attacks you or one of your allies within your Cymatic Aura.

-"The United Armor": Concentration. As a bonus action, you begin to sing and all creatures with your Cymatic Aura, including you, gain +3 to AC and +3 to saving throw.

  • While "The United Armor" is active, creatures within your Cymatic Aura can use their reaction to impose a disadvantage on an attacking enemy creature attacking an ally under "The United Armor" effect.

-"The Guilding Light in Darkness": Concentration. As a bonus action, you begin to sing a song of juiblient radiance to drive back the darkness. Enemy creatures within your Cymatic Aura must make Charisma saving throw or gain a short-term maddness effect.

  • While "The Guilding Light in Darkness" is active, you and all friendly creatures with your Cymatic Aura gain an advantage on saving throws and are immune to being frieghted and madness effects. They also have an advantage on attacks while in Cymatic Aura.

Metallurgists

Metallurgists-Deep Crystal

Class Info

Your body glows with the dark purple glow of deep crystal. New sounds invade your consciousness as you begin to hear other's thoughts. You feel like you can reach out and touch...

Hit Points

Hit Dice: 2d10 per level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armour: Unarmoured Defence: 11+Dex+Wis

Weapons: Simple

Tools: Smithing tools and choose 1 more

Saving Throws: Charisma, Constitution

Choose 3 skills: Athletics, Arcana, Deception, Perception, Persuasion, or Survival

Class Skills

-Thought Touch: your skin gives off psychic waves and any creature you touch as a bonus action must make a Constitution saving throw VS your Spell Save DC or you can read their mind. If they fail by more then:

DC+1-3 you learn basic info

DC+4-6 you learn something that the person is trying to hide.

DC+7 you learn more then you wanted to

-Level 1-

Deep Crystal Enchantments

You may spend 4 hours and make DC13 Strength saving throw to see if it worked.

  1. Deep Crystal Armor: 200gp in Blacksmithing Supplies, enchant armor to deal 1d4 radiation damage when hit.
  2. Deep Crystal Weapon:200gp in Blacksmithing Supplies, enchant a weapon to deal 2d4 radiation damage on hit.
-Level 2-

Deep Crystal Enchantments

You may spend 4 hours and make DC14 Strength saving throw to see if it worked.

  1. Deep Crystal Armor: 1700gp in Blacksmithing Supplies, enchant armor to deal 1d6 psychic damage when hit and become +1.
  2. Deep Crystal Weapon:1400gp in Blacksmithing Supplies, enchant a weapon to deal 2d6 psychic damage on hit and become +1.

Deep Crystal Blacksmithing

You may spend 8 hours and make DC15 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Screaming Whip: 2000gp in Blacksmithing Supplies, Create a Whip. It is a +1 whip that does an extra 2d6 psychic damage. When you hit a creature, the target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
-Level 3-

Deep Crystal Enchantments

You may spend 4 hours and make DC16 Strength saving throw to see if it worked.

  1. Deep Crystal Armor: 5000gp in Blacksmithing Supplies, enchant armor to deal 1d8 psychic damage when hit and become +1.
  2. Deep Crystal Weapon: 4000gp in Blacksmithing Supplies, enchant a weapon to deal 3d8 psychic damage on hit and become +1.

Deep Crystal Blacksmithing

You may spend 8 hours and make DC17 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Psyconic Rifle: 8000gp in Blacksmithing Supplies, create a rifle (of your choice) It is a +1 rifle that does an extra 3d8 psychic damage. When you hit a creature, it must make DC15 Consitution saving throw or become prone and spends its next action on its turn crying and must say prone until its next turn.
  2. Deep Crystal Armor: 10000gp in Blacksmithing Supplies, create medium or light armor (of your choice) It is a +1 armor that does 1d8 psychic damage when you are hit. You are resistant to non-magical damage.
-Level 4-

Deep Crystal Enchantments

You may spend 4 hours and make DC17 Strength saving throw to see if it worked.

  1. Deep Crystal Armor: 15000gp in Blacksmithing Supplies, enchant armor to deal 1d10 psychic damage when hit and become +2.
  2. Deep Crystal Weapon: 12000gp in Blacksmithing Supplies, enchant a weapon to deal 3d10 psychic damage on hit and become +2.

Deep Crystal Blacksmithing

You may spend 8 hours and make DC18 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Psyconic Rifle: 22000gp in Blacksmithing Supplies, create a rifle (of your choice) It is a +2 rifle that does an extra 3d10 psychic damage. When you hit a creature, it must make DC17 Consitution saving throw or become prone and spends its next action on its turn crying and must say prone until its next turn.
  2. Deep Crystal Armor: 25000gp in Blacksmithing Supplies, create medium or light armor (of your choice) It is a +2 armor that does 1d10 psychic damage when you are hit. You are resistant to non-magical damage.
  3. Screaming Whip: 20000gp in Blacksmithing Supplies, Create a Whip. It is a +2 whip that does an extra 2d10 psychic damage. When you hit a creature, the target must make a Wisdom saving throw. On a failed save, it takes 3d8 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
-Level 5-

Deep Crystal Enchantments

You may spend 4 hours and make DC18 Strength saving throw to see if it worked.

  1. Deep Crystal Armor: 30000gp in Blacksmithing Supplies, enchant armor to deal 2d10 psychic damage when hit and become +3. You become resistant to all damage.
  2. Deep Crystal Weapon: 24000gp in Blacksmithing Supplies, enchant a weapon to deal 3d12 psychic damage on hit and become +3.

Deep Crystal Blacksmithing

You may spend 8 hours and make DC20 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Psyconic Rifle: 55000gp in Blacksmithing Supplies, create a rifle (of your choice) It is a +3 rifle that does an extra 4d12 psychic damage. When you hit a creature, it must make DC19 Consitution saving throw or become prone and spends its next action on its turn crying and must say prone until its next turn.
  2. Deep Crystal Armor: 75000gp in Blacksmithing Supplies, create medium or light armor (of your choice) It is a +3 armor that does 3d10 psychic damage when you are hit. You are resistant to all damage.
  3. Screaming Whip: 45000gp in Blacksmithing Supplies, Create a Whip. It is a +3 whip that does an extra 2d12 psychic damage. When you hit a creature, the target must make a Wisdom saving throw. On a failed save, it takes 3d10 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Combat Skills

Level 1

-Gain Deep Crystal Wave: After you touch the ground, a thin sheet of crystal rapidly extends forth in a 15-foot cone, then ruptures, causing crystal shards to launch skyward. As an action, each creature in the cone must make a Dexterity saving throw. A creature takes 3d6 psychic damage on a failed save, or half as much on a successful one. Creatures affected must make a DC12 Strength saving throw or become restrained.

-Gain Hardened Composition-Deep Crystal: you are now resistant to non-magical weapon attacks.

-Gain Psychic Screams: As a bonus action. Target creature within 60ft must make a Wisdom saving throw. On failure, the creature takes 1d8 psychic damage and has a disadvantage on attacks until your next turn.

Level 2

-Deep Crystal Wave: After you touch the ground, a thin sheet of crystal rapidly extends forth in a 15-foot cone, then ruptures, causing crystal shards to launch skyward. As an action, each creature in the cone must make a Dexterity saving throw. A creature takes 3d8 psychic damage on a failed save, or half as much on a successful one. Creatures affected must make a DC14 Strength saving throw or become restrained.

-Hardened Composition-Deep Crystal: When a creature hits you they must make a DC12 Wisdom saving throw or take 1d6 psychic damage.

-Psychic Screams: As a bonus action. Target creature within 60ft must make a Wisdom saving throw. On failure, the creature takes 2d8 psychic damage and has a disadvantage on attacks and all attacks are done at an advantage until your next turn.

-Gain Psyconic Radiance: As a bonus action, you can pull energy from your body to infuse your ablilties with psychic energy. Until your next turn, all your abilities get an additional 1d6 psychic damage added to them.

Level 3

-Deep Crystal Wave: After you touch the ground, a thin sheet of crystal rapidly extends forth in a 30-foot cone, then ruptures, causing crystal shards to launch skyward. As an action, each creature in the cone must make a Dexterity saving throw. A creature takes 4d8 psychic damage on a failed save, or half as much on a successful one. Creatures affected must make a DC16 Strength saving throw or become restrained.

-Hardened Composition-Deep Crystal: When a creature hits you they must make a DC13 Wisdom saving throw or take 2d6 psychic damage.

-Psychic Screams: As a bonus action. Target creature within 60ft must make a Wisdom saving throw. On failure, the creature takes 2d8 psychic damage and has a disadvantage on attacks and all attacks are done at an advantage until your next turn.

-Psyconic Radiance: As a bonus action, you can pull energy from your body to infuse your abilities with psychic energy. Until your next turn, all your abilities get an additional 2d6 psychic damage added to them.

-You gain Crippling Presence 1/day: You radiant psychic energy that cripples your enemies and brings them to their knees clutching their heads. As an action, each enemy creature within 30 ft of you must make a DC15 Intelligence saving throw. If a creature fails, it takes 3d8 psychic damage and is restrained. Creature then must make the saving throw again at the beginning of each of its turns.

Level 4

-Deep Crystal Wave: After you touch the ground, a thin sheet of crystal rapidly extends forth in a 30-foot cone, then ruptures, causing crystal shards to launch skyward. As an action, each creature in the cone must make a Dexterity saving throw. A creature takes 4d10 psychic damage on a failed save, or half as much on a successful one. Creatures affected must make a DC17 Strength saving throw or become restrained.

-Hardened Composition-Deep Crystal: When a creature hits you they must make a DC14 Wisdom saving throw or take 3d6 psychic damage.

-Psychic Screams: As a bonus action. Target creature within 60ft must make a Wisdom saving throw. On failure, the creature takes 3d8 psychic damage and has a disadvantage on attacks and all attacks are done at an advantage until your next turn.

-Psyconic Radiance: As a bonus action, you can pull energy from your body to infuse your abilities with psychic energy. Until your next turn, all your abilities get an additional 3d6 psychic damage added to them.

-Crippling Presence 2/day: You radiant psychic energy that cripples your enemies and brings them to their knees clutching their heads. As an action, each enemy creature within 40 ft of you must make a DC16 Intelligence saving throw. If a creature fails, it takes 4d8 psychic damage and is restrained. Creature then must make the saving throw again at the beginning of each of its turns.

-You gain Mind Melt 1/day: You pull the Psyconic energy from inside your body into a single point inside an unsuspecting victim's mind and release it. As an action, the target creature within 60ft must make a DC17 Intelligence saving throw or take 6d10 psychic damage and is stunned. Half damage on success.

Level 5

-Deep Crystal Wave: After you touch the ground, a thin sheet of crystal rapidly extends forth in a 45-foot cone, then ruptures, causing crystal shards to launch skyward. As an action, each creature in the cone must make a Dexterity saving throw. A creature takes 5d12 psychic damage on a failed save, or half as much on a successful one. Creatures affected must make a DC18 Strength saving throw or become restrained.

-Hardened Composition-Deep Crystal: When a creature hits you they must make a DC16 Wisdom saving throw or take 5d6 psychic damage.

-Psychic Screams: As a bonus action. Target creature within 60ft must make a Wisdom saving throw. On failure, the creature takes 5d8 psychic damage and has a disadvantage on attacks and all attacks are done at an advantage until your next turn.

-Psyconic Radiance: As a bonus action, you can pull energy from your body to infuse your abilities with psychic energy. Until your next turn, all your abilities get an additional 4d6 psychic damage added to them.

-Crippling Presence 3/day: You radiant psychic energy that cripples your enemies and brings them to their knees clutching their heads. As an action, Each enemy creatures within 60 ft of you must make a DC18 Intelligence saving throw. If a creature fails, it takes 5d8 psychic damage and is restrained. Creature then must make the saving throw again at the beginning of each of its turns.

-Mind Melt 2/day: You pull the Psyconic energy from inside your body into a single point inside an unsuspecting victim's mind and release it. As an action, the target creature within 60ft must make a DC17 Intelligence saving throw or take 8d10 psychic damage and is stunned.

-You gain Psychic Mastery: Your powers to overcome the minds of your foes are unsurpassable. Creatures now have a disadvantage to Wisdom and Intelligence saving throws from all your abilities.


Metallurgists-Starmetal

Class Info

Your body glows with the brilliance of a star, but plants cripple from the touch of your bare skin. You have been infused with Starmetal, radioactive metal that gives off bright light. You can light up the darkest corners with just your smile and radioactive skin.

Hit Points

Hit Dice: 2d10 per level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armour: Unarmoured Defence: 11+Dex+Wis

Weapons: Martial, simple

Tools: Smithing tools and choose 1 more

Saving Throws:Charisma, Constitution

Choose 3 skills: Athletics, Arcana, Insight, Perception, Persuasion, or Survival

Class Skills

-Crippling Touch: your skin gives off radiation and any creature you touch as a bonus action must make a Constitution saving throw VS your Spell Save DC or gets Radiation Sickness.

-Level 1-

Starmetal Enchantments

You may spend 4 hours and make DC13 Strength saving throw to see if it worked.

  1. Star Armor: 200gp in Blacksmithing Supplies, enchant armor to deal 1d4 radiation damage when hit.
  2. Star Weapon:200gp in Blacksmithing Supplies, enchant a weapon to deal 2d4 radiation damage on hit.
-Level 2-

Starmetal Enchantments

You may spend 4 hours and make DC14 Strength saving throw to see if it worked.

  1. Star Armor: 1700gp in Blacksmithing Supplies, enchant armor to deal 1d6 radiation damage when hit and become +1.
  2. Star Weapon:1400gp in Blacksmithing Supplies, enchant a weapon to deal 2d6 radiation damage on hit and become +1.

Starmetal Blacksmithing

You may spend 8 hours and make DC15 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Star Cutter: 2000gp in Blacksmithing Supplies, Create a Sword(of your choice). It is a +1 sword that does an extra 2d6 radiation damage. When you hit a creature with a critcal hit, you may choose an arm or leg.

-Arm, the creature has disadvantage on attacks and creatures have an advantage of attacking it.

-Leg, creatures have an advantage of attacking it and its movement becomes 0

-Level 3-

Starmetal Enchantments

You may spend 4 hours and make DC16 Strength saving throw to see if it worked.

  1. Star Armor: 5000gp in Blacksmithing Supplies, enchant armor to deal 1d8 radiation damage when hit and become +1.
  2. Star Weapon: 4000gp in Blacksmithing Supplies, enchant a weapon to deal 3d8 radiation damage on hit and become +1.

Starmetal Blacksmithing

You may spend 8 hours and make DC17 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Radiation Lance: 8000gp in Blacksmithing Supplies, create a Polearm (of your choice) It is a +1 Polearm that does an extra 3d8 radiation damage. When you hit a creature, it must make DC15 Consitution saving throw or become prone and spends its next action on its turn retching it's guts out and must say prone until its next turn.
  2. Starmetal Armor: 10000gp in Blacksmithing Supplies, create medium or light armor (of your choice) It is a +1 armor that does 1d8 radiation damage when you are hit. You are resistant to non-magical damage.
-Level 4-

Starmetal Enchantments

You may spend 4 hours and make DC17 Strength saving throw to see if it worked.

  1. Star Armor: 15000gp in Blacksmithing Supplies, enchant armor to deal 1d10 radiation damage when hit and become +2.
  2. Star Weapon: 12000gp in Blacksmithing Supplies, enchant a weapon to deal 3d10 radiation damage on hit and become +2.

Starmetal Blacksmithing

You may spend 8 hours and make DC18 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Radiation Lance: 20000gp in Blacksmithing Supplies, create a Polearm (of your choice) It is a +2 Polearm that does an extra 3d10 radiation damage. When you hit a creature, it must make DC17 Consitution saving throw or become prone and spends its next action on its turn retching it's guts out and must say prone until its next turn.

  2. Starmetal Armor: 25000gp in Blacksmithing Supplies, create medium or light armor (of your choice) It is a +2 armor that does 1d10 radiation damage when you are hit. You are resistant to non-magical damage.

  3. Star Cutter: 20000gp in Blacksmithing Supplies, Create a Sword(of your choice). It is a +2 sword that does an extra 2d10 radiation damage. When you hit a creature with a critical hit, you may choose an arm or leg.

-Arm, the creature has disadvantage on attacks and creatures have an advantage of attacking it.

-Leg, creatures have an advantage of attacking it and its movement becomes 0

-Level 5-

Starmetal Enchantments

You may spend 4 hours and make DC18 Strength saving throw to see if it worked.

  1. Star Armor: 30000gp in Blacksmithing Supplies, enchant armor to deal 2d10 radiation damage when hit and become +3. You become resistant to all damage.
  2. Star Weapon: 24000gp in Blacksmithing Supplies, enchant a weapon to deal 3d12 radiation damage on hit and become +3.

Starmetal Blacksmithing

You may spend 8 hours and make DC20 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Radiation Lance: 50000gp in Blacksmithing Supplies, create a Polearm (of your choice) It is a +3 Polearm that does an extra 4d12 radiation damage. When you hit a creature, it must make DC19 Consitution saving throw or become prone and spends its next action on its turn retching it's guts out and must say prone until its next turn.
  2. Starmetal Armor: 75000gp in Blacksmithing Supplies, create medium or light armor (of your choice) It is a +3 armor that does 3d10 radiation damage when you are hit. You are resistant to all damage. 3.Star Cutter: 45000gp in Blacksmithing Supplies, Create a Sword(of your choice). It is a +3 sword that does an extra 3d12 radiation damage. When you hit a creature with a critical hit, you may choose an arm or leg.

-Arm, the creature has disadvantage on attacks and creatures have an advantage of attacking it.

-Leg, creatures have an advantage of attacking it and its movement becomes 0

Combat Skills

Level 1

-Gain Brilliant Forge Hammer: As an action, you can make a melee attack, Str+Prof to hit, 5ft reach, 2d6+Charisma radiation damage on hit.

-Gain Hardened Composition-Starmetal: you are now resistant to non-magical weapon attacks.

-You are immune to radiation damage

-Gain Star Power: As a bonus action. for 1 minute you ignite with Starfire. All melee attacks get a +1 to hit and +2 to damage

-Radiation Sickness: When a creature takes radiation damage it must make a Constitution saving throw or gain Radiation Sickness. A creature with Radiation Sickness has a disadvantage on saving throws.

A creature with Radiation Sickness can make the saving throw at the end of each of its turns.

Level 2

-Brilliant Forge Hammer: As an action, you can make 2 melee attacks, Str+Prof to hit, 5ft reach, 2d6+Charisma radiation damage on hit.

-Hardened Composition-Starmetal: When a creature hits you they take 1d4 radiation damage.

-Gain Starfire Radiance: As a bonus action, you can pull energy from your body to infuse your attacks with radiation energy. For 1 min, all attacks get an additional 1d6 radiation damage added to them.

Level 3

-Hardened Composition-Starmetal: When a creature hits you they take 2d6 radiation damage.

-Star Power: As a bonus action, for 1 minute you ignite with Starfire. All melee attacks get a +2 to hit and +4 to damage

-Starfire Radiance: As a bonus action, you can pull energy from your body to infuse your attacks with radiation energy. For 1 min, all attacks get an additional 2d6 radiation damage added to them.

-You gain Blinding Presence 1/day: Your radiation energy blinds your enemies. As an action, each enemy creature within 30 ft of you must make a DC15 Dexterity saving throw. If a creature fails, it takes 3d8 radiation damage and is Blinded. Creature then must make the saving throw again at the beginning of each of its turns.

Level 4

-Hardened Composition-Starmetal: When a creature hits you they take 3d8 radiation damage.

-Star Power: As a bonus action, for 1 minute you ignite with Starfire. All melee attacks get a +4 to hit and +6 to damage

-Starfire Radiance: As a bonus action, you can pull energy from your body to infuse your attacks with radiation energy. For 1 min, all attacks get an additional 3d6 radiation damage added to them.

-Blinding Presence 2/day: Your radiation energy blinds your enemies. As an action, enemy creatures within 40 ft of you must make a DC16 Dexterity saving throw. If a creature fails, it takes 6d8 radiation damage and is Blinded. Creature then must make the saving throw again at the beginning of each of its turns.

-You gain A Stars Strength 1/day: You pull the radiation energy from inside your body into your fists. As an action, attack twice with Brilliant Forge Hammer and add 3d6 radiation and 3d6 fire damage to those attacks

Level 5

-Hardened Composition-Starmetal: When a creature hits you they take 4d10 radiation damage.

-Star Power: As a bonus action. for 1 minute you ignite with Starfire. All melee attacks get a +3 to hit and +6 to damage

-Starfire Radiance: As a bonus action, you can pull energy from your body to infuse your attacks with radiation energy. For 1 min, all attacks get additional 4d8 radiation damage added to them.

-Blinding Presence 3/day: Your radiant energy blinds your enemies. As an action, enemy creatures within 60 ft of you must make a DC15 Dexterity saving throw. If a creature fails, it takes 8d8 radiation damage and is Blinded. Creature then must make the saving throw again at the beginning of each of its turns.

  • A Stars Strength 2/day: You pull the radiation energy from inside your body into your fists. As an action, attack twice with Brilliant Forge Hammer and add 4d8 radiation and 4d8 fire damage to those attacks

-You gain Radiation Mastery: Your body burns with the brightness of stars. Creatures now have a disadvantage when attacking you, -2 to attack rolls, and you have an advantage when attacking.


Metallurgists-Stormphrax

Class Info

Your body gives off sparks of electricity that even crackle in your eyes. Stormphrax gives you great strength and the power of the storm at your command.

Hit Points

Hit Dice: 2d12 per level

Hit Points at 1st Level: 24 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Unarmored Defence: 11+Dex+Wis

Weapons: simple

Tools: Smithing tools and one other of your choice

Saving Throws: Wisdom, Constitution

Class Skills

-Charging Touch: As a bonus action you may touch a weapon and it deals an extra 1d4 lightning damage until your next turn. The damage increases to 2d4 at 3rd level and 3d4 at 5th level.

-Level 1-

Stormphrax Enchantments

You may spend 4 hours and make DC13 Strength saving throw to see if it worked.

  1. Stormphrax Armor: 200gp in Blacksmithing Supplies, enchant armor to deal 1d4 lightning damage when hit for 24hrs.
  2. Stormphrax Weapon:200gp in Blacksmithing Supplies, enchant a weapon to deal 2d4 lightning damage on hit for 24hrs.
-Level 2-

Stormphrax Enchantments

You may spend 4 hours and make DC14 Strength saving throw to see if it worked.

  1. Stormphrax Armor: 1700gp in Blacksmithing Supplies, enchant armor to deal 1d6 lightning damage when hit and become +1 for 24hrs.
  2. Stormphrax Weapon:1400gp in Blacksmithing Supplies, enchant a weapon to deal 2d6 lightning damage on hit and become +1 for 24hrs.

Stormphrax Blacksmithing

You may spend 8 hours and make DC15 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Lightning Pistol: 2000gp in Blacksmithing Supplies, Create a pistol (of your choice). It is a +1 pistol that does an extra 2d4 lightning damage and is affected by Chain lightning. Whenever a creature is hit with a round from Lightning Pistol, creatures within 5ft takes 2d4 lightning damage and then enemy creatures within 5ft gain the Chain lightning effect. This cannot affect a creature that has already been affected by Chain Lightning
-Level 3-

Stormphrax Enchantments

You may spend 4 hours and make DC16 Strength saving throw to see if it worked.

  1. Stormphrax Armor: 5000gp in Blacksmithing Supplies, enchant armor to deal 1d8 lightning damage when hit and become +1 for 24hrs.
  2. Stormphrax Weapon: 4000gp in Blacksmithing Supplies, enchant a weapon to deal 3d8 lightning damage on hit and become +1 for 24hrs.

Stormphrax Blacksmithing

You may spend 8 hours and make DC17 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Storm Blade: 8000gp in Blacksmithing Supplies, create a sword (of your choice) It is a +1 sword that does an extra 3d8 lightning damage. When you hit a creature, it must make DC10 Dexterity saving throw or take 1d8 lightning damage. If the creature succeeds, they must move back 5ft and you can use your reaction to make an attack of opportunity
  2. Stormphrax Armor: 10000gp in Blacksmithing Supplies, create medium or light armor (of your choice) It is a +1 armor that does 1d8 lightning damage when you are hit. You are resistant to non-magical damage.
-Level 4-

Stormphrax Enchantments

You may spend 4 hours and make DC17 Strength saving throw to see if it worked.

  1. Stormphrax Armor: 15000gp in Blacksmithing Supplies, enchant armor to deal 1d10 lightning damage when hit and become +2 for 24hrs.
  2. Stormphrax Weapon: 12000gp in Blacksmithing Supplies, enchant a weapon to deal 3d10 lightning damage on hit and become +2 for 24hrs.

Stormphrax Blacksmithing

You may spend 8 hours and make DC18 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Storm Blade: 22000gp in Blacksmithing Supplies, create a sword (of your choice) It is a +2 sword that does an extra 3d10 lightning damage. When you hit a creature, it must make DC12 Dexterity saving throw or take 1d10 lightning damage. If the creature succeeds, they must move back 5ft and you can use your reaction to make an attack of opportunity
  2. Stormphrax Armor: 25000gp in Blacksmithing Supplies, create medium or light armor (of your choice) It is a +2 armor that does 1d10 lightning damage when you are hit. You are resistant to non-magical damage.
  3. Lightning Pistol: 20000gp in Blacksmithing Supplies, Create a pistol (of your choice). It is a +2 pistol that does an extra 2d8 lightning damage and is affected by Chain lightning. Whenever a creature is hit with a round from Lightning Pistol, creatures within 5ft takes 2d8 lightning damage and then enemy creatures within 5ft gain the Chain lightning effect. This cannot affect a creature that has already been affected by Chain Lightning
-Level 5-

Stormphrax Enchantments

You may spend 4 hours and make DC18 Strength saving throw to see if it worked.

  1. Stormphrax Armor: 30000gp in Blacksmithing Supplies, enchant armor to deal 2d10 lightning damage when hit and become +3. You become resistant to all damage for 24hrs.
  2. Stormphrax Weapon: 24000gp in Blacksmithing Supplies, enchant a weapon to deal 3d12 lightning damage on hit and become +3 for 24hrs.

Stormphrax Blacksmithing

You may spend 8 hours and make DC20 Strength saving throw to see if it worked. If it fails, you can salvage half the used Blacksmithing Supplies.

  1. Storm Blade: 55000gp in Blacksmithing Supplies, create a sword (of your choice) It is a +3 sword that does an extra 4d12 lightning damage. When you hit a creature, it must make DC14 Dexterity saving throw or take 2d12 lightning damage. If the creature succeeds, they must move back 5ft and you can use your reaction to make an attack of opportunity
  2. Stormphrax Armor: 75000gp in Blacksmithing Supplies, create medium or light armor (of your choice) It is a +3 armor that does 3d10 lightning damage when you are hit. You are resistant to all damage.
  3. Lightning Pistol: 45000gp in Blacksmithing Supplies, Create a pistol (of your choice). It is a +3 pistol that does an extra 3d10 lightning damage and is affected by Chain lightning. Whenever a creature is hit with a round from Lightning Pistol, creatures within 5ft takes 3d10 lightning damage and then enemy creatures within 5ft gain the Chain lightning effect. This cannot affect a creature that has already been affected by Chain Lightning

Combat Skills

Level 1

-Gain Lightning Trap: Select a 20ft area within 30ft of you. As a bonus action, you may set a trap and any creature that enters that 20ft area or moves in it takes 1d4 lightning damage.

-Gain Hardened Composition-Stormphrax: You are now resistant to lightning damage.

-Gain Lightning Strike: As an action, make a melee spell attack against a target. If it hits, Deal 1d10 lightning damage to the target and then up to 3 enemy creatures within 5ft gain the chain lightning effect.

-Gain Chain lightning: Whenever a creature is hit with a bolt from Lightning Strike, creatures within 5ft takes 1d10 lightning damage and then enemy creatures within 5ft gain the Chain lightning effect. This cannot affect a creature that has already been affected by Chain Lightning

Level 2

-Lightning Strike: As an action, make a melee spell attack against a target. If it hits, Deal 2d10 lightning damage to the target and then up to 3 enemy creatures within 5ft gain the chain lightning effect.

-Chain lightning: Whenever a creature is hit with a bolt from Lightning Strike, creatures within 5ft takes 1d10 lightning damage and then enemy creatures within 5ft gain the Chain lightning effect. This cannot affect a creature that has already been affected by Chain Lightning

-Gain A Storm's Radiance: As a bonus action, you can pull energy from your body to infuse abilities with lightning energy. For 1 min, your abilities get an additional 1d10 lightning damage added to them.

Level 3

-Lightning Trap: Select a 20ft area within 30ft of you. As a bonus action, you may set a trap and any creature that enters that 20ft area or moves in it takes 2d4 lightning damage.

-Hardened Composition-Stormphrax: When a creature hits you they take 1d10 lightning damage.

-Lightning Strike: As an action, make a melee spell attack against a target. If it hits, Deal 4d10 lightning damage to the target and then up to 3 enemy creatures within 10ft gain the chain lightning effect.

-Chain lightning: Whenever a creature is hit with a bolt from Lightning Strike, creatures within 10ft take 2d10 lightning damage and then enemy creatures within 10ft gain the Chain lightning effect.

-A Storm's Radiance: As a bonus action, you can pull energy from your body to infuse abilities with lightning energy. For 1 min, your abilities get an additional 2d10 lightning damage added to them.

-You gain Shocking Presence 1/day: Your radiating energy binds your enemies. As an action, enemy creatures within 30 ft of you must make a DC15 Dexterity saving throw. If a creature fails, it takes 3d8 lightning damage and is restrained. Creature then must make the saving throw again at the beginning of each of its turns.

Level 4

-Hardened Composition-Stormphrax: When a creature hits you they take 3d10 lightning damage.

-Lightning Strike: As an action, make a melee spell attack against a target. If it hits, Deal 6d10 lightning damage to the target and then up to 3 enemy creatures within 15ft gain the chain lightning effect.

-Chain lightning: Whenever a creature is hit with a bolt from Lightning Strike, creatures within 15ft take 3d10 lightning damage and then enemy creatures within 15ft gain the Chain lightning effect.

-A Storm's Radiance: As a bonus action, you can pull energy from your body to infuse abilities with lightning energy. For 1 min, your abilities get an additional 3d10 lightning damage added to them.

-Shocking Presence 2/day: Your radiating energy binds your enemies. As an action. Enemy creatures within 40 ft of you must make a DC16 Dexterity saving throw. If a creature fails, it takes 6d8 lightning damage and is restrained. Creature then must make the saving throw again at the beginning of each of its turns.

-You gain Storms Fury 1/day: You become immune to lightning. As an action. Lightning strikes rain down on you and all creatures in a 15ft radius. All creatures must make a DC16 Dexterity saving throw. On a failed save, each creature takes 7d10 lightning damage. Half damage on a success.

Level 5

-Lightning Trap: Select a 20ft area within 30ft of you. As a bonus action, you may set a trap and any creature that enters that 20ft area or moves in it takes 3d4 lightning damage.

-Hardened Composition-Stormphrax: When a creature hits you they take 4d10 lightning damage.

-Lightning Strike: As an action, make a melee spell attack against a target. If it hits, Deal 10d10 lightning damage to the target and then up to 3 enemy creatures within 20ft gain the chain lightning effect.

-Chain lightning: Whenever a creature is hit with a bolt from Lightning Strike, creatures within 20ft take 5d10 lightning damage and then enemy creatures within 20ft gain the Chain lightning effect.

-A Storm's Radiance: As a bonus action, you can pull energy from your body to infuse abilities with lightning energy. For 1 min, your abilities get an additional 5d10 lightning damage added to them.

-Shocking Presence 3/day: Your radiating energy binds your enemies. As an action, enemy creatures within 60 ft of you must make a DC15 Dexterity saving throw. If a creature fails, it takes 8d8 lightning damage and is restrained. Creature then must make the saving throw again at the beginning of each of its turns.

-Storms Fury 2/day: You become immune to lightning. You can use 3 focus points as an action. Lightning strikes rain down on you and all creatures in a 30ft radius. All creatures must make a DC18 Dexterity saving throw. On a failed save, each creature takes 14d10 lightning damage. Half damage on a success.

-Gain Conduit 1/day: As a bonus action, double Storms Fury's damage. Must be active before damage roll.

-You gain Storm's Mastery: Your body crackles with the power of a storm. Creatures that hit you must succeed a Constitution saving throw DC16 or become stunned until their next turn.

Manipulation-Energy Mastery

Class Info

Energy pulses around you as you watch the world creep by. For you, everyone is moving and talking slower and as you start to take off you feel the energy crackle off you. You can channel your energy into others to bring them up to speed.

Hit Points

Hit Dice: 2d6 per level

Hit Points at 1st Level: 12 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armour:

Weapons: Simple weapons

Saving Throws: Constitution, Dexterity

Tools: potions and one of your choice

Choose 3 skills: Acrobatics, Investigation, Perception, Medicine, Sleight of Hand, Stealth

Class Skills

-Level 1-

-Speed Freak: Outside of combat you can travel:

800 ft/min

8 miles/hr

80 miles/day

−5 penalty to passive Wisdom (Perception) scores

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC12 Intelligence check to see if you make the shot correctly

DC11-5: Shot has no effect

DC5-1: Shot becomes Poisonous and deals 1d4 poison damage and the target must make a DC11 Constitution saving throw or become poisoned

  1. Health Shot: 50gp of Potion Supplies, when this shot is administered target gets 3d4+4 [[3d4+4]]hp and is cured of being blind, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 75gp of Potion Supplies, when this shot is administered target rolls 1d6 [[1d6]] and then gets a +1 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 30gp of Potion Supplies, when this shot is administered target gain 1d4 to all attacks. You can not have more than 1 Power Shot at one time.
-Level 2-

-Speed Freak: Outside of combat you can travel:

1200 ft/min

12 miles/hr

120 miles/day

−8 penalty to passive Wisdom (Perception) scores

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC13 Intelligence check to see if you make the shot correctly

DC23+: Shot effect is doubled

DC12-7: Shot has no effect

DC6-1: Shot becomes Poisonous and deals 3d4 poison damage and the target must make a DC13 Constitution saving throw or become poisoned

  1. Health Shot: 350gp of Potion Supplies, when this shot is administered target gets 3d6+8 [[3d6+8]]hp and is cured of being blind, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 300gp of Potion Supplies, when this shot is administered target rolls 2d6 [[1d6]] [[1d6]] and then gets a +1 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 120gp of Potion Supplies, when this shot is administered target gain 1d6 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC15 Intelligence check to see if you make the shot correctly

DC23+: Shot effect is doubled

DC14-9: Shot has no effect

DC8-1: Shot becomes Poisonous and deals 3d6 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Elemental Shot: 300gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 3d8 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 300gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 2d4 poison damage and becomes Infected. Infected target then must make a DC14 Constitution saving throw at the beginning of each turn. On a fail, the target takes 2d4 poison damage. On success, the effect ends.
  2. Love Shot: 300gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC14 Charisma saving throw or become charmed. While the target is charmed it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.
-Level 3-

-Speed Freak: Outside of combat you can travel:

1600 ft/min

16 miles/hr

120 miles/day

−10 penalty to passive Wisdom (Perception) scores

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC14 Intelligence check to see if you make the shot correctly

DC25+: Shot effect is doubled

DC13-8: Shot has no effect

DC7-1: Shot becomes Poisonous and deals 3d6 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Health Shot: 1200gp of Potion Supplies, when this shot is administered target gets 4d8+10 [[4d8+10]]hp and is cured of being blind, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 1000gp of Potion Supplies, when this shot is administered target rolls 1d6 [[1d6]] and then gets a +2 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 500gp of Potion Supplies, when this shot is administered target gain 1d8 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC16 Intelligence check to see if you make the shot correctly

DC25+: Shot effect is doubled

DC15-11: Shot has no effect

DC10-1: Shot becomes Poisonous and deals 3d8 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Elemental Shot: 1200gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 4d10 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 1200gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 3d6 poison damage and becomes Infected. Infected target then must make a DC14 Constitution saving throw at the beginning of each turn. On a fail, the target takes 3d6 poison damage. On success, the effect ends.
  2. Love Shot: 800gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC16 Charisma saving throw or become charmed. While the target is charmed it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.
-Level 4-

-Speed Freak: Outside of combat you can travel:

2000 ft/min

20 miles/hr

200 miles/day

−10 penalty to passive Wisdom (Perception) scores

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC15 Intelligence check to see if you make the shot correctly

DC27+: Shot effect is doubled

DC14-9: Shot has no effect

DC8-1: Shot becomes Poisonous and deals 3d8 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Health Shot: 5000gp of Potion Supplies, when this shot is administered target gets 5d10+12 [[5d10+12]]hp and is cured of being blind, paralyzed, petrified, stunned, charmed, poisoned, and frightened.
  1. Stat Booster Shot: 5000gp of Potion Supplies, when this shot is administered target rolls 2d6 [[1d6]][[1d6]] and then gets a +2 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 3000gp of Potion Supplies, when this shot is administered target gain 1d12 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC17 Intelligence check to see if you make the shot correctly

DC27+: Shot effect is doubled

DC16-12: Shot has no effect

DC11-1: Shot becomes Poisonous and deals 3d10 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Elemental Shot: 6500gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 6d12 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 6500gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 4d8 poison damage and becomes Infected. Infected target then must make a DC16 Constitution saving throw at the beginning of each turn. On a fail, the target takes 4d8 poison damage. On success, the effect ends.
  2. Love Shot: 4000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC18 Charisma saving throw or become charmed. While the target is Bewitched it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.
-Level 5-

-Speed Freak: Outside of combat you can travel: 3000 ft/min

30 miles/hr

300 miles/day

−15 penalty to passive Wisdom (Perception) scores

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC16 Intelligence check to see if you make the shot correctly

DC30+: Shot effect is doubled

DC15-11: Shot has no effect

DC10-1: Shot becomes Poisonous and deals 3d12 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Health Shot: 25000gp of Potion Supplies, when this shot is administered target gets 6d12+14 [[6d12+14]]hp and is cured of being blind, paralyzed, petrified, stunned, charmed, poisoned, and frightened. Target gains Blessed spell effect for 1 hour.
  2. Stat Booster Shot: 25000gp of Potion Supplies, when this shot is administered target rolls 2d6 [[1d6]][[1d6]] and then gets a +3 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 10000gp of Potion Supplies, when this shot is administered target gain 1d20 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC19 Intelligence check to see if you make the shot correctly

DC30+: Shot effect is doubled

DC18-14: Shot has no effect

DC13-1: Shot becomes Poisonous and deals 3d20 poison damage and the target must make a DC13 Constitution saving throw or become poisoned

  1. Elemental Shot: 32000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 8d20 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 30000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 4d12 poison damage and becomes Infected. Infected target then must make a DC17 Constitution saving throw at the beginning of each turn. On a fail, the target takes 4d12 poison damage. On success, the effect ends.
  2. Love Shot: 12000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC20 Charisma saving throw or become charmed. While the target is Bewitched it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.

Combat Skills

Level 1

-Gain 20 movement speed

-Gain Energy Sheild: You have an unarmoured defence of 8+Dex+Con

-Gain Coiled Strike: As an action, double your walking speed and move towards a target creature and make a melee attack. Dex+Prof to hit, 5ft range, 1d4 bludgeoning damage if it hits. Damage increases by 1d4 energy damage for every 20ft walking movement used moving towards the creature. You can target creatures your drone can see.

-Gain Shocking Touch: As a bonus action, make a melee attack at a creature within 5ft, Dex+Prof to hit, 1d4 energy damage on hit.

Level 2

-Gain 20 movement speed

-Shocking Touch: As a bonus action, make a melee attack at a creature within 5ft, Dex+Prof to hit, 1d6 energy damage on hit.

-Gain Ultra Sonic Barrage: As a bonus action, make 3 melee attacks against one target, Dex+Prof to hit, 5ft range, 1d4 bludgeoning and 1d4 energy damage if it hits

-Gain Counter-Strike: As a reaction, when a creature attacks you, make a melee attack against that creature. Dex+Prof to hit, 5ft range, 1d4 bludgeoning and 1d4 energy damage if it hits

If you both hit, the attack is blocked and you receive no damage.

If the other creature misses and you hit, make another attack.

Level 3

-Gain 20 movement speed

-Shocking Touch: As a bonus action, make a melee attack at a creature within 5ft, Dex+Prof to hit, 2d6 energy damage on hit.

-Gain an additional action each round

-Gain an additional reaction each round

-Gain Hyper-Energy Transfer: As an action, give one friendly creature within 30ft a actions to use immediately, you may only do this once per round.

Level 4

-Gain 20 movement speed

-Shocking Touch: As a bonus action, make a melee attack at a creature within 5ft, Dex+Prof to hit, 2d8 energy damage on hit.

-Gain an additional action each round

-Gain an additional bonus action each round

-Gain Quick Charge:As a bonus action, give one friendly creature within 30ft a bonus actions to use immediately, you may only do this once per round.

Level 5

-Gain 20 movement speed

-Shocking Touch: As a bonus action, make a melee attack at a creature within 5ft, Dex+Prof to hit, 3d8 energy damage on hit.

-Gain Unstoppable Force: At the beginning of your turn, you may choose to pass your turn. If you do, at the end of each enemy's turns you may move up to 20 ft and use Ultra Sonic Barrage on one enemy within range.

-Gain Fluid Movement: All attacks that target you are done at a disadvantage.


Manipulation-Electron Mastery

Class Info

Light surrounds you and moves to your will. You can control light and focus it to rain down tears of destruction on your enemies.

Hit Points

Hit Dice: 2d6 per level

Hit Points at 1st Level: 12 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armour: Weapons: Simple weapons Saving Throws: Intelligence, Dexterity Tools: potions and one of your choice Choose 3 skills: Acrobatics, Investigation, Perception, Medicine, Sleight of Hand, Stealth

Class Skills

-Light Bending: you can pull light to you as small orbs of energy as a bonus action and have 1d4+your level orbs at one time. You can use these orbs to light up areas or as a bonus action you can use an orb to pull the light out of a room.

-Level 1-

-Lazer Sharpening: you can spend 1 hour and make a DC13 dexterity check to sharpen a blade. A sharpened blade lasts for 1 fight and does an extra 1d4 slashing or piercing damage. Weapon that deal bludgeoning cannot be sharpened.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC12 Intelligence check to see if you make the shot correctly

DC11-5: Shot has no effect

DC5-1: Shot becomes Poisonous and deals 1d4 poison damage and the target must make a DC11 Constitution saving throw or become poisoned

  1. Health Shot: 50gp of Potion Supplies, when this shot is administered target gets 3d4+4 [[3d4+4]]hp and is cured of being blind, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 75gp of Potion Supplies, when this shot is administered target rolls 1d6 [[1d6]] and then gets a +1 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 30gp of Potion Supplies, when this shot is administered target gain 1d4 to all attacks. You can not have more than 1 Power Shot at one time.
-Level 2-

-Lazer Sharpening: you can spend 1 hour and make a DC14 dexterity check to sharpen a blade. A sharpened blade lasts for 1 fight and does an extra 1d6 slashing or piercing damage. Weapon that deal bludgeoning cannot be sharpened.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC13 Intelligence check to see if you make the shot correctly

DC23+: Shot effect is doubled

DC12-7: Shot has no effect

DC6-1: Shot becomes Poisonous and deals 3d4 poison damage and the target must make a DC13 Constitution saving throw or become poisoned

  1. Health Shot: 350gp of Potion Supplies, when this shot is administered target gets 3d6+8 [[3d6+8]]hp and is cured of being blind, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 300gp of Potion Supplies, when this shot is administered target rolls 2d6 [[1d6]] [[1d6]] and then gets a +1 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 120gp of Potion Supplies, when this shot is administered target gain 1d6 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC15 Intelligence check to see if you make the shot correctly

DC23+: Shot effect is doubled

DC14-9: Shot has no effect

DC8-1: Shot becomes Poisonous and deals 3d6 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Elemental Shot: 300gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 3d8 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 300gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 2d4 poison damage and becomes Infected. Infected target then must make a DC14 Constitution saving throw at the beginning of each turn. On a fail, the target takes 2d4 poison damage. On success, the effect ends.

  2. Love Shot: 300gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC14 Charisma saving throw or become charmed. While the target is charmed it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.

-Level 3-

-Lazer Sharpening: you can spend 1 hour and make a DC15 dexterity check to sharpen a blade. A sharpened blade lasts for 1 fight and does an extra 1d8 slashing or piercing damage. Weapon that deal bludgeoning cannot be sharpened.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC14 Intelligence check to see if you make the shot correctly

DC25+: Shot effect is doubled

DC13-8: Shot has no effect

DC7-1: Shot becomes Poisonous and deals 3d6 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Health Shot: 1200gp of Potion Supplies, when this shot is administered target gets 4d8+10 [[4d8+10]]hp and is cured of being blind, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 1000gp of Potion Supplies, when this shot is administered target rolls 1d6 [[1d6]] and then gets a +2 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 500gp of Potion Supplies, when this shot is administered target gain 1d8 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC16 Intelligence check to see if you make the shot correctly

DC25+: Shot effect is doubled

DC15-11: Shot has no effect

DC10-1: Shot becomes Poisonous and deals 3d8 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Elemental Shot: 1200gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 4d10 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 1200gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 3d6 poison damage and becomes Infected. Infected target then must make a DC14 Constitution saving throw at the beginning of each turn. On a fail, the target takes 3d6 poison damage. On success, the effect ends.
  2. Love Shot: 800gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC16 Charisma saving throw or become charmed. While the target is charmed it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.
-Level 4-

-Lazer Sharpening: you can spend 1 hour and make a DC16 dexterity check to sharpen a blade. A sharpened blade lasts for 1 fight and does an extra 1d10 slashing or piercing damage. Weapon that deal bludgeoning cannot be sharpened.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC15 Intelligence check to see if you make the shot correctly

DC27+: Shot effect is doubled

DC14-9: Shot has no effect

DC8-1: Shot becomes Poisonous and deals 3d8 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Health Shot: 5000gp of Potion Supplies, when this shot is administered target gets 5d10+12 [[5d10+12]]hp and is cured of being blind, paralyzed, petrified, stunned, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 5000gp of Potion Supplies, when this shot is administered target rolls 2d6 [[1d6]][[1d6]] and then gets a +2 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 3000gp of Potion Supplies, when this shot is administered target gain 1d12 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC17 Intelligence check to see if you make the shot correctly

DC27+: Shot effect is doubled

DC16-12: Shot has no effect

DC11-1: Shot becomes Poisonous and deals 3d10 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Elemental Shot: 6500gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 6d12 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 6500gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 4d8 poison damage and becomes Infected. Infected target then must make a DC16 Constitution saving throw at the beginning of each turn. On a fail, the target takes 4d8 poison damage. On success, the effect ends.
  2. Love Shot: 4000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC18 Charisma saving throw or become charmed. While the target is Bewitched it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.
-Level 5-

-Lazer Sharpening: you can spend 1 hour and make a DC17 dexterity check to sharpen a blade. A sharpened blade lasts for 1 fight and does an extra 1d12 slashing or piercing damage. Weapon that deal bludgeoning cannot be sharpened.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC16 Intelligence check to see if you make the shot correctly

DC30+: Shot effect is doubled

DC15-11: Shot has no effect

DC10-1: Shot becomes Poisonous and deals 3d12 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Health Shot: 25000gp of Potion Supplies, when this shot is administered target gets 6d12+14 [[6d12+14]]hp and is cured of being blind, paralyzed, petrified, stunned, charmed, poisoned, and frightened. Target gains Blessed spell effect for 1 hour.
  2. Stat Booster Shot: 25000gp of Potion Supplies, when this shot is administered target rolls 2d6 [[1d6]][[1d6]] and then gets a +3 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 10000gp of Potion Supplies, when this shot is administered target gain 1d20 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC19 Intelligence check to see if you make the shot correctly

DC30+: Shot effect is doubled

DC18-14: Shot has no effect

DC13-1: Shot becomes Poisonous and deals 3d20 poison damage and the target must make a DC13 Constitution saving throw or become poisoned

  1. Elemental Shot: 32000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 8d20 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 30000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 4d12 poison damage and becomes Infected. Infected target then must make a DC17 Constitution saving throw at the beginning of each turn. On a fail, the target takes 4d12 poison damage. On success, the effect ends.
  2. Love Shot: 12000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC20 Charisma saving throw or become charmed. While the target is Bewitched it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.

Combat Skills

Level 1

-Gain Energy Sheild: You have an unarmoured defence of 8+Dex+Int

-Gain Tears of Light: As an action, make 2 ranged attacks, Dex+Prof to hit, 30/60 ft range(Half damage, instead of disadvantage), 1d4+Int energy damage.

-Gain Focus Point: As a reaction, you can give your self +2 AC until the end of the turn.

Level 2

-Tears of Light: As an action, make 4 ranged attacks, Dex+Prof to hit, 30/60 ft range(Half damage, instead of disadvantage), 1d4+Int energy damage.

-Gain Dancing Lights: As a bonus action, the target creature becomes surrounded by spinning lights for 2 turns. At the beginning of each of those turns, they must succeed in a DC13 Intelligence saving throw or become stunned until it's next turn.

-Gain Reactive Shield: As a reaction, make 2 Tears of light attacks if a creature hits you.

Level 3

-Energy Sheild: You have an unarmoured defence of 10+Dex+Int

-Tears of Light: As an action, make 6 ranged attacks, Dex+Prof to hit, 30/60 ft range(Half damage, instead of disadvantage), 1d4+Int energy damage.

-Dancing Lights: DC14

-Gain Concentrated Beam: As an action, pull your Tears of Light into a single point and make a ranged attack, Dex+Prof to hit 60/120 ft range(Half damage, instead of disadvantage), 6d4+Int energy damage. You can target creatures your drone can see.

Level 4

-Tears of Light: As an action, make 8 ranged attacks, Dex+Prof to hit, 30/60 ft range(Half damage, instead of disadvantage), 1d4+Int energy damage.

-Dancing Lights: DC15

-Concentrated Beam: As an action, pull your Tears of Light into a single point and make a ranged attack, Dex+Prof to hit 60/120 ft range(Half damage, instead of disadvantage), 8d4+Int energy damage. You can target creatures your drone can see.

-Gain an additional reaction each round

Level 5

-Tears of Light: As an action, make 10 ranged attacks, Dex+Prof to hit, 30/60 ft range(Half damage, instead of disadvantage), 1d4+Int energy damage.

-Dancing Lights: DC16

-Concentrated Beam: As an action, pull your Tears of Light into a single point and make a ranged attack, Dex+Prof to hit 60/120 ft range(Half damage, instead of disadvantage), 10d4+Int energy damage. You can target creatures your drone can see.

-Gain Electron Cyclone: As a bonus action, creat a tornado up to 30 ft away from you in a 10x10 location.

Creatures that start their turns within the cyclone or when the tornado enters for the first time this turn must make a DC19 Str saving throw or be tossed in the air, depending on how much they fail the saving throw. You can use your bonus action to move it on your turn.

1= 10

2-5= 20 [[1d6]]

6-10=40 [[3d6]]

11+=80 [[7d6]]

Critical fail= 160 [[15d6]]


Manipulation-Portal Mastery

Class Info

You stick your head into a floating hole and look through the other side. From this point, the world feels upside down and it almost feels like you are being pulled out into thin air. Looking up which is down, you can see your body with its head sticking through an inky black hole floating above me. Strange.

##Hit Points Hit Dice: 2d6 per level

Hit Points at 1st Level: 12 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armour:

Weapons: Simple weapons

Saving Throws: Intelligence, Dexterity

Tools: potions and one of your choice

Choose 3 skills: Acrobatics, Investigation, Perception, Medicine, Sleight of Hand, Stealth

Class Skills

-Portal Spy: Use your portals to listen in on conversations and discover hidden locations and more. Stealth and Sleight of Hand checks done with a portal are done with an advantage.

-Level 1-

-Portal Travel: as a bonus action you can open a portal for 6 seconds and can open the second one 20ft away. If a creature is inside the hole when the time is up, it is forced back the way it came in and then the hole closes. You can dismiss the portals with a bonus action.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC12 Intelligence check to see if you make the shot correctly

DC11-5: Shot has no effect

DC5-1: Shot becomes Poisonous and deals 1d4 poison damage and the target must make a DC11 Constitution saving throw or become poisoned

  1. Health Shot: 50gp of Potion Supplies, when this shot is administered target gets 3d4+4 [[3d4+4]]hp and is cured of being blind, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 75gp of Potion Supplies, when this shot is administered target rolls 1d6 [[1d6]] and then gets a +1 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 30gp of Potion Supplies, when this shot is administered target gain 1d4 to all attacks. You can not have more than 1 Power Shot at one time.
-Level 2-

-Portal Travel: as a bonus action you can open a portal for 60 seconds and can open the second one 30ft away. If a creature is inside the hole when the time is up, it is forced back the way it came in and then the hole closes. You can dismiss the portals with a bonus action.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC13 Intelligence check to see if you make the shot correctly

DC23+: Shot effect is doubled

DC12-7: Shot has no effect

DC6-1: Shot becomes Poisonous and deals 3d4 poison damage and the target must make a DC13 Constitution saving throw or become poisoned

  1. Health Shot: 350gp of Potion Supplies, when this shot is administered target gets 3d6+8 [[3d6+8]]hp and is cured of being blind, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 300gp of Potion Supplies, when this shot is administered target rolls 2d6 [[1d6]] [[1d6]] and then gets a +1 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 120gp of Potion Supplies, when this shot is administered target gain 1d6 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC15 Intelligence check to see if you make the shot correctly

DC23+: Shot effect is doubled

DC14-9: Shot has no effect

DC8-1: Shot becomes Poisonous and deals 3d6 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Elemental Shot: 300gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 3d8 damage, roll 1d4 [[1d4]] to see what kind of damage it is: 1.Fire 2.Ice 3.lightning 4.Force
  1. Infectious Shot: 300gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 2d4 poison damage and becomes Infected. Infected target then must make a DC14 Constitution saving throw at the beginning of each turn. On a fail, the target takes 2d4 poison damage. On success, the effect ends.
  2. Love Shot: 300gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC14 Charisma saving throw or become charmed. While the target is charmed it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.
-Level 3-

-Portal Travel: as a bonus action you can open a portal for 10 mins and can open the second one 40ft away. If a creature is inside the hole when the time is up, it is forced back the way it came in and then the hole closes. You can dismiss the portals with a bonus action.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC14 Intelligence check to see if you make the shot correctly

DC25+: Shot effect is doubled

DC13-8: Shot has no effect

DC7-1: Shot becomes Poisonous and deals 3d6 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Health Shot: 1200gp of Potion Supplies, when this shot is administered target gets 4d8+10 [[4d8+10]]hp and is cured of being blind, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 1000gp of Potion Supplies, when this shot is administered target rolls 1d6 [[1d6]] and then gets a +2 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 500gp of Potion Supplies, when this shot is administered target gain 1d8 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC16 Intelligence check to see if you make the shot correctly

DC25+: Shot effect is doubled

DC15-11: Shot has no effect

DC10-1: Shot becomes Poisonous and deals 3d8 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Elemental Shot: 1200gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 4d10 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 1200gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 3d6 poison damage and becomes Infected. Infected target then must make a DC14 Constitution saving throw at the beginning of each turn. On a fail, the target takes 3d6 poison damage. On success, the effect ends.
  2. Love Shot: 800gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC16 Charisma saving throw or become charmed. While the target is charmed it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.
-Level 4-

-Portal Travel: as a bonus action you can open a portal for 1hour and can open the second one 60ft away. If a creature is inside the hole when the time is up, it is forced back the way it came in and then the hole closes. You can dismiss the portals with a bonus action.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC15 Intelligence check to see if you make the shot correctly

DC27+: Shot effect is doubled

DC14-9: Shot has no effect

DC8-1: Shot becomes Poisonous and deals 3d8 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Health Shot: 5000gp of Potion Supplies, when this shot is administered target gets 5d10+12 [[5d10+12]]hp and is cured of being blind, paralyzed, petrified, stunned, charmed, poisoned, and frightened.
  2. Stat Booster Shot: 5000gp of Potion Supplies, when this shot is administered target rolls 2d6 [[1d6]][[1d6]] and then gets a +2 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 3000gp of Potion Supplies, when this shot is administered target gain 1d12 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC17 Intelligence check to see if you make the shot correctly

DC27+: Shot effect is doubled

DC16-12: Shot has no effect

DC11-1: Shot becomes Poisonous and deals 3d10 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Elemental Shot: 6500gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 6d12 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 6500gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 4d8 poison damage and becomes Infected. Infected target then must make a DC16 Constitution saving throw at the beginning of each turn. On a fail, the target takes 4d8 poison damage. On success, the effect ends.
  2. Love Shot: 4000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC18 Charisma saving throw or become charmed. While the target is Bewitched it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.
-Level 5-

-Portal Travel: as a bonus action you can open a portal for 24 hours and can open the second one 100ft away. If a creature is inside the hole when the time is up, it is forced back the way it came in and then the hole closes. You can dismiss the portals with a bonus action.

Stimulus Crafting

Basic Shots

You may spend 1 hour and make a successful DC16 Intelligence check to see if you make the shot correctly

DC30+: Shot effect is doubled

DC15-11: Shot has no effect

DC10-1: Shot becomes Poisonous and deals 3d12 poison damage and the target must make a DC14 Constitution saving throw or become poisoned

  1. Health Shot: 25000gp of Potion Supplies, when this shot is administered target gets 6d12+14 [[6d12+14]]hp and is cured of being blind, paralyzed, petrified, stunned, charmed, poisoned, and frightened. Target gains Blessed spell effect for 1 hour.
  2. Stat Booster Shot: 25000gp of Potion Supplies, when this shot is administered target rolls 2d6 [[1d6]][[1d6]] and then gets a +3 to that stat for 1hr. You can not have more than 1 Stat Booster Shot at one time.

1.Strength

2.Dexterity

3.Constitution

4.Intelligence

5.Wisdom

6.Charisma

  1. Power Shot: 10000gp of Potion Supplies, when this shot is administered target gain 1d20 to all attacks. You can not have more than 1 Power Shot at one time.

Advanced Battle Shot Crafting

You may spend 4 hours and make a successful DC19 Intelligence check to see if you make the shot correctly

DC30+: Shot effect is doubled

DC18-14: Shot has no effect

DC13-1: Shot becomes Poisonous and deals 3d20 poison damage and the target must make a DC13 Constitution saving throw or become poisoned

  1. Elemental Shot: 32000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 8d20 damage, roll 1d4 [[1d4]] to see what kind of damage it is:

1.Fire

2.Ice

3.lightning

4.Force

  1. Infectious Shot: 30000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, 4d12 poison damage and becomes Infected. Infected target then must make a DC17 Constitution saving throw at the beginning of each turn. On a fail, the target takes 4d12 poison damage. On success, the effect ends.
  2. Love Shot: 12000gp of Potion Supplies, make a melee attack, Str or Dex+prof to hit, 5ft range, target creature must make a DC20 Charisma saving throw or become charmed. While the target is Bewitched it will do anything you ask it to, but it will not hurt it's self or do something that would cause intentional harm. You can use your bonus action to give the creature a command. The creature can repeat the saving throw whenever it takes damage.

Combat Skills

Level 1

-Gain Energy Shield: You have an unarmoured defence of 8+Dex+Int

-Gain Fall From Grace: As an action, Target creature within 30ft must succeed a DC13 Dexterity saving throw or fall into a portal below its feet and then 30ft to the ground taking 2d6 fall damage.

-Gain Portal Travel: as a bonus action you can open a portal for 6 seconds and can open the second one 20ft away. If a creature is inside the hole when the time is up, it is forced back the way it came in and then the hole closes. You can dismiss the portals with a bonus action.

Level 2

-Fall From Grace: As an action, Target creature within 40ft must succeed a DC15 Dexterity saving throw or fall into a portal below its feet and then 40ft to the ground taking 3d6 fall damage.

-Gain Displacement Sword: As a bonus action, target a creature within 20ft of you. use a portal to teleport to it from behind and make a melee attack with an advantage. Then teleport that creature 20ft in any direction. Dex+Prof to hit, 20ft range, 2d6+Dex Slashing damage.

-Gain Portal Shield: As a reaction, open a portal when a creature attacks and behind another creature. If the attack hits that creature, it auto crits.

Level 3

-Energy Shield: You have an unarmoured defence of 10+Dex+Int

-Fall From Grace: As an action, Target creature within 60ft must succeed a DC17 Dexterity saving throw or fall into a portal below its feet and then 60ft to the ground taking 5d6 fall damage. You can target creatures your drone can see.

-Displacement Sword: As a bonus action, target a creature within 25ft of you. use a portal to teleport to it from behind and make a melee attack with an advantage. Then teleport that creature 25ft in any direction. Dex+Prof to hit, 25ft range, 3d6+Dex Slashing damage.

-Gain Gravity Control: Creature with flying are now affected by Fall From Grace. Fall From Grace does double fall damage to creatures that cant fly.

Level 4

-Fall From Grace: As an action, Target creature within 80ft must succeed a DC19 Dexterity saving throw or fall into a portal below its feet and then 80ft to the ground taking 7d6 fall damage. You can target creatures your drone can see.

-Displacement Sword: As a bonus action, target a creature within 30ft of you. use a portal to teleport to it from behind and make a melee attack with an advantage. Then teleport that creature 30ft in any direction. Dex+Prof to hit, 30ft range, 4d6+Dex Slashing damage.

-Portal Shield: As a reaction, open a portal when a creature attacks and behind another creature. the attack gains an advantage and if it hits that creature, it auto crits.

-Gain an additional reaction each round

Level 5

-Fall From Grace: As an action, Target creature within 120ft must succeed a DC19 Dexterity saving throw or fall into a portal below its feet and then 80ft to the ground taking 7d6 fall damage. You can target creatures your drone can see.

-Displacement Sword: As a bonus action, target a creature within 40ft of you. use a portal to teleport to it from behind and make a melee attack with an advantage. Then teleport that creature 40ft in any direction. Dex+Prof to hit, 40ft range, 6d6+Dex Slashing damage.

-Gain Portal Clones: Displacement Sword: You now make 2 copies of your self that mimic your attacks. when you target a creature with Displacement Sword, you can send up to 2 other copies of your self through portals to make 2 more attacks.

-Portal Shield: When you uses your reaction to use Portal Shield, the creature's attacks appear from 3 portals, targeting up to 3 creatures.

Fighter Classes

Gadget Trickster

Class Info

Dodging down back allies, hiding in the dark, the Gadget Trickster always has a back-up plan. His strengths lie in his quick wit and careful planning combined with his stealth tactics.

Quick Build

Strength: Use this for pulling your enemies close with your Grappling Hook and carrying more traps

Dexterity: Use this to jump and hide, along with arming and disarming traps. This will also increase your chances of dodging

Intelligence: Use this for magical traps in making and disarming them, along with discovering new ones.

Hit Points

Hit Dice: 2d10 per Fighter level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Light Armor, Medium Armor,

Weapons: Simple Weapons, Martial Weapons

Saving Throws: Dexterity, Constitution

Tools: Thieves tools and Trap Crafting

-Choose 3 skills: Acrobatics, Deception, Investigation, Insight, Slight of Hand, Stealth

Class Skills

-Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand or use a trap you have crafted. The total of your thieves tools check becomes the DC for someone else’s attempt to discover or disable the trap.

Trap Crafting

-Level 1-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Bear Trap: 10gp of Trap Supplies, set trap in 5x5ft area and does 2d4 slashing damage. Creatures have an advantage on Perception checks to notice the trap. Creature caught by the trap is restrained and must use its action to make a DC 11 Strength check to remove the trap.
  2. Caltrops: 5gp of Trap Supplies, throw Caltrops in a 10x10ft area. Creature that enters the area take 1d4 for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on. Creatures have an advantage on Perception checks to notice the trap.
  3. Trip Line: 5gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 20ft between the 2 points. Creatures have an advantage on Perception checks to notice the trap. Creatures that fail that check are tripped, fall prone, lose their action for the turn if they haven't used it, and speed is reduced to 0
-Level 2-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Covered Bear Trap: 50gp of Trap Supplies, set trap in 5x5ft area and does 4d4 slashing damage. Creature caught by the trap is restrained and must use its action to make a DC 13 Strength check to remove the trap.
  2. Glass Caltrops: 30gp of Trap Supplies, throw Caltrops in a 10x10ft area. Creatures that enter the area take 2d4 for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.
  3. Transparent Trip Line: 30gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 20ft between the 2 points. Creatures that fail that check are tripped, fall prone, lose their action for the turn if they haven't used it, and speed is reduced to 0

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Proximity Mine: 100gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 15ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 2d8 force damage, half on successful. Creatures have an advantage on Perception checks to notice the trap.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -3 to Dex save.

  1. Gravity Repulsor: 80gp of Trap Supplies, place the Gravity Repulsor in a 10x5 area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 40ft in the air and is stunned and prone until its next turn. Creatures have an advantage on Perception checks to notice the trap.
  2. Wall Jets: 80gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 10ft in front of the Wall Jets must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 2d6 fire damage, half on successful. Creatures have an advantage on Perception checks to notice the trap.

-Creatures within 5ft of Wall Jets have -3 to Dex save.

-Level 3-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Covered Razor Bear Trap: 100gp of Trap Supplies, set trap in 5x5ft area and does 4d6 slashing damage. Creature caught by the trap is restrained and must use its action to make a DC 15 Strength check to remove the trap.
  2. Charged Glass Caltrops: 60gp of Trap Supplies, throw Caltrops in a 15x15ft area. Creatures that enter the area take 2d4 piercing and 1d4 lightning damage for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.
  3. Razor Transparent Trip Line: 60gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 25ft between the 2 points. Creatures that fail that check take 2d6 slashing damage and are tripped, fall prone, lose their action for the turn if they haven't used it and speed is reduced to 0

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Concealed Proximity Mine: 300gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 15ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 4d8 force damage, half on successful.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -3 to Dex save.

  1. Gravity Repulsor Trap: 200gp of Trap Supplies, place the Gravity Repulsor in a 10x5 area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 40ft in the air, then pulled back down, dealing double fall damage. Creature is also stunned and prone until its next turn.
  2. Magma Wall Jets: 20gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 10ft in front of the Wall Jets activate it. Creatures in a 15ft cone must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 3d6 fire damage, half on successful.

-Creatures within 5ft of Wall Jets have -5 to Dex save.

-Creatures within 10ft of Wall Jets have -3 to Dex save.

-Level 4-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Frost Covered Razor Bear Trap: 150gp of Trap Supplies, set trap in 5x5ft area and does 4d6 slashing and 2d6 cold damage. The area for 10ft around the trap is considered rough terrain after it's been activated. Creature caught by the trap is restrained and must use its action to make a DC 17 Strength check to remove the trap.
  2. Electro Charged Glass Caltrops: 100gp of Trap Supplies, throw Caltrops in a 20x20ft area. Creatures that enter the area take 2d4 piercing and 2d4 lightning damage for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.
  3. Explosive Razor Transparent Trip Line: 150gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 30ft between the 2 points. Creatures that fail that check take 2d6 slashing and 2d6 force damage and are tripped, fall prone, lose their action for the turn if they haven't used it and speed is reduced to 0

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Concealed Clatrop Proximity Mine: 500gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 20ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 4d8 force damage, half on successful. The area becomes covered in Caltrops and creatures take 1d4 piercing damage for every 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -3 to Dex save.

-Creatures within 15ft of Proximity Mine have -1 to Dex save.

  1. Charged Gravity Repulsor Trap: 350gp of Trap Supplies, place the Gravity Repulsor in a 15x5 area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 60ft in the air, then pulled back down, dealing double fall damage. Creature is also stunned and prone until its next turn.

  2. Magma Burst Wall Jets: 200gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 15ft in front of the Wall Jets activate it. Creatures in a 30ft cone must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 5d6 fire damage, half on successful.

-Creatures within 5ft of Wall Jets have -5 to Dex save.

-Creatures within 10ft of Wall Jets have -4 to Dex save.

-Creatures within 15ft of Wall Jets have -3 to Dex save.

-Creatures within 20ft of Wall Jets have -2 to Dex save.

-Creatures within 25ft of Wall Jets have -1 to Dex save.

-Level 5-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Crippling Frost Covered Razor Bear Trap: 2500gp of Trap Supplies, set trap in 5x5ft area and does 8d6 slashing and 4d6 cold damage. The area for 30ft around the trap is considered rough terrain after it's been activated. Creature caught by the trap is restrained and must use its action to make a DC 19 Strength check to remove the trap.

  2. Electro Charged Protracting Glass Caltrops: 2000gp of Trap Supplies, throw Caltrops in a 20x20ft area. Creatures that enter the area take 4d4 piercing and 4d4 lightning damage for each 5ft of Caltrops walked on. Creatures lose 15ft of movement every 5ft of Caltrops walked on.

  3. Explosive Razor Wire Trap Transparent Trip Line: 2500gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 30ft between the 2 points. Creatures that fail that check take 4d6 slashing and 4d6 force damage and are tripped, fall prone, restrained, lose their action for the turn if they haven't used it and speed is reduced to 0. On the creature's next turn, it must make a DC18 Strength Check to become unrestrained.

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Concealed and Charged Clatrop Proximity Mine: 5000gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 30ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 8d8 force damage, half on successful. The area becomes covered in Caltrops and creatures take 2d4 piercing and 2d4 lightning damage for every 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -4 to Dex save.

-Creatures within 15ft of Proximity Mine have -3 to Dex save.

-Creatures within 20ft of Proximity Mine have -2 to Dex save.

-Creatures within 25ft of Proximity Mine have -1 to Dex save.

  1. Hyper Charged Gravity Repulsor Trap: 3500gp of Trap Supplies, place the Gravity Repulsor in a 20x5ft area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 100ft in the air, then pulled back down, dealing double fall damage. Creature is also stunned and prone until its next turn.

  2. Volcanic Magma Burst Wall Jets: 4000gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 15ft in front of the Wall Jets activate it. Creatures in a 60ft cone must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 10d6 fire damage, half on successful.

-Creatures within 5ft of Wall Jets have -5 to Dex save.

-Creatures within 10ft of Wall Jets have -4 to Dex save.

-Creatures within 15ft of Wall Jets have -3 to Dex save.

-Creatures within 20ft of Wall Jets have -2 to Dex save.

-Creatures within 25ft of Wall Jets have -1 to Dex save.

Combat skills

Level 1

-Gain Grappling Gun: Dex+Prof to hit, 30/60 range, if it hits:

-Creature must make a Strength saving throw VS your athletics check or be pulled to you

-Let yourself be pulled to the creature.

-Gain 30 ft climb speed

-Gain Dash and Strike: As a Bonus Action. Dash and move up to half your total movement. Make a ranged attack with 3 throwing stars against one target (Dex+Prof to hit, 40/80 range, 3d4 slashing)

Level 2

-Gain 1 Movement point

-Grappling Gun: If it hits:

-Creature must make a Strength saving throw VS your athletics check or be pulled to you. Make a melee weapon attack and deal an extra 2d6 damage of that weapons type if it hits.

-Let yourself be pulled to the creature. Make a melee weapon attack and deal an extra 2d6 damage of that weapons type if it hits.

-40 ft climb speed

-Gain Grease Slick: As a bonus, spray a 5ft cube with grease. Creatures entering or leaving the space must make a DC13 Dexterity saving throw or it falls prone and loses its action if it has not used it yet.

Level 3

-Grappling Gun: If it hits:

-Creature must make a Strength saving throw VS your athletics check or be pulled to you. Make a melee weapon attack and deal an extra 4d6 damage of that weapons type if it hits.

-Let yourself be pulled to the creature. Make a melee weapon attack and deal an extra 4d6 damage of that weapons type if it hits.

-60 ft climb speed

-Dash and Strike: As a Bonus Action. Dash and move up to half your total movement. Make 2 ranged attacks with 6 throwing stars (Dex+Prof to hit, 40/80 range, 3d4 slashing)

Level 4

-Grappling Gun: If it hits:

-Creature must make a Strength saving throw VS your athletics check or be pulled to you. Make a melee weapon attack and deal an extra 6d6 damage of that weapons type if it hits. Then make another melee attack.

-Let yourself be pulled to the creature. Make a melee weapon attack and deal an extra 6d6 damage of that weapons type if it hits. Then make another melee attack.

-80 ft climb speed

-Gain Untraceable Movement. Once per short rest, you may activate Untraceable Movement. When you do you gain the following effect: five illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an Attack during the Duration, roll a d20 to determine whether the Attack instead Targets one of your duplicates.

If you have five duplicates, you must roll a 2 or higher to change the attack's target to a duplicate. If you have four duplicates, you must roll a 4 or higher to change the attack's target to a duplicate. With three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as Blindsight, or if it can perceive illusions as false, as with Truesight.

Level 5

-Grappling Gun: If it hits:

-Creature must make a Strength saving throw VS your athletics check or be pulled to you. Make a melee weapon attack and deal an extra 8d6 damage of that weapons type if it hits. Then make another melee attack.

-Let yourself be pulled to the creature. Make a melee weapon attack and deal an extra 8d6 damage of that weapons type if it hits. Then make another melee attack.

-100 ft climb speed

-Dash and Strike: As a Bonus Action dash and move up to your total movement. Make 4 ranged attacks with 12 throwing stars (Dex+Prof to hit, 40/80 range, 3d4 slashing)

-You gain Untraceable Movement. Twice per short rest, you may activate Untraceable Movement.

-You gain Call In The Big Guns 1/day: As an action, select an area within 120ft of you. Creature within 30 ft of that spot must make a DC 18 Dexterity saving throw. That take 10d20 Destructive damage on a failed save, and half if they succeed.


Gravity Knight

Hit Points

Hit Dice: 2d10 per Fighter level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Light Armor, Medium Armor,

Weapons: Simple Weapons, Martial Weapons

Saving Throws: Dexterity, Constitution

Tools: Painting Supplies and one other of your choice

Choose 3 skills: Acrobatics, Insight, Intimidation, Performance, Persuasion, or Survival

Class Skills

Art Crafting

-Level 1-

Battle Decks

You can spend 1 hour and make a DC12 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck (Choose any cr1/2 or lower monster)1/short rest: Use 50gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR1/8
  3. Creature is summoned normally
  4. Target creature becomes CR1
  5. Target creature Add 1d4 slashing to its attacks
  6. Target creature becomes CR2
  7. Target creature Add 1d6 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 2d4 piercing to its attacks
  10. Summon 2 monsters and they become CR1

2.Mage Deck(6 charges): Use 50gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[1d6]] fire damage.
  2. Frozen Bolt: [[1d6]] ice damage.
  3. Noxious Shot: [[1d4]] poison damage and the creature must make a DC12 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[2d4]] psychic damage.
  5. Lightning Strike: [[1d8]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it.
-Level 2-

Battle Decks

You can spend 1 hour and make a DC13 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr2 or lower monster)1/short rest: Use 250gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR1/2
  3. Creature is summoned normally
  4. Target creature becomes CR3
  5. Target creature Add 2d4 slashing to its attacks
  6. Target creature becomes CR4
  7. Target creature Add 2d6 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d4 piercing to its attacks
  10. Summon 2 monsters and they become CR3

2.Mage Deck(6 charges): Use 250gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[2d6]] fire damage.
  2. Frozen Bolt: [[2d6]] ice damage.
  3. Noxious Shot: [[2d4]] poison damage and the creature must make a DC12 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d6]] psychic damage.
  5. Lightning Strike: [[2d8]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC14 Intelligence saving throw to see if you captured the person's likeness.

  1. Combat Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +1 to attack and damage until the end of your next battle.
  2. Rogue Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets +2 to Stealth checks and lockpicking tools checks until the end of your next battle.
  1. Formidable Pose: Use 350gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage until the end of your next battle.
  2. Powerful Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +1 to their ability DC saving throws until the end of your next battle.
-Level 3-

Battle Decks

You can spend 1 hour and make a DC14 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr5 or lower monster)1/short rest: Use 4000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR2
  3. Creature is summoned normally
  4. Target creature becomes CR6
  5. Target creature Add 2d6 slashing to its attacks
  6. Target creature becomes CR7
  7. Target creature Add 2d8 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d6 piercing to its attacks
  10. Summon 2 monsters and they become CR6

2.Mage Deck(6 charges): Use 2500gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[3d6]] fire damage.
  2. Frozen Bolt: [[3d6]] ice damage.
  3. Noxious Shot: [[3d4]] poison damage and the creature must make a DC14 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d8]] psychic damage.
  5. Lightning Strike: [[2d10]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork You may spend 1-hour painting a picture and make a DC15 Intelligence saving throw to see if you captured the person's likeness.

  1. Combat Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +2 to attack and damage until the end of your next battle.
  2. Rogue Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets +4 to Stealth checks and lockpicking tools checks until the end of your next battle.
  3. Formidable Pose: Use 3500gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage and you get +1AC until the end of your next battle.
  4. Powerful Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +2 to their ability DC saving throws until the end of your next battle.
-Level 4-

Battle Decks

You can spend 1 hour and make a DC15 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr7 or lower monster)1/short rest: Use 10000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR5
  3. Creature is summoned normally
  4. Target creature becomes CR8
  5. Target creature Add 3d6 slashing to its attacks
  6. Target creature becomes CR9
  7. Target creature Add 3d8 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d8 piercing to its attacks
  10. Summon 2 monsters and they become CR8

2.Mage Deck(6 charges): Use 6500gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[3d8]] fire damage.
  2. Frozen Bolt: [[3d8]] ice damage.
  3. Noxious Shot: [[3d6]] poison damage and the creature must make a DC15 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d10]] psychic damage.
  5. Lightning Strike: [[2d12]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC16 Intelligence saving throw to see if you captured the person's likeness.

  1. Combat Pose: Use 6500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +3 to attack and damage until the end of your next battle.
  1. Rogue Pose: Use 6500gp worth of Art Supplies to paint a picture of one of your party members. That person gets +6 to Stealth checks and lockpicking tools checks until the end of your next battle.
  2. Formidable Pose: Use 10000gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage and you get +2AC until the end of your next battle.
  3. Powerful Pose: Use 7500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +3 to their ability DC saving throws until the end of your next battle.
-Level 5-

Battle Decks

You can spend 1 hour and make a DC17 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr10 or lower monster)1/short rest: Use 50000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR5
  3. Creature is summoned normally
  4. Target creature becomes CR11
  5. Target creature Add 4d10 slashing to its attacks
  6. Target creature becomes CR12
  7. Target creature Add 4d12 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 8d10 piercing to its attacks
  10. Summon 2 monsters and they become CR11

2.Mage Deck(6 charges): Use 25000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[6d8]] fire damage.
  2. Frozen Bolt: [[6d8]] ice damage.
  3. Noxious Shot: [[6d6]] poison damage and the creature must make a DC17 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[6d10]] psychic damage.
  5. Lightning Strike: [[4d12]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC18 Intelligence saving throw to see if you captured the person's likeness.

  1. Combat Pose: Use 25000gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +5 to attack and damage until the end of your next battle.
  2. Rogue Pose: Use 25000gp worth of Art Supplies to paint a picture of one of your party members. That person gets +12 to Stealth checks and lockpicking tools checks until the end of your next battle.
  3. Formidable Pose: Use 75000gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to damage and you get +3AC until the end of your next battle.
  4. Powerful Pose: Use 40000gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +5 to their ability DC saving throws until the end of your next battle.

Combat Skill

Level 1

-Gain a flight speed of 20, but you cannot hover higher than 10ft

-Gain Gravity Pull: As a bonus action, target creature within 10 feet must succeed a DC17 Strength saving throw. If it fails you can make a melee attack, 20ft range, add 2d4 damage of your weapons type on hit. the creature is pulled to your sword as you strike.

-Gain Gravity Field: As an action, you can make creatures within 5ft of you must make Dex Save DC14 or be forced backwards 10 ft.

Level 2

-flight speed is 30, but you cannot hover higher than 15ft

-Gravity Field: As an action, you can make creatures within 10ft of you must make Dex Save DC15 or be forced backwards 10 ft. For each creature that fails, it is knocked into the air and is subject to Gravity strike.

-Gain Gravity Strike: Make 1 melee attack against each creature knocked up by Gravity Field.

Level 3

-flight speed is 40, but you cannot hover higher than 20ft

-Gravity Field: As an action, you can make creatures within 15ft of you must make Dex Save DC16 or be forced backwards 10 ft. For each creature that fails, it is knocked into the air and is subject to Gravity strike.

-Gravity Strike: Make 1 melee attack against each creature knocked up by Gravity Field and push them back 10 more feet.

-Gain Gravity Pull: As a bonus action, target creature within 20 feet must succeed a DC17 Strength saving throw. If it fails you can make a melee attack, add 3d6 damage of your weapons type on hit. The creature is pulled to your sword as you strike.

Level 4

-flight speed is 50, but you cannot hover higher than 25ft

-Gravity Field: As an action, you can make creatures within 20ft of you must make Dex Save DC17 or be forced backwards 10 ft. For each creature that fails, it is knocked into the air and is subject to Gravity strike.

-Gravity Strike: Make 1 melee attack against each creature knocked up by Gravity Field and push them back 15 more feet.

-Gravity Pull: As a bonus action, target creature within 30 feet must succeed a DC18 Strength saving throw. If it fails you can make a melee attack, add 4d8 damage of your weapons type on hit. The creature is pulled to your sword as you strike.

-Gain Gravity Aura: Creature moving within 10ft are in rough terrain. They also lost half their movement if they start there turn within 10ft of you. Creatures within 10ft of you attack at a disadvantage

Level 5

-flight speed is 75

-Gravity Field: As an action, you can make creatures within 25ft of you must make Dex Save 18 or be forced backwards 10 ft. For each creature that fails, it is knocked into the air and is subject to Gravity strike.

-Gravity Strike: Make 2 melee attacks against each creature knocked up by Gravity Field. and push them back 15 more feet.

-Gravity Pull: As a bonus action, target creature within 40 feet must succeed a DC19 Strength saving throw. If it fails you can make a melee attack, add 6d10 damage of your weapons type on hit. The creature is pulled to your sword as you strike.

-Gravity Aura: Creature moving within 10ft is in rough terrain. They also lost half their movement if they start there turn within 15ft of you. Creatures within 15ft of you attack at a disadvantage

-Gain Immeasurable Weight: As an action, creatures within 20 ft must make DC 19 Strength saving throw. on failure, they take 10d10 force and are knock prone, half damage on a save. If the creature is large or bigger it sinks into the ground half way and is restrained. The creatures must use an action to atempt to get out with a DC18 strength check. You can use this 1/day


Inhuman Reflex's

Hit Points

Hit Dice: 2d10 per Fighter level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Light Armor,

Weapons: Simple Weapons, Martial Weapons

Saving Throws: Dexterity, Constitution

Tools: Smithing tools and one other of your choice

Choose 3 skills: Acrobatics, Insight, Intimidation, Performance, Persuasion, or Survival.

Class Skills

Sword Smith

-Level 1-

Basic Sword Crafting

You can spend 4 hours and a DC13 Strength saving throw to see if you craft your sword properly.

  1. Masamune: Use 100gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. Massive Great Sword: Use 250gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. Claymore: Use 100gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  4. Urumi: Use 100gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit.
  5. Choken and Kodashi: Use 150gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

-Level 2-

Basic Sword Crafting

You can spend 4 hours and a DC14 Strength saving throw to see if you craft your sword properly.

  1. Masamune: Use 100gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. Massive Great Sword: Use 250gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. Claymore: Use 100gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  4. Urumi: Use 100gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit.
  5. Choken and Kodashi: Use 150gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

Advanced Sword Crafting

You can spend 4 hours and a DC15 Strength saving throw to see if you craft your sword properly.

  1. Demon Masamune: Use 1500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing and 1d8 necrotic damage on hit.
  2. Blasting Massive Great Sword: Use 250gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing and 2d4 force damage on hit. Requires 18 Str to wield
  3. Displacement Claymore: Use 100gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit and then teleport that creature 20ft in any direction.
  4. Electric Urumi: Use 100gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing and 1d8 lightning damage on hit.
  5. Burning Choken and Frozen Kodashi: Use 150gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing and 1d6 fire damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing and 1d4 ice damage on hit.

-Level 3-

Basic Sword Crafting

You can spend 4 hours and a DC15 Strength saving throw to see if you craft your sword properly.

  1. +1 Masamune: Use 1000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. +1 Massive Great Sword: Use 2500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. +1 Claymore: Use 1000gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  1. +1 Urumi: Use 1000gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit.
  2. +1 Choken and Kodashi: Use 1500gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

Advanced Sword Crafting

You can spend 4 hours and a DC16 Strength saving throw to see if you craft your sword properly.

  1. +1 Demon Masamune: Use 1500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing and 1d8 necrotic damage on hit.
  2. +1 Blasting Massive Great Sword: Use 3500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing and 2d4 force damage on hit. Requires 18 Str to wield
  3. +1 Displacement Claymore: Use 1500gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit and then teleport that creature 20ft in any direction.
  4. +1 Electric Urumi: Use 1500gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing and 1d8 lightning damage on hit.
  5. +1 Burning Choken and Frozen Kodashi: Use 2000gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing and 1d6 fire damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing and 1d4 ice damage on hit.

-Level 4-

Basic Sword Crafting

You can spend 4 hours and a DC16 Strength saving throw to see if you craft your sword properly.

  1. +2 Masamune: Use 5000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. +2 Massive Great Sword: Use 12500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. +2 Claymore: Use 5000gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  4. +2 Urumi: Use 5000gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit and the target its grappled. Target grappled with Urumi takes 1d4 slashing damage if they attack or try to break the grapple.
  5. +2 Choken and Kodashi: Use 7500gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

Advanced Sword Crafting

You can spend 4 hours and a DC17 Strength saving throw to see if you craft your sword properly.

  1. +2 Demon Masamune: Use 7500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing and 2d8 necrotic damage on hit.
  2. +2 Blasting Massive Great Sword: Use 15000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing and 2d6 force damage on hit and pushes the creature back 10ft. Requires 18 Str to wield
  3. +2 Displacement Claymore: Use 7500gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit and then teleport that creature 20ft in any direction.
  4. +2 Electric Urumi: Use 7500gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing and 1d8 lightning damage on hit and the target its grappled. Target grappled with Urumi takes 1d4 slashing and 1d4 lightning damage if they attack or try to break the grapple.
  5. +2 Burning Choken and Frozen Kodashi: Use 10000gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing and 2d6 fire damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing and 2d4 ice damage on hit.

-Level 5-

Basic Sword Crafting

You can spend 4 hours and a DC18 Strength saving throw to see if you craft your sword properly.

  1. +3 Masamune: Use 25000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. +3 Massive Great Sword: Use 35000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. +3 Claymore: Use 25000gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  4. +3 Urumi: Use 25000gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit
  5. +3 Choken and Kodashi: Use 30000gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

Advanced Sword Crafting

You can spend 4 hours and a DC17 Strength saving throw to see if you craft your sword properly.

  1. +3 Demon Masamune: Use 50000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing and 3d8 necrotic damage on hit.
  2. +3 Blasting Massive Great Sword: Use 75000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing and 4d6 force damage on hit and pushes the creature back 15ft. Requires 18 Str to wield
  3. +3 Displacement Claymore: Use 50000gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit and then teleport that creature 40ft in any direction.
  4. +3 Electric Urumi: Use 7500gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing and 2d8 lightning damage on hit and the target its grappled. Target grappled with Urumi takes 2d4 slashing and 2d4 lightning damage if they attack or try to break the grapple.
  5. +3 Burning Choken and Frozen Kodashi: Use 60000gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing and 3d6 fire damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing and 3d4 ice damage on hit.

Combat skills

Level 1

-Gain 10 additional movement speed

-Gain Battle Sense: When you take the dodge action and a creature attacks you, roll 1d6 [[1d6]]. If you roll a 6, you may attack the creature that attacked you with a melee or ranged attack. This does not use your reaction.

-Gain Riposte: When an enemy makes a melee attack and misses within 5 ft of you, you may use your reaction to make one Melee weapon attack.

Level 2

-Gain an extra attack when you take the attack action

-Gain 10 additional movement speed

-Riposte: When an enemy makes a melee attack and misses within 5 ft of you, you may use your reaction to make two Melee weapon attacks.

-Gain Untargetable: You can use your bonus action to take the dodge action.

Level 3

-Gain 10 additional movement speed

-Riposte: When an enemy makes a melee attack and misses within 10 ft of you, you may use your reaction to move up to your movement speed make two Melee weapon attacks.

-Gain an additional reaction.

Level 4

-Gain 2 extra attacks when you take the attack action

-Battle Sense: When you take the dodge action and a creature attacks you, roll 1d6 [[1d6]]. If you roll a 6 or a 5, you may attack the creature that attacked you with a melee or ranged attack. This does not use your reaction.

-Gain 10 additional movement speed

-Riposte: When an enemy makes a melee attack and misses within 10 ft of you, you may move up to your movement speed and make two Melee weapon attacks.

-You gain Parry: When an enemy attacks that you can see, you can use your reaction to move up your movement speed and make an attack.

-If the enemy and you would both hit, your attack deflects the enemies attack and it does not hit its target

-If the enemy misses, but you hit add an extra 4d6 of that weapons damage type.

Level 5

-Gain 20 additional movement speed

-Riposte: When an enemy makes a melee attack and misses within 20 ft of you, you may move up to your movement speed and make two Melee weapon attacks.

-Parry: When an enemy attacks that you can see, you can use your reaction to move up your movement speed and make an attack.

-If the enemy and you would both hit, your attack deflects the enemies attack and it does not hit its target

-If the enemy misses, but you hit add an extra 8d6 of that weapons damage type.

-Gain an additional reaction.


Phase Samurai

Hit Points

Hit Dice: 2d10 per Fighter level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Light Armor,

Weapons: Simple Weapons, Martial Weapons

Saving Throws: Dexterity, Constitution

Tools: Smithing tools and one other of your choice.

Choose 3 Skills: Athletics, Acrobatics, Insight, Perception, Intimidation, or Survival.

Class Skills

Sword Smith

-Level 1-

Basic Sword Crafting

You can spend 4 hours and a DC13 Strength saving throw to see if you craft your sword properly.

  1. Masamune: Use 100gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. Massive Great Sword: Use 250gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. Claymore: Use 100gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  4. Urumi: Use 100gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit.
  5. Choken and Kodashi: Use 150gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

-Level 2-

Basic Sword Crafting

You can spend 4 hours and a DC14 Strength saving throw to see if you craft your sword properly.

  1. Masamune: Use 100gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. Massive Great Sword: Use 250gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. Claymore: Use 100gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  4. Urumi: Use 100gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit.
  5. Choken and Kodashi: Use 150gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

Advanced Sword Crafting

You can spend 4 hours and a DC15 Strength saving throw to see if you craft your sword properly.

  1. Demon Masamune: Use 1500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing and 1d8 necrotic damage on hit.
  2. Blasting Massive Great Sword: Use 250gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing and 2d4 force damage on hit. Requires 18 Str to wield
  3. Displacement Claymore: Use 100gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit and then teleport that creature 20ft in any direction.
  4. Electric Urumi: Use 100gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing and 1d8 lightning damage on hit.
  5. Burning Choken and Frozen Kodashi: Use 150gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing and 1d6 fire damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing and 1d4 ice damage on hit.

-Level 3-

Basic Sword Crafting

You can spend 4 hours and a DC15 Strength saving throw to see if you craft your sword properly.

  1. +1 Masamune: Use 1000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. +1 Massive Great Sword: Use 2500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. +1 Claymore: Use 1000gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  1. +1 Urumi: Use 1000gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit.
  2. +1 Choken and Kodashi: Use 1500gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

Advanced Sword Crafting

You can spend 4 hours and a DC16 Strength saving throw to see if you craft your sword properly.

  1. +1 Demon Masamune: Use 1500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing and 1d8 necrotic damage on hit.
  2. +1 Blasting Massive Great Sword: Use 3500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing and 2d4 force damage on hit. Requires 18 Str to wield
  3. +1 Displacement Claymore: Use 1500gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit and then teleport that creature 20ft in any direction.
  4. +1 Electric Urumi: Use 1500gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing and 1d8 lightning damage on hit.
  5. +1 Burning Choken and Frozen Kodashi: Use 2000gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing and 1d6 fire damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing and 1d4 ice damage on hit.

-Level 4-

Basic Sword Crafting

You can spend 4 hours and a DC16 Strength saving throw to see if you craft your sword properly.

  1. +2 Masamune: Use 5000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. +2 Massive Great Sword: Use 12500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. +2 Claymore: Use 5000gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  4. +2 Urumi: Use 5000gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit and the target its grappled. Target grappled with Urumi takes 1d4 slashing damage if they attack or try to break the grapple.
  5. +2 Choken and Kodashi: Use 7500gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

Advanced Sword Crafting

You can spend 4 hours and a DC17 Strength saving throw to see if you craft your sword properly.

  1. +2 Demon Masamune: Use 7500gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing and 2d8 necrotic damage on hit.
  2. +2 Blasting Massive Great Sword: Use 15000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing and 2d6 force damage on hit and pushes the creature back 10ft. Requires 18 Str to wield
  3. +2 Displacement Claymore: Use 7500gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit and then teleport that creature 20ft in any direction.
  4. +2 Electric Urumi: Use 7500gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing and 1d8 lightning damage on hit and the target its grappled. Target grappled with Urumi takes 1d4 slashing and 1d4 lightning damage if they attack or try to break the grapple.
  5. +2 Burning Choken and Frozen Kodashi: Use 10000gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing and 2d6 fire damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing and 2d4 ice damage on hit.

-Level 5-

Basic Sword Crafting

You can spend 4 hours and a DC18 Strength saving throw to see if you craft your sword properly.

  1. +3 Masamune: Use 25000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing damage on hit.
  2. +3 Massive Great Sword: Use 35000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing damage on hit. Requires 18 Str to wield
  3. +3 Claymore: Use 25000gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit.
  4. +3 Urumi: Use 25000gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing damage on hit
  5. +3 Choken and Kodashi: Use 30000gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing damage on hit.

Advanced Sword Crafting

You can spend 4 hours and a DC17 Strength saving throw to see if you craft your sword properly.

  1. +3 Demon Masamune: Use 50000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d8+str slashing and 3d8 necrotic damage on hit.
  2. +3 Blasting Massive Great Sword: Use 75000gp Blacksmith Supplies to create a 2-handed Martial heavy sword. Str+Prof, 15ft reach, 2d12+str slashing and 4d6 force damage on hit and pushes the creature back 15ft. Requires 18 Str to wield
  3. +3 Displacement Claymore: Use 50000gp Blacksmith Supplies to create a 2-handed Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d8+Str or Dex slashing damage on hit and then teleport that creature 40ft in any direction.
  4. +3 Electric Urumi: Use 7500gp Blacksmith Supplies to create a Whip like Martial Finnesse sword. Str or Dex+Prof, 15ft reach, 2d4+Str or Dex slashing and 2d8 lightning damage on hit and the target its grappled. Target grappled with Urumi takes 2d4 slashing and 2d4 lightning damage if they attack or try to break the grapple.
  5. +3 Burning Choken and Frozen Kodashi: Use 60000gp Blacksmith Supplies to create 2 Martial light swords.

Choken(main-hand): Dex+Prof, 5ft reach, 2d6+Dex slashing and 3d6 fire damage on hit.

Kodashi(off-hand): Dex+Prof, 5ft reach, 2d4 slashing and 3d4 ice damage on hit.

Combat skills

Level 1

-You gain Aether dash: You can use your bonus action to take the dash action.

-You gain Dimensional strike: You gain the ability to slip through the aether and attack enemies at range by phasing in and out. As an action, target a creature a within 15 ft of you and make a melee attack. These attacks do not provoke attacks of opportunity.

Level 2

-Dimensional strike: As an action, target a creature within 15 ft of you and make a melee attack. Target another creature within 10 ft of the creature you just attacked and make another melee attack.These attacks do not provoke attacks of opportunity.

-You gain Empowered strike: As a bonus action, for 1 min, all melee attacks gain 1 additional damage die.

Level 3

-Dimensional strike: Target creature within 15 ft of you and make a melee attack. Target another creature within 15 ft of the creature you just attacked and make another melee attack. You can make 2 more attacks like this, but you cannot hit the same creature.These attacks do not provoke attacks of opportunity.

-Empowered strike: As a bonus action, for 1 min, all melee attacks gain 2 additional damage die.

-You gain Meditative Healing: As your action, enter a meditative state. In this state, you regain 1d10+5, and all attacks against you are done at a disadvantage until your next turn.

Level 4

-Dimensional strike: Target creature within 15 ft of you and make a melee attack. Target another creature within 15 ft of the creature you just attacked and make another melee attack. You can make 3 more attacks like this, but you cannot hit the same creature. These attacks do not provoke attacks of opportunity.

-Empowered strike: As a bonus action, for 1 min, all melee attacks gain 3 additional damage die.

-Meditative Healing: As your action, enter a meditative state. In this state, you regain 2d10+10, and all attacks against you are done at a disadvantage until your next turn.

Level 5

-Dimensional strike: Target creature within 15 ft of you and make a melee attack. Target another creature within 15 ft of the creature you just attacked and make another melee attack. You can make more attacks like this as long as there is a creature is in range, but you cannot hit the same creature.These attacks do not provoke attacks of opportunity.

-Empowered strike: As a bonus action, for 1 min, all melee attacks gain 4 additional damage die.

-Meditative Healing: Use 2 focus points as your action, enter a meditative state. In this state, you regain 3d10+20, and all attacks against you are done at a disadvantage until your next turn.

-You gain Shadow in the Dark: Whenever you make a Dimensional strike, that creature then must make a DC14 Wis saving throw or become frightened of you until your next turn.


Sky Dancer

Class Info

As you lay reading the latest book from your favourite author on your phone, you notice something inside of you changing. Suddenly, you begin to float and every movement sends you flying into the objects in your room. Finally, after a long time, you get your bearings back and float upsidedown staring out your window. You're scared, but that doesn't stop you as float out your window and soar into the sky.

Hit Points

Hit Dice: 2d10 per Fighter level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Light Armor

Weapons: Simple Weapons, Martial Weapons

Saving Throws: Dexterity, Constitution

Tools: Painting Supplies and one other of your choice

Choose 3 skills: Acrobatics, Insight, Intimidation, Performance, Persuasion, or Survival

Class Skills

Art Crafting

-Level 1-

Battle Decks

You can spend 1 hour and make a DC12 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck (Choose any cr1/2 or lower monster)1/short rest: Use 50gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR1/8
  3. Creature is summoned normally
  4. Target creature becomes CR1
  5. Target creature Add 1d4 slashing to its attacks
  6. Target creature becomes CR2
  7. Target creature Add 1d6 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 2d4 piercing to its attacks
  10. Summon 2 monsters and they become CR1

2.Mage Deck(6 charges): Use 50gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[1d6]] fire damage.
  2. Frozen Bolt: [[1d6]] ice damage.
  3. Noxious Shot: [[1d4]] poison damage and the creature must make a DC12 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[2d4]] psychic damage.
  5. Lightning Strike: [[1d8]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it.
-Level 2-

Battle Decks

You can spend 1 hour and make a DC13 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr2 or lower monster)1/short rest: Use 250gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.

  2. Target creature becomes CR1/2

  3. Creature is summoned normally

  4. Target creature becomes CR3

  5. Target creature Add 2d4 slashing to its attacks

  6. Target creature becomes CR4

  7. Target creature Add 2d6 piercing to its attacks

  8. Summon 2 creatures

  9. Target creature Add 4d4 piercing to its attacks

  10. Summon 2 monsters and they become CR3

  11. Mage Deck(6 charges): Use 250gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  12. Fire Blast: [[2d6]] fire damage.

  13. Frozen Bolt: [[2d6]] ice damage.

  14. Noxious Shot: [[2d4]] poison damage and the creature must make a DC12 Constitution saving throw or become poisoned.

  15. Psychic Crush: [[3d6]] psychic damage.

  16. Lightning Strike: [[2d8]] Lightning damage

  17. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC14 Intelligence saving throw to see if you captured the person's likeness.

  1. Combat Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +1 to attack and damage until the end of your next battle.
  2. Rogue Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets +2 to Stealth checks and lockpicking tools checks until the end of your next battle.
  3. Formidable Pose: Use 350gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage until the end of your next battle.
  4. Powerful Pose: Use 250gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +1 to their ability DC saving throws until the end of your next battle.
-Level 3-

Battle Decks

You can spend 1 hour and make a DC14 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr5 or lower monster)1/short rest: Use 4000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR2
  3. Creature is summoned normally
  4. Target creature becomes CR6
  5. Target creature Add 2d6 slashing to its attacks
  6. Target creature becomes CR7
  7. Target creature Add 2d8 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d6 piercing to its attacks
  10. Summon 2 monsters and they become CR6

2.Mage Deck(6 charges): Use 2500gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[3d6]] fire damage.
  2. Frozen Bolt: [[3d6]] ice damage.
  3. Noxious Shot: [[3d4]] poison damage and the creature must make a DC14 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d8]] psychic damage.
  5. Lightning Strike: [[2d10]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC15 Intelligence saving throw to see if you captured the person's likeness.

  1. Combat Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +2 to attack and damage until the end of your next battle.
  2. Rogue Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets +4 to Stealth checks and lockpicking tools checks until the end of your next battle.
  3. Formidable Pose: Use 3500gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage and you get +1AC until the end of your next battle.
  4. Powerful Pose: Use 2500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +2 to their ability DC saving throws until the end of your next battle.
-Level 4-

Battle Decks

You can spend 1 hour and make a DC15 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr7 or lower monster)1/short rest: Use 10000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR5
  3. Creature is summoned normally
  4. Target creature becomes CR8
  5. Target creature Add 3d6 slashing to its attacks
  6. Target creature becomes CR9
  7. Target creature Add 3d8 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 4d8 piercing to its attacks
  10. Summon 2 monsters and they become CR8

2.Mage Deck(6 charges): Use 6500gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[3d8]] fire damage.
  2. Frozen Bolt: [[3d8]] ice damage.
  3. Noxious Shot: [[3d6]] poison damage and the creature must make a DC15 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[3d10]] psychic damage.
  5. Lightning Strike: [[2d12]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC16 Intelligence saving throw to see if you captured the person's likeness.

  1. Combat Pose: Use 6500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +3 to attack and damage until the end of your next battle.
  2. Rogue Pose: Use 6500gp worth of Art Supplies to paint a picture of one of your party members. That person gets +6 to Stealth checks and lockpicking tools checks until the end of your next battle.
  3. Formidable Pose: Use 10000gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to non-magical damage and you get +2AC until the end of your next battle.
  4. Powerful Pose: Use 7500gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +3 to their ability DC saving throws until the end of your next battle.
-Level 4-

Battle Decks

You can spend 1 hour and make a DC17 Charisma saving throw to see if you can paint the cards.

1.Summoners Deck(Choose any cr10 or lower monster)1/short rest: Use 50000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, roll 1d10 [[1d10]] and throw that card within 15ft of you. The creature is summoned for 1 min with this effect:

  1. Creature targets you and goes into a blood rage. it will try to kill you until it is stopped.
  2. Target creature becomes CR5
  3. Creature is summoned normally
  4. Target creature becomes CR11
  5. Target creature Add 4d10 slashing to its attacks
  6. Target creature becomes CR12
  7. Target creature Add 4d12 piercing to its attacks
  8. Summon 2 creatures
  9. Target creature Add 8d10 piercing to its attacks
  10. Summon 2 monsters and they become CR11

2.Mage Deck(6 charges): Use 25000gp worth of Art Supplies to paint a 10 card deck of magical cards. To use this deck, as a bonus action, throw that card at a creature Dex+Prof to hit, 20/30 range. If it hits, roll 1d6 [[1d6]] and apply:

  1. Fire Blast: [[6d8]] fire damage.
  2. Frozen Bolt: [[6d8]] ice damage.
  3. Noxious Shot: [[6d6]] poison damage and the creature must make a DC17 Constitution saving throw or become poisoned.
  4. Psychic Crush: [[6d10]] psychic damage.
  5. Lightning Strike: [[4d12]] Lightning damage
  6. Wild Card: pick any of the five other effects and add a damage dice of that type to it

Enchanting Artwork

You may spend 1-hour painting a picture and make a DC18 Intelligence saving throw to see if you captured the person's likeness.

  1. Combat Pose: Use 25000gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +5 to attack and damage until the end of your next battle.
  2. Rogue Pose: Use 25000gp worth of Art Supplies to paint a picture of one of your party members. That person gets +12 to Stealth checks and lockpicking tools checks until the end of your next battle.
  3. Formidable Pose: Use 75000gp worth of Art Supplies to paint a picture of one of your party members. That person has resistances to damage and you get +3AC until the end of your next battle.
  4. Powerful Pose: Use 40000gp worth of Art Supplies to paint a picture of one of your party members. That person gets a +5 to their ability DC saving throws until the end of your next battle.

Combat Skills

Level 1

-Gain 30 ft flying speed

-Gain Strike from above: As an action, when traveling 10ft in a straight line while flying, you may make a melee attack. Add 2d6 weapon damage to each attack. Flying away from target hit by Strike From Above does not provoke opportunity attacks.

-Gain Alluring Sky Dance: As a bonus action, preform an intricate maneuver to distract your opponents. Creature within 10ft of you must succeed a Charisma saving throw or become charmed until your next turn. Ally creatures have advantage on this saving throw. Once a creature has been charmed, it can not be charmed again until it has had a long rest.

-Gain immunity to fall damage

Level 2

-Your flying speed is now 40 ft.

-Strike from above: As an action, when traveling 10ft in a straight line while flying, you may make a melee attack. Add 3d6 weapon damage to each attack. Flying away from target hit by Strike From Above does not provoke opportunity attacks.

-Alluring Sky Dance: As a bonus action, preform an intricate maneuver to distract your opponents. Creature within 10ft of you must succeed a Charisma saving throw or become charmed until your next turn. Ally creatures have advantage and once a creature has been charmed, it can not be charmed again until it has had a long rest.

-Gain Throw From Heights: If you grapple a medium creature you can fly at 3/4 speed if it is large then 1/2 speed. While in the air you can use your bonus action to throw the creature to the ground and the d6's for fall damage become d10's

-When you take the attack action to make a melee attack, you may attack again.

Level 3

-Your flying speed is now 60 ft.

-Gain Improved Strike from above: As an action, when traveling 20ft in a straight line while flying, you may make a melee attack. Add 4d6 weapon damage to each attack.

-Alluring Sky Dance: As a bonus action, preform an intricate maneuver to distract your opponents. Creature within 15ft of you must succeed a Charisma saving throw or become charmed until your next turn. Ally creatures have advantage and once a creature has been charmed, it can not be charmed again until it has had a long rest.

-Gain Increased Velocity: You may use your bonus action to take the dash action while flying.

Level 4

-Your flying speed is now 90 ft.

-Improved Strike from above: As an action, when traveling 20ft in a straight line while flying, you may make a melee attack. Add 5d6 weapon damage to each attack.

-Alluring Sky Dance: As a bonus action, preform an intricate maneuver to distract your opponents. Creature within 15ft of you must succeed a Charisma saving throw or become charmed until your next turn. Ally creatures have advantage and once a creature has been charmed, it can not be charmed again until it has had a long rest.

-Gain Sky Dancing: Attack made against you are done at a disadvantage while you are flying

Level 5

-Your flying speed is now 120 ft.

-Improved Strike from above: When travelling 20ft in a straight line while flying, you may make a melee attack. Add 6d6 weapon damage to each attack.

-Alluring Sky Dance: As a bonus action, preform an intricate maneuver to distract your opponents. Creature within 20ft of you must succeed a Charisma saving throw or become charmed until your next turn. Ally creatures have advantage and once a creature has been charmed, it can not be charmed again until it has had a long rest.

-When you take the attack action to make a melee attack, you may three times.


Super Strength

Requires 16 Str on-base roll stats before race buffs

Class Info

You are sitting and enjoying a nice cup of tea when a fly lands on your plate of dainties that you just slaved over to make. No Fly shall touch your food as you go to attempt to hit the flying pest. At the same time, Your body begins to ripple with strength as your hand crashes through the table and into the floor. Amazed by what just happened, you look down to see you dainties have been....Obliterated

Hit Points

Hit Dice: 2d10 per Fighter level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Unarmored Defence (14+Dex)

Weapons:

Saving Throws: Strength, Constitution

Tools: Cooking Tools and one more of your choice

Choose 3 Skills: Athletics, Acrobatics, Insight, Perception, Intimidation, or Survival.

Class Skills

Cooking

You can only have one effect of these foods at a time.

-Level 1-

Basic Cooking

You can spend 1-hour cooking and make a DC13 survival check to see if you cooked the food properly.

  1. Ramen Noodles: Use 10gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain 1d4+1 [[1d4+1]] hp
  2. Hammer Sandwich: Use 35gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain +1 to damage.
  3. Boost Juice: Use 35gp of Cooking Supplies to make a mild healthy drink that tastes like the north end of a dragon going south. You can drink this as a bonus action. You gain +1 to a random stat, roll 1d6 [[1d6]] to see which one:

1.Str

2.Dex

3.Con

4.Int

5.Wis

6.Cha

-Level 2-

Basic Cooking

You can spend 1-hour cooking and make a DC14 survival check to see if you cooked the food properly.

  1. Ramen Noodles with pork: Use 60gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain 3d4+3 [[3d4+3]] hp
  2. Hammered Sandwich: Use 150gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain +1 to damage and attacks.
  3. Boosted Juice: Use 150gp of Cooking Supplies to make an agreeably healthy drink that tastes like the north end of a dragon going south. You can drink this as a bonus action. You gain +1 to 2 a random stat, roll 2d6 [[1d6]] [[1d6]] to see which one:

1.Str

2.Dex

3.Con

4.Int

5.Wis

6.Cha

Advanced Cooking

You can spend 1-hour cooking and make a DC14 survival check to see if you cooked the food properly. You must eat this food before the battle.

  1. Giant Turnip and Monster Greens: Use 250gp of Cooking Supplies to make the food. Gain +1 to all saving throw until the end of your next battle.
  2. Behemoth Steak and Pouncing Potatoes: Use 250gp of Cooking Supplies to make the food. Gain a 25 temp hit points.
  3. Quickling Super Sour Drink: Use 250gp of Cooking Supplies to make an extremely sour drink that tastes like you stuck your tongue in an electrical socket. Increase your movement speed by 30 until the end of your next battle.
  4. Kraken Claws Served with Sky Devourer Sauce: Use 500gp of Cooking Supplies to make the food. Gain an advantage on all attacks until the end of your next battle.
  5. Everything, But The Kitchen Sink: Use 150gp of Cooking Supplies to make the food. Your attacks are now considered magical.
-Level 3-

Basic Cooking

You can spend 1-hour cooking and make a DC15 survival check to see if you cooked the food properly.

  1. Ramen Noodles with pork and greens: Use 250gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain 5d4+5 [[5d4+5]] hp
  2. Aggressively Hammered Sandwich: Use 350gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain +2 to damage and attacks.
  3. The Worst Boosted Juice: Use 350gp of Cooking Supplies to make a mostly healthy drink that tastes like the north end of a dragon going south. You can drink this as a bonus action. You gain +1 to 3 a random stat, roll 3d6 [[1d6]] [[1d6]] [[1d6]] to see which one:

1.Str

2.Dex

3.Con

4.Int

5.Wis

6.Cha

Advanced Cooking

You can spend 1-hour cooking and make a DC16 survival check to see if you cooked the food properly. You must eat this food before the battle.

  1. Giant Turnip and Monster Greens: Use 650gp of Cooking Supplies to make the food. Gain +2 to all saving throw until the end of your next battle.
  2. Behemoth Steak and Pouncing Potatoes: Use 650gp of Cooking Supplies to make the food. Gain 35 temp hit points.
  3. Quickling Super Sour Drink: Use 500gp of Cooking Supplies to make an extremely sour drink that tastes like you stuck your tongue in an electrical socket. Increase your movement speed by 40 until the end of your next battle.
  4. Kraken Claws Served with Sky Devourer Sauce: Use 1000gp of Cooking Supplies to make the food. Gain an advantage on all attacks and +2 to your attacks until the end of your next battle.
  5. Everything, But The Kitchen Sink: Use 500gp of Cooking Supplies to make the food. Your attacks are now considered magical and you get +1 to attacks and damage.
-Level 4-

Basic Cooking

You can spend 1-hour cooking and make a DC16 survival check to see if you cooked the food properly.

  1. Spicy Ramen Noodles with pork and greens: Use 750gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain 7d4+7 [[7d4+7]] hp
  2. Aggressively Hammered Pickle Sandwich: Use 1050gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain +3 to damage and attacks.
  3. Vile Boosted Juice: Use 1050gp of Cooking Supplies to make a mostly healthy drink that tastes like the north end of a dragon going south. You can drink this as a bonus action. You gain +1 to 4 random stats, roll 4d6 [[1d6]] [[1d6]] [[1d6]] [[1d6]] to see which one:

1.Str

2.Dex

3.Con

4.Int

5.Wis

6.Cha

Advanced Cooking

You can spend 1-hour cooking and make a DC17 survival check to see if you cooked the food properly. You must eat this food before the battle.

  1. Giant Turnip and Monster Greens: Use 1350gp of Cooking Supplies to make the food. Gain +3 to all saving throw until the end of your next battle.
  2. Behemoth Steak and Pouncing Potatoes: Use 1350gp of Cooking Supplies to make the food. Gain 50 temp hit points.
  3. Quickling Super Sour Drink: Use 1500gp of Cooking Supplies to make an extremely sour drink that tastes like you stuck your tongue in an electrical socket. Increase your movement speed by 60 until the end of your next battle.
  4. Kraken Claws Served with Sky Devourer Sauce: Use 3000gp of Cooking Supplies to make the food. Gain an advantage on all attacks and +3 to your attacks until the end of your next battle.
  5. Everything, But The Kitchen Sink: Use 1500gp of Cooking Supplies to make the food. Your attacks are now considered magical and you get +2 to attacks and damage.
-Level 5-

Basic Cooking

You can spend 1-hour cooking and make a DC18 survival check to see if you cooked the food properly.

  1. Spicy Ramen Noodles with pork and greens: Use 2500gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain 9d4+9 [[9d4+9]] hp
  2. Aggressively Hammered Pickle Sandwich: Use 3000gp of Cooking Supplies to make the food. You can eat the food as a bonus action. Gain +3 to damage and attacks and add 1 extra damage dice you your attacks and abilities.
  1. Vile Boosted Juice: Use 3000gp of Cooking Supplies to make a mostly healthy drink that tastes like the north end of a dragon going south. You can drink this as a bonus action. You gain +1 to 6 random stats, roll 6d6 [[1d6]] [[1d6]] [[1d6]] [[1d6]] [[1d6]] [[1d6]] to see which one:

1.Str

2.Dex

3.Con

4.Int

5.Wis

6.Cha

Advanced Cooking

You can spend 1-hour cooking and make a DC19 survival check to see if you cooked the food properly. You must eat this food before the battle.

1.Giant Turnip and Monster Greens: Use 4500gp of Cooking Supplies to make the food. Gain +3 to all saving throw and your ability saving throw DCuntil the end of your next battle. 2.Behemoth Steak and Pouncing Potatoes: Use 4500gp of Cooking Supplies to make the food. Gain 120 temp hit points. 3.Quickling Super Sour Drink: Use 4500gp of Cooking Supplies to make an extremely sour drink that tastes like you stuck your tongue in an electrical socket. Increase your movement speed by 30 and double your speed until the end of your next battle. 4. Kraken Claws Served with Sky Devourer Sauce: Use 9000gp of Cooking Supplies to make the food. Gain an advantage on all attacks and +3 to your attacks until the end of your next battle. All attacks against you are done at a disadvantage. 5. Everything, But The Kitchen Sink: Use 4500gp of Cooking Supplies to make the food. Your attacks are now considered magical and you get +3 to attacks and damage.

Combat Skills

Level 1

-Strength is set to 30

-Add 1d6 to strength-based melee attacks and abilities.

-Gain unarmed proficiency and can make an unarmed strike with your bonus action.

Level 2

-Add 2d6 to strength-based melee attacks and abilities.

-Gain an advantage on all strength-based saves and checks.

-Gain Leap: Jump 30 feet forwards as a bonus action and lands and land in an unoccupied space. Creatures within 5ft of you must make a DC13 Dexterity saving throw or take [[3d6]] bludgeoning damage.

Level 3

-Add 3d6 to strength-based melee attacks and abilities.

-You can make 2 unarmed strikes with your bonus action.

-Leap: Jump 40 feet forwards as a bonus action and lands in an unoccupied space. Creatures within 5ft of you must make a DC15 Dexterity saving throw or take [[4d6]] bludgeoning damage.

-Gain Whirlwind: As an action, you start to spin and hit creatures within 5ft. Creature must make a DC15 Dexterity saving throw. You deal [[5d6]] bludgeoning damage, on a failure and half on a successful save.

Level 4

-Add 5d6 to strength-based melee attacks and abilities.

-Gain Crushing Blows: Whenever you hit with a strength-based melee attack and creature is knocked unconscious make an additional attack

-Leap: Jump 50 feet forwards as a bonus action and lands in an unoccupied space. Creatures within 10ft of you must make a DC 17 Dexterity saving throw or take [[5d6]] bludgeoning damage.

-Whirlwind: As an action, you start to spin and hit creatures within 5ft. Creature must make a DC17 Dexterity saving throw. You deal [[8d6]] bludgeoning damage, on a failure and half on a successful save.

Level 5

-Add 8d6 to strength-based melee attacks and abilities.

-Gain Devastating Attacks: crit range is now 17

-Gain an extra attack when you take the attack action

-Leap: Jump 60 feet forwards as a bonus action and lands in an unoccupied space. Creatures within 5ft of you must make a DC 19 Dexterity saving throw or take [[6d6]] bludgeoning damage.

-Whirlwind: As an action, you start to spin and hit creatures within 10ft. Creature must make a DC19 Dexterity saving throw. You deal [[10d6]] damage of your weapon type on a failure and half on a successful save.


Wall Crawling

Class Info

Meanwhile, at the local shop, you browse for some snacks. Then, a man in a Stretch Armstrong mask enters the store demanding the money from the till. This is exactly what you needed right now, another block in the way of your games. So, being the person you are, you pipe up and say, " aren't you suppose to ask nicely?" Then the man turns to you with his eye's blood red and runs straight for you. Seeing this makes you jump, but much higher then you expected and now you find your self stuck to the roof. The man aims his gun at you and fires multiple times, only grazing you with one shot. Luckily, the police arrive and subdue the man, as you have spent the last 20 minutes taunting the perp and dodging his attacks while hanging from the roof. How are you supposed to go back to playing video games, when it seems you just stepped into one?

Hit Points

Hit Dice: 2d10 per Fighter level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Light Armor, Medium Armor

Weapons: Simple Weapons, Martial Weapons

Saving Throws: Dexterity, Constitution

Tools: Thieves tools and Trap Crafting

-Choose 3 skills: Acrobatics, Deception, Investigation, Insight, Slight of Hand, Stealth

Class Skills

-Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand or use a trap you have crafted. The total of your thieves tools check becomes the DC for someone else’s attempt to discover or disable the trap.

Trap Crafting

-Level 1-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Bear Trap: 10gp of Trap Supplies, set trap in 5x5ft area and does 2d4 slashing damage. Creatures have an advantage on Perception checks to notice the trap. Creature caught by the trap is restrained and must use its action to make a DC 11 Strength check to remove the trap.
  2. Caltrops: 5gp of Trap Supplies, throw Caltrops in a 10x10ft area. Creature that enters the area take 1d4 for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on. Creatures have an advantage on Perception checks to notice the trap.
  3. Trip Line: 5gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 20ft between the 2 points. Creatures have an advantage on Perception checks to notice the trap. Creatures that fail that check are tripped, fall prone, lose their action for the turn if they haven't used it, and speed is reduced to 0
-Level 2-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Covered Bear Trap: 50gp of Trap Supplies, set trap in 5x5ft area and does 4d4 slashing damage. Creature caught by the trap is restrained and must use its action to make a DC 13 Strength check to remove the trap.
  2. Glass Caltrops: 30gp of Trap Supplies, throw Caltrops in a 10x10ft area. Creatures that enter the area take 2d4 for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.
  3. Transparent Trip Line: 30gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 20ft between the 2 points. Creatures that fail that check are tripped, fall prone, lose their action for the turn if they haven't used it, and speed is reduced to 0

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Proximity Mine: 100gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 15ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 2d8 force damage, half on successful. Creatures have an advantage on Perception checks to notice the trap. -Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -3 to Dex save.

  1. Gravity Repulsor: 80gp of Trap Supplies, place the Gravity Repulsor in a 10x5 area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 40ft in the air and is stunned and prone until its next turn. Creatures have an advantage on Perception checks to notice the trap.
  1. Wall Jets: 80gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 10ft in front of the Wall Jets must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 2d6 fire damage, half on successful. Creatures have an advantage on Perception checks to notice the trap.

-Creatures within 5ft of Wall Jets have -3 to Dex save.

-Level 3-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Covered Razor Bear Trap: 100gp of Trap Supplies, set trap in 5x5ft area and does 4d6 slashing damage. Creature caught by the trap is restrained and must use its action to make a DC 15 Strength check to remove the trap.
  2. Charged Glass Caltrops: 60gp of Trap Supplies, throw Caltrops in a 15x15ft area. Creatures that enter the area take 2d4 piercing and 1d4 lightning damage for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.
  3. Razor Transparent Trip Line: 60gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 25ft between the 2 points. Creatures that fail that check take 2d6 slashing damage and are tripped, fall prone, lose their action for the turn if they haven't used it and speed is reduced to 0

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Concealed Proximity Mine: 300gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 15ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 4d8 force damage, half on successful.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -3 to Dex save.

  1. Gravity Repulsor Trap: 200gp of Trap Supplies, place the Gravity Repulsor in a 10x5 area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 40ft in the air, then pulled back down, dealing double fall damage. Creature is also stunned and prone until its next turn.
  2. Magma Wall Jets: 20gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 10ft in front of the Wall Jets activate it. Creatures in a 15ft cone must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 3d6 fire damage, half on successful.

-Creatures within 5ft of Wall Jets have -5 to Dex save.

-Creatures within 10ft of Wall Jets have -3 to Dex save.

-Level 4-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Frost Covered Razor Bear Trap: 150gp of Trap Supplies, set trap in 5x5ft area and does 4d6 slashing and 2d6 cold damage. The area for 10ft around the trap is considered rough terrain after it's been activated. Creature caught by the trap is restrained and must use its action to make a DC 17 Strength check to remove the trap.
  2. Electro Charged Glass Caltrops: 100gp of Trap Supplies, throw Caltrops in a 20x20ft area. Creatures that enter the area take 2d4 piercing and 2d4 lightning damage for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.
  3. Explosive Razor Transparent Trip Line: 150gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 30ft between the 2 points. Creatures that fail that check take 2d6 slashing and 2d6 force damage and are tripped, fall prone, lose their action for the turn if they haven't used it and speed is reduced to 0

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Concealed Clatrop Proximity Mine: 500gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 20ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 4d8 force damage, half on successful. The area becomes covered in Caltrops and creatures take 1d4 piercing damage for every 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -3 to Dex save.

-Creatures within 15ft of Proximity Mine have -1 to Dex save.

  1. Charged Gravity Repulsor Trap: 350gp of Trap Supplies, place the Gravity Repulsor in a 15x5 area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 60ft in the air, then pulled back down, dealing double fall damage. Creature is also stunned and prone until its next turn.
  1. Magma Burst Wall Jets: 200gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 15ft in front of the Wall Jets activate it. Creatures in a 30ft cone must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 5d6 fire damage, half on successful.

-Creatures within 5ft of Wall Jets have -5 to Dex save.

-Creatures within 10ft of Wall Jets have -4 to Dex save.

-Creatures within 15ft of Wall Jets have -3 to Dex save.

-Creatures within 20ft of Wall Jets have -2 to Dex save.

-Creatures within 25ft of Wall Jets have -1 to Dex save.

-Level 5-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Crippling Frost Covered Razor Bear Trap: 2500gp of Trap Supplies, set trap in 5x5ft area and does 8d6 slashing and 4d6 cold damage. The area for 30ft around the trap is considered rough terrain after it's been activated. Creature caught by the trap is restrained and must use its action to make a DC 19 Strength check to remove the trap.
  2. Electro Charged Protracting Glass Caltrops: 2000gp of Trap Supplies, throw Caltrops in a 20x20ft area. Creatures that enter the area take 4d4 piercing and 4d4 lightning damage for each 5ft of Caltrops walked on. Creatures lose 15ft of movement every 5ft of Caltrops walked on.
  3. Explosive Razor Wire Trap Transparent Trip Line: 2500gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 30ft between the 2 points. Creatures that fail that check take 4d6 slashing and 4d6 force damage and are tripped, fall prone, restrained, lose their action for the turn if they haven't used it and speed is reduced to 0. On the creature's next turn, it must make a DC18 Strength Check to become unrestrained.

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Concealed and Charged Clatrop Proximity Mine: 5000gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 30ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 8d8 force damage, half on successful. The area becomes covered in Caltrops and creatures take 2d4 piercing and 2d4 lightning damage for every 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -4 to Dex save.

-Creatures within 15ft of Proximity Mine have -3 to Dex save.

-Creatures within 20ft of Proximity Mine have -2 to Dex save.

-Creatures within 25ft of Proximity Mine have -1 to Dex save.

  1. Hyper Charged Gravity Repulsor Trap: 3500gp of Trap Supplies, place the Gravity Repulsor in a 20x5ft area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 100ft in the air, then pulled back down, dealing double fall damage. Creature is also stunned and prone until its next turn.
  2. Volcanic Magma Burst Wall Jets: 4000gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 15ft in front of the Wall Jets activate it. Creatures in a 60ft cone must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 10d6 fire damage, half on successful.

-Creatures within 5ft of Wall Jets have -5 to Dex save.

-Creatures within 10ft of Wall Jets have -4 to Dex save.

-Creatures within 15ft of Wall Jets have -3 to Dex save.

-Creatures within 20ft of Wall Jets have -2 to Dex save.

-Creatures within 25ft of Wall Jets have -1 to Dex save.

Combat Skills

Level 1

-Any wall can be climbed on with 30 climb speed.

-Gain Electro Wrist Darts: As an action, make 2 ranged attacks. Dex+prof to hit, 40/60 ft range, 1d4+Dex piercing and 1d4 lightning damage.

-Gain Direct Insults: As a bonus action, taunt 1 enemy creature. It must succeed in a DC11 Wisdom saving throw. If it fails, the creature only targets you until your next turn. all attacks against you are made with a disadvantage by a taunted creature.

Level 2

-Any wall can be climbed on with 40 climb speed. All attacks from a wall or ceiling are done by you are done with an advantage.

-Direct Insults: As a bonus action, taunt 2 enemies creature. They must succeed in a DC11 Wisdom saving throw. If it fails, the creature only targets you until your next turn. all attacks against you are made with a disadvantage by a taunted creature.

-You can use your action to make a kick attack and damage (dex+prof) and a punch attack and damage (str+prof)

Level 3

-When you take the attack action you can attack again

-Any wall can be climbed on with 60 climb speed.

-Gain Microphone Insults: As an action, all enemy creatures within 20 ft must succeed in a DC12 Wisdom saving throw. If it fails, the creature only targets you until your next turn. all attacks against you are made with a disadvantage by a taunted creature.

-You gain 2 movement points.

-Use 1 movement point to jump up to 20 ft and stick to any surface you come in contact with.

Level 4

-Any wall can be climbed on with 80 climb speed.

-Microphone Insults: As an action, all enemy creatures within 30 ft must succeed in a DC12 Wisdom saving throw. If it fails, the creature only targets you until your next turn. all attacks against you are made with a disadvantage by a taunted creature.

-You gain 2 movement points.

-Use 1 movement point to jump up to 30 ft and stick to any surface you come in contact with.

Level 5

-Any wall can be climbed on with 100 climb speed.

-Gain Megaphone Insults 1/day: As an action, all enemy creatures within 60 ft must succeed a DC15 Wisdom saving throw. If it fails, the creature only targets you until your next turn. all attacks against you are made with a disadvantage by a taunted creature.

-You gain 2 movement points.

-Use 1 movement point to jump up to 40 ft and stick to any surface you come in contact with.

-When you take the attack action to make a melee attack, you may attack twice.


Wild Surge Battle Magic

Class Info

Power courses through your body begging for release. The surge of power is intoxicating, asking you in whispers of chaos to be set free in the heat of battle. Wild Surge Battle Magic is a combination of chaos and raw power, yet never knowing what is coming next. Explosive chaos effects are this class's specialties.

Class Skills

Gem prices

level 1:50gp

level 2: 250gp

level 3: 5000gp

Level 4: 12500gp

Level 5: 37500gp

Chaos Crafting

You may spend 1 hour imbuing a gem worth 50gp with wild magic by make a con save DC13

-Level 1-

-You may spend 1 hour to imbue a gem with chaos magic from your level 1Wild Attack. Roll 1d8 [[1d8]] divided by 2 rounded up to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 1 Wild Attack table and make a DC14 Dexterity saving throw or take the Wild Attack damage.

-Gems each must have a specific word to activate the stone when thrown. (Dex+Prof to hit, 20+total Str rounded up/30+total Str rounded up, 1d4+dex+Wild Attack effect [[1d6]] on hit)

-Level 2-

-You may spend 1 hour to imbue a gem with chaos magic from your level 2 Wild Attack. Roll 1d6 [[1d6]] to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 2 Wild Attack table and make a DC14 Dexterity saving throw or take the Wild Attack damage.

-You may spend 4 hours to imbue a gem with chaos magic from your level 2 Wild Surge Strike. Roll 1d8 [[1d8]] divided by 2 rounded up to see how many days the gem will stay charged. On a 1, roll 1d10 [[1d10]] on the level 2 Wild Surge Strike table and make a DC16 Dexterity saving throw or take the Wild Surge Strike damage.

-Level 3-

-You may spend 1 hour to imbue a gem with chaos magic from your level 3 Wild Attack. Roll 1d4 [[1d4]] to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 3 Wild Attack table and make a DC15 Dexterity saving throw or take the Wild Attack damage.

-You may spend 4 hours to imbue a gem with chaos magic from your level 3 Wild Surge Strike. Roll 1d6 [[1d6]] to see how many days the gem will stay charged. On a 1, roll 1d10 [[1d10]] on the level 3 Wild Surge Strike table and make a DC17 Dexterity saving throw or take the Wild Surge Strike damage.

-Level 4-

-You may spend 1 hour to imbue a gem with chaos magic from your level 4 Wild Attack. Roll 1d6 [[1d6]] to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 4 Wild Attack table and make a DC15 Dexterity saving throw or take the Wild Attack damage.

-You may spend 4 hours to imbue a gem with chaos magic from your level 4 Wild Surge Strike. Roll 1d6 [[1d6]] to see how many days the gem will stay charged. On a 1, roll 1d10 [[1d10]] on the level 4 Wild Surge Strike table and make a DC17 Dexterity saving throw or take the Wild Surge Strike damage.

-Level 5-

-You may spend 1 hour to imbue a gem with chaos magic from your level 5 Wild Attack. Roll 1d8 [[1d8]] to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 5 Wild Attack table and make a DC16 Dexterity saving throw or take the Wild Attack damage.

-You may spend 4 hours to imbue a gem with chaos magic from your level 5 Wild Surge Strike. Roll 1d8 [[1d8]] to see how many days the gem will stay charged. On a 1, roll 1d10 [[1d10]] on the level 5 Wild Surge Strike table and make a DC18 Dexterity saving throw or take the Wild Surge Strike damage.

Combat Skills

Level 1:

-Gain Wild Attack: You may make a melee attack as a bonus action. If it hits, Roll 1d6 [[1d6]] and apply:

  1. Fire Shot-Add [[1d6]] fire damage
  2. Ice Shot-Add [[1d6]] ice damage
  3. Poison Shot-Target is now poisoned
  4. Mental Shot- Add [[1d4]] psychic damage
  5. Force Shot-Add [[1d4]] force damage
  6. Lightning Shot-Add [[2d8]] lightning damage

Level 2:

-Wild Attack: You may make a melee attack as a bonus action. If it hits, Roll 1d6 [[1d6]] and apply:

  1. Fire Shot-Add [[2d6]] fire damage
  2. Ice Shot-Add [[2d6]] ice damage
  3. Poison Shot-Add [[1d6]] poison damage and target is now poisoned
  4. Mental Shot- Add [[2d4]] psychic damage
  5. Force Shot-Add [[2d4]] force damage
  6. Lightning Shot-Add [[4d8]] lightning damage

-Gain Wild Surge Strike: As an action, imbue your melee weapon with Wild Battle Magic. Then make a melee attack. When the attack you make with this weapon hits, roll 1d10 [[1d10]] and apply that effect to the attack.

-Gain Wild Battle Magic: Different things happen when you imbue things with Wild Battle Magic.

  1. Fire Strike-Add [[1d6]] fire damage
  2. Ice Strike-Add [[1d6]] ice damage
  3. Poison Strike-Target is now poisoned
  4. Mental Strike- Add [[1d4]] psychic damage
  5. Force strike-Add [[1d4]] force damage
  6. Lightning Strike-Add [[1d8]] lightning damage
  7. Sunder Strike- targets armor gets a -1 to AC up to a -5 then the armor and natural breaks, reducing the targets AC to 11
  8. Holy Strike-Add [[2d10]] radiant damage
  9. Death Strike-Add [[1d12]] necrotic damage
  10. Meteor Strike-Add [[1d20]] destructive magic damage

Level 3:

-Gain Errant Magic: Whenever you hit a target with Wild Attack, target another creature within 5ft and roll 1d6 [[1d6]] and apply the Wild Attack effect to that creature.

-Wild Attack: You may make a melee attack as a bonus action. If it hits, Roll 1d6 [[1d6]] and apply:

  1. Fire Shot-Add [[4d6]] fire damage
  2. Ice Shot-Add [[4d6]] ice damage
  3. Poison Shot-Target is now poisoned and takes [[3d6]] poison damage.
  4. Mental Shot- Add [[4d4]] psychic damage
  5. Force Shot-Add [[4d4]] force damage
  6. Lightning Shot-Add [[6d8]] lightning damage

-Wild Surge Strike: As an action, imbue your melee weapon with Wild Battle Magic. Then make a melee attack. When the attack you make with this weapon hits, roll 1d10 [[1d10]] and apply that effect to the attack.

-Wild Battle Magic: Different things happen when you imbue things with Wild Battle Magic.

  1. Fire Strike-Add [[5d6]] fire damage and target takes [[2d6]] at the start of their next turn.
  2. Ice Strike-Add [[6d6]] ice damage and they become vulnerable to force damage until your next turn.
  3. Poison Strike-Target is now poisoned and takes [[4d6]] poison damage.
  4. Mental Strike- Add [[8d4]] psychic damage and target has a disadvantage on their next attack
  5. Force strike-Add [[6d4]] force damage and is pushed back 10ft.
  6. Lightning Strike-Add [[5d8]] lightning damage and [[3d8]] lightning to each other creature within 5ft.
  7. Sunder Strike- targets armor gets a -2 to AC up to a -5 then the armor and natural breaks, reducing the targets AC to 11
  8. Holy Strike-Add [[6d10]] radiant damage
  9. Death Strike-Add [[5d12]] necrotic damage
  10. Meteor Strike-Add [[4d20]] destructive magic damage

Level 4:

  • Errant Magic: Whenever you hit a target with Wild Attack, target another creature within 10ft and roll 1d6 [[1d6]] and apply the Wild Attack effect to that creature.

-Wild Attack: You may make a melee attack as a bonus action. If it hits, Roll 1d6 [[1d6]] and apply:

  1. Fire Shot-Add [[6d6]] fire damage
  2. Ice Shot-Add [[6d6]] ice damage
  3. Poison Shot-Target is now poisoned and takes [[5d6]] poison damage.
  4. Mental Shot- Add [[6d4]] psychic damage
  5. Force Shot-Add [[6d4]] force damage
  6. Lightning Shot-Add [[8d8]] lightning damage

-Gain Wild Reach: 10ft reach with melee weapons.

-Wild Surge Strike: As an action, imbue your melee weapon with Wild Battle Magic. Then make 2 melee attacks. When those attacks you make with this weapon hit, roll 1d10 [[1d10]] and apply those effects to each attack.

-Wild Battle Magic: Different things happen when you imbue things with Wild Battle Magic.

  1. Fire Strike-Add [[10d6]] fire damage and target takes [[5d6]] at the start of their next turn.
  2. Ice Strike-Add [[12d6]] ice damage and they become vulnerable to force damage until your next turn.
  3. Poison Strike-Target is now poisoned and takes [[8d6]] poison damage.
  4. Mental Strike-Add [[12d4]] psychic damage and target has a disadvantage on their attacks until your next turn.
  5. Force strike-Add [[12d4]] force damage and is pushed back 15ft.
  6. Lightning Strike-Add [[10d8]] lightning damage and [[5d8]] lightning to each other creature within 10ft.
  7. Sunder Strike- Roll 1d2 [[1d2]] targets 1.armor gets a -2 to AC up to a -5(-8 for magical) then the armor and natural breaks, reducing the targets AC to 11. 2.weapon gets a -2 to damage up to a -8(-12 if magical) then the weapon breaks.
  8. Holy Strike-Add [[12d10]] radiant damage
  9. Death Strike-Add [[10d12]] necrotic damage
  10. Meteor Strike-Add [[8d20]] destructive magic damage

-Gain Uncontrollable Impact: When you hit with with a Wild Surge Strike roll 1d6 [[1d6]] and apply one of these affects:

  1. Blasting Impact- Creatures in front of you in a 5x30 foot line must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  2. Explosive Impact- Creatures with 10 feet of the target creature must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  3. Nothing Happens
  4. Back Fire- You must make a DC 14+your level Dexterity saving throw or are also hit by the effects damage from Wild Surge Strike.
  5. Flaring Impact- Creatures in front of you in a 20 foot cone must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  6. Focused Impact- The Wild Surge Strike effect does max damage.

Level 5:

  • Errant Magic: Whenever you hit a target with Wild Attack, target 2 other creatures within 15ft and roll 1d6 [[1d6]] and apply the Wild Attack effect to those creatures.

-Wild Attack: You may make a melee attack as a bonus action. If it hits, Roll 1d6 [[1d6]] and apply:

  1. Fire Shot-Add [[12d6]] fire damage
  2. Ice Shot-Add [[12d6]] ice damage
  3. Poison Shot-Target is now poisoned and takes [[10d6]] poison damage.
  4. Mental Shot- Add [[12d4]] psychic damage
  5. Force Shot-Add [[12d4]] force damage
  6. Lightning Shot-Add [[16d8]] lightning damage

-Wild Reach: 15ft reach with melee weapons.

-Wild Surge Strike: As an action, imbue your melee weapon with Wild Battle Magic. Then make 2 melee attacks. When those attacks you make with this weapon hit, roll 1d10 [[1d10]] and apply those effects to each attack.

-Wild Battle Magic: Different things happen when you imbue things with Wild Battle Magic.

  1. Fire Strike-Add [[15d6]] fire damage and target takes [[8d6]] at the start of their next turn and may use an action to put out the fire or the damage continues until the next turn and they take the damage. After 2 total rounds, the fire goes out.
  2. Ice Strike-Add [[18d6]] ice damage and they become vulnerable to force damage until your next turn. Targets movement becomes 0
  3. Poison Strike-Target is now poisoned and takes [[14d6]] poison damage.
  4. Mental Strike-Add [[18d4]] psychic damage and target has a disadvantage on their attacks until your next turn and must make a DC16 Wisdom saving throw or be frightened of you and must use its reaction to move away from you its movement speed until your next turn.
  5. Force strike-Add [[18d4]] force damage and is pushed back 20ft.
  6. Lightning Strike-Add [[15d8]] lightning damage and [[8d8]] lightning to each other creature within 15ft.
  7. Sunder Strike- targets 1.armor gets a -3 to AC up to a -5(-8 for magical) then the armor and natural breaks, reducing the targets AC to 11. 2.weapon gets a -3 to damage up to a -8(-12 if magical) then the weapon breaks.
  8. Holy Strike-Add [[18d10]] radiant damage and must make a DC17 Dex saving throw or become blind till your next turn.
  9. Death Strike-Add [[15d12]] necrotic damage and gains Dissension Plague.
  • Dissension Plague: At the start of infected creatures turn, they take [[8d8]] necrotic damage. If a creature starts there turn within 5ft of the infected creature they take [[8d8]] necrotic and gain Dissension Plague.
  1. Meteor Strike-Calls down a massive meteor on the target. Creature within 15ft must make a DC18 Dex save. On a failed save creatures take [[12d20]] destructive magic damage

-Uncontrollable Impact: When you hit with with a Wild Surge Strike roll 1d6 [[1d6]] and apply one of these affects:

  1. Blasting Impact- Creatures in front of you in a 5x90 foot line must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  2. Explosive Impact- Creatures with 15 feet of the target creature must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  3. Nothing Happens
  4. Back Fire- You must make a DC 14+your level Dexterity saving throw or are also hit by the effects damage from Wild Surge Strike.
  5. Flaring Impact- Creatures in front of you in a 60 foot cone must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  6. Focused Impact- The Wild Surge Strike effect does max damage plus total damage rolled for the attack.

Wild Surge Battle Ranger

Hit Points

Hit Dice: 2d8 per level

Hit Points at 1st Level: 16 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Light Armor,

Weapons: Simple Weapons, Martial Weapons

Tools: Gem Crafting and one more of your choice

Saving Throws: Dexterity, Wisdom

-Choose 3 Skills: Arcana, Acrobatics, Athletics, Insight, Perception, or Survival

Class Info

Power courses through your body begging for release. The surge of power is intoxicating, asking you in whispers of chaos to be set free in the heat of battle. Wild Surge Battle Ranger is a combination of chaos and raw power, yet never knowing what is coming next. Explosive chaos effects are this class's specialties.

Class Skills

###Chaos Crafting

Gem prices

level 1:50gp

level 2: 250gp

level 3: 5000gp

Level 4: 12500gp

Level 5: 37500gp

-Level 1-

-You may spend 1 hour to imbue a gem with chaos magic from your level 1Wild Attack. Roll 1d8 [[1d8]] divided by 2 rounded up to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 1 Wild Attack table and make a DC14 Dexterity saving throw or take the Wild Attack damage.

-Gems each must have a specific word to activate the stone when thrown. (Dex+Prof to hit, 20+total Str rounded up/30+total Str rounded up, 1d4+dex+Wild Attack effect [[1d6]] on hit)

-Level 2-

-You may spend 1 hour and a DC14 con save to imbue a gem with chaos magic from your level 2 Wild Attack. Roll 1d6 [[1d6]] to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 2 Wild Attack table and make a DC14 Dexterity saving throw or take the Wild Attack damage.

-You may spend 4 hours and a DC15 con save to imbue a gem with chaos magic from your level 2 Wild Surge Strike. Roll 1d8 [[1d8]] divided by 2 rounded up to see how many days the gem will stay charged. On a 1, roll 1d10 [[1d10]] on the level 2 Wild Surge Strike table and make a DC16 Dexterity saving throw or take the Wild Surge Strike damage.

-Level 3-

-You may spend 1 hour and a DC15 con save to imbue a gem with chaos magic from your level 3 Wild Attack. Roll 1d4 [[1d4]] to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 3 Wild Attack table and make a DC15 Dexterity saving throw or take the Wild Attack damage.

-You may spend 4 hours and a DC16 con save to imbue a gem with chaos magic from your level 3 Wild Surge Strike. Roll 1d6 [[1d6]] to see how many days the gem will stay charged. On a 1, roll 1d10 [[1d10]] on the level 3 Wild Surge Strike table and make a DC17 Dexterity saving throw or take the Wild Surge Strike damage.

-Level 4-

-You may spend 1 hour and a DC16 con save to imbue a gem with chaos magic from your level 4 Wild Attack. Roll 1d6 [[1d6]] to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 4 Wild Attack table and make a DC15 Dexterity saving throw or take the Wild Attack damage.

-You may spend 4 hours and a DC 17 con save to imbue a gem with chaos magic from your level 4 Wild Surge Strike. Roll 1d6 [[1d6]] to see how many days the gem will stay charged. On a 1, roll 1d10 [[1d10]] on the level 4 Wild Surge Strike table and make a DC17 Dexterity saving throw or take the Wild Surge Strike damage.

-Level 5-

-You may spend 1 hour and a DC18 con save to imbue a gem with chaos magic from your level 5 Wild Attack. Roll 1d8 [[1d8]] to see how many days the gem will stay charged. On a 1, roll 1d6 [[1d6]] on the level 5 Wild Attack table and make a DC16 Dexterity saving throw or take the Wild Attack damage.

-You may spend 4 hours and a DC19 Con save to imbue a gem with chaos magic from your level 5 Wild Surge Strike. Roll 1d8 [[1d8]] to see how many days the gem will stay charged. On a 1, roll 1d10 [[1d10]] on the level 5 Wild Surge Strike table and make a DC18 Dexterity saving throw or take the Wild Surge Strike damage.

Combat Skills

Level 1:

-Gain Wild Shot: You may make a ranged attack as a bonus action, (Dex+Prof). If it hits, Roll 1d6 [[1d6]] and apply:

  1. Fire Shot-Add [[1d6]] fire damage
  2. Ice Shot-Add [[1d6]] ice damage
  3. Poison Shot-Target is now poisoned
  4. Mental Shot- Add [[1d4]] psychic damage
  5. Force Shot-Add [[1d4]] force damage
  6. Lightning Shot-Add [[2d8]] lightning damage

Level 2:

-Wild Shot: You may make a ranged attack as a bonus action, (Dex+Prof). If it hits, Roll 1d6 [[1d6]] and apply:

  1. Fire Shot-Add [[2d6]] fire damage
  2. Ice Shot-Add [[2d6]] ice damage
  3. Poison Shot-Add [[1d6]] poison damage and the target is now poisoned
  4. Mental Shot- Add [[2d4]] psychic damage
  5. Force Shot-Add [[2d4]] force damage
  6. Lightning Shot-Add [[4d8]] lightning damage

-Gain Wild Surge Strike: As an action, imbue your ranged weapon with Wild Battle Magic. Then make a ranged attack. When the attack you make with this weapon hits, roll 1d10 [[1d10]] and apply that effect to the attack.

-Gain Wild Battle Magic: Different things happen when you imbue things with Wild Battle Magic.

  1. Fire Strike-Add [[1d6]] fire damage
  2. Ice Strike-Add [[1d6]] ice damage
  3. Poison Strike-Target is now poisoned
  4. Mental Strike- Add [[1d4]] psychic damage
  5. Force strike-Add [[1d4]] force damage
  6. Lightning Strike-Add [[1d8]] lightning damage
  7. Sunder Strike- targets armor gets a -1 to AC up to a -5 then the armor and natural breaks, reducing the targets AC to 11
  8. Holy Strike-Add [[2d10]] radiant damage
  9. Death Strike-Add [[1d12]] necrotic damage
  10. Meteor Strike-Add [[1d20]] destructive magic damage

Level 3:

-Gain Tunnel Vision: As a bonus action, your vision closes in and you only focus on one target. You gain an advantage on attack that creature and your attacks do an additional 1d4 piercing damage

-Gain Errant Magic: Whenever you hit a target with Wild Shot, target another creature within 5ft and roll 1d6 [[1d6]] and apply the Wild Shot effect to that creature.

-Wild Shot: You may make a ranged attack as a bonus action, (Dex+Prof). If it hits, Roll 1d6 [[1d6]] and apply:

  1. Fire Shot-Add [[4d6]] fire damage
  2. Ice Shot-Add [[4d6]] ice damage
  3. Poison Shot-Target is now poisoned and takes [[3d6]] poison damage.
  4. Mental Shot- Add [[4d4]] psychic damage
  5. Force Shot-Add [[4d4]] force damage
  6. Lightning Shot-Add [[6d8]] lightning damage

-Wild Surge Strike: As an action, imbue your ranged weapon with Wild Battle Magic. Then make a ranged attack. When that attack you make with this weapon hits, roll 1d10 [[1d10]] and apply those effects to that attack.

-Wild Battle Magic: Different things happen when you imbue things with Wild Battle Magic.

  1. Fire Strike-Add [[5d6]] fire damage and target takes [[2d6]] at the start of their next turn.
  2. Ice Strike-Add [[6d6]] ice damage and they become vulnerable to force damage until your next turn.
  3. Poison Strike-Target is now poisoned and takes [[4d6]] poison damage.
  4. Mental Strike- Add [[8d4]] psychic damage and target has a disadvantage on their next attack
  5. Force strike-Add [[6d4]] force damage and is pushed back 10ft.
  6. Lightning Strike-Add [[5d8]] lightning damage and [[3d8]] lightning to each other creature within 5ft.
  7. Sunder Strike- targets armor gets a -2 to AC up to a -5 then the armor and natural breaks, reducing the targets AC to 11
  8. Holy Strike-Add [[6d10]] radiant damage
  9. Death Strike-Add [[5d12]] necrotic damage
  10. Meteor Strike-Add [[4d20]] destructive magic damage

Level 4:

-Gain Wild Reach: 10ft reach with melee weapons.

-Tunnel Vision: As a bonus action, your vision closes in and you only focus on one target. You gain an advantage on attack that creature and your attacks do an additional 2d4 piercing damage

  • Errant Magic: Whenever you hit a target with Wild Shot, target another creature within 10ft and roll 1d6 [[1d6]] and apply the Wild Shot effect to that creature.

-Wild Shot: You may make a ranged attack as a bonus action, (Dex+Prof). If it hits, Roll 1d6 [[1d6]] and apply:

  1. Fire Shot-Add [[6d6]] fire damage
  2. Ice Shot-Add [[6d6]] ice damage
  3. Poison Shot-Target is now poisoned and takes [[5d6]] poison damage.
  4. Mental Shot- Add [[6d4]] psychic damage
  5. Force Shot-Add [[6d4]] force damage
  6. Lightning Shot-Add [[8d8]] lightning damage

-Wild Surge Strike: As an action, imbue your ranged weapon with Wild Battle Magic. Then make 2 ranged attacks. When those attacks you make with this weapon hit, roll 2d10 [[1d10]] [[1d10]] and apply those effects to each attack.

-Wild Battle Magic: Different things happen when you imbue things with Wild Battle Magic.

  1. Fire Strike-Add [[10d6]] fire damage and target takes [[5d6]] at the start of their next turn.
  2. Ice Strike-Add [[12d6]] ice damage and they become vulnerable to force damage until your next turn.
  3. Poison Strike-Target is now poisoned and takes [[8d6]] poison damage.
  4. Mental Strike-Add [[12d4]] psychic damage and target has a disadvantage on their attacks until your next turn.
  5. Force strike-Add [[12d4]] force damage and is pushed back 15ft.
  6. Lightning Strike-Add [[10d8]] lightning damage and [[5d8]] lightning to each other creature within 10ft.
  7. Sunder Strike- Roll 1d2 [[1d2]] targets 1.armor gets a -2 to AC up to a -5(-8 for magical) then the armor and natural breaks, reducing the targets AC to 11. 2.weapon gets a -2 to damage up to a -8(-12 if magical) then the weapon breaks.
  8. Holy Strike-Add [[12d10]] radiant damage
  9. Death Strike-Add [[10d12]] necrotic damage
  10. Meteor Strike-Add [[8d20]] destructive magic damage

-Gain Uncontrollable Impact: When you hit with a Wild Surge Strike roll 1d6 [[1d6]] and apply one of these effects:

  1. Blasting Impact- Creatures in front of you in a 5x30 foot line must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  2. Explosive Impact- Creatures with 10 feet of the target creature must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  3. Nothing Happens
  4. BackFire- You must make a DC 14+your level Dexterity saving throw or are also hit by the effects damage from Wild Surge Strike.
  5. Flaring Impact- Creatures in front of you in a 20-foot cone must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  6. Focused Impact- The Wild Surge Strike effect does max damage.

Level 5:

  • Errant Magic: Whenever you hit a target with Wild Shot, target 2 other creatures within 15ft and roll 1d6 [[1d6]] and apply the Wild Shot effect to those creatures.

-Tunnel Vision: As a bonus action, your vision closes in and you only focus on one target. You gain an advantage on attack that creature and your attacks do an additional 3d4 piercing damage

-Wild Shot: You may make a ranged attack as a bonus action, (Dex+Prof). If it hits, Roll 3d6 [[1d6]][[1d6]][[1d6]] and apply:

  1. Fire Shot-Add [[12d6]] fire damage
  2. Ice Shot-Add [[12d6]] ice damage
  3. Poison Shot-Target is now poisoned and takes [[10d6]] poison damage.
  4. Mental Shot- Add [[12d4]] psychic damage
  5. Force Shot-Add [[12d4]] force damage
  6. Lightning Shot-Add [[16d8]] lightning damage

-Wild Surge Strike: As an action, imbue your ranged weapon with Wild Battle Magic. Then make 2 ranged attacks. When those attacks you make with this weapon hit, roll 3d10 [[1d10]] [[1d10]] [[1d10]] and apply those effects to each attack.

-Wild Battle Magic: Different things happen when you imbue things with Wild Battle Magic.

  1. Fire Strike-Add [[15d6]] fire damage and target takes [[8d6]] at the start of their next turn and may use an action to put out the fire or the damage continues until the next turn and they take the damage. After 2 total rounds, the fire goes out.
  2. Ice Strike-Add [[18d6]] ice damage and they become vulnerable to force damage until your next turn. Targets movement becomes 0
  3. Poison Strike-Target is now poisoned and takes [[14d6]] poison damage.
  4. Mental Strike-Add [[18d4]] psychic damage and target has a disadvantage on their attacks until your next turn and must make a DC16 Wisdom saving throw or be frightened of you and must use its reaction to move away from you its movement speed until your next turn.
  5. Force strike-Add [[18d4]] force damage and is pushed back 20ft.
  6. Lightning Strike-Add [[15d8]] lightning damage and [[8d8]] lightning to each other creature within 15ft.
  7. Sunder Strike- targets 1.armor gets a -3 to AC up to a -5(-8 for magical) then the armor and natural breaks, reducing the targets AC to 11. 2.weapon gets a -3 to damage up to a -8(-12 if magical) then the weapon breaks.
  8. Holy Strike-Add [[18d10]] radiant damage and must make a DC17 Dex saving throw or become blind till your next turn.
  9. Death Strike-Add [[15d12]] necrotic damage and gains Dissension Plague.
  • Dissension Plague: At the start of infected creatures turn, they take [[8d8]] necrotic damage. If a creature starts there turn within 5ft of the infected creature they take [[8d8]] necrotic and gain Dissension Plague.
  1. Meteor Strike-Calls down a massive meteor on the target. Creature within 15ft must make a DC18 Dex save. On a failed save creatures take [[12d20]] destructive magic damage

-Uncontrollable Impact: When you hit with with a Wild Surge Strike roll 1d6 [[1d6]] and apply one of these affects:

  1. Blasting Impact- Creatures in front of you in a 5x90 foot line must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  2. Explosive Impact- Creatures with 15 feet of the target creature must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  3. Nothing Happens
  4. Back Fire- You must make a DC 14+your level Dexterity saving throw or are also hit by the effects damage from Wild Surge Strike.
  5. Flaring Impact- Creatures in front of you in a 60 foot cone must make a Dexterity saving throw of DC14+your level or are also hit by the effects damage from Wild Surge Strike.
  6. Focused Impact- The Wild Surge Strike effect does max damage plus total damage rolled for the attack.

Demon Hunter

Class Info

Shadows crawl around you and you can feel the evil creeping closer. You check you weapons and ensure you traps are still ready. As the beast come around the corner you put you weapons to your head and say a short word to the maker. You spring forward and release your holy retribution.

Hit Points

Hit Dice: 2d8 per level

Hit Points at 1st Level: 16 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Light Armor

Weapons: Simple Weapons, Martial Weapons

Saving Throws: Wisdom, Dexterity

Tools: Thieves tools and Trap Crafting

-Choose 3 skills: Acrobatics, Deception, Investigation, Insight, Slight of Hand, Stealth

Class Skills

-Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand or use a trap you have crafted. The total of your thieves tools check becomes the DC for someone else’s attempt to discover or disable the trap.

Trap Crafting

-Level 1-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Bear Trap: 10gp of Trap Supplies, set trap in 5x5ft area and does 2d4 slashing damage. Creatures have an advantage on Perception checks to notice the trap. Creature caught by the trap is restrained and must use its action to make a DC 11 Strength check to remove the trap.
  2. Caltrops: 5gp of Trap Supplies, throw Caltrops in a 10x10ft area. Creature that enters the area take 1d4 for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on. Creatures have an advantage on Perception checks to notice the trap.
  3. Trip Line: 5gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 20ft between the 2 points. Creatures have an advantage on Perception checks to notice the trap. Creatures that fail that check are tripped, fall prone, lose their action for the turn if they haven't used it, and speed is reduced to 0
-Level 2-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Covered Bear Trap: 50gp of Trap Supplies, set trap in 5x5ft area and does 4d4 slashing damage. Creature caught by the trap is restrained and must use its action to make a DC 13 Strength check to remove the trap.
  2. Glass Caltrops: 30gp of Trap Supplies, throw Caltrops in a 10x10ft area. Creatures that enter the area take 2d4 for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.
  3. Transparent Trip Line: 30gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 20ft between the 2 points. Creatures that fail that check are tripped, fall prone, lose their action for the turn if they haven't used it, and speed is reduced to 0

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Proximity Mine: 100gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 15ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 2d8 force damage, half on successful. Creatures have an advantage on Perception checks to notice the trap.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -3 to Dex save.

  1. Gravity Repulsor: 80gp of Trap Supplies, place the Gravity Repulsor in a 10x5 area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 40ft in the air and is stunned and prone until its next turn. Creatures have an advantage on Perception checks to notice the trap.
  2. Wall Jets: 80gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 10ft in front of the Wall Jets must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 2d6 fire damage, half on successful. Creatures have an advantage on Perception checks to notice the trap.

-Creatures within 5ft of Wall Jets have -3 to Dex save.

-Level 3-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Covered Razor Bear Trap: 100gp of Trap Supplies, set trap in 5x5ft area and does 4d6 slashing damage. Creature caught by the trap is restrained and must use its action to make a DC 15 Strength check to remove the trap.
  2. Charged Glass Caltrops: 60gp of Trap Supplies, throw Caltrops in a 15x15ft area. Creatures that enter the area take 2d4 piercing and 1d4 lightning damage for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.
  3. Razor Transparent Trip Line: 60gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 25ft between the 2 points. Creatures that fail that check take 2d6 slashing damage and are tripped, fall prone, lose their action for the turn if they haven't used it and speed is reduced to 0

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Concealed Proximity Mine: 300gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 15ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 4d8 force damage, half on successful.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -3 to Dex save.

  1. Gravity Repulsor Trap: 200gp of Trap Supplies, place the Gravity Repulsor in a 10x5 area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 40ft in the air, then pulled back down, dealing double fall damage. Creature is also stunned and prone until its next turn.
  2. Magma Wall Jets: 20gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 10ft in front of the Wall Jets activate it. Creatures in a 15ft cone must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 3d6 fire damage, half on successful.

-Creatures within 5ft of Wall Jets have -5 to Dex save.

-Creatures within 10ft of Wall Jets have -3 to Dex save.

-Level 4-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Frost Covered Razor Bear Trap: 150gp of Trap Supplies, set trap in 5x5ft area and does 4d6 slashing and 2d6 cold damage. The area for 10ft around the trap is considered rough terrain after it's been activated. Creature caught by the trap is restrained and must use its action to make a DC 17 Strength check to remove the trap.
  2. Electro Charged Glass Caltrops: 100gp of Trap Supplies, throw Caltrops in a 20x20ft area. Creatures that enter the area take 2d4 piercing and 2d4 lightning damage for each 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.
  3. Explosive Razor Transparent Trip Line: 150gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 30ft between the 2 points. Creatures that fail that check take 2d6 slashing and 2d6 force damage and are tripped, fall prone, lose their action for the turn if they haven't used it and speed is reduced to 0

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Concealed Clatrop Proximity Mine: 500gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 20ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 4d8 force damage, half on successful. The area becomes covered in Caltrops and creatures take 1d4 piercing damage for every 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -3 to Dex save.

-Creatures within 15ft of Proximity Mine have -1 to Dex save.

  1. Charged Gravity Repulsor Trap: 350gp of Trap Supplies, place the Gravity Repulsor in a 15x5 area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 60ft in the air, then pulled back down, dealing double fall damage. Creature is also stunned and prone until its next turn.
  2. Magma Burst Wall Jets: 200gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 15ft in front of the Wall Jets activate it. Creatures in a 30ft cone must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 5d6 fire damage, half on successful.

-Creatures within 5ft of Wall Jets have -5 to Dex save.

-Creatures within 10ft of Wall Jets have -4 to Dex save.

-Creatures within 15ft of Wall Jets have -3 to Dex save.

-Creatures within 20ft of Wall Jets have -2 to Dex save.

-Creatures within 25ft of Wall Jets have -1 to Dex save.

-Level 5-

Basic Traps

-You can spend 1 hour to create one of the following traps:

  1. Crippling Frost Covered Razor Bear Trap: 2500gp of Trap Supplies, set trap in 5x5ft area and does 8d6 slashing and 4d6 cold damage. The area for 30ft around the trap is considered rough terrain after it's been activated. Creature caught by the trap is restrained and must use its action to make a DC 19 Strength check to remove the trap.
  2. Electro Charged Protracting Glass Caltrops: 2000gp of Trap Supplies, throw Caltrops in a 20x20ft area. Creatures that enter the area take 4d4 piercing and 4d4 lightning damage for each 5ft of Caltrops walked on. Creatures lose 15ft of movement every 5ft of Caltrops walked on.
  3. Explosive Razor Wire Trap Transparent Trip Line: 2500gp of Trap Supplies, place a Trip Line between 2 walls with a maximum of 30ft between the 2 points. Creatures that fail that check take 4d6 slashing and 4d6 force damage and are tripped, fall prone, restrained, lose their action for the turn if they haven't used it and speed is reduced to 0. On the creature's next turn, it must make a DC18 Strength Check to become unrestrained.

Advanced Traps

-You can spend 4 hours to create one of the following traps:

  1. Concealed and Charged Clatrop Proximity Mine: 5000gp of Trap Supplies, place Proximity Mine in a 5x5ft area. When a creature get within 5ft of the Proximity Mine, creatures within 30ft must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, creatures take 8d8 force damage, half on successful. The area becomes covered in Caltrops and creatures take 2d4 piercing and 2d4 lightning damage for every 5ft of Caltrops walked on. Creatures lose 10ft of movement every 5ft of Caltrops walked on.

-Creatures within 5ft of Proximity Mine have -5 to Dex save.

-Creatures within 10ft of Proximity Mine have -4 to Dex save.

-Creatures within 15ft of Proximity Mine have -3 to Dex save.

-Creatures within 20ft of Proximity Mine have -2 to Dex save.

-Creatures within 25ft of Proximity Mine have -1 to Dex save.

  1. Hyper Charged Gravity Repulsor Trap: 3500gp of Trap Supplies, place the Gravity Repulsor in a 20x5ft area. A creature that steps on the Gravity Repulsor must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature is launched 100ft in the air, then pulled back down, dealing double fall damage. Creature is also stunned and prone until its next turn.
  2. Volcanic Magma Burst Wall Jets: 4000gp of Trap Supplies, place Wall Jets on a wall. A creature that steps within 15ft in front of the Wall Jets activate it. Creatures in a 60ft cone must make a Dexterity saving throw DC equal to your Thieves tools check when setting the trap. On a failed save, the creature takes 10d6 fire damage, half on successful.

-Creatures within 5ft of Wall Jets have -5 to Dex save.

-Creatures within 10ft of Wall Jets have -4 to Dex save.

-Creatures within 15ft of Wall Jets have -3 to Dex save.

-Creatures within 20ft of Wall Jets have -2 to Dex save.

-Creatures within 25ft of Wall Jets have -1 to Dex save.

Combat Skills

Level 1

-Gain Hand Crossbow or pistol Expert: Add you Dex to your off-hand attacks made with your hand crossbow or pistol and your range is increased to 50/120. Reloading does not take an action.

-Gain Hunter of Evil: Whenever you attack a creature with an evil alignment you deal 1d4 radiant damage when you hit.

Level 2

-Hunter of Evil: Whenever you attack a creature with an evil alignment you deal 1d6 radiant damage when you hit.

-Gain Tunnel Vision: As a bonus action, your vision closes in and you only focus on one target. You gain an advantage on attack that creature and your attacks do an additional 1d4 piercing damage

Level 3

-Hunter of Evil: Whenever you attack a creature with an evil alignment you deal 1d8 radiant damage when you hit.

-Gain Reload and Fire: When you attack with your hand crossbow, attack again without adding your Dex to the damage.

-Tunnel Vision: As a bonus action, your vision closes in and you only focus on one target. You gain an advantage on attack that creature and your attacks do an additional 2d4 piercing damage

Level 4

-Hunter of Evil: Whenever you attack a creature with an evil alignment you deal 1d10 radiant damage when you hit.

-Gain Tactical Roll: As a bonus action, roll 10ft and then make 1 hand crossbow attack. This does not provoke attacks of opportunity.

-Tunnel Vision: As a bonus action, your vision closes in and you only focus on one target. You gain an advantage on attack that creature and your attacks do an additional 3d4 piercing damage -Creatures within melee do not impose disadvantage to attack rolls.

Level 5

-Hunter of Evil: Whenever you attack a creature with an evil alignment you deal 1d12 radiant damage when you hit.

-Gain an additional attack when you take the attack action.

-Tunnel Vision: As a bonus action, your vision closes in and you only focus on one target. You gain an advantage on attack that creature and your attacks do an additional 4d4 piercing damage

-Gain Restless Justice: If an enemy with an evil allignment attacks within 50ft of you, attack with your reaction

-Gain an additional reaction

Inner Struggle-Demon Blade

Class Info

As you walk through the streets, you decide to take a short cut and are intercepted by some unsavoury folk. They tell you to empty your pockets as one of them pulls a knife. You want no quarrels with these men as you reach into you inside coat pocket.

Then, a fractured voice whispers in your mind, "Let me show them a real blade." As you reach for your pocket, your hand is pulled into your chest.

The space your hand went into your chest is now covered and writhing with an incorporeal black mist and you feel something inside of yourself. Grabbing it, you pull a massive great sword out of your chest and you body flows with a tainted power.

Turning to look at your assailants, they begin to become frightened and start giving shouts of alarm, but its already to late...

Hit Points

Hit Dice: 2d10 per level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Unarmoured Defence= 12+Dexertiy

Weapons: Martial Weapons

Saving Throws:Dexterity, Constitution

Tools: Chemistry Set and one other of your choice

Choose 3 Skills: Athletics, Acrobatics, Insight, Perception, Intimidation, or Survival.

Spellsave=8+con+prof

Class Skills

Chemistry

-Level 1-

Reactive Science

You may spend 1 hour and a DC13 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 50gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a DC12 Dexterity saving throw or become engulfed and takes 1d4 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC12 to break).

  6. Frost Fire: Use 50gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a Dexterity saving throw or take 1d6 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 100gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 10ft of your target is considered rough terrain. Creatures entering or moving in this area take 1d4 lightning damage.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC11 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 11 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR3 T-rexuberus (Dog head and T-rex head) and you go on a rampage. you revert to your normal form when your hp drops to 0.
-Level 2-

Reactive Science

You may spend 1 hour and a DC14 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 150gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a DC13 Dexterity saving throw or become engulfed and takes 3d4 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC13 to break).

  6. Frost Fire: Use 150gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a Dexterity saving throw or take 3d6 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 300gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 10ft of your target is considered rough terrain. Creatures entering or moving in this area take 2d4 lightning damage.

Super Power Science

You may spend 8 hours and a DC15 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 350gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 1 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 350gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 1 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC12 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 12 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR7 T-rexuberus (Dog head and T-rex head) and you go on a rampage. you revert to your normal form when your hp drops to 0.
-Level 3-

Reactive Science

You may spend 1 hour and a DC15 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 1500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC14 Dexterity saving throw or become engulfed and takes 3d6 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC14 to break).

  6. Frost Fire: Use 1500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a Dexterity saving throw or take 3d8 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 3000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 15ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d4 lightning damage.

Super Power Science

You may spend 8 hours and a DC16 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 3500gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 2 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 3500gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 2 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC13 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 13 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR11 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.
-Level 4-

Reactive Science

You may spend 1 hour and a DC16 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 4500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC15 Dexterity saving throw or become engulfed and takes 4d6 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC15 to break).

  6. Frost Fire: Use 4500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC15 Dexterity saving throw or take 4d8 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 9000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 15ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d6 lightning damage.

Super Power Science

You may spend 8 hours and a DC18 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 12500gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 3 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 12500gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 3 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC14 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 14 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR17 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.
-Level 5-

Reactive Science

You may spend 1 hour and a DC18 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Roll [[1d10]] on the Uh Oh Table at the bottom.

  3. Increase the area of effect by 10ft

  4. Increase damage dice by 2

  5. Noxious Sticky Froth: Use 25000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 20ft must make a DC17 Dexterity saving throw or become engulfed and takes 4d8 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC17 to break).

  6. Frost Fire: Use 25000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 20ft must make a DC17 Dexterity saving throw or take 4d10 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 30000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 20ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d8 lightning damage.

Super Power Science

You may spend 8 hours and a DC20 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Roll [[1d10]] on the Uh Oh Table at the bottom.

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 150000gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 4 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 150000gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 4 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC16 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 16 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR24 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.

Combat Skills

Level 1

-Gain proficiency in unarmed strikes. You can use your bonus action to make an unarmed attack, Dex+Prof to hit and 1+Dex bludgeoning damage.

-Gain The Darkness Inside: As a bonus action. Let the demons essence influence your attacks and release its fury on impact. Unarmed attacks armed attack do [[1d4]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

Level 2

-You can use your bonus action to make 2 unarmed attacks.

-The Darkness Inside: As a bonus action, let the demons essence influence your attacks and release its fury on impact. Unarmed attacks armed attack do [[1d4]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

-Gain Demon Blade: As an action, reach into your chest, into your very soul where the demon resides and pull forth a massive black blade that weighs nothing. The Demon Blade is the size of a greatsword, but the weight of a short sword and does [[1d10]] necrotic and [[2d8]] slashing damage. Use Dexterity as the modifier for attacks and damage. You can dismiss it as a bonus action or it lasts 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 or 100 you develop a form of Long Term Madness

Level 3:

-The Darkness Inside: As a bonus action, let the demons essence influence your attacks and release its fury on impact. Unarmed attacks armed attack do [[1d6]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

-Demon Blade: As an action, reach into your chest, into your very soul where the demon resides and pull forth a massive black blade that weighs nothing. The Demon Blade is the size of a greatsword, but the weight of a short sword and does [[2d10]] necrotic and [[2d8]] slashing damage. Use Dexterity as the modifier for attacks and damage. You can dismiss it as a bonus action or it lasts 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 or 100 you develop a form of Long Term Madness

-Gain Dark Pulse 1/day: Demon Blade must be active. As an action, a dark pulse of energy shoots out of your Demon Blade in a 15ft radius around you. Creatures affected by this must make a Constitution saving throw VS your spell save DC. Creatures that fail take [[3d10]] necrotic and are Stunned till your next turn. Half damage if they succeed. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1, 25, 50, 75, or 100 you develop a form of Long Term Madness

Level 4

-You can use your bonus action to make 3 unarmed attacks

-The Darkness Inside: As a bonus action, let the demons essence influence your attacks and release its fury on impact. Unarmed attacks armed attack do [[1d6]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

-Demon Blade: As an action, reach into your chest, into your very soul where the demon resides and pull forth a massive black blade that weighs nothing. The Demon Blade is the size of a greatsword, but the weight of a short sword and does [[3d10]] necrotic and [[2d8]] slashing damage. Use Dexterity as the modifier for attacks and damage. You can dismiss it as a bonus action or it lasts 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 or 100 you develop a form of Long Term Madness

-Dark Pulse 2/day: Demon Blade must be active. As an action, a dark pulse of energy shoots out of your Demon Blade in a 15ft radius around you. Creatures affected by this must make a Constitution saving throw VS your spell save DC. Creatures that fail take [[4d10]] necrotic and are Stunned till your next turn. Half damage if they succeed. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1, 25, 50, 75, or 100 you develop a form of Long Term Madness

Level 5

-You can use your action to make 2 attacks.

-The Darkness Inside: As a bonus action, let the demons essence influence your attacks and release its fury on impact. Unarmed attacks armed attack do [[1d6]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

-Demon Blade: As an action, reach into your chest, into your very soul where the demon resides and pull forth a massive black blade that weighs nothing. The Demon Blade is the size of a greatsword, but the weight of a short sword and does [[3d10]] necrotic and [[2d8]] slashing damage. Use Dexterity as the modifier for attacks and damage. You can dismiss it as a bonus action or it lasts 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 or 100 you develop a form of Long Term Madness

-Dark Pulse 3/day: Demon Blade must be active. As an action, a dark pulse of energy shoots out of your Demon Blade in a 15ft radius around you. Creatures affected by this must make a Constitution saving throw VS your spell save DC. Creatures that fail take [[4d10]] necrotic and are Stunned till your next turn. Half damage if they succeed. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1, 25, 50, 75, or 100 you develop a form of Long Term Madness

-Gain Full Take Over 1/day: As a Bonus action. Let the demon take control, giving you overwhelming power. For the next minute, all damage from unarmed strikes and Demon Blade attacks is doubled. Make a sanity check by rolling a d100 [[1d100]] when you activate it and at the beginning of each of your turns while active. On a 1,25, 45, 65, 85, or 100, you gain a Short Term Madness effect.

Inner Struggle-The Beast Within

Class Info

Sitting in a library minding your own business, attempting to study. A mother and her 5 children are causing quite the disturbance and your starting to get annoyed.

"Doesn't anyone realize this is a library and not a zoo," you think as another voice in your head replies startling you.

"I agree," the shattered voice whispers inside my head. "Let's Change that!"

You feel you muscles and skin begin to tear. You try to stop whatever is happening, but you body continues to change and grow larger. People begin to scream and run as you crush the table behind you.

"NOW THIS IS A ZOO!!" The voice cries in my mind as the world descends into chaos.

Hit Points

Hit Dice: 2d10 per level

Hit Points at 1st Level: 20 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Unarmoured Defence= 12+Dexertiy

Weapons: Martial Weapons

Saving Throws:Dexterity, Constitution

Tools: Chemistry Set and one other of your choice

Choose 3 Skills: Athletics, Acrobatics, Insight, Perception, Intimidation, or Survival.

Spellsave=8+con+prof

Class Skills

Chemistry

-Level 1-

Reactive Science

You may spend 1 hour and a DC13 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 50gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a DC12 Dexterity saving throw or become engulfed and takes 1d4 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC12 to break).

  6. Frost Fire: Use 50gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a Dexterity saving throw or take 1d6 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 100gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 10ft of your target is considered rough terrain. Creatures entering or moving in this area take 1d4 lightning damage.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC11 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 11 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR3 T-rexuberus (Dog head and T-rex head) and you go on a rampage. you revert to your normal form when your hp drops to 0.
-Level 2-

Reactive Science

You may spend 1 hour and a DC14 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 150gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a DC13 Dexterity saving throw or become engulfed and takes 3d4 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC13 to break).

  6. Frost Fire: Use 150gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a Dexterity saving throw or take 3d6 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 300gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 10ft of your target is considered rough terrain. Creatures entering or moving in this area take 2d4 lightning damage.

Super Power Science

You may spend 8 hours and a DC15 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 350gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 1 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 350gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 1 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC12 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 12 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR7 T-rexuberus (Dog head and T-rex head) and you go on a rampage. you revert to your normal form when your hp drops to 0.
-Level 3-

Reactive Science

You may spend 1 hour and a DC15 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 1500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC14 Dexterity saving throw or become engulfed and takes 3d6 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC14 to break).

  6. Frost Fire: Use 1500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a Dexterity saving throw or take 3d8 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 3000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 15ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d4 lightning damage.

Super Power Science

You may spend 8 hours and a DC16 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 3500gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 2 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 3500gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 2 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC13 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 13 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR11 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.
-Level 4-

Reactive Science

You may spend 1 hour and a DC16 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 4500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC15 Dexterity saving throw or become engulfed and takes 4d6 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC15 to break).

  6. Frost Fire: Use 4500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC15 Dexterity saving throw or take 4d8 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 9000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 15ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d6 lightning damage.

Super Power Science

You may spend 8 hours and a DC18 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 12500gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 3 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 12500gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 3 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC14 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 14 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR17 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.
-Level 5-

Reactive Science

You may spend 1 hour and a DC18 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Roll [[1d10]] on the Uh Oh Table at the bottom.

  3. Increase the area of effect by 10ft

  4. Increase damage dice by 2

  5. Noxious Sticky Froth: Use 25000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 20ft must make a DC17 Dexterity saving throw or become engulfed and takes 4d8 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC17 to break).

  6. Frost Fire: Use 25000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 20ft must make a DC17 Dexterity saving throw or take 4d10 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 30000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 20ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d8 lightning damage.

Super Power Science

You may spend 8 hours and a DC20 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Roll [[1d10]] on the Uh Oh Table at the bottom.

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 150000gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 4 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 150000gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 4 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC16 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 16 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR24 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.

Combat Skills

Level 1

-Gain proficiency in unarmed strikes. You can use your bonus action to make an unarmed attack, Dex+Prof to hit and 1+Dex bludgeoning damage.

-Gain Release The Beast: As a bonus action, Let the demons essence influence your attacks and release its fury on impact. Grow one size. Unarmed attacks armed attack do [[1d6]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

Level 2

-You can use your bonus action to make 2 unarmed attacks.

-Release The Beast: As a bonus action, Let the demons essence influence your attacks and release its fury on impact. Grow one size. Unarmed attacks armed attack do [[1d6]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

-Gain Feral Claws: As an action and make a melee attack. Your nails grow out into long daggers. Feral Claws does [[1d10]] necrotic and [[1d4]] slashing damage. Use Dexterity as the modifier for attacks and damage. You can dismiss it as a bonus action or it lasts 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 or 100 you develop a form of Long Term Madness

Level 3

-Release The Beast: As a bonus action, Let the demons essence influence your attacks and release its fury on impact. Grow two sizes. Unarmed attacks armed attack do [[1d8]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

-Feral Claws: As an action, make a melee attack. Your nails grow out into long daggers. Feral Claws does [[2d10]] necrotic and [[1d6]] slashing damage. Use Dexterity as the modifier for attacks and damage. You can dismiss it as a bonus action or it lasts 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 or 100 you develop a form of Long Term Madness

-Gain Void Scream 1/day: As an action, You let out an otherworldly scream and all creature in a 30ft radius around you must make a Wisdom saving throw VS your spell save DC. Creatures that fail take [[4d10]] Psychic damage and are frightened until your next turn. Frightened creatures must use their reaction to move away from you their total movement and if they roll a 6 or lower, they only make it halfway and then trip and fall prone. Half damage if they succeed. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1, 25, 50, 75, or 100 you develop a form of Long Term Madness

Level 4

-You can use your bonus action to make 3 unarmed attacks

-Release The Beast: As a bonus action, Let the demons essence influence your attacks and release its fury on impact. Grow two sizes. Unarmed attacks armed attack do [[1d8]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

-Feral Claws : As an action, make a melee attack. Your nails grow out into long daggers. Feral Claws does [[3d10]] necrotic and [[1d6]] slashing damage. Use Dexterity as the modifier for attacks and damage. You can dismiss it as a bonus action or it lasts 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 or 100 you develop a form of Long Term Madness

-Void Scream 2/day: As an action, You let out an otherworldly scream and all creature in a 30ft radius around you must make a Wisdom saving throw VS your spell save DC. Creatures that fail take [[6d10]] Psychic damage and are frightened until your next turn. Frightened creatures must use their reaction to move away from you their total movement and if they roll a 6 or lower, they only make it halfway and then trip and fall prone. Half damage if they succeed. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1, 25, 50, 75, or 100 you develop a form of Long Term Madness.

Level 5

-You can use your action to make 2 attacks.

-Release The Beast: As a bonus action, Let the demons essence influence your attacks and release its fury on impact. Grow three sizes. Unarmed attacks armed attack do [[1d10]] necrotic plus your Constitution modifier for 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 you develop a form of Long Term Madness.

-Feral Claws : As an action, make a melee attack. Your nails grow out into long daggers. Feral Claws does [[4d10]] necrotic and [[1d8]] slashing damage. Use Dexterity as the modifier for attacks and damage. You can dismiss it as a bonus action or it lasts 1 min. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1 or 100 you develop a form of Long Term Madness

-Void Scream 3/day: As an action, You let out an otherworldly scream and all creature in a 30ft radius around you must make a Wisdom saving throw VS your spell save DC. Creatures that fail take [[8d10]] Psychic damage and are frightened until your next turn. Frightened creatures must use their reaction to move away from you their total movement and if they roll a 6 or lower, they only make it halfway and then trip and fall prone. Half damage if they succeed. Make a sanity check by rolling a d100 [[1d100]], if you roll a 1, 25, 50, 75, or 100 you develop a form of Long Term Madness.

-Gain Full Take Over 1/day: As a Bonus action. Let the demon take control, giving you overwhelming power. For the next minute, all damage from unarmed strikes and Feral Claws attacks is doubled. Make a sanity check by rolling a d100 [[1d100]] when you activate it and at the beginning of each of your turns while active. On a 1,25, 45, 65, 85, or 100, you gain a Short Term Madness effect.


Demon Controller

Demon Ink

Class Info

You feel your body changing on a cellular level, then you hear a voice. It offers you power beyond your wildest dreams, but at the cost of your mind.

Hit Points

Hit Dice: 2d8 per level

Hit Points at 1st Level: 16 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Unarmoured Defence: 11+dex+wis

Weapons: Martial, simple

Saving Throws: Dexterity, Constitution

Tools: Cooking Tools and one more of your choice

Choose 3 Skills: Athletics, Acrobatics, Insight, Perception, Intimidation, or Survival.

Class Skills

Chemistry

-Level 1-

Reactive Science

You may spend 1 hour and a DC13 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 50gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a DC12 Dexterity saving throw or become engulfed and takes 1d4 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC12 to break).

  6. Frost Fire: Use 50gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a Dexterity saving throw or take 1d6 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 100gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 10ft of your target is considered rough terrain. Creatures entering or moving in this area take 1d4 lightning damage.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC11 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 11 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR3 T-rexuberus (Dog head and T-rex head) and you go on a rampage. you revert to your normal form when your hp drops to 0.
-Level 2-

Reactive Science

You may spend 1 hour and a DC14 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 150gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a DC13 Dexterity saving throw or become engulfed and takes 3d4 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC13 to break).

  6. Frost Fire: Use 150gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a Dexterity saving throw or take 3d6 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 300gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 10ft of your target is considered rough terrain. Creatures entering or moving in this area take 2d4 lightning damage.

Super Power Science

You may spend 8 hours and a DC15 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 350gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 1 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 350gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 1 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC12 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 12 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR7 T-rexuberus (Dog head and T-rex head) and you go on a rampage. you revert to your normal form when your hp drops to 0.
-Level 3-

Reactive Science

You may spend 1 hour and a DC15 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 1500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC14 Dexterity saving throw or become engulfed and takes 3d6 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC14 to break).

  6. Frost Fire: Use 1500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a Dexterity saving throw or take 3d8 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 3000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 15ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d4 lightning damage.

Super Power Science

You may spend 8 hours and a DC16 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 3500gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 2 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 3500gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 2 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC13 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 13 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR11 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.
-Level 4-

Reactive Science

You may spend 1 hour and a DC16 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 4500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC15 Dexterity saving throw or become engulfed and takes 4d6 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC15 to break).

  6. Frost Fire: Use 4500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC15 Dexterity saving throw or take 4d8 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 9000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 15ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d6 lightning damage.

Super Power Science

You may spend 8 hours and a DC18 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 12500gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 3 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 12500gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 3 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC14 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 14 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR17 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.
-Level 5-

Reactive Science

You may spend 1 hour and a DC18 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Roll [[1d10]] on the Uh Oh Table at the bottom.

  3. Increase the area of effect by 10ft

  4. Increase damage dice by 2

  5. Noxious Sticky Froth: Use 25000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 20ft must make a DC17 Dexterity saving throw or become engulfed and takes 4d8 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC17 to break).

  6. Frost Fire: Use 25000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 20ft must make a DC17 Dexterity saving throw or take 4d10 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 30000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 20ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d8 lightning damage.

Super Power Science

You may spend 8 hours and a DC20 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Roll [[1d10]] on the Uh Oh Table at the bottom.

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 150000gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 4 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 150000gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 4 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC16 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 16 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR24 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.

Combat Skills

Level 1

-You gain Regeneration: At the beginning of each of your turns, gain your level X3 in hit points.

-You gain proficiency in unarmed attacks

-You can make an unarmed attack as a bonus action

-You gain Demonic Strike: As a Bonus Action, reassert control and for 1 min your unarmed strikes do 2d4. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

Level 2

-Your unarmed attacks have a 15ft reach while Demonic Strike is active.

-You can make 2 unarmed attacks as a bonus action

-Demonic Strike: As a Bonus Action, reassert control and for 1 min your unarmed strikes do 2d6. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

Level 3

-Your movement speed is increased by 10 ft

-Demonic Strike: As a Bonus Action, reassert control and for 1 min your unarmed strikes do 2d8. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

-You gain Demonic Reach: As an Action, make a ranged attack (dex+prof, 20/30 range, 4d8 bludgeoning). If it hits, the target must make a Strength saving throw DC15 or be pulled to you and you can make an unarmed strike with your reaction. Roll 1d100, if you roll a 1, 25, 75, or 100 you gain a longterm madness effect.

Level 4

-Your movement speed is increased by 10 ft

-Demonic Strike: As a Bonus Action reassert control and for 1 min your unarmed strikes do 2d10. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

-Demonic Reach: As an action, make a ranged attack (dex+prof, 20/30 range, 6d8 bludgeoning). If it hits, the target must make a Strength saving throw DC16 or be pulled to you and you can make an unarmed strike with your reaction. Roll 1d100, if you roll a 1, 25, 75, or 100 you gain a longterm madness effect.

-You gain Demonic Hunger 1/day: As an Action, make a bite attack (str+prof to hit, 6d10 piercing). If the attack kills the target you gain 1 additional damage die to your Demonic Strike damage permanently. Roll 1d100, if you roll a 1, 25,33,50,66, 75, or 100 you gain a longterm madness effect.

Level 5

-Your movement speed is increased by 10 ft

-Demonic Strike: As a Bonus Action. Reassert control and for 1 min your unarmed strikes do 2d12 and you can make 3 unarmed strikes with your Bonus Action. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

-Demonic Reach: As an Action, make a ranged attack (dex+prof, 20/30 range, 12d8 bludgeoning). If it hits, the target must make a Strength saving throw DC18 or be pulled to you and you can make 2 unarmed strikes with your reaction. Roll 1d100, if you roll a 1, 25, 75, or 100 you gain a longterm madness effect.

-Demonic Hunger 3/day: As an Action, make a Bite attack (str+prof to hit, 12d10 piercing). If the attack kills the target you gain 2 additional damage die to your Demonic Strike damage permanently. Roll 1d100, if you roll a 1, 25,33,50,66, 75, or 100 you gain a longterm madness effect.

-You gain an additional Action each turn.

Demon Controller: Steel Blood

Class Info

Sitting in your room as you read your book, the latest anime in the background. Something about samurai's cutting each other to pieces. As you turn to look at the TV, something inside of you on a cellular level happens. You watch as the man on the TV get cut once, then a cut appears in the same spot on your arm.

Startled, you fall out of your chair, but the blood doesn't pour down your arm. Instead, it begins to spin in the air and a demonic face appears.

"We are one," a vibrating howl of a voice said in my mind.

Hit Points

Hit Dice: 2d8 per level

Hit Points at 1st Level: 16 + your Constitution modifier

Starting Proficiencies

You are proficient with the following items

Armor: Unarmoured Defence: 11+dex+wis

Weapons: Martial, simple

Saving Throws: Dexterity , Constitution

Tools: Cooking Tools and one more of your choice

Choose 3 Skills: Athletics, Acrobatics, Insight, Perception, Intimidation, or Survival.

Class Skills

Chemistry

-Level 1-

Reactive Science

You may spend 1 hour and a DC13 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 50gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a DC12 Dexterity saving throw or become engulfed and takes 1d4 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC12 to break).

  6. Frost Fire: Use 50gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a Dexterity saving throw or take 1d6 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 100gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 10ft of your target is considered rough terrain. Creatures entering or moving in this area take 1d4 lightning damage.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC11 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 11 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR3 T-rexuberus (Dog head and T-rex head) and you go on a rampage. you revert to your normal form when your hp drops to 0.
-Level 2-

Reactive Science

You may spend 1 hour and a DC14 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 150gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a DC13 Dexterity saving throw or become engulfed and takes 3d4 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC13 to break).

  6. Frost Fire: Use 150gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 10ft must make a Dexterity saving throw or take 3d6 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 300gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 10ft of your target is considered rough terrain. Creatures entering or moving in this area take 2d4 lightning damage.

Super Power Science

You may spend 8 hours and a DC15 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 350gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 1 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 350gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 1 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC12 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 12 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR7 T-rexuberus (Dog head and T-rex head) and you go on a rampage. you revert to your normal form when your hp drops to 0.
-Level 3-

Reactive Science

You may spend 1 hour and a DC15 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 1500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC14 Dexterity saving throw or become engulfed and takes 3d6 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC14 to break).

  6. Frost Fire: Use 1500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a Dexterity saving throw or take 3d8 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 3000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 15ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d4 lightning damage.

Super Power Science

You may spend 8 hours and a DC16 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 3500gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 2 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 3500gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 2 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC13 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 13 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR11 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.
-Level 4-

Reactive Science

You may spend 1 hour and a DC16 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Increase the area of effect by 5ft

  4. Increase damage dice by 1

  5. Noxious Sticky Froth: Use 4500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC15 Dexterity saving throw or become engulfed and takes 4d6 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC15 to break).

  6. Frost Fire: Use 4500gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 15ft must make a DC15 Dexterity saving throw or take 4d8 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 9000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 15ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d6 lightning damage.

Super Power Science

You may spend 8 hours and a DC18 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Nothing happens

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 12500gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 3 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 12500gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 3 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC14 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 14 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR17 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.
-Level 5-

Reactive Science

You may spend 1 hour and a DC18 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Roll [[1d10]] on the Uh Oh Table at the bottom.

  3. Increase the area of effect by 10ft

  4. Increase damage dice by 2

  5. Noxious Sticky Froth: Use 25000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 20ft must make a DC17 Dexterity saving throw or become engulfed and takes 4d8 poison damage at the start of their turns. Creatures engulfed are considered grappled (DC17 to break).

  6. Frost Fire: Use 25000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, creatures within 20ft must make a DC17 Dexterity saving throw or take 4d10 fire damage. That area is now considered Slippery.

  • Slippery: Creatures entering or moving in an area that is considered Slippery must make a DC12 Dexterity saving throw or fall prone. Slippery areas are considered rough terrain. Standing up is considered moving in regards to this effect.
  1. Lightning Grove: Use 30000gp of Chemistry Supplies to create a potion that can be thrown, Dex to hit, 20/30 range +Str rounded up, 1+Str bludgeoning damage on hit. Until your next turn, the area within 20ft of your target is considered rough terrain. Creatures entering or moving in this area take 3d8 lightning damage.

Super Power Science

You may spend 8 hours and a DC20 Intelligence saving throw to see if you brewed your concoction properly. Roll 1d4 [[1d4]] and add this effect to the concoction:

  1. Roll [[1d10]] on the Uh Oh Table at the bottom.

  2. Roll [[1d10]] on the Uh Oh Table at the bottom.

  3. Reroll first dice to pick class if you want

  4. Reroll second dice to pick ability if you want

  5. Fighter formula: Use 150000gp of Chemistry Supplies to create a potion Roll [[1d14]] and then whatever Fighter class you get, roll 1dX ([[1dX]] X=number of level 4 skills) and you gain that ability for 24hrs. 2.Caster Formula: Use 150000gp of Chemistry Supplies to create a potion Roll [[1d12]] and then whatever Caster class you get, roll 1dX ([[1dX]] X=number of level 4 skills) and you gain that ability for 24hrs.

Uh Oh Table

  1. The potion drops and explodes, causing the effect of the potion
  2. The potion becomes thin and less potent. Damage dice is reduced (Ex. 1d4 becomes 1d2 or 1d6 becomes 1d4)
  3. The potion gains a vile smell. Creatures affected by this must make a DC16 Constitution saving throw or their eyes begin to water and creatures have an advantage when attacking them until next turn. If a creature cannot smell, this does not affect it.
  4. The potion begins changing color, roll 1d4 [[1d4]] and it changes types 1. Noxious Sticky Froth 2. Frost Fire 3. Lightning Grove 4. It turns brown and becomes useless.
  5. The potion changes to Paralysis Plume: Creatures within 10ft of targeted area must succeed a DC 16 Constitution saving throw or become paralyzed until your next turn.
  6. The potion breaks and Polymorphs you into a mouse with 4hp. You revert to your normal form when your hp drops to 0.
  7. The potion turns red and becomes a healing potion [[2d4+2]]
  8. The potion breaks and Polymorphs you into a tree with 50hp. You revert to your normal form when your hp drops to 0.
  9. The potion becomes thicker and more potent. Damage dice is increased (Ex. 1d4 becomes 1d6 or 1d6 becomes 1d8)
  10. The potion breaks and Polymorphs you into a CR24 T-rexuberus (Dog head and T-rex head) and you go on a rampage. You revert to your normal form when your hp drops to 0.

Combat Skills

Level 1

-You gain Regeneration: At the beginning of each of your turns, gain your level X3 in hit points.

-You gain proficiency in unarmed attacks

-You can make an unarmed attack as a bonus action

-You gain Steel Infusion: As a Bonus Action. Reassert control and for 1 min your unarmed strikes do 1d4. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

Level 2

-Your unarmed attacks now have a 15ft reach.

-You can make 2 unarmed attacks as a bonus action

-Steel Infusion: As a Bonus Action reassert control and for 1 min your unarmed strikes do 1d6. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

Level 3

-Your movement speed is increased by 10 ft

-Steel Infusion: As a Bonus Action, reassert control and for 1 min your unarmed strikes do 1d8. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

-You gain Blood Spikes: As an Action, make 3 ranged attacks without moving (dex+prof, 20/30 range, piercing damage equal to your unarmed strike damage ). Roll 1d100, if you roll a 1, 25, 75, or 100 you gain a longterm madness effect.

Level 4

-Your movement speed is increased by 10 ft

-Steel Infusion: As a Bonus Action, reassert control and for 1 min your unarmed strikes do 1d10. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

-Blood Spikes: As an Action, make 6 ranged attacks without moving (dex+prof, 20/30 range, piercing damage equal to your unarmed strike damage ). Roll 1d100, if you roll a 1, 25, 75, or 100 you gain a longterm madness effect.

-You gain Draining Spike Rupture 1/day: As an Action, make 4 unarmed attacks on the same target. If the attack kills the target you gain 1 additional damage die to your Steel Infusion damage permanently. Roll 1d100, if you roll a 1, 25,33,50,66, 75, or 100 you gain a longterm madness effect.

Level 5

-Your movement speed is increased by 10 ft

-Steel Infusion: As a Bonus Action, reassert control and for 1 min your unarmed strikes do 1d12. Roll 1d100, if you roll a 1 or 100 you gain a longterm madness effect.

-you can make 3 unarmed strikes with your Bonus Action.

-Blood Spikes: As an Action, make 9 ranged attacks without moving (dex+prof, 20/30 range, piercing damage equal to your unarmed strike damage ). Roll 1d100, if you roll a 1, 25, 75, or 100 you gain a longterm madness effect.

-Draining Spike Rupture 3/day: As an Action, make 4 unarmed attacks on the same target. If the attack kills the target you gain 2 additional damage die to your Steel Infusion damage permanently. Roll 1d100, if you roll a 1, 25,33,50,66, 75, or 100 you gain a longterm madness effect.

-You gain an additional attack when you take the attack action each turn.

Feats

Airfoil Mastery

Weapons that return to your hand once you have thrown them become your area of expertise, and you can perform marvelous feats with them. You gain the following benefits:

  • You gain a +1 bonus to attack rolls with airfoil weapons.
  • You can use an airfoil weapon to attack another creature within 15 feet of a targeted creature as part of any additional attacks you can make with the extra attack feature.
  • When you make a ranged attack with an airfoil weapon, you can choose to have the weapon immediately return to your hand after you make the attack roll. You must have a free hand to catch it to do so.
  • Once per turn, when you hit a creature with a ranged attack using an airfoil weapon, you can, instead of dealing damage, force it to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failed save, you can force it to drop an item it is holding and knock it 15 feet away from them.

Bow Mastery

Shooting arrows from your longbow and shortbow is now your specialty. You gain the following benefits:

  • You gain a +1 bonus to damage rolls with these weapons.
  • You can use Strength, instead of Dexterity, when making attack rolls with these weapons. When you take the attack action with a shortbow, you can
  • use a bonus action to make an attack roll with it at any creature within its normal range.
  • The normal range of these weapons increases by 20, and the long range of these weapons increases by 50.

Close Quarters Shooter

You have trained yourself in the delicate art of using ranged weapons in close quarters combat. You gain the following benefits:

  • an attack with a ranged weapon while within 5 feet of a hostile creature does not impose disadvantage on the attack roll.
  • You cannot make a ranged attack roll with disadvantage at any target within 30 feet of you. However, if you would normally have disadvantage when making an attack roll within this range, such as a magical effect or obscured vision, you cannot get advantage on the attack roll either.
  • You can make opportunity attacks with ranged weapons. Your reach for these attacks is 15 feet.

Thrown Weapon Master

You have mastered the art of throwing weapons in fast flourishes. You gain the following benefits:

  • You gain a +1 bonus to attack rolls with thrown weapons.
  • When you take the attack action on your turn, you can use a bonus action to attack with a thrown weapon that has the light and finesse property.
  • When you roll initiative and are not surprised, you can use your reaction to make a thrown weapon attack at a creature of your choosing within the weapon's normal range.

Net Mastery

You can use a net with maximum efficiency. You gain the following benefits:

  • You gain a +1 bonus to attack rolls with this weapon.
  • The range of your net increases to 10/30.
  • The DC to escape your net is now equal to 8 + your proficiency bonus + your Strength or Dexterity modifier, and it now takes 10 slashing damage (AC = 8 + your Strength or Dexterity modifier) to free the creature from your net.
  • You can affect Large creatures with your net. Attacks made with a net against Large creatures are made with disadvantage.

Scythe Mastery

You have mastered the deadly farming tool known as a scythe. You gain the following benefits:

  • You get a +1 bonus to attack rolls made with this weapon.
  • When you use a scythe, its damage die changes from d6 to d8. (This benefit has no effect if another feature has improved the weapon's damage die.)
  • Once per turn, when you hit a creature you with this weapon, you can force it to make a Strength saving throw. (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). If they fail, they are knocked prone.
  • When you wield a scythe, you can use your Dexterity or Strength modifier for attack and damage rolls.

Whip Mastery

You have mastered the use of a whip after extensive training. You gain the following benefits:

  • You gain a +1 bonus to attack rolls with this weapon.
  • Once per turn, when you hit a creature with this weapon, you can force it to make a Strength saving throw (DC = 8
  • your proficiency bonus + your Strength or Dexterity modifier). If they fail, you can grapple them, disarm them, or pull them 5 feet towards you.
  • You can interact with objects within your whip's reach, such as closing or opening doors and picking up items.
  • You can use a bonus action to lash out on an anchoring point within your whip's range and pull yourself to it. This does not cost movement to do.

Lance Mastery

You have mastered the use of a lance, a normally unwieldy and difficult to use weapon. You gain the following benefits:

  • You gain a +1 bonus to damage rolls with this weapon.
  • You can attack a creature with a lance within 5 feet of you without disadvantage. The weapon's damage die for this attack is d8.
  • You can make your lance a defensive force that impedes enemy movement. While wielding a lance, any area within 10 feet of you is considered difficult terrain for hostile creatures.

Tiny, But Mighty

Prerequisite: Strength 13, Small size Your small size does not impede you using certain weapons effectively. Increase your Strength score by 1, to a maximum of 20. You do not have disadvantage on attack rolls with heavy weapons.

Versatility

You have learned how to wield weapons more powerfully than most warriors do, and your strikes can show it.

  • If a weapon does not have the Two-Handed, Versatile, or Light properties, is melee, and has a damage die lower than 2d6 or 1d12, you may treat it as a Versatile weapon, increasing the die size by 1.

  • For example, the Rapier is 1d8, finesse, but not versatile. If you wield it in two hands with this feat, it would deal 1d10 damage.

Puncturing Charge

When you run up to something, you don't just stop then hit it. You slam into a target while you hit it.

  • When you move at least 20 ft. straight towards a target before a melee weapon attack, add your proficiency bonus to the damage roll if it hits.
  • you reduce a target to 0 hit points this way, you may make an attack on any target that was 5 or 10 ft. behind it.

Carving Strike

Like a fearsome tornado of whirling death, you strike everything around you.

  • If there is at least two enemies within reach of a melee weapon attack from you, you may use your action to attack them all. This does not count as using the Attack action for the purpose of Extra Attack.

Competitive Fighting

While for most people fighting is a life or death situation, you see it more like a game, and you want the highest kills you can get.

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • If an ally reduces a target to 0 hit points that was within 15 ft. of you, your next attack and damage roll has +1 added to it. This caps at +5.

Warlord's Bloodlust

You revel in the heat of the battle, and when you hit someone hard enough, to you, it feels like your wounds don't even exist.

  • When you hit with a critical strike, you heal 1d4 + your Constitution modifier hit points. This can only activate once per round.
  • When you hit with a critical strike, you may quickly strike a different target within range of you with disadvantage.

Critical Rejuvenation

Prerequisite: The ability to use at least one healing ability or feature.

Due to your mastery of healing magic, sometimes even your skills at healing surprise you.

  • You have +1 to all healing spells.
  • Whenever you cast a healing spell, roll a d20. On a 19 or 20, you add another die to the amount healed.

Critical Inspiration

Watching your allies do an amazing job can inspire you to do an even better job.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When a non-hostile creature within 30 ft. of you rolls a critical hit on an attack, your next attack roll has advantage.
  • When an allied creature within 30 ft. of you rolls a maximum on an ability or skill check, you get advantage on your next ability or skill check.

Marksman

You've always been a great shot, even though it might not seem like it.

  • You have +1 to all attack rolls with firearms.
  • You gain proficiency with Firearms.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class, or the Bandit archetype in the Rogue class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) for Battle Master, or 8 + your proficiency bonus + your Dexterity modifier for Bandit.

  • If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Morningstar Master

The morningstar is a special club, a club that you have learned how to use properly compared to other users of it.

  • You have proficiency in morningstars.
  • You have +1 to attack rolls with morningstars.
  • When wielded by you, morningstars have the versatile (d10) property.
  • After landing a successful attack with a morningstar, you may use your bonus action to hit harder with that attack, making another attack that deals 1d4 bludgeoning damage. This bludgeoning damage does not add your ability modifier, unless you possess the Two-Weapon Fighting fighting style.

Gauntlet Master

You have trained yourself to using your fists when wearing gauntlets to be immensely powerful, compared to others. You gain the following benefits.

  • You have a +1 bonus to attack and damage rolls with gauntlets.
  • When you have a free hand or hand wielding a gauntlet, you can use your reaction when being attacked to increase your armor class by 2. This effect lasts until the start of your next turn.
  • You cannot be disarmed of gauntlets unless you are unconscious.

Sacrifice

You are willing to place yourself in harms way to protect your comrades.

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you are within 5 feet of an ally, and that creature is the target of an melee or ranged attack that you can see, you can use your reaction to swap places with your ally. When you do, you become the target of the attack.
  • You and your ally do not provoke an attack of opportunity when using this ability.

Improvised Weapon Master

You have a natural ability to make any object a viable weapon in combat.

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You have proficiency using all improvised weapons.
  • All one handed improvised weapons are considered finesse weapons.
  • All improvised weapons deal 1d6 damage.
  • When you roll a 1 on your attack roll with an improvised weapon, you can re-roll it and you must use the new result. You can use this feature once per long rest.

Cat-Like Reflexes

Your lightning quick acrobatic reflexes allow you to brace yourself when you fall.

  • You gain proficiency in Acrobatics. If you are already proficient, you gain expertise in the skill.
  • When you fall, you can use your reaction to soften your landing by bracing yourself for impact. You can ignore a number of feet equal to your Acrobatics bonus times 10. (ex. If your Acrobatics bonus is +7 and you fall 80 feet, you would ignore 70 feet of falling and only take fall damage for the 10 feet remaining.)
  • You are not knocked prone even if you take damage from the fall.

Dirty Fighter

All is fair in a fight. You are able to use every trick in the book to gain an upper hand in battle.

  • Increase your Strength score by 1, to a maximum of 20.
  • You have advantage when making or breaking a grapple.
  • If you take the Attack action on your turn, you can use a bonus action to do one of the following unarmed attacks. The target must be within your reach and you must have the ability to move your body to do so; if you want to punch, you must have a free hand.

If an ability requires a saving throw, the DC is equal to 8 + your Proficiency Bonus + your Strength Modifier.

Attack Type Result
Punch / Kick Bludgeoning damage equal to 1d4 + Strength modifier
Head Butt Target must succeed on Strength saving throw, on a failed save they are reeling and their speed is reduced to 0 until the end of their next turn.
Knee to the Groin Target must succeed on Constitution saving throw, on a failed save they have the wind knocked out of them and their next attack is made with disadvantage
Trip The target must succeed on Dexterity saving throw, on a failed save the target is knocked prone.

Parkour

You can use your momentum from running to leap off walls, leap, tumble and long jump.

  • You gain proficiency in either Athletics or Acrobatics,. If you are already proficient in your chosen skill, you gain expertise.
  • After moving a minimum of 10 feet, you can vault yourself off a wall adjacent to you. You are able to jump 10 feet, over creatures medium size or smaller, and land on the opposite side of them.
  • There is no penalty when you long or high jump without moving 10 feet first.
  • You do not provoke any attacks of opportunity when you are leaping over a creature.

Bodyguard

Your extensive experience of being a bodyguard has trained you to constantly be on guard, and reflexively act when your charge is in danger.

  • You gain +3 to your passive perception.
  • Choose one creature to be your charge when initiative is rolled, a creature cannot be your charge if they also have this feat. If you are within 20 feet of your charge, you grant them a +1 to all saving throws. If you are within 5 feet of your charge, you grant them a +2 to their AC.
  • Additionally, if any creature makes an attack on your charge while you are within 5 feet of them, you may attempt to grapple them as a reaction. Succeeding on the grapple prevents the attack.

Combat Initiate

Prerequisite: Strength or dexterity 13

You’ve spent enough time fighting that you’ve found a particular style that suits you best. You gain the following benefit:

  • You can gain one fighting style from the choices available for a fighter. You may take this feat multiple times but you must choose a different fighting style when you do.

Forceful Magic

Prerequisite: Caster

Tapping into the plane of Force you are able to put extra OOMPH into your spells. You gain the following benefits.

  • Any creature making a strength saving throw to resist the effects of one of your spells does so at disadvantage
  • Whenever you make a successful melee spell attack you may make a shove attempt against the same target as a bonus action. You use your spell casting modifier instead of strength (athletics) for the check.
  • Any spell effects you create that knock a creature away from you pushes the creature an additional 5 feet.

Shield Wall

Putting yourself between your allies and a stampeding enemy is where you feel at home. You gain the following benefits:

  • While holding a shield, if you see and enemy move at least 10 ft. in a strait line towards you or an ally, you can use your reaction to move 10 ft. If you end your movement within 5 ft. of an enemy you may make a weapon attack with your shield. On a hit the attack deals 1 plus your Strength modifier in bludgeoning damage, and the target that you hit cannot use its remaining movement to move passed you unless they move 10 ft. around you. This effect last until the start of your next turn.
  • When you attack and enemy with your shield as a reaction you gain +1 to your AC against the target that you attacked. This last until the start of your next turn

Exotic Master

Through your travels and rigorous training abroad, you have learned to master tools of far away lands.

  • Gain proficiency with Exotic Weapons and Sheilds
  • Gain Intimidating Weapons Display: Use your reaction to impose a disadvantage on a creature attacking a friendly creature within melee range.

Firearms Trainee

From bows and crossbows you see the way of progress and black powder. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20
  • You gain proficiency in Firearms and Tinker's tools
  • You can repair Firearms out of combat

Trick Firearm Utility

Prerequisite: Proficiency in Firearms and Trick Weapons

By combining the versatility of range weapons with close combat your knowledge grows. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • You gain proficiency in Trick Firearm weapons

Trick Weapon Novice

Prerequisite: Proficiency with Simple Weapons

You Have trained in the art of Trick Melee Weapons and thus begins a long road. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • Proficiency In Trick Melee Weapons

Trick Weapon Master

Prerequisite: Proficiency in Trick Weapons

You have mastered the art of of trick weapons and how they work has become second nature to you. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20
  • You can transform Trick Melee and Trick Firearms weapons as a bonus action. You can use this bonus action between extra attacks, but must use the weapons new properties that it has in the new transformed state

Idiot Savant

Prerequisite: your intelligence must be 9 or less.

You may not be smart but you have your moments. Choose one of the following skills:

  • Arcana, History, Medicine, Nature, Religion, or Survivial. This skill becomes +5 regardless of your ability modifier.

Pressure Point Expert

Prerequisite: Character level 2, Dexterity 13 or greater, Medicine skill +3 or greater

Your high agility and knowledge of humanoid anatomy allows you to use your opponents own strength against them. You gain the following benefits:

  • You may use athletics OR acrobatics when attempting a grapple.
  • You have advantage when attempting to escape a grapple.
  • If you are grappling a humanoid creature and your grapple check is 22 or greater the creature is also stunned until your next turn.

Quick Thinking

Prerequisite: Intelligence 13 or higher

You are able to rapidly focus, analyze your circumstances, and take appropriate action. You gain the following benefits:

  • Increase your intelligence score by 1, up to a maximum of 20
  • When rolling initiative, you may use your intelligence modifier in place of your dexterity modifier.
  • Once, during the first round of combat and only if you are not surprised, you may choose one of the following effects:

If targeted by an attack, use your reaction to increase your AC by an amount equal to your INT Modifier or Add an amount equal to your intelligence modifier to an attack roll

Shop

Weapons

Simple Weapons
Name Cost Damage Range Weight Properties
Scythe 5sp 1d6 Slashing 4 lbs Two-handed, Simple, reach
Gauntlets 2gp 1d4 Bludgeoning 1 lb Light
Combat knife 2gp 1d4 Piercing 1 lb Finesse, Light, Thrown (20/60)
Metal Rod 2gp 1d6 Bludgeoning 3 lb -
Boar Spear 5 gp 1d6 piercing 5 lb. Versatile (1d8), winged
Club 1 sp 1d4 bludgeoning 2 lbs. Light, nonlethal
Dagger 2 gp 1d4 piercing/slashing 3/4 lb. Finesse, finisher, light, prone fighting, thrown (range 20/60)
Goedendag 5 sp 1d4 bludgeoning/piercing 3 lbs. Finisher, sundering
Greatclub 5 sp 2d4 bludgeoning 10 lb. Heavy, nonlethal, status, two-handed
Handaxe 3 gp 1d6 slashing 2 lb. Light, status, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 60/120)
Light Hammer 2 sp 1d4 bludgeoning 2 lb. Light, status, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. Sundering
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Nonlethal, versatile (2d4)
Sickle 1 gp 1d4 slashing 2 lb. Ensnaring, light, status
Shortspear 1 gp 1d6 piercing 4 lb. Light, versatile (1d8)
Wrist Blades 1 gp 1d4 slashing 1 lb. Finesse, light
Arcane Quarterstaff 15 gp 1d6 bludgeoning 5 lb. versatile (1d8)
Brass Knuckles 2 gp 1d6 bludgeoning 1 lb. Light
Druidic Quarterstaff 5gp 1d6 bludgeoning 5 lb. versatile (1d8)
Fist of Gratia 10 gp 2d4 bludgeoning 2 lb. Light, special
Holy Bident 15 gp 1d6 piercing 4 lb. thrown (range 20/60), versatile (1d8)
Hunting Horn 20 gp 1d8 bludgeoning 30 lb. heavy, special, two-handed
Iron Ball 5 gp 1d8 bludgeoning 10 lb. Thrown (15/45)
Ring Knife 5 sp 2 slashing/ piercing - Added to unarmed/ grapple damage
Spiked Ball 5 gp 1d8 piercing 5 lb. Thrown (15/45)
Martial Weapons
Name Cost Damage Weight Properties
Energy Staff 15 gp 1d6 bludgeoning 2 lb. Reach, energy burst, two handed
Forearm Blade 25 gp 1d6 slashing 2 lb. Finesse, light
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Grandblade 50gp 2d6 slashing 6 lb. Heavy, two handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two handed
Longblade 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Whip 25 gp 1d6 slashing 2 lb. Finesse, reach
Sabre 20 gp 1d8 slashing 3 lb. Finesse
Shortblade 10gp 1d6 piercing 2 lb. Finesse, light
Warhammer 15 gp 1d8 bludgeoning 3 lb. Versatile (1d10)
Arming Sword 20 gp 1d8 piercing/slashing 2 lb. Parry, special
Bastard Sword 30 gp 1d8 piercing/slashing 3 lb. Parry, status, versatile (2d4)
Battleaxe 10 gp 1d8 slashing 4 lb. Status, sweeping, versatile (2d4)
Estoc 25 gp 1d8 piercing 2 lb. Finesse, sundering, versatile (2d4)
Flail 10 gp 1d8 bludgeoning/piercing 2 lb. Bypass, ensnaring, wind-up
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, sweeping, two-handed
Greataxe 25 gp 1d12 slashing 12 lb. Finisher, heavy, special, two-handed
Greatsword 50 gp 2d6 piercing/slashing 7 lb. Heavy, parry, status, sweeping, two-handed
Guisarme 5 gp 1d10 piercing 8 lb. Ensnaring, heavy, reach, two-handed
Gun Blade 35gp 1d8 Slashing 3 lb. special, versatile(2d4)
Halberd 25 gp 1d10 piercing/slashing 9 lb. Ensnaring, heavy, reach, status, two-handed
Harpoon 10 gp 1d8 piercing 4 lb. Status (slashing), thrown (range 20/60)
Lance 10 gp 1d12 piercing 6 lb. Cavalry, reach, special, status
Longsword 35 gp 1d10 bludgeoning/piercing/slashing 3 lb. Parry, sundering, status, two-handed
Lucerne 20 gp 1d10 bludgeoning/piercing 7 lb. Heavy, reach, sundering, two-handed
Maul 10 gp 2d6 bludgeoning 12 lb. Finisher, heavy, status, sundering, two-handed
Morningstar 15 gp 1d8 bludgeoning/piercing 4 lb. Special, sundering
Parrying Dagger 3 gp 1d4 piercing 1 lb. Finisher, finesse, light, parry, prone fighting
Pike 5 gp 1d10 piercing 8 lb. Heavy, reach, two-handed, wind-up
Pollaxe 35 gp 1d10 bludgeoning/piercing/slashing 10 lb. Heavy, parry, status, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse, parry, status
Ranseur 25 gp 1d10 piercing/slashing 8 lb. Heavy, reach, two-handed, winged
Sabre 25 gp 1d8 slashing 4 lb. Cavalry, finesse, sweeping
Scimitar 20 gp 1d6 slashing 3 lb. Cavalry, finesse, light, status
Shortsword 10 gp 1d6 piercing/slashing 2 lb. Finesse, light, parry, status
Shotel 10 gp 1d8 piercing/slashing 3 lb. Bypass, ensnaring, finesse
Spear 2 gp 1d8 piercing 5 lb. Reach, versatile (1d10)
War Pick 5 gp 1d8 piercing 2 lb. Status, sundering, versatile (2d4)

Shop

Trick Melee Weapons

Name Cost Damage Weight Properties
Amygdalan Arm 70 gp 1d10 bludgeoning 3 lb. Trick
Beast Claw 25 gp 1d4 slashing 2 lb. Finesse, light, trick
Beast Hunters Saif 25 gp 1d6 slashing 5 lb. Finesse, trick
Beast Cutter 30 gp 1d8 bludgeoning 8 lb. Heavy, trick
Blade of Mercy 35 gp 1d8 slashing 3 lb. Finesse, trick
Bloodletter 30 gp 1d6 bludgeoning 10 lb. Special, trick
Boom Hammer 55 gp 1d8 bludgeoning 10 lb. Trick, versatile (1d10)
Burial Blade 90gp 1d6 slashing 6 lb. Finesse, trick, versatile (1d8)
Chikage 80 gp 1d8 slashing 3 lb. Finesse, special, trick, versatile (1d10)
Church Pick 30 gp 1d6 piercing 10 lb. Finesse, trick
Holy Moonlight Sword 100 gp 1d10 slashing 6 lb. Heavy, trick, versatile (2d6)
Hunter Axe 30 gp 1d6 slashing 5 lb. Trick
Kirkhammer 30 gp 1d10 bludgeoning 8 lb. Heavy, trick, two-handed
Logarius' Wheel 65 gp 1d6 bludgeoning 8 lb. Heavy, special, trick

Shop

Simple Ranged Weapons
Name Cost Damage Weight Properties
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/50), loading, special
Dart 5 cp 1d4 piercing ¼ lb. Finesse, thrown (range 20/60)
Light Crossbow 25 gp 1d8 piercing 5 lb. Ammunition (range 60/120), loading, two-handed
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 90/360), two handed
Sling 1 sp 1d4 bludgeoning 1/4 lb. Ammunition (range 30/60), nonlethal
Boomerang 3gp 1d6 Bludgeoning 1/4 lbs Finesse, light, Simple, Airfoil, thrown, (range 25/80)
Pistol, light 20 gp 1d6 piercing 1 lb. Adaptable, ammunition, light, reload (15 shots),(range 50/150)
Rifle, short 25 gp 1d8 piercing 3 lb. Ammunition, reload (6 shots),(range 70/210)
Throwing Blade 2 sp 1d4 piercing 1/4 lb. Finesse, thrown, (range 30/90)
Martial Ranged weapons
Name Cost Damage Weight Properties
Chakram 8gp 1d6 Slashing 1 lb Finesse, Light, Martial, Airfoil, Thrown (range 35/100)
Hand Crossbow 75 gp 1d6 piercing 3 lb. Ammunition (range 30/60), light, loading, prone fighting
Heavy Crossbow 50 gp 1d12 piercing 12 lb. Ammunition (range 100/200), heavy, loading, status, two-handed
Longbow 75 gp 1d10 piercing 5 lb. Ammunition (range 150/600), heavy, status, two-handed
Recurve Bow 50 gp 1d8 piercing 3 lb. Ammunition (range 100/400), two-handed
Net 1 gp 3 lb. Special, thrown (range 5/15)
Pistol, arm 50 gp 1d6 piercing 1 lb. Ammunition (6 shots), reload, (range 30/120)
Pistol, auto 25 gp 1d6 piercing 2 lb. Burst fire (2), (range 60/300)
Pistol, heavy 40 gp 1d8 piercing 3 lb. Burst fire (2), recoil (1), (range 50/250)
Rifle, auto 30 gp 1d10 piercing 5 lb. Burst fire (3), recoil (1), two handed, (range 80/400)
Rifle, heavy 50 gp 2d6 piercing 8 lb. Burst fire (3), heavy, recoil (2), two handed, (range 100/500)
Rifle, sniper 80 gp 2d8 piercing 8 lb. Heavy, two handed, special, (range 300/2000)
Shotgun 25 gp 1d8 piercing 7 lb. Reload, two handed, special, (range 30/90)

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Trick Melee Firearm Weapons

Name Cost Damage Weight Properties
Gunlance 400 gp 1d10 fire 16 lb. (Range 10/20), misfire 5, reload 1, trick, two-handed
Reiterpallash 400 gp 1d10 piercing 4 lb. (Range 50/120), misfire 1, reload 2, trick
Riflespear 430 gp 1d8 piercing 7 lb. (Range 25/75), misfire 3, reload 1, trick
Simon's Bow Blade 420 gp 1d8 piercing 5 lb. Ammunition (range 200/800), trick, two-handed

Trick Firearm Weapons

Name Cost Damage Weight Properties
Bad News 600 gp 2d12 piercing 25 lb. (Range 200/800), misfire 2, reload 1, two-handed
Blunderbust 300 gp 2d8 piercing 10 lb. (Range 25/60), misfire 2, reload 1, scatter
Cannon 500 gp 2d12 piercing 25 lb. (Range 50/100), heavy, loading, misfire 5, reload 1
Church Cannon 450 gp 2d10 piercing 20 lb. (Range 30/80), heavy, loading, misfire 4, reload 1
Dwarven Blunderbuss 400 gp 2d8 piercing 10 lb. (Range 25/60), misfire 1, reload 1, scatter
Evelynn 550 gp 1d12 piercing 3 lb. (Range 200/600), light misfire 2, reload 4
Flamesprayer 350 gp 1d8 fire 10 lb. (Range 15/30), misfire 4, reload 10, scatter
Flintlock Pistol 60 gp 1d6 piercing 1 lb. (Range 40/160), club, light, misfire 1, reload 1
Gatling Gun 600 gp 4d4 piercing 20 lb. (Range 40/100), heavy, loading, misfire 4, reload 4
Hand Mortar 800 gp 2d8 fire 10 lb. (Range 30/60), explosive, misfire 3 reload 1
Heavy Bowgun 400 gp 1d10 piercing 40 lb. (Range 40/160), heavy, misfire 4, reload 5, special, two-handed
Hunter's Blunderbuss 200 gp 1d8 piercing 9 lb. (Range 15/30), misfire 2, reload 2, scatter
Hunter's Pistol 150 gp 1d10 piercing 3 lb. (Range 100/400), light, misfire 1, reload 4
Ludwig's Rifle 500gp 1d8 piercing 10 lb. (Range 30/60), misfire 2, reload 3, scatter
Musket 300 gp 1d12 piercing 10 lb. (Range 120/480), misfire 2, reload 1, two-handed
Palm Pistol 50 gp 1d8 piercing 1 lb. (Range 40/160), light, misfire 1, reload 1
Pepperbox 250 gp 1d10 piercing 5 lb. (Range 80/320), misfire 2, reload 6
Piercing Rifle 400 gp 1d12 piercing 8 lb. (Range 300/900), misfire 4, pierce, reload 6
Pistol 150 gp 1d10 piercing 3 lb. (Range 60/240), misfire 1, reload 4
Repeating Pistol 450 gp 2d10 piercing 3 lb. (Range 100/400), misfire 2, reload 2
Scattergun 500 gp 1d8 piercing 10 lb. (Range 15/30), misfire 3, reload 2, scatter

Shop

Ammunition
Name Cost Weight Weapon Properties
Barbed Quarrel 15 cp 1 oz. Crossbow Adds serrated modification
Bodkin Arrow 30 cp 1 oz. Bow Sundering
Blowgun Needle 2 cp 1 oz. Blowgun -
Broadhead Arrow 50 cp 1 oz. Bow Slashing damage, status
Bullet 30 cp ⅛ oz. Gun -
Elemental Ammunition 50 gp 1 oz. All Special
Field Arrow 5 cp 1 oz. Bow -
Hunting Bolt 2 cp 1 oz. Crossbow Bludgeoning damage, Nonlethal
Sling Bullet 1/5 cp 1 oz. Sling -
Silver Bullet 15 gp ⅛ oz. Gun Special
Grapeshot 10 gp 3 oz. Gun Special
Quarrel 5 cp 1 oz. Crossbow Sundering

Exotic Weapons

Exotic weapons are unwieldy, niche, or revolutionary. Some make poor weapons without intensive, specialized training. Others may be less effective weapons than popularly conceived and require expertise to use effectively. You can gain proficiency in an exotic weapon using Weapons Master and Exotic Master Feat

Exotic Melee Weapons
Name Cost Damage Weight Properties
Cestus 1 gp 1d4 bludgeoning 1/2 lbs. Nonlethal, light, special, status
Chain Whip 5 gp 1d6 bludgeoning 10 lbs. Bypass, ensnaring, special, versatile (1d8)
Garotte Wire 5 gp 1d6 slashing 1/4 lb. Finesse, light, special, two-handed
Gauntlet-sword 25 gp 1d6 slashing 4 lb. Cavalry, light, special
Hooksword 35 gp 1d8 slashing 3 lb. Ensnaring, parry, status
Trident 5 gp 2d4 piercing 4 lb. Thrown (range 20/60), versatile (1d10), winged
Whip 2 gp 1d4 slashing 3 lb. Ensnaring, finesse, reach
Unarmed Strike - 1 bludgeoning - Nonlethal, special
Exotic Ranged Weapons
Name Cost Damage Weight Strength Properties
Arquebus 500 gp 2d8 piercing 10 lbs. - Ammunition (range 60/120), gunpowder, loading, two-handed
Boomerang 25 gp 1d4 bludgeoning 1 lb. - Finesse, nonlethal, special, thrown (range 30/60)
Greatbow 200 gp 2d6 piercing 25 lb. Str 18 Ammunition (range 150/600), heavy, special, status, two-handed
Handgonne 250 gp 2d6 piercing 3 lb. - Ammunition (range 30/90), gunpowder, loading
Net 1 gp - 3 lb. - Special, thrown (range 5/15)
Exotic Shields
Name Cost Damage Weight Grip Properties
Dueling Shield 100 gp - 6 lbs. Handle Special, versatile (1d8 piercing)
Lantern Shield 300 gp 1d4 piercing 4 lb. Strap Light, special

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Armor List

Capes, Cloaks, and Robes
Armor Cost Armor Class (AC) Abilities Weight
Earth Cloak 50 gp 0 AC Resistance to non-magical damage 5 lbs.
Stone Cape 75 gp 0 AC Use your reaction to block 1d4 damage 5 lbs.
Robe of Light 65 gp 0AC Use your reaction to open your robe and flash the creature attacking you. It now is scared in more then one way and has disadvantage on that attack. You may only use this once per round. 5 lbs.
Light Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Padded 5 gp 11 + Dex modifier Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier 10 lb.
Studded leather 45 gp 12 + Dex modifier 13 lb.
Medium Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Hide 10 gp 12 + Dex modifier (max 2) 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) Disadvantage 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Ring mail 30 gp 14 Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
Shields
Name Cost +AC Weight Properties Grip
Buckler 8 gp 1 2 lb. Light, parry Handle
Shield 10 gp 2 6 lb. - Handle, strap
Tower Shield 50 gp 3 10 lb. Special Strap

Weapon Proficiencies

This chart adds three new weapon proficiencies. Trick Melee Weapons can still be used but they cannot be transformed and are stuck in the form that they are found in. There are also Trick Firearm Weapons, and Firearms. These proficiencies can be found in backgrounds or gained as feats detailed later

Weapon Properties

Airfoil. A weapon with the airfoil property will return to you at the beginning of your next turn when thrown. You must have a free hand to catch it or it will fall at your feet.

Club. In tough times a weapon with this property can be used as a close combat weapon deals 1d4 of bludgeoning damage and uses your strength.

Explosive. Upon hitting a creature, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8+ proficiency+ Dexterity modifier) or take 1d8 fire damage. If the weapon misses, the ammo fails to detonate and bounces away harmlessly.

Loading. A weapon with this feature must be loaded as an action regardless of class abilities do to the delicate processes needed to load each shot.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower then the weapon's misfire score, it miss fires. The attack misses, and the weapon cannot be used again until you spend an action to repair it. To repair the weapon, you must make a successful Tinker's Tool check (DC equals 8+ misfire score). If the check fails, the weapon is broken and must be repaired out of combat at half of it's cost.

Pierce. A weapon with this property if it kills a target with its damage will pass through and deal damage to the next creature is a straight line make a new attack roll against the new target and it deals -2 less damage that gets exponentially worse for each target after. (e.g -2,-4.-8, etc., etc.).

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload it. You must have one free hand to reload a firearm.

Scatter. A weapon with this trait can fire a special ammunition that hits everything in the weapons first range increment. Make an attack roll against each target within range separately, but only make one damage roll for all targets hit.

Trick. Weapons that have this property can be transformed as an action. What they transform into is described later in the Trick Weapons section. Transforming your weapon is an action and weapons can lose and gain traits as they transform.

Special Weapons

Bloodletter. You must siphon part of your life to transform the weapon. You give up any number of your hit die and take that as damage as force damage and your hit die are expended.

Fist of Gratia. When you Score a critical hit with this weapon it gives the target the Stunned condition until the end of its next turn.

Chikage. While transformed this weapon if siphons your health at the end of each of your turns you take 1d8 of force damage.

Greatbow. You must have a strength score of 15 or higher to use this weapon.

Heavy Bowgun. "Anything" can be ammo if you are brave enough. Depending on what improvised ammunition you are firing it either increases or decreases this weapons misfire and damage die. The DM determines the damage and misfire of the ammo you chose and lets you know after it has been fired once. Only things that can fit down the barrel of the gun can be fired.

Hunting Horn. You must be proficient in a musical instrument to use these features. As an Action you can play a song into the instrument, Choose on of the following effects. Rally. (Your allies have advantage on attack roles as long as they can here the song), Irritating Pipes (Your enemies have disadvantage on attack roles as long as they can hear the song), and Retreat (Your allies can add half their base movement speed as long as they hear the song, this is only added if they are running away from an enemy). You may also play shorter songs as a bonus action and chose one of these effects, Sharp. (Your allies add a 1d4 to there attack roles as long as they

hear the song), or Flat (Your enemies subtract 1d4 from their attack roles as long as they hear the song). You can only have one song up at a time.

Logarius' Wheel. Every time you spin the wheel in its transformed stat the weapon siphons more hp during your turn. For every spin you take 1 damage force damage. Can be used up to a maximum of 4 times per use.

Trick Weapons

Amygdalan Arm. A piece of the limb detaches from the club. The weapon gains Reach and deals slashing damage.

Beast Claw. Injecting your off hand with feral hook at the back of the weapon. Your offhand transforms (along with anything being worn or carried) into a bestial claw. You can the Beasthood condition, become proficient in off hand attacks, and it deals 1d6 of slashing damage. This Transformation last for one minute.

Beast Hunter Saif. The sythe-like blade extends from the weapon. The weapon gains Reach

Beast Cutter. The heavy club segments loosen into an extra long whip. The weapon gains Finesse, and has a reach of 15 ft. You have disadvantage to attack anything within 10 ft.

Blade of Mercy. The slender Longsword splits into two smaller swords that deal 1d6 slashing damage each. They have the same weapon properties.

Bloodletter. The weapon extends into a two-handed mace. The weapon gains Two-handed and deals 1d12 of piercing and deals necrotic damage equal to the damage that you took. This transformation last a number of rounds equal to the hit die spent.

Boom Hammer. The back spike of the weapon clicks back. Your next attack deals an extra 1d6 of fire damage before the weapon resets back to its normal state.

Burial Blade. The blade clicks into a handle transforming it into a two-handed scythe. The weapon gains Reach and Two-handed and deals 1d12 of slashing damage.

Chikage. The weapons becomes coated in your blood. It gains Two-handed and uses its versatile damage. The weapon also deals an additional 1d8 necrotic damage.

Church Pick. The miniature-lance extends into a full size war pick. The weapon gains Two-handed and deals 1d10 piercing damage

Gunblade. The fusion of close and ranged combat, gunblades are difficult to utilize properly, also requiring high maintenance. While attacking and as a bonus action, you can pull the trigger on the gunblade to fire a bullet as you attack. This weapon has both the properties of a longsword and a pistol, except the pistol deals 1d6 piercing damage instead.

Gunlance. The gun becomes hidden in the end of a lance as the bayonet conceals the barrel. The weapon looses all firearm properties and gains Reach, deals 1d12 piercing damage, you have disadvantage to attack targets within 5 ft. of you, and it requires two-hands to wield if you are not mounted.

Holy Moonlight Sword. The weapon becomes a blue hue and seems to sparkle like moonlight. The weapon gains Arcane focus and Two-handed and uses its versatile damage. It adds your spell casting modifier to its damage rolls (it adds you Intelligence modifier if you cannot cast spells), and as an action you can fire a slashing beam of moonlight (Targets in a 20 ft. line 5 ft. wide must make a Dexterity saving throw DC equals 8 + proficiency + you spell casting modifier taking 2d12 radiant damage on a failed save. This feature can be used a number of time equal to you Intelligence modifier min. 1)

Hunter Axe. The weapons handle extends. The weapon gains Two-handed and Reach and deals 1d10 slashing damage.

Kirkhammer. The handle comes out of the hammer revealing it to be a sword. The weapon looses Heavy, Two-handed, and gains Finesse, Versatile (1d8). The weapon deals 1d6 slashing damage.

Logarius' Wheel. The weapon splits into two wheels attached to one another. As an action you can spin the wheel up to 4 times to increase its damage. Your next attack adds 1d4 of force damage for every time you spun the wheel during the last time used an action to spin it. You cannot spin the wheel if you have no hit dice.

Ludwig's Holy Blade. The blade for this weapon is the sheath to a long sword. The weapon loses Heavy, Two-handed, and gains Versatile (1d10). The weapon deals 1d8 slashing damage.

Rakuyo. The hilt of the sword splits off into a dagger. The weapon gains Light, and as a bonus action you can make an attack roll with your off hand that deals 1d6 piercing damage on a hit.

Reiterpallash. The gun tucks away neatly into the hilt of the rapier. The weapon looses all firearm properties and gains Finesse. The weapon deals 1d8 piercing damage.

Riflespear. The gun becomes hidden in the end of the spear as the bayonet conceals the barrel. The weapon looses all firearm properties and gains Thrown (range 20/60) and Versatile (1d8) The weapon deals 1d6 piercing damage.

Sawcleaver. The serrated saw-like blade extends from the weapon. The weapon gains Reach

Sawspear. The pointed saw-like blade extends from the weapon. The weapon gains Reach and deals 1d6 piercing damage

Simon's Bow Blade. The two halves of the bow fold together to make a sword. The weapon looses Ammunition (range 200/800), Two-handed and gains Finesse. The weapon deals 1d8 slashing damage

Stake Driver. The weapon clicks down into a piston. Your next attack deals an extra 2d6 piercing damage and the weapon resets to its normal state.

Threaded Cane. The weapons becomes a segmented bladed whip. The weapon gains Reach and deals 1d4 slashing damage.

Tonitrus. The weapon becomes coated in electricity. While in this state the weapon deals an extra 1d6 lighting damage for 1 minute.

Whirligig Saw. The weapon locks into two serrated saw blades. The weapon gains Two-handed and looses Versatile (1d8). The weapon deals 1d10 slashing damage.

More Weapons Properties

Adaptable

A ranged weapon with this property can be used in close quarters combat without suffering a disadvantage on attack rolls.

Burst Fire

A weapon with the burst fire property can make a normal single-target attack, or it can spray a 10-foot cube (4 map squares) within the weapon’s normal range. A burst is far more uncontrolled than an aimed shot. A burst fire attack can only be taken once per turn and must be within the weapon’s short range.

  • Any creature within the 10-foot cube must make a Dexterity saving throw versus the Burst DC or suffer the weapon’s damage. Ability modifiers cannot be added to the damage roll for a burst fire attack.
  • Burst Save DC = 8 + attacker’s proficiency score + attacker’s Dexterity modifier.
  • A weapon can be fired in burst three times before requiring a full round for the clip to replenish ammunition. This uses 1/3 of total ammunition held in the guns clip. This can also be avoided by using an action or bonus action to change out a clip. Changing a clip requires at least one free hand

Ammunition

You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition.

Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Bypass

These flexible weapons wrap around shields and other personal defenses. They ignore the AC bonus granted by shields and parrying features.

Cavalry

These weapons are well-suited to combat on the move. If you damage a creature with a cavalry weapon after moving at least 30 feet straight toward a target while mounted, the you deal an extra 1d6 damage.

Ensnaring

These weapons feature chain, hooks, or other parts that entangle. When you hit with an ensnaring weapon, you can use your bonus action to attempt to shove the target prone, disarm them, or pull them into a space within 5 feet of you. To succeed on the attempt, you make an opposed check against the target's Strength (Athletics) or Dexterity (Acrobatics) check, adding your weapon attack bonus to the roll.

Finesse

The weapon lends itself to dexterous combat due to features that make precisely aiming the weapon easier. When attacking with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Finisher

Finisher weapons are well-suited to executing enemies at your mercy. When you damage a prone creature with a finisher weapon, you roll an additional weapon damage die.

Gunpowder

These weapons utilize volatile powder as a propellant to fire projectiles or explode. They cannot be used underwater. When you make an attack, a gunpowder weapon flashes, expels smoke, and creates a bang that can be heard within 300 feet. Each time you attack with a gunpowder weapon, you expend one pinch of powder and one piece of ammunition. It takes an action to load a gunpowder weapon.

Carrying too much powder is risky. Every time a creature wearing or carrying items with the Gunpowder property takes at least 20 fire damage, one of those items explodes and is destroyed. The blast deals 2d6 fire damage and 2d6 thunder damage to all creatures and objects within 20 ft.

Heavy

These weapons are unwieldier than most. Small creatures make attacks with heavy weapons at disadvantage. You cannot attack more than once per turn with a heavy weapon unless you have a Strength score of 13 or higher.

When you attack with a heavy weapon that you are proficient in, you can forego adding your proficiency bonus to the attack roll. If the attack hits, you add that proficiency bonus to the damage roll. You must decide to do this before making the attack roll. This ability can be used in conjunction with the Great Weapon Master feat.

Light

A light weapon is small and easy to handle. When you take the Attack action and attack with a light weapon that you’re holding in one hand, you can use a bonus action to attack with a different light weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Loading

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you fire it, regardless of the number of attacks you can normally make.

Nonlethal

The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. When you choose to knock a creature out instead of killing them, nonlethal weapons deal their normal damage. Other weapons can be used to deal nonlethal strikes, but deal bludgeoning damage equal to your Strength modifier + 2 instead of their typical damage.

Parry

When you are wielding a parrying weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add half your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Prone Fighting

When you are prone and make a weapon attack with this weapon, you do not suffer disadvantage for being prone.

Ranged

A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Some ranged weapons have a Strength requirement listed. You cannot make attack rolls with that ranged weapon if your Strength is lower than that value.

Reach

This weapon's extended length adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks. Reach weapons cannot be used for two-weapon fighting regardless of strength or feats.

Status

Status weapons inflict extra effects on powerful hits. When an attack roll with a status weapon exceeds the target's AC by 5 or more, it inflicts an additional status effect based upon the type of damage dealt. A critical hit guarantees a status effect.
Slashing weapons inflict gaping wounds and profuse bleeding, inflicting additional slashing damage equal to your proficiency bonus. Objects, Constructs, and Elementals may be immune to this damage, as may other creatures that do not bleed at the discretion of your DM.
Bludgeoning weapons hit with staggering blows that daze the target. Inflicting this status causes the target's next attack roll to be made with disadvantage.
Piercing weapons reward precise or focused attacks, punching holes in defenses and leaving a target vulnerable. Inflicting piercing status grants advantage on the first weapon attack against the target before the start of its next turn.

Improvised weapons may inflict status depending on their damage type and the discretion of your DM.

Sundering

The weapon features qualities that crush, pierce, break, or penetrate armor. When you make a weapon attack a target wearing a breastplate, brigandine, cuirass, half plate, hauberk, splint, or full plate with a sundering weapon, you gain a +2 bonus to the attack roll. You also gain this bonus against creatures with thick shells or metallic hides, and other creatures at the discretion of your DM.

You cannot add your proficiency bonus to any die roll more than once. That rule has has one exception: a weapon that inflicts status: slashing and the bonus to damage from heavy adds your proficiency bonus to that attack's damage twice.

Sweeping

These weapons strike in broad motions. When you reduce an enemy to 0 hit points with a sweeping weapon, you can target another creature within 5 feet of the first that you can reach and, if the original attack roll can hit it, apply any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to kill an enemy.

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for attack and damage rolls that you would use for a melee attack with it. You increase the standard and maximum range of a thrown weapon by a number of feet equal to 5 times your Strength modifier, unless your Strength modifier is negative.

Two-Handed

The weapon is large or cumbersome to the point of requiring two hands to fight with effectively. You must wield the weapon in both hands to use it, and cannot use the weapon while performing somatic components, grappling, or other tasks that require a free hand.

Versatile

The weapon can be wielded in either one or two hands. A damage value in parentheses appears with the property, indicating the damage dealt when you use it with two hands.

Wind-up

You can prepare attacks with this weapon to make it even more effective. In place of a weapon attack, you can wind up or set your weapon. On the next attack you make with the weapon, you add an additional weapon die, and when you add your ability score modifier to the weapon's damage, you double that modifier. A weapon can only add one such damage die in this way. If you don't make an attack by the end of your next turn the weapon is no longer wound up. A weapon that is wound up can be used to make an opportunity attack when an enemy enters your reach.

Winged

These weapons have specially-shaped heads that halt the forward movement of their target toward the wielder after piercing the target, and can be used to catch shields and weapons. After damaging a huge or smaller creature with a melee attack from a winged weapon, the creature cannot move toward you and it must expend 2 feet of movement for every foot it moves within your reach. This reduction ends if it leaves your reach or you make another attack roll with the winged weapon. While holding a creature in this way, you can use a bonus action to attempt to shove that creature using your weapon's reach instead of your own.

Special

Special weapons have some entirely unique property. These are detailed after the weapon charts.

Arming Sword

The techniques of an arming sword are fairly basic, easy to learn, and highly defensive. As a result, you worry less for your own safety and can inflict more effective blows. Whenever you inflict status with an arming sword you inflict the status effects of both piercing and slashing status, regardless of the damage type you dealt.

Boomerang

When you miss with this weapon, it returns to your hand.

Blowgun Needle

These minute needles are especially potent when paired with a poison coating. When you apply a poison to it, a dose can cover 10 pieces of ammunition instead of the usual 3. Chain Whip

A length of chain is unbalanced and difficult to use, but can be a far-reaching weapon. When held in both hands, this weapon gains the reach property.

Cestus

The weapon is not held in the hand, instead wrapped around the wrist, held in the fingers, or covering the knuckles. Wielding this weapon does not prevent you from grappling or shoving an enemy, using an item, or climbing, but you cannot wield other weapons or shields in that hand, nor can it perform somatic components. Because they are often strapped to or wrapped around the hand and wrist, you draw or stow a cestus as an action.

Dueling Shield

These large shields bear a large triangular boss and a set of hooks and blades built into their surface. They act like normal shields that add a +2 to AC when wielded in one hand. When you wield one in both hands, it acts as a melee weapon that deals 1d8 piercing damage, and has the ensnaring, heavy, and parry properties. When held in both hands, a dueling shield still grants +2 AC.

Elemental Ammunition

Elemental ammunition includes enchanted bullets, quarrels, needles, or arrows charged with magic. You cannot buy elemental ammunition, but you can craft it if you have proficiency in the appropriate tools to make that ammunition and the Arcana skill, and can cast a spell at-will that deals acid, cold, fire, lightning, or thunder damage. When you finish a piece of elemental ammunition, it deals that damage instead of its normal damage type.

Elemental ammunition is an uncommon piece of magical ammunition.

Garotte Wire

Garrote Wire cannot be used on any creature greater than 1 size larger than you, and you can only attack with a garotte if you have advantage. On a hit, the target is automatically grappled and restrained. Until the grapple ends, the target cannot breath and chokes.

Creatures that do not need to breath are immune to a garotte wire's choke at the discretion of the DM. Choking creatures die after an uninterrupted number of rounds equal to their Constitution modifier (minimum 1).

Gauntlet-Sword

This specialized sword is built into a stiff gauntlet. When using this weapon you cannot be disarmed of it or drop it. It takes an action to don or doff a gauntlet sword.

Grapeshot

Instead of a single bullet, a large number of tiny projectiles fill a canister of grapeshot ammunition. Upon firing, the projectiles fly in a line 5 foot wide and as long as the gun's normal range. You can target a number of creatures in that line equal to your proficiency bonus, making new attack rolls for each creature.

Greataxe

The blows of a greataxe, though crude, stagger and daze opponents. When you inflict status with a greataxe you inflict the effects of both slashing and bludgeoning status on the target, even though you only deal slashing damage.

Greatbow

An enormous bow with a massive draw weight, this bow uses Strength instead of Dexterity for attack and damage rolls.

Lance

You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted.

Lantern Shield

An apparatus combining a small shield, a lantern, a gauntlet, and several blades. When wielded it adds +2 to your Armor Class, can be used to make a melee weapon attack that deals 1d4 piercing damage, and can store a lit bullseye lantern, which you wield while holding this shield. You cannot be disarmed of the lantern, and cannot drop it.

Morningstar

A morningstar is a heavy bludgeon covered in sharpened spikes. When you inflict status with a morningstar you inflict the status effects of both piercing and bludgeoning status, regardless of the damage type you dealt.

Net

A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or are Huge or larger. A creature can free itself or others by using its action and succeeding a DC 10 Strength check. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, and destroys the net.

Silver Bullet

This bullet is deals no special damage against most creatures, but any attack with a silver bullet that hits a creature with a special vulnerability to silver, like some fiends and some shapechangers, is an automatic critical hit

Tower Shield

To wield a tower shield, you must be medium or larger with at least 15 Strength. You can use your reaction to hide behind it to gain 3/4 cover against harmful area-of-effects such as breath weapons or spells when you are targeted by such effects, so long as the effect does not travel around corners. If you are directly between another creature and the effect's origin, that creature gains 1/2 cover so long so long as it is your size or smaller. You can also use your action to plant a tower shield in the ground. In this state it is no longer wielded and stands on its own to act as 1/2 cover for an upright creature, or total cover for a prone one.

Unarmed Strike

An attack with any part of your body, such as a fist, elbow, knee, or headbutt. Racial and class features might provide better damage dice when making unarmed strikes with specific parts of your body. Unarmed strikes act as a melee weapon for features and effects that activate after a successful weapon attack, such as martial maneuvers, and Abilities delivered through weapons.

Shield Grips

Shield grips determine how you hold a shield:

Handles are a simple bar made of metal or wood that function similarly to the hilt of a weapon. A shield with a handle can be doffed or donned with an item interaction and dropped freely, but enemies have advantage on athletics checks made to disarm the user of that shield.

Straps attach the shield to the arms, reinforcing the handle with a series of cloth or leather bands. These shields take an action to don or doff, and enemies have disadvantage on athletics checks made to disarm the user.

If a shield lists multiple grip types, it can have one, which you or the DM choose when the shield is created or purchased.

Magical Items

Magical Weapons

Adamantoise Shell Shield

Armor (shield), rare (requires attunement)

5000gp

A shield made with the incredibly sturdy shell of an adult Adamantoise. While holding this shield, you gain +2 to your Armor Class. You are also resistant to bludgeoning damage while holding this.

Artemis Bow

Weapon (longbow), very rare(requires attunement)

8000gp

The bow of the Eidolon of the Hunt. While attuned to the Artemis Bow, the Artemis Bow has an infinite supply of arrows that only it can use to shoot. The Artemis Bow deals an additional 2 radiant damage.

Bravura

Weapon (greataxe), very rare(requires attunement)

10000gp

The war axe of a fabled warrior, said to have had an insatiable bloodthirst during combat. Bravure deals an additional 1d4 necrotic damage.

Cold Cut

Weapon (longsword), very rare(requires attunement)

10000gp

A longsword chiselled and forged from a glacier. For some strange reason, it always remains cold. Cold Cut deals an additional 1d6 cold damage.

Dragon Whisker

Weapon (whip), very rare(requires attunement)

12000gp

The whisker of a dragon species that has been driven to extinction. After each hit with Dragon Whisker, the opposing creature must succeed on a constitution saving throw or be pushed back 5 feet. Dragon Whisker also deals 1d8 thunder damage.

Ignis' Daggers

Weapon (daggers), very rare (requires attunement)

7000gp

Replicas of the weapons of a fabled warrior. These daggers must be equipped as a set, or else their magical properties disappear. While you have these daggers equipped and while you are using these daggers, you have the Two-Weapon Fighting Style.

Pyretic Blaster

Weapon (gun), rare

5000gp

A blaster that was repurposed to pack the pain, and bring death. The Pyretic Blaster deals 3d6 fire damage, but you can only attack once per turn. You must reload as a bonus action. The range of the Pyretic Blaster is 45/90.

Rope Shot

Weapon (gun), common

50gp

A simple one-use firearm that shoots rope in order to restrain someone. You may fire at a creature within 20 feet from you, and the creature must succeed on a dexterity saving throw of 10 or become restrained and also taking 1d4 bludgeoning damage.

Save The Queen

Weapon (longsword), armor (shield), very rare (requires attunement)

35000gp

A magical sword and shield famously used by a righteous and fair paladin of long ago. Both the sword and shield must be equipped and used at the same time, or else both items lose their magical properties. The sword grants +2 to attack and damage rolls, while the shield grants +2 to your armor class. Can only be attuned properly to good characters. Evil characters take 25 radiant damage per day when attuned to Save The Queen.

Seifer's Hyperion

Weapon (longsword, gun), very rare

6000gp

The gunblade of a traitor which sided with an evil who transcended both time and space. The sword and gun deal fire damage instead of their normal damage types. Add an extra damage dice to the sword and/or pistol when you crit.

Spear of Destiny

Weapon (spear), very rare (requires attunement)

27000gp

A spear used by a heretic that killed a king chosen by the gods in cold blood, due to pure jealousy. This spear has +2 to attack and damage rolls. If you throw this spear, you may use your bonus action to make it reappear in your hand, regardless of its position and distance. This spear deals one extra damage die to Eidolons/Celestials and Undead, but deals half damage to any other creatures.

Sword of Body and Mind

Weapon (any sword), legendary (requires attunement)

65000gp

You gain a +2 bonus to attack and damage rolls made with this magic weapon. This sword has 4 charges for the following properties. It regains all expended charges daily at dawn.

Wolf. Once per turn, when you hit a creature with an attack using this magic weapon, you can expend 1 charge to summon a wolf, as if you had cast the conjure animals spell.

Dire Wolf. Once per turn, when you hit a creature with an attack using this magic weapon, you can expend 4 charges to summon a dire wolf, as if you had cast the conjure animals spell.

If you score a critical hit with this weapon against a creature, it must succeed on a DC 15 Intelligence saving throw or gain a random indefinte madness (a construct or undead is immune).

In addition, while you are attuned to this weapon, you gain access to the following properties:

  • You have resistance to poison, acid, and psychic damage
  • You have a +2 bonus to AC

Sword of Feast and Famine

Weapon (any sword), legendary (requires attunement)

75000gp

You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also gain a +2 bonus to AC, and your spell save DC and spell attack bonus each increase by 2.

If you score a critical hit with this weapon you gain another action that you can make a single attack or use an ability to make a single attack.

In addition, while you are attuned to this weapon, you gain access to the following properties:

  • You have resistance to necrotic, poison, and acid damage
  • You have advantage on spells and effects against being charmed.

Sword of Fire and Ice

Weapon (any sword), legendary (requires attunement)

65000gp

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d6 fire and 1d6 cold damage.

If you score a critical hit with this weapon, the target ignites in flames and become frozen in magical ice. At the start of each of its turns, the target takes 1d6 fire damage, then must make a DC 15 Constitution saving throw. On a successful save, both effects end. A frozen creature is unable to breathe and is paralyzed.

In addition, while you are attuned to this weapon, you gain access to the following properties:

  • You have resistance to fire and cold damage
  • You have a +2 bonus to AC

Sword of Light and Shadow

Weapon (any sword), legendary (requires attunement)

65000gp

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this magic weapon, you gain temporary hit points equal to half your level, rounded down (minimum of 1). Additionally, you can cause any creature within 30 feet to automatically succeed on a death saving throw (2 if you scored a critical hit).

In additon, while you are attuned to this weapon, you gain access to the following properties:

  • You have resistance to radiant and necrotic damage
  • You have a +2 bonus to AC

Sword of Sinew and Steel

Weapon (any sword), legendary (requires attunement)

65000gp

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When you hit a creature with an attack using this weapon, the target takes an extra 1d6 fire and 1d6 necrotic damage. If the target's challenge rating is equal to or less than a quarter of your level (rounded down) it must succeed on a DC 15 Constitution saving throw or be instantly slain.

In addition, while you are attuned to this weapon, you gain access to the following properties:

  • You have resistance to fire and necrotic damage
  • You have a +2 bonus to AC
  • You deal double damage to constructs with this weapon

Sword of Truth and Justice

Weapon (any sword), legendary (requires attunement by a creature of lawful good alignment)

65000gp

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When you hit a creature of chaotic or evil alignment, that creature takes an extra 1d6 radiant and 1d6 psychic damage.

If you score a critical hit with this weapon, you and any creatures of your choice within 30 feet gain 10 temporary hit points, and an additional +1 bonus to attack and damage rolls. The temporary hit points and bonus to attack and damage rolls last for up to 10 minutes.

In addition, while you are attuned to this weapon, you gain access to the following properties:

  • You have resistance to radiant and psychic damage
  • You have a +2 bonus to AC

Sword of War and Peace

Weapon (any sword), legendary (requires attunement)

65000gp

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When you hit a creature with an attack using this weapon, the target must succeed on a DC 15 Constitution saving throw or take necrotic damage equal to 10 percent of it's current hit points (rounded down, minimum of 1) and you gain temporary hit points equal to the necrotic damage dealt.

While you have 1 or more temporary hit points, you deal an extra 1d6 radiant and 1d6 necrotic damage when you hit a creature with an attack using this weapon.

In addition, while you are attuned to this weapon, you gain access to the following properties:

  • You have resistance to radiant and necrotic damage
  • You have a +2 bonus to AC

Dragonscale Shield

Leather Shield, Attunement

25000gp
  • 2 AC

While wearing the shield, you can use your reaction to give yourself and 1 other creature within 5 feet of you resistance to cold, fire or poison damage coming from a hazard or an area of effect attack.

You can extend this effect to all creatures of your choice within 5 feet of you if you succeed an intimidation check against the attack's DC.

This shield can be improved by adding the scales of other types of dragons.

Golden Armor of Bolas

Armor (Half Plate +3), Artifact (requires attunement)


You have a +3 bonus to AC and resistance to all damage while wearing this armor.

Temporal Invincibility. As a reaction you can make yourself immune to all damage until the end of your next turn. Also when you use this special action all existing conditions on you are removed and you are immune to all conditions until the end of your next turn. Once this ability is used, it can't be used again until the next dawn.

When you take damage that takes you to 0 hit points or less, you can use your reaction to regain half your maximum hit points and activate Temporal Invincibility (even if it was used in the same day). Each creature within 120ft. of you must make a DC 18 constitution saving throw or be blinded for the next hour and take 8d10 radiant damage as the blinding radiance illuminates your surroundings. A creature that makes it's saving throw takes half damage and is not blinded. Once this ability is used, neither this ability or Temporal Invincibility can be used again for one week.

Staff of the Scarab God

Staff, Artifact (requires attunement Caster)

125000 gp

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls.

This staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn.

Spells. While holding the staff, you can expend X of its charges to create X Lazotep Soldiers

Also Lazotep Soldiers raised stay under your control as long as you are attuned to the staff instead of regular 24 hours.


Lazotep Soldier

Medium Undead, Lawful Evil


  • Armor Class 20
  • Hit Points 105 (15d8+45)
  • Speed 30

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 17 (+3) 10 (0) 10 (0) 10 (0)

  • Saving Throws Constitution +8, Strength +9
  • Skills Athletics +9
  • Damage Resistances Necrotic and Bludgeoning, Slashing, Piercing damage from magical weapons.
  • Damage Immunities Poison, Psychic and Bludgeoning, Slashing, Piercing damage from non-magical weapons.
  • Condition Immunities Poisoned, Fear, Exhaustion
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Understands All languages it spoke in life and all language it's summoner knows, but can't speak
  • Challenge 14 (11,500 XP)

  • Lazotep Carapace. Any damage taken from weapon attacks are reduced by 10.
  • Magic Weapons. The Lazotep Soldier's weapon attacks are magical.

Actions

Multiattack. The Lazotep Soldier makes two shordsword attacks

Shortsword (Kopesh). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17(3d6 + 6) slashing damage

Staff of Rhonas

Weapon (Halberd +3), Artifact (requires attunement)


If you are proficient with quarterstaffs, you are proficient with the Staff of Rhonas. You can use this halberd as a spellcasting focus.

This magic halberd grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls. When you hit with an attack using this magic halberd, the target takes an extra 2d10 force damage.

This halberd has 3 charges and regains 1d4 - 1 expended charges daily at dawn.

Whenever you hit a creature with the halberd, you can expend one charge to apply one of the following effects on that target:

  • It must make a DC 18 strength saving throw. If it fails, you can push it up to 10 feet away from you and knock it prone.
  • It must make a DC 18 constitution saving throw or be stunned until the end of your next turn.

You can use an action to speak this staff's command word and throw the staff on the ground within 60 feet of you. The staff becomes a colossal green snake under your control and acts on your initiative count.

By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake or in your hand. On your turn, you can mentally command the snake if it is within 120 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. When the snake reverts to staff form it regains all of its hit points.

Once this action is used, it can't be used again until the next dawn.


Colossal Green Snake

Huge Beast, Unaligned


  • Armor Class 18 (Natural Armor)
  • Hit Points 232 (15d20+75)
  • Speed 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+1) 20 (+5) 1 (-5) 12 (+1) 4 (-3)

  • Saving Throws Constitution +10, Wisdom +6
  • Senses Darkvision 60 ft., Blindsight 30 Ft., passive perception 11
  • Challenge 12 (8,400 XP)

Actions

Multiattack. The Colossal Green Snake makes two bite attacks

Bite. Melee Weapon Attack:+9 to hit, reach 10 ft., one target. Hit: 16(3d8 + 6) piercing damage plus 35(10d6) poison damage .

Bow of Oketra

Weapon (Longbow +3), Artifact (requires attunement)

135000gp

You gain a +3 bonus to attack and damage rolls made with this magical longbow. When you hit with a ranged weapon attack using this longbow, the target takes an extra 2d8 radiant damage.

When you take the Attack action and attack with this longbow, you can make two additional attacks with it as a bonus action.

When you are attuned to this longbow, you do not require ammunition to attack. The bow creates an arrow made from pure light when you pull the string to attack. These arrows are considered magical and deal radiant damage instead of piercing damage. You can still use your own ammunition if you chose to do so.

As a bonus action, you can summon two spirits on an empty space within 30ft. of you. They are medium sized, completely white creatures made of light and resemble female humanoids with shortbows. Each spirit has 17 AC, 75 hit points and resistance to slashing bludgeoning and piercing damage from non magical weapons. They act on your initiative. On your turn you can mentally command each spirit to attack a target within 80ft. of them. They have an attack bonus of +9 and deal 2d6 radiant damage on a hit. The spirits last for one minute or until they are killed.

Once this ability is used, it can't be used again until the next dawn.

Bident of Hazoret

Weapon (Trident [Bident] +3), Artifact (requires attunement)

125000gp

You gain a +3 bonus to attack and damage rolls made with this magical bident. When you hit with an attack using this magic bident, the target takes an extra 2d10 radiant damage.

While you are holding the bident in your hand, you have a +2 bonus to your AC.

When a creature you hit with this weapon is reduced to 50 hit points or lower, the target must make a DC 18 Constitution saving throw or die instantly.

As a bonus action you can command the staff to cast the haste spell on you once per short rest. The staff maintains concentration on it so that you don't have to.

As an action you can hold the staff to the sky and radiate a blinding light around you. Each creature of your choice within 120ft. must make a DC 18 wisdom saving throw or take 50(8d10) radiant damage and be charmed by you until the end of your next turn. On a successful save, the target takes half damage and it is not charmed.

Once you use this action, you can not do so again until you take a short rest.

Vest of Kefnet

Armor (Studded Leather +3), Artifact (requires attunement)

80000gp

You have a +3 bonus to AC while wearing this armor.

While wearing this armor, you have advantage on saving throws against spells and resistance to damage from spells.

While wearing this studded leather armor, you can use an action to speak its Command Word. A pair of golden bird wings appear on your back until you repeat the Command Word as an action. The wings give you a flying speed of 60ft.

Arcane Dual Pistols

Weapon (pistol, automatic), legendary (requires attunement by a by someone proficient in two weapon fighting as well as in firearms.)

50000gp

Affectionately named Viviana & Tatiana by their last known wielder, these arcane twin pistols are crafted from a strange magnetic ore mined from a fallen celestial body. Viviana's magnetic frame is interwoven with a vibrant variant of mithryl mined from the upper planes, giving it a slightly radiant appearance. Tatiana's frame, on the other hand, is interwoven with a fiendish ore that gives the impression that the weapon bleeds shadow-like mist when fired.

The peculiar properties of the magnetic ore , coupled with the enchantments added during their forging process, causes them to be continuously drawn to be within 5 ft. of each other. The magic is such that if separated by a distance greater than 30 ft. they no longer provide their enhanced lethal accuracy, loosing their hit/damage bonus. These pistols do not require ammunition, for the rounds they fire are not physical but rather magical in nature.

  • You gain a magical +2 bonus to attack and damage rolls made with these arcane twin pistols.
  • These pistols allow you to ignore the disadvantage placed on ranged attack rolls fired from a weapon’s long range.
  • The magical nature of the ammunition fired by these pistols allow you to ignore the loading property commonly associated with this type of ranged weapons.
  • Damage dealt from these pistols is in the form of force damage instead of piercing
  • The pistols hold up to 5 charges for "special rounds", which can be used as described below.
  • Special rounds fired from Viviana deal radiant damage and those fired from Tatiana deal necrotic damage instead of piercing damage.
  • You regain all charges after a short or long rest.

Viviana's Burning Light

  • Spending 1 charge and a bonus action, you aim at a point above the target's head and release a shot.
  • Viviana briefly charges up with radiant energy and then channels it down from the point where you aimed the shot.
  • The radiant energy is released dealing an additional 1d6 radiant damage.
  • The potency of this shot increases as your level increases(2d6 level2, 3d6 level 4, 4d6 level 5).

Tatiana's Cold Touch

  • Spending 1 charge and a bonus action, you fire a charged shot from Tatiana.
  • This shot channels the cold necrotic energy inherent to this pistol.
  • This shot has burn with a hellish black energy and deal an additional 2d4 necrotic damage.
  • The potency of this shot increases as your level increases(3d4 level 2, 4d4 level 4, 6d4 level 5).

Parting Present

  • Once per day the pistols allow you to cast Infused Hex on a target within range.
  • Infused Hex: when you attack target creature that is hexed, deal an additional 1d6 radiant and 2d4 necrotic damage when you hit with the Arcane Dual Pistols.
  • If you slay the target while it has your Hex on it, the round triggers a large explosion from within the target.
  • All creatures within a 10 ft. radius of the explosion take 6d6 force damage.
  • If creatures in the affected area succeed a DC 14 Dexterity saving throw, they take half of that damage.

Mithral Weapons

Weapon, rare

Mithral weapons can be forged by only master craftsmen and for roughly 1000gp + (10 x base price) and have the following properties:

  • If the weapon is Heavy, it is no longer so.
  • If the weapon isn't Heavy, it becomes Light and gains the Finesse property.
  • +1 to Attack Roll.
  • If the weapon is Two-Handed it is now instead Versatile. Consult the table for damage changes.
  • Is a magic weapon for purposes of overcoming resistances.
Weapons Base Damage Before Mithral Weapons One Handed After Mithral Weapons Two Handed Damage After Mithral
1d4 1d4 1d6
1d6 1d6 1d8
1d8 1d8 1d10
1d10 1d10 1d12
1d12 1d12 2d6
2d6 2d6 2d6 + 1d4

Adamanthral Weapons

Weapon, very rare

Adamanthral weapons are weapons forged with mithral cores and adamantine edges or coats and some supports were needed. Only truly gifted craftsman that can utilize both hammer and magic can craft these potent weapons. Weapons of this quality can cost upwards of 1500gp + (30 x base price) and have the following properties:

  • If the weapon is Heavy, it is no longer so.
  • If the weapon isn't Heavy, it becomes Light and gains the Finesse property.
  • +1 to Attack Roll and Damage Rolls.
  • If the weapon is Two-Handed it is now instead Versatile. Consult the table for damage changes.
  • Can only be destroyed by magic or special forges that can craft such a weapon to begin with.
  • Adamantine armor that is struck with this weapon doesn't prevent critical damage.
  • Is a magic weapon for purposes of overcoming resistances.
Weapons Base Damage Before Adamanthral Weapons One Handed After Adamanthral Weapons Two Handed Damage After Adamanthral
1d4 1d4 +1 1d6 +1
1d6 1d6 +1 1d8 +1
1d8 1d8 +1 1d10 +1
1d10 1d10 +1 1d12 +1
1d12 1d12 +1 2d6 +1
2d6 2d6 +1 2d6 + 1d4 +1

Clawed Gauntlets of Perfection

Weapon (dagger), artifact (requires attunement by a equipping for the first time wearer takes 5 damage, as the gauntlets form an irreversible symbiotic bond with him/her. )

Adamantine Clawed Gauntlets that completely cover the hands and forearms of the wearer, with exquisitely faceted gems encrusted into the knuckles. The articulated fingers curve and drop into a powerfully strong mix of metal and gem. The item is magically weightless, and does not give off an audible sound above a whisper.

These clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a + 5 bonus to attack rolls and damage rolls and a damage die of 1d12.

*As a bonus action wearer can make an extra unarmed attack with each hand.

During the attunement: These gauntlets speak to the wearer's mind "A Small Drop of Your Blood, For the Blood of All Your Enemies."

After equipping, and The Bond has been made the gloves are reluctant to release. Therefore the only way to unequip is to sever the wearer's arms at the Elbow.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Veinseeker

Very rare, requires attunement

17000gp

+2 rapier that can be used with throwing and returning properties (Dex+Prof to hit(if proficient with thrown weapons)25/35 ft. range), but only against an injured opponent who is capable of bleeding. Airfoil.

Ravenous Sentinel

Very rare, requires attunement

7000gp

+1 half or full plate that, when an incoming attack misses by between 1 to 4 points, tries to “eat” the metal weapon with an opposed attack roll (magic weapons add their enhancement bonus squared). If it succeeds, the weapon is destroyed and the armor’s magic bonus becomes +3 for 1 minute. The armor must be “fed” at least once every three days or else it may try to eat nearby metal objects at random.

Mantle of the Reaver

Rare, requires attunement

4500gp

A black tattered cloak which grants 1d8 temporary HP any time the wearer scores a critical hit with a weapon or takes a life. Temporary HP lasts for 1 hour.

Entropy’s Fang

Very rare, requires attunement

25000gp

+2 Dagger that toggles randomly between dealing 2d6 extra fire, cold, electric, acid, radiant, necrotic, sonic, or force damage. Roll 1d8 to determine damage type.

Spitevine

Rare, requires attunement

3000gp

Living, thorny vine that counts as a +1 whip that deals 1d6 slashing damage and deals extra damage to certain targets: 1d6 radiant damage to undead, and 2d6 necrotic damage to those considered an “enemy of nature.” The weapon can only be wielded by a “friend of nature,” to whom it will attune instantly, and will attack anyone else.

Spike of the Dancing Chairs

Rare, requires attunement

1200gp

Spiral-shaped nail that, when embedded in an object as an attack action, animates the object as per the spell for 1 minute. Objects will attack anything but the person who placed the nail.

Amulet of Resilience

Very rare, requires attunement

20000gp

Heavy emerald on gold chain that, once per round, reduces a source of falling damage or Bludgeoning damage by 10 points. Attunes after being worn for 1 week.

Mountainbreaker

Uncommon, requires attunement

350gp

War pick (two-handed heavy weapon, 10 lb., 1d10 piercing damage) that deals double damage to objects and creatures made of stone or metal, and it ignores resistance to piercing damage.

Saving Grace

Uncommon, requires attunement

500 gp

Plain silver ring that grants advantage on death saving throws. Attunes after being worn for 1 week.

Senrazumhasch

Artifact, Draconic for “vile craving.” Requires Attunement.

80000gp
  • At Attunement stage 1 after 3 days: +1 longsword, draw as a free action, user eats 1.5x normal food and must eat every day.
  • Attunement stage 2 after 1 month:+2 greatsword, deals 2 necrotic damage on hit, roll initiative with advantage, user eats 2x normal food, user sometimes hears whispers suggesting an evil or violent course of action granting +2 to Intimidation but -2 to Deception and Persuasion, user must make DC 15 Wisdom save 1/week and shifts alignment one stage towards evil on two consecutive failures.
  • At Attunement 3 after 3 months: +3 fullblade (2d8 base damage), deals 1d12 necrotic damage on hit and heals that much health (this damage doubles against Good creatures), Intimidation bonus becomes proficiency bonus, user eats 4x normal food and must eat 3 times a day, roll all Deception and Persuasion checks at disadvantage, DC 15 Wisdom save 1/week or alignment becomes evil.

SHARDBLADE

Weapon (any sword that deals slashing damage), legendary (requires attunement)

100000gp
  • When needed, you can summon the Shardblade from an unknown place to appear in your hand. The process of summoning takes an action.. When summoned, it forms as if condensing from mist, water beading along the metal length. When the sword is dropped or you are disarmed, it disappears unless you will it to stay.
  • When the bearer of a Shardblade dies, the weapon appears next to the dead bearer. When taken up by someone different, the Shardblade bonds with the person who picks it up, but it still must be attuned before gaining it’s properties.
  • You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
  • When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
  • When you attack a creature with this weapon and roll a 20 on the attack, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 slashing damage from the hit.

AVENGER’S SHIELD

Armor (shield), rare

8000gp
  • This has 4 charges, recharge 1d4 charges at each dawn
  • While holding this shield, you have a +1 bonus to AC in addition to the shield’s normal bonus to AC.
  • This shield is a magic weapon. When you hurl it, use 1 charge and speak its command word, it glows with a bright light towards two targets within 30 feet. Make a ranged weapon attack against each target. On a hit, the target takes damage from the shield [[1d6]] plus 1d6 radiant damage. The shield automatically returns to your grip after the attack.

SHARDPLATE

Armor (plate), legendary

120000gp
  • While you wear this plate, you gain a +3 bonus to AC and your walking speed becomes 40 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump four times the normal distance, though you can't jump farther than your remaining movement would allow.
  • While you wear this plate, your Strength score increases by 2, as does your maximum for that score. In addition, it grants you advantage to all Strength checks and this armor has no Strength requirement. In addition, you are resistant to bludgeoning, slashing, and piercing damage while wearing it.
  • Shardplate has 3 charges. If an enemy lands a critical hit on you, you lose a charge. Once the Shardplate reaches 0 charges the plate is broken, and you lose all the benefits of the armor. Taking any amount of damage from a Shardblade automatically expends a charge, but as long as you have at least one charge remaining, you are immune from decapitation from a Shardblade.
  • Shardplate regains 1 expended charge every dawn.

Ultra Fist

+1 Melee Weapon, Rare 3d6 bludgeoning, Finesse, glove, light, special

8000gp
  • Ultra fists are armored gauntlets
  • Special. Ultra fists, if worn on both hands, count as medium partial armor, granting you a +1 bonus to AC. Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). Otherwise the heaviest type of partial armor you are wearing is considered to be the type are wearing (e.g. medium or heavy armor).
  • Characters who are proficient in heavy or medium armor but who choose to wear light armor or no armor can mitigate the AC loss by wearing partial armor.

Chain Fist

+2 Melee Weapon, Very Rare 3d8 bludgeoning, Finesse, light, special

35000gp
  • Some psycho thought that ultra fist users weren't killing things fast enough by punching them, so he had the great idea to make the gauntlets bigger and heavier and add on some rapidly rotating chainsaw blades. The result was the Chain Fist, a weapon as awesomely manly as it is terrifying.
  • As a bonus action, activate the blades and change you damage dice to 3d10 until the end of your turn.
  • Special. Chain fists, if worn on both hands, count as medium partial armor, granting you a +2 bonus to AC. Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). Otherwise the heaviest type of partial armor you are wearing is considered to be the type are wearing (e.g. medium or heavy armor).
  • Characters who are proficient in heavy or medium armor but who choose to wear light armor or no armor can mitigate the AC loss by wearing partial armor.

Displacement Fists

+3 Melee Weapon, Legendary 3d10 bludgeoning, Finesse, light, special

120000gp
  • When the blood and guts settle, Chain Fists are a bit messy and lack the flair your looking for. You want something that will really take breathe right out of them?
  • When you hit a creature with Displacement Fits, teleport that creature 60ft above you. As the creature falls you may use another attack to attempt to hit the falling creature. On hit, target creature takes an extra 5d6 bludgeoning damage and is teleported 60ft in the air above you again. if you have another attack you can do this again. attacks must be made with Displacement Fists
  • On a miss, creature takes 5d6 fall damage
  • Special. Displacement fists, if worn on both hands, count as medium partial armor, granting you a +3 bonus to AC. Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). Otherwise the heaviest type of partial armor you are wearing is considered to be the type are wearing (e.g. medium or heavy armor).
  • Characters who are proficient in heavy or medium armor but who choose to wear light armor or no armor can mitigate the AC loss by wearing partial armor.

Aegis Sword

+2 Weapon (longsword), Very Rare (requires attunement by a creature with Strength of 15 or higher)

20000gp
  • This weapon is of celestial origin, and very few exist. It is a one handed longsword with an otherworldly, silver colored blade. The edges glow a light blue when swung. The cross guard is relatively wide with colorless, blue, red and yellow diamonds decorating it.
  • This sword deals additional force damage equal to 1d6 + your Dexterity modifier. Legends say that each time the sword becomes bound to a new master, the shape of it changes slightly. The sword itself is very difficult to master, but it will grow in strength with the user.

-Celestial Force: On a successful critical hit, this weapon deals an additional 1d6 force damage.

-Guardless Shield: If the wielder of this sword is not using a shield, and has proficiency in Acrobatics; they receive a +1 bonus to their AC.

Angelic Lance

Weapon (halberd), very rare (requires attunement)

20000gp

This divine weapon resembles a pole-axe. It is embedded with a barrel that fires bolts of energy. They are typically found wielded by angels, for they are forged at Mount Celestia.

  • You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can also use it to make a ranged attack, with a range of 150/600, dealing 1d10 radiant damage. The halberd deals 1d4 extra radiant damage on melee attacks.

  • If you hit a fiend with the angelic lance, it deals an additional 1d10 radiant damage.

Angelic Sword

Weapon (any sword), very rare (requires attunement)

35000gp
  • You gain a +2 bonus to attack and damage rolls made with this weapon.

  • An angelic sword has 4 charges. When you hit a creature you can expend a charge to deal an additional 1d10 lightning, fire or radiant damage. The sword regains 1d4 charges daily at dawn.

  • While you hold this weapon, you can choose to make it shed bright light in a 20-foot radius and dim light for an additional 20 feet.

  • If you hit a fiend with the angelic sword, it deals an additional 1d10 radiant damage.

Elementalist's Bow

+3 Weapon (any bow), legendary (requires attunement)

90000gp

An elementalist's bow appears to be nothing more than a simple carved wooden handle, though its true nature is much more. Any elementalist's bow has the capability to change its form and launch energy arrows of different natures. The bow itself changes the arms of the bow itself as well as the arrows it creates to reflect the changes in element. Because the bow uses magic instead of draw weight, an elementalist's bow can be used by a creature of any size without penalty.

  • When you make an attack with this magic weapon, you choose a damage type from: acid, cold, fire, force, lightning, necrotic, poison, radiant. Instead of the bow's normal damage, it deals 2d8 + your Dexterity modifier of the chosen damage type.

  • In addition, if you score a critical hit with an elementalist's bow, you deal an extra 1d10 damage.

  • An elementalist's bow is a martial ranged weapon that weighs 1 lb. and has the following properties: Range (150/600), Two-Handed

Magic Items

Amulet of Storms

50000gp

Wondrous Item (Amulet), artifact (Attunement by any alignment)

The amulet of Storms is an artifact of immense power, imbued with lightning. Just as successive lightning strikes are considered "Lucky", this Amulet manages to bestow luck upon adventurers, showing up in places it has no business being.

Eye of the Storm. When worn, attacks with melee weapons apply damage dealt to all enemies within 10ft of the attacker as lightning damage. Creatures must make a Dexterity save of DC 8 + Your Proficiency + Your Attack Modifier. On success, they take half damage.

Quickstrike Ring

Ring, very rare (requires attunement)

25000gp

The quickstrike ring has 6 charges.

  • As a bonus action, you can expend 1 charge to make one weapon attack, but you have disadvantage on the attack roll.

  • As a bonus action, you can expend 3 charges as a bonus action to take the Attack action. If you make an attack roll of 1 as part of this Attack action, the ring loses all its remaining charges, and does not regain any charges at the next dawn.

  • The ring regains 1d4+1 charges daily at dawn.

Ring of Armored Strength

Ring, very rare (requires attunement)

30000gp

This small silver ring was said to be created by a wizard who made his robes of malle, despite lacking the strength for it. Hindered by his armor too often, he created this ring to ease the burden.

  • While worn, it grants the wearer proficiency in medium and heavy armor, and sets the wearer's Strength to 15.

Soul pincher

Wondrous Item (Ring), Uncommon, Requires Attunement

2000gp

A ring made of ivory, stained yellow after years and years of exposure. The face of the ring is wrought in the shape of a skull, with 3 spikes of amethyst shaped in a triangle around the skull. When the creature wearing this ring makes an unarmed melee attack with the fist the ring is on, it applies 1 stack of “Soul Pincher”. When a creature dies with 3 stacks of “Soul Pincher” it becomes reanimated a skeleton in your control. You may have a maximum of 3 skeletons under your control. One spike of amethyst fills up with necrotic energy for each skeleton under your control.

 

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