Alto's Ascendancy Compendium - A Prestige Classes Handbook

by Phendarix

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Alto's Compendium
of Ascendancy

Prestige Classes, and How

Prestige Classes

It should come as no surprise that when you mention Prestige Classes to most players, they might seem a bit confused. "What do you mean prestige classes, is there some part of the game I'm not doing correctly?" Well, no not at all. As a matter of fact, Prestige Classes have been more or less removed entirely from the game in 5th edition, sans a few select (and mostly disliked) Unearthed Arcana releases. To put it simply, Prestige classes insofar as the official editions are concerned are like a sort of Super-Multiclassing, allowing you to take levels in a class with few but powerful abilities if you met certain criteria such as a character level or fulfilling a certain task.

The thing about that is, multiclassing is already by its nature a...difficult system to handle. Done poorly, multiclassing can lead to a gimped character who can't really function up to snuff with the rest of the party, and this would only become even worse if one were to take levels in a Prestige Class, sacrificing valuable and finite experience for something that's just not worth it.

Thankfully, I've decided to go about fixing that by tossing the original rulebook and making my own. Prestige classes will now play by different rules more similar to the Gestalt optional rules if you've ever heard of those, making them significantly more playable, but locked to heavily endgame segments.

The Rules

So. How do they work? Well, like this.

  • Prestige classes become unlocked as a whole quite early. Now, that may sound spooky, considering how powerful some of these classes can be. However, these classes do not level up along the traditional system. A level is only gained in your Prestige class when the DM decides it feels deserved in the context of the character's personal journey. This way, the abilities gained can be powerful and distinctive, but do not overrun typical level progression. They should be treated in much the same way as a powerful magic item would be.
  • Prestige classes have exactly five levels, no more, no less. I've found this to be the ideal balance to be struck to make them viable without upending the balance of encounters.
  • Prestige classes provide neither skills nor equipment, unless one of their features is devoted to such. Much like multiclassing you gain no equipment for taking a prestige class. However, unlike multiclassing, you do not gain any skills or proficiencies either, unless they come from a specific feature.
  • Prestige classes do not follow multiclassing rules. When you gain a character level after you have unlocked and selected a Prestige class, you automatically gain a level in this Prestige class. Once you have gained the first level of a Prestige class, you cannot take any other Prestige class, and may only continue along the path of the one you have already chosen.

The Why

So, you may have noticed a few strange choices that got made for this. There was a very particular reason for each of these choices. I will explain each of the rules a little more in depth to help you better understand my choices for this handbook.

  • The prestige classes I've written here are powerful. Won't mince words. Overpowered? Maybe, I don't know, but I don't think so. If you're going to go about making a prestige class using these rules, I feel like if you're going to base the way it functions on how I've already made the example classes, then it would be kind of ridiculous to give players such powerful abilities every level, but it also becomes an issue if they arrive too late to matter or even be reached by most players. This strikes a perfect balance in my opinion.
  • I feel like five levels is exactly the right balance to make sure that the each level feels rewarding, while also making it stay spaced out over a reasonable length of time. This way each ability can be powerful, but doesn't have to be its own spike.
  • Quite simply, getting skills for multiclassing makes sense since it consumes one of the levels that could be spent on your main class. Not doing so would wreck the skill economy entirely. It feels like the only sane choice.
  • I already explained in depth in the introduction why I did this the way I did, but to summarize, multiclassing's already a hard thing to balance, balancing spending levels on Prestige classes would just annihilate the whole point. Might as well balance it for not doing that so it can function better. Plus, this lends to characters being more distinct and creative.

The Classes


Darklight Exarch

A woman with long blonde hair gazes out over the city. Long ago this land was vibrant and full of life. Now however it is her home, and hers alone. Her eyes flare with black light, calling her thralls to her, bidding her servants bring her new materials. She has many subjects to build, but all the time in the world to build them...

Til Death Do Us Part

Darklight Exarchs are born many ways, but amongst them all one thing is clear. To become a Darklight Exarch is in direct defiance of death and natural endings. To become such a thing is to admit one's fear of the end, or perhaps not of the end, but what comes after it. The price is high, but the power worth it.

Prerequisites

Constitution 13 or Higher:

To absorb so much Negative Light into oneself is a horribly taxing endeavor on the body, and one must be hardy enough to undertake it to become a Darklight Exarch.

Chrisma 15 or Higher:

One must be capable of leading to become a Darklight Exarch, as many will be your kith and kin, and they will look to you for their leadership. You are sovreign in your domain, and you must be able to act like it.

Character Must be Able to Cast Spells of 5th Level or Higher:

Only those highly proficient in the arcane arts of sorcery are able to undertake the arcane ritual that leads to this darklit ascendancy.

Sever the Deathless:

To attain the power of the Darklight Exarch is to defy death. This is only possible through the forbidden arts of Sword Logic, offering the soul of a slain "immortal" entity of CR equal to or higher than your character level to the universe to pay the toll of life owed. Work with your DM to determine what constitutes a worthy creature for this sacrifice.

The Darklight Exarch
Level Features 5th 6th 7th 8th 9th
1st Spell Enhancement, Throne World 1 1
2nd Arashi 2 1
3rd Armament of Darkness 3 2 1
4th Horde of Oblivion 4 3 2 1
5th Sovreign Grasp, Sovreign Decree 5 4 3 2 1

Class Features

As a Darklight Exarch, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Darklight Exarch level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Darklight Exarch level

Proficiencies


You gain no proficiencies from this Prestige class.

Equipment

You gain no additional equipment from this Prestige class.

Spell Enhancement

At 1st level you have empowered your casting capabilities immensely, gaining new spell slots. Additionally, if your base class is capable of casting cantrips you gain an additional 2 cantrips.

Throne World

At 1st level you have offered up an immortal's soul through Sword Logic, dominating life's ordained balance to become the sovreign of your own personal demiplane. When you gain your first level in Darklight Exarch, you create a Throne World as a fusion of the Demiplane and Magnificent Mansion spells. This Throne World is customizable to your liking, sans a few qualities. The Throne World always radiates powerful negative energy, dealing 2d10 necrotic damage each minute to any Celestial entities that remain within it. Additionally, the Throne World constantly grows crystals containing large quantities of Negative Light on random surfaces. You may freely Plane Shift to your Throne World or back to the Material Plane as an action. When you are killed, a shadowy doorway absorbs your soul and you are transported back to your Throne World, where your body regenerates in 1d10+1 minutes, along with all equipment you were carrying. However, other creatures may enter the doorway as well, and are transported to your Throne World just as you would be. If you are killed in your Throne World, you die permanently and cannot be resurrected even by a Wish spell. Your Throne World collapses over the course of 1d20 minutes, vanishing completely and instantaneously killing any remaining entities inside.

Arashi

At 2nd level, you gain the ability to materialize Negative Light into a sort of cannon that mounts itself atop your arm. As an action, you can fire a blast from this cannon in a 15-foot cone. Creatures within the cone must make a Constitution saving throw against your spell save DC or take 5d8 points of necrotic damage and become frightened. The power of this blast bypasses a creature's immunity to being frightened, as Negative Light shows the creature true terror.

Armament of Darkness

At 3rd level you begin to irreversibly change at a biological level as Negative Light further permeates your body. A flexile crystalline carapace coats your body. While unarmored your armor class equals 10 + your Dexterity modifier + your base class' casting attribute modifier.

Horde of Darkness

At 4th level you gain even greater dominion over the dark energy of your Throne World, becoming able to manifest it in the Material Plane. As an action you may summon 1d4+1 Axial Thralls, which appear in empty spaces within 30 feet of you and move on your initiative. Your DM has the statistics for these thralls. Additionally, Necromancy spells you cast that create Axial creatures no longer have a duration limit, and these creatures remain until killed.

Sovreign Grasp

At 5th level you have gained total mastery over Sword Logic, and can manipulate it to serve your own ends. As an action you may designate another creature. At the start of each of this creature's turns, it loses a resource of your choice (spell slots, Rages, Sorcery Points, Legendary Actions, etc.). Once you have chosen a resource, you may only choose that resource for that creature. This effect lasts for as many rounds as you can maintain concentration. If that particular resource has no remaining uses to exhaust, you may immediately use Sovreign Decree. You may utilize this feature a number of times per day equal to half your Darklight Exarch level rounded down.

Sovreign Decree

Closing your hand on a creature you have successfully drained dry via Sovreign Grasp, you annihilate the creature in a devastating flood of Negative Light. The creature must make a Constitution saving throw at disadvantage against your Spell Save DC. On a failure the creature is reduced to 0 hit points instantaneously. You gain temporary hit points equal to twice the number of resources you exhausted with Sovreign Grasp.

Doomguide

Such is the truth that all things must end. However, some refuse to go to their rest at the time predestined. In such cases, it is the duty of a Doomguide to send the wayward and the restless to their final judgement. For only in the hallowed halls of judgement may one truly be granted peace.

The Natural End Point

A Doomguide is the true and natural end point of the mission of Clerics who serve gods which preserve the sanctity and finality of death. Only a Grave Domain Cleric can accept such a mission, for only they are so blessed by their gods that they may act in place of the ferryman to shepard souls that will not pass on.

Prerequisites

Constitution 13 or higher:

Long and arduous is the path of the Doomguide, and one must be prepared to undertake it.

Wisdom 15 or higher:

Only one who understands the value and weight of life can fully comprehend the necessity and sanctity of the absolute end.

Character is a Grave Domain Cleric:

Only a Cleric in service to a god who observes the finality of parting from this mortal realm may undertake the path to become a Doomguide.

Complete a special task:

To be recognized as a candidate for such a prestigious and harrowing position as the Doomguide one must perform a great act of heroism in service of their divine, such as to slay a dracolich that has taken hold of one of their god's holy sites.


The Doomguide
Level Features
1st First Scroll: Not Yet
2nd Second Scroll: Rebuke Defilement
3rd Third Scroll: Invoke Justice
4th Fourth Scroll: Reprieve
5th Fifth Scroll: Silent Embrace

Class Features

As a Doomguide, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Doomguide level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Doomguide level

Proficiencies


You gain no proficiencies from this Prestige class.

Equipment

You gain no additional equipment from this Prestige class.

First Scroll: Not Yet

At 1st level you are tasked with preserving the lives of those whose time of dying has not yet arrived, especially from the clawing grasp of the risen dead. Whilst in combat with Undead creatures of a total CR equal to or less than your Wisdom modifier, all healing you bestow upon your allies is increased proportionally per die rolled. (ex. total CR1 = +1 healing per die)

Second Scroll: Rebuke Defilement

At 2nd level, when you would be poisoned, charmed, afflicted by a disease, or frightened by an effect caused by another creature you may use a reaction to end the condition immediately.

Third Scroll: Invoke Justice

At 3rd level you attain the ability to smite the wicked by conjuring an avatar of your god's divine judgement. As an action you may expend a use of Channel Divinity to conjure a spectral avatar of your god in any empty space within 60 feet. This avatar wields your god's weapon of choice, and immediately makes an attack against as many enemies as you choose up to your Wisdom modifier. Its attack and damage rolls utilize your spellcasting modifier and deal force damage, as the spiritual weapon spell.

Fourth Scroll: Reprieve

At 4th level your god grants you a place of sanctity, and the ability to return to it in times of need. You learn the word of recall spell if you do not already know it. This spell is always considered prepared and does not count against the number of spells you can prepare each day. Unless blocked by some other powerful force, you may use this spell from anywhere. The magical mark you have placed upon your sanctuary of choice does not fade when utilized in this way, and will remain your place of rest until you use word of recall to set a new location for the spell.

Fifth Scroll: Silent Embrace

At 5th level your entwinement with your god reaches its zenith, and you gain the ability to cast their judgement down upon those who reject their end. You may expend a use of Channel Divinity to designate another creature who has perished and been revived in the past, be it due to being of the Undead type or having had spells such as Revivify cast upon them. Both you and this creature roll a d100, though you may add your spellcasting modifier to the roll. If your die result is higher than the target's, the target immediately is reduced to 0 hit points as your god smites them from the realms beyond.


Dreameater

A man with dark hair and flowing clothes of navy blue drifts through the Dreaming Sea. He has been here many times before, and he will be here many times more. It is like home to him now, to walk through a world of whimsy and fantasy. However, it is not always so peaceful. A dark shadow looms over the sleeping form of a little girl who thrashes and whines in her slumber, tormented by the fearsome visions it is giving her. But in a simple flash, its form is devoured, and the child finds herself once more at rest.

Walk With Whimsy

Dreameaters are powerful and unusual creatures, dancing jauntily through a world most would think of as make-believe. However, for Dreameaters, the Dreaming Sea is a place very, very real.

Prerequisites

Dexterity 13 or higher:

One must be well-balanced and in control of their movements to adequately navigate the Dreaming Sea.

Intelligence 13 or higher:

Though a Dreameater may dance through many things fantastical and whimsical, they must keep their wits about them, for in the Dreaming Sea, nightmares are all too real.

Charisma 15 or Higher:

It is no small task to retain one's individuality when confronted with a veritable endless ocean of the subconscious. It takes great force of personality to maintain one's grip on themselves.

The Dreameater
Level Features
1st Out for a Stroll
2nd Weal and Woe
3rd Witching Whimsy
4th Devour Darkness
5th Dance With Me

Class Features

As a Dreameater, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Dreameater level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dreameater level

Proficiencies


You gain no proficiencies from this Prestige class.

Equipment

You gain no additional equipment from this Prestige class.

Out for a Stroll

At 1st level you become capable of passing near-effortlessly into the Dreaming Sea from the Material Plane. As an action, you may shift from the Material Plane into the Dreaming Sea or vice versa. During this time you become invisible in the Material Plane. Creatures that reside or are hiding in the Ethereal Plane become visible to you, as the Dreaming Sea heavily intersects with the Border Ethereal.

Weal and Woe

At 2nd level your merry (and less so) jaunts through the Dreaming Sea have jaded you somewhat to the mundane world. You may use a reaction when you would be charmed or frightened by an effect to immediately end the effect.

Witching Whimsy

At 3rd level you are capable of manifesting the strange and (sometimes) delightful sights of the Dreaming Sea. You may use an action to target a 5-foot cube within 60 feet. The Dreaming Sea momentarily breaches the Material Plane in a 30-foot radius centered on the target, filling it with either fanciful dreams or horrific nightmares. All creatures within the area must make a Wisdom saving throw or be either charmed or frightened, your choice, depending on the nature of the area. The DC of this ability is 8 + your proficiency modifier + your Charisma modifier.

Devour Darkness

At 4th level you become more attuned to the Dreaming Sea, allowing you to consume the dark thoughts of a creatures' subconscious. Whilst in the Dreaming Sea, you may use a bonus action to attempt to forcibly rip out the nightmares of a hostile creature. The creature must succeed a Charisma saving throw or take psychic damage equal to twice its CR. You gain temporary hit points equal to the damage dealt. The DC of this ability is 8 + your proficiency modifier + your Charisma modifier.

Dance With Me

At 5th level you have truly mastered traveling in and out of the Dreaming Sea, and have gained the ability to draw others into the land of dreams and nightmares. Whilst in the Material Plane, you may as an action attempt to draw another creature into the Dreaming Sea with you. Make a melee spell attack against the target. On a hit, you drag the target into the Dreaming Sea along with you. Whilst the target is in the Dreaming Sea, their speed is halved and you make attacks against them with advantage. Additionally, you may transition back to the Material Plane as an action, forcing the creature to make a DC20 Wisdom saving throw, or become lost in the Dreaming Sea forever.


Vileblood

A man swathed in black feathers cuts down a holy executioner with a roar of primal fury. Even before the blessed warrior's dying gasp escapes his lips, the man is tearing the dregs of his sins from him, coagulated for only a moment in his blood as life fades away.

A noblewoman glides through a ballroom with an inhuman grace. A bewitching predator slipped in amidst the swarm of tittering sycophants. Though outwardly urbane, he could sense in her a mocking thirst. Driven half-mad by cloying vulgarity, he plotted to rid himself of this lurking threat, in a grand display of sadistic sport. But as the moment of murder drew nigh, the gibbous moon revealed her inhuman desires in all their stultifying hideousness.

Lineage of Darkness

Vilebloods are born of a dark and corrupted strength, passed down either by birth or by rebirth. The foul strength they carry calls out to the wretched and the cast down, offering them freedom and strength if they would only serve the dark Queen in her celestial mission.

Prerequisites

Strength 13 or higher:

Vilebloods are creatures of fierce strength beyond mortal limits.

Constitution 13 or higher:

The process of shedding ones mortality to become a Vileblood takes a heavy toll on the body, and only the hardy can perform it.

Charisma 13 or higher:

Vilebloods, even the most wretched amongst them, are supernaturally appealing to mortals, making for easier prey.

Complete a special task:

To attain the true power of a Vileblood, one must find a means by which to discard their mortality and embrace the dark. There are many methods of doing so, amongst the most common being to entreat the dark Queen Annalise and partake of her searing blood, the source of the black corruption that scorches Vileblood souls.

The Vileblood
Level Features
1st Dreg Manifestation, By Blood Reborn
2nd Deathless Beauty
3rd Graven Shadow
4th Blood Guillotine
5th Dark Inheritance

Class Features

As a Vileblood, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Vileblood level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Vileblood level

Proficiencies


You gain no proficiencies from this Prestige class.

Equipment

You gain no additional equipment from this Prestige class.

Dreg Manifestation

Beginning at the 1st level, you are driven by the will of the Queen to seek out the dregs of mortal sins in the blood of others. When you successfully reduce a humanoid enemy to 0 hit points you may choose to drive your hand into them, tearing out a Blood Dreg from their corpse. A Blood Dreg can be consumed to allow you to restore health equal to 1/4 of your total Hit Dice rounded down, or offered to the Queen in the interest of fulfilling her dark purpose.

By Blood Reborn

At 1st level you have shed your mortality, affording you powers beyond the imagination of most mortals. You gain the following benefits:

• You are immune to poison and disease.

• You have darkvision to a distance of 120 feet.

• You automatically succeed on death saving throws when not in sunlight.

• You do not need to eat, drink, or breathe.

• You no longer age.

You however also incur the following penalties:

• Whilst exposed to sunlight you take 11 (2d10) radiant damage each minute and have disadvantage on attack rolls, skills checks, and saving throws. If you are wearing sufficient clothing to completely block sunlight from touching your flesh, you merely have disadvantage on Wisdom (Perception) checks instead.

Deathless Beauty

At 2nd level your dark powers permeate your form, enhancing all your physical aspects to be as appealing as possible to the beholder. You have advantage on Charisma (Persuasion) skill checks, and creatures have disadvantage on saving throws against Charm effects you cause.

Graven Shadow

At 3rd level your corrupted blood grants you the ability to transfigure yourself as Druids do, with certain limitations. A number of times per day equal to your Charisma modifier, you may use an action to Polymorph yourself without expending a spell slot, however you may only become; a swarm of bats, a swarm of rats, or a dire wolf. You retain the ability to speak any languages you know, as well as your Intelligence, Wisdom, and Charisma scores. You may choose to return to your true form at any time, and will automatically revert to your true form if knocked unconscious.

Blood Guillotine

At 4th level you have taken in enough of the searing corruption to augment your weaponry with its burning wrath. A number of times per day equal to half your Charisma modifier rounded down, when you have advantage on an attack roll for any reason you may expend a spell slot (if you have them) or a number of hit die, dealing 1d6 additional Necrotic damage per level of spell slot expended or number of hit die sacrificed. This damage cannot critically hit.

Dark Inheritance

At 5th level your dark blood has become truly one with you, burning and soothing in equal measure. When rolling initiative, if you have no remaining uses of Blood Guillotine, you regain a single use of the ability.


Witchblade

A fallen starchild stands over the fallen body of a hag, tearing free their weapon from its fading corpse. Freed at last from its dark bondage a flare of psychic power ignites within their mind, opening a door to myriad possibilities.

A man cast down for a crime he did not commit brandishes his weapon as it crackles with dark energy, the steel seething with his curses. If revenge was to destroy him, then it would claim them both.

Paths Diverged

Witchblades are spirits of retribution, forged from steel and flame. However, the path of revenge can have many outcomes. Some temper themselves against its throes of passion, but other succumb to the wrath that burns within, ravaging not only their enemies but themselves as well.

Prerequisites

Strength OR Dexterity 15 or higher:

The only true ally of a Witchblade is their own weapon, and they must be able to properly control it.

Constitution 15 or higher:

A Witchblade is hardy, able to withstand long journeys and mortal wounds to seek their vengeance.

Intelligence 15 or higher:

A Witchblade draws on magic power to see their quest through, and must be clever and studious enough to both weave their sorcery and plan out the fall of those their quest is chasing.

The Witchblade
Level Features Wrath Points Spells Known 1st 2nd 3rd 4th 5th
1st Spellcasting, Witch-Hunter 3 4 3 3
2nd Null Zone 4 5 4 4
3rd Witchblade Seal 5 6 5 5 3
4th Grand Design 6 7 6 5 4 3
5th Immaterial Maelstrom 7 8 7 5 4 3 2

Class Features

As a Witchblade, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Witchblade level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Witchblade level

Proficiencies


You gain no proficiencies from this Prestige class.

Equipment

You gain no additional equipment from this Prestige class.

Spellcasting

When you attain your first Witchblade level, you augment your martial prowess with the ability to cast spells, or further empower your spellcasting abilities if you already possessed them.

Spell Slots

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

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

Spells Known of 1st Level and Higher

You know four 1st or 2nd-level wizard spells of your choice chosen from either the wizard spell list or the spells contained at the end of this passage. Certain spells may be marked as "Good-only" or "Evil-only", refer to your Alignment to see if you are able to learn and cast these particular spells.

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

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from your spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Witch-Hunter

At 1st level your study of magic's inner workings have made you adept in the destruction of magical forces, no matter from whence they spring. You gain a pool of Wrath points, the number of which can be found under the Wrath Points section of the Witchblade table. You regain all expended Wrath points at the end of a long rest. You may expend a Wrath point to cause your weapon to flare with powerful arcane energy. You gain advantage on weapon attacks against creatures who have spell slots whilst in this state, and the first time you successfully hit with the empowered melee weapon you may expend a Spell Slot to deal a number of d6 of additional damage equal to the level of the slot expended. If you are good-aligned, this effect deals Radiant damage. If you are evil-aligned, it deals Necrotic damage.

Null Zone

At 2nd level you have tempered your mind, allowing you to carefully construct your skillset to face magically-talented enemies. Detect Magic, Dispel Magic, and Counterspell are added to your list of spells known. Additionally, as an action you may expend a Wrath point to create a magical dead zone. Choose a level of spell slot to expend. All spells of that level or lower cast within 60 feet of you automatically fail as if successfully affected by the Counterspell spell. You may designate creatures as allies, granting them immunity to this effect.

Witchblade Seal

At 3rd level you have deepened your understanding of the power of the Witchblade, and further augmented it to suit your personality. Depending on your alignment, you may expend a Wrath point to utilize one of the following effects:

Alignment Effect
Lawful An enemy you target must make a Wisdom saving throw against your Spell Save DC or be affected as the Command spell
Good A creature you designate regains 2d8 hit points. Additionally, if it has less than 1/4 of its maximum hit points remaining, attacks made against it are made at disadvantage for one round.
Chaotic Roll on the Wild Magic table for every creature within 60 feet. Apply the effects rolled to one creature each.
Evil All creatures in a 30-foot cone must make a Charisma saving throw against your Spell Save DC. On a failure it is stunned for one round as its mind slips into acquiescence.
Neutral You create a Circle Against Good and Evil centered on your location.

Grand Design

At 4th level you have further enhanced your fighting capabilities, and may select one of the following Witchblade fighting styles.

Aetherwind

When you make an attack with a ranged weapon, you may expend your bonus action to apply the effects of a damaging spell that targets a creature to the ammunition, applying this spell automatically if the attack hits.

Hardened Mind

While you are wearing armor, you have advantage on Intelligence, Wisdom, and Charisma saving throws against magical effects.

Sorcerous Crystalization

When you are wielding a melee weapon in one hand and no other weapons, you may expend a spell slot to coat your weapon in crystal, lowering the die roll at which the weapon critically strikes by 1 for every two levels of slot expended.

Aetheric Tremor

When you fail to hit with a two-handed melee weapon, you may expend your bonus action and a Wrath point to unleash a wave of devastating magical force from the impact. All creatures in a 30-foot cone centered on the enemy you attempted to attack must succeed a Dexterity saving throw or take Psychic damage as if struck by your weapon.

Celestial Opposition

When a creature you can see casts a spell on a target other than you that is within 5 feet of You, you can use your reaction to make the save against that spell yourself. If you succeed, the spell is reflected, dealing [spell level] x 1d6 force damage to the caster. You must be wielding a shield.

Aetherstorm

When you engage in two-weapon fighting, you may expend a Wrath point to extend the reach of your weapons to 30 feet as waves of magical energy hurl through the air at the target when your weapons are swung. These blades deal damage as if your weapons had struck the enemy.

Immaterial Maelstrom

At 5th level you have unlocked the full might of the Witchblade, and can unleash it to devastating effect on all who oppose you. As an action you may expend 3 Wrath points and designate a 5-foot cube. A hole in reality shears open, raw and formless energy from the outer cosmos ravaging all creatures and unattended objects in a 30-foot radius. Any creature in this area must succeed a Dexterity saving throw or take 8d8 damage of the same type as your Witch-Hunter die. This zone of devastation lasts for up to 1 minute so long as you maintain concentration. Any creature that ends its turn in the Maelstrom must make the saving throw again or take the aforementioned damage again.

Witchblade Spells

Good-Aligned

Deus Ex Ferrum

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self (60ft.)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Linking your mind to your armor, you and a number of allies equal to your Witchblade level gain resistance to bludgeoning, piercing, and slashing damage, and cannot be stunned or knocked prone.

Avenging Flame

2nd-level evocation


  • Casting Time: 1 reaction, which you take when an ally takes damage from a melee weapon attack
  • Range: 30ft.
  • Components: V, S
  • Duration: Instantaneous

Seeing an ally come to harm, your anger flares as you unleash a burst of white-blue cosmic flame at the creature responsible. Make a ranged spell attack against the target. On a hit the target takes 3d8 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Gate of Infinity

5th-level conjuration


  • Casting Time: 1 action
  • Range: Self (10ft.)
  • Components: V, S
  • Duration: Instantaneous

Drawing forth the power of the outer cosmos, you rend space asunder, allowing you and your allies to pass unharmed through the crashing waves of space and time. You and all willing allies within 10 feet are suddenly and sharply pulled through reality, disappearing and reappearing in an empty space within 300 feet of your starting locations.

Smite the Wicked

4th-level divination


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

Utilizing a small mote of power from the Far Realms you peer into the heart of another creature, judging its sins against a feather. If they are of a good or neutral alignment, nothing happens. If they are evil-aligned, lightning leaps from your fingers, searing them down to their very soul. The target must make a Constitution saving throw, taking 10d6 Lightning damage on a failed save and half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Jaws of the Star-Devourer

1th-level enchantment


  • Casting Time: 1 action
  • Range: Self (30ft.)
  • Components: V, S
  • Duration: 1 round

Summoning up the otherworldly might of a Star Devourer, you empower yourself and all allies within 30 feet with a small sliver of the cosmic inferno that composes it. All melee and ranged weapon attacks you and your allies make this round deal an additional 1d6 Fire and 1d6 Radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell lasts for an additional round.

Evil-Aligned

Doombolt

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (90ft.)
  • Components: V, S
  • Duration: Instantaneous

Drawing on the raw energy of chaos, you unleash its fury in loose, volatile blast of pure force that fires in a straight line 90 feet long and 5 feet wide. All creatures along this line must make a Dexterity saving throw, taking 6d6 Force damage on a failure and half that on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

Blood Lance

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pint of your own blood, which the spell draws out)
  • Duration: Instantaneous

You draw forth your own blood from your veins, forming a malefic weapon from it. You take 2d8 necrotic damage, which cannot be reduced in any way. You make a ranged spell attack as a spear-like plume of blood bursts from you, dealing 8d8 necrotic damage and poisoning the target on a hit.

Hint

4th-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (the ashes of a humanoid you killed and a drop of blood from the target you wish to cast this spell on)
  • Duration: 10 minutes

Creating a circle of ashes, you manifest a dark magical power to mislead another creature. Utilizing the drop of blood as a focus, you forge a connection to another creature's fate for the spell's duration, during which you may plant misdirections in their future. These may be as small as a bird flying a certain way at an opportune moment, or as large as a tree falling across the path they should follow. None of these misdirections may cause physical harm to the target or its companions (if any), and a creature may recognize that it has been affected by this spell with a DC20 Arcana skill check. The DC of this spell is reduced by 1 for each misdirection the character encounters.

Gift of Chaos

1th-level enchantment


  • Casting Time: 1 action
  • Range: Self (30ft.)
  • Components: V, S
  • Duration: Instantaneous

You call upon the pure, untamable force of the Far Realms, unleashing a wave of mutagenic energy. All allies within 30 feet suddenly mutate as the unstable energy floods their bodies. An unwilling creature may attempt a Charisma saving throw against your Spell Save DC to resist this effect. On a success, nothing happens. A creature mutated by this spell rolls a d6 to determine its mutation with the table below. Only a greater restoration or remove curse spell can undo the effects of this spell.

Die Result Mutation
1 Your hands rapidly twist and grow talons as their bones shatter and shift. You can no longer wield two-handed weapons, but gain two claw natural weapons dealing 1d4 slashing damage each
2 Your tongue becomes long, thin, and lined with saw-like teeth. You gain a natural weapon attack with this tongue dealing 1d4 piercing damage. Additionally, you gain a random short-term madness
3 A third appendage bursts from a random point on your torso, granding you a tentacle natural weapon attack dealing 1d6 bludgeoning damage
4 Your mouth twists sideways and shifts to allow a second mouth to open. Gibbering uncontrollably, if you have spells you may cast spells with verbal components that have a casting time of 1 action you may cast them as a bonus action instead. Additionally, you gain a long-term madness
5 A pair of twisted, daemonic wings burst bloodily from your back. You take 2d10 piercing damage as they erupt, but gain 30 feet of flying speed
6 You violently twist into a malefic hive of daemons. Your speed is reduced to 0, but at the beginning of each of your turns 1d4 Spined Devils emerge from you.

Cacophonic Scream

5th-level illusion


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You channel all your dark energy into a high-pitched shriek. All creatures in a 30-foot cone must make a Wisdom saving throw. On a failure a creature takes 4d8 psychic damage and mistakes the noise for alluring singing, becoming charmed by you for the spell's duration. On a success a creature takes half damage and is not charmed.

Special Operative

A blonde man in leather police gear kicks open the door, sweeping the room at once for his quarry. Not here, but judging by the upturned tables, they were. A stray zombie, a leftover from the combat only hours before, attempts to embrace him but is kicked unceremoniously aside and shot dead. Time to move on, and get his man.

A Job to Do

A Special Operative is a skilled and determined arbiter of their organization, be it the government, law enforcement, or otherwise. With the harsh bite of steel and the harsher bite of their wits, an Operative always gets the job done.

Prerequisites

Dexterity 13 or higher:

A Special Operative is a master of finesse, and their finer control must be reflective of this.

Intelligence 13 or higher:

A Special Operative will often be required to make informed decisions on their own when in the field. One must be well-learned and keep their wits about them on the job.

Character is of a Lawful Alignment

Special Operatives have a job to do, and they're here to do it. Their orders are to get the job done, and it will get done, however it has to.


The Special Operative
Level Features
1st Organization Training
2nd Quick-Witted
3rd Photographic Memory
4th Clever Analysis
5th Absolute Determination

Class Features

As a Special Operative, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Special Operative level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Special Operative level

Proficiencies


You gain no proficiencies from this Prestige class.

Equipment

You gain no additional equipment from this Prestige class.

Organization Training

Beginning at the 1st level you have received intensive training and conditioning from the organization of your allegiance, making you more skilled than your fellow man. You gain proficiency in the Investigation and Athletics skills, or expertise if you already had proficiency in these skills. You gain proficiency in hand crossbows and firearms (if your DM permits firearms). You also no longer make ranged attack rolls at disadvantage when in melee range. Additionally, when you successfully hit with a ranged attack while in melee range, you may use your bonus action to make an unarmed strike against the same enemy, dealing your unarmed damage on a hit and knocking them prone.

Quick-Witted

At 2nd level your intuition is sharp as a blade. When confronted by a puzzle, you instinctively can guess which items (if any) correspond to the puzzle at hand, and what environmental objects will affect the puzzle as well.

Photographic Memory

At 3rd your mind has further honed itself such that your memory is flawless. You can recall with perfect clarity the layout of any location you have already been before, as well as any features of the location that you yourself perceived.

Clever Analysis

At 4th level you have enough experience to accurately parse an enemy's nature. At a glance you can tell what type a creature is, its alignment, and its damage vulnerabilities and resistances. Additionally, you have a supernatural talent for recognizing deathrattles, and can always tell if a creature is playing dead.

Absolute Determination

At 5th level you have become a bastion of pure determination, unable to be stopped by anything. You gain immunity to the charmed and frightened conditions. If your unarmed strikes would deal less than 1d6 of the appropriate damage type, they deal 1d6 of their damage type instead. Additionally once per day if an attack would reduce you to 0 hit points, you may use your reaction to fight through the pain, remaining conscious and falling to 1 hit point instead.


Enkindled

A knight in crumbling, ash-caked armor strides through a heavy snowfall, the white powder crunching softly beneath their boots. Embers slowly drift down from the glowing cracks in their blade, hissing softly as they touch the fallen snow. One thought alone fills their mind. Not done. Never done.

Ash Alighteth

An Enkindled is one who has retraced back from the edge of death, empowered by the flame that burns within. So hot is the raging inferno within their heart that often they are characterized by burning cracks that spread inevitably across all arms and armor they possess.

Prerequisites

Strength or Dexterity 13 or higher:

An Enkindled must entrust this second life to their weapon, and as such must be talented in their use.

Constitution 15 or higher:

An Enkindled has survived a journey through the valley of the shadow of death, and their heart is now ablaze with ever-fading flame. One must be quite hardy to withstand the embers.

Complete a special task:

Only those who have approached the precipice of their end and denied the reaper his due may inherit the primordial flame that smolders within the Enkindled.

The Enkindled
Level Features
1st From Sleep Awaketh
2nd To Link the Fire
3rd A Sun All Thine Own
4th When the Ashes Are Two
5th Last Cinders

Class Features

As an Enkindled, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Enkindled level
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Enkindled level

Proficiencies


You gain no proficiencies from this Prestige class.

Equipment

You gain no additional equipment from this Prestige class.

From Sleep Awaketh

Beginning at the 1st level your heart is perpetually ablaze with primordial embers. This life-giving inferno empowers you in a multitude of ways. You no longer require sleep, instead needing only meditate or perform light activity for eight hours in the presence of a campfire or other similarly-sized flame to gain the benefits of a long rest. You have advantage on death saving throws, and stand up with 1 hit point remaining if you succeed three times. Additionally, you may spend one minute performing a ritual over a weapon of your choice before plunging it into the ground to create a bonfire, as primordial flame embraces the weapon in its scorching coils. This bonfire acts as a campfire, shedding bright light for 30 feet and dim light for an additional 60 feet.

A Sun All Thine Own

At 3rd your inner flame burns brighter than ever it has before, stoking your body like a forge and deepening your connection to fire itself. You become resistant to fire damage. If you are already resistant to fire damage, you become immune to fire damage. When you are within 5 feet of a bonfire you have created you may spend 1 minute performing a ritual to teleport to any bonfire you have previously created so long as you remember its location and it still stands. You may designate up to 4 allies within 10 feet of you to bring with you, but they must be willing. An unwilling creature you attempt to bring with you will remain where they are.

When the Ashes Are Two

At 4th level you have deepened your connection to the flame such that you may even call upon the faded memories of those who came before to fight by your side. As an action you may expend one of your hit dice to animate an ashen specter of an Unkindled (Unkindled use the Knight statblock contained in the Monster Manual pg. 347). Unkindled you create act on your initiative and will obey your orders without question, taking no action except defending themselves if given no orders. You may use this feature a number of times per day equal to your Constitution modifier (minimum 1).

Last Cinders

At 5th level you truly master the flame inside you, freeing you from normal mortal limits. Once per day, you may use an action to exert your dominion over flame to attempt to consume all flames around you, empowering yourself and mending your wounds. All open flames within a 30-foot radius are snuffed out, additionally any Unkindled you have summoned you may optionally choose to destroy instantly to add to this effect. For each flame consumed with this ability you regain 1d6 hit points. For a number of rounds equal to half the flames consumed rounded down, you emit a constant aura of searing flame, dealing 1d10 fire damage to any creature within 5 feet of you. Fire damage you deal with this ability or To Link the Fire ignores resistance and immunity to fire damage.

Harrower

Another day, another trap he'd stumbled right into. No matter though. He always kept an ace up his sleeve, quite literally. The man was hung upside down from his ankles, but his captors had neglected to frisk him. A quick flick of the wrist, and a glowing blue card fell into his hand. Phantasmal images of cards swirled around him, and nearly silently he vanished to the safety of his hideout. He'd come back for the hat later.

Lady Luck Knows Best

A harrower is one who has mastered the art of using the cards not only to divine the future, but as weapons themselves. A harrower's talents are many, and their cards hold plentiful tricks to escape sticky situations.

Prerequisites

Dexterity 13 or higher:

A harrower must be at least somewhat deft in their use of their cards, as well as in shuffling them adequately.

Intelligence 13 or higher:

Unraveling the secrets of the cards requires a trained mind and patience, and utilizing them well demands great wit and cunning.


The Harrower
Level Features
1st Deck of Astral Arcana
2nd Deal 'Em
3rd Cheaters Do Prosper
4th Up My Sleeve
5th Aces High

Class Features

As a Harrower, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Harrower level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Harrower level

Proficiencies


You gain no proficiencies from this Prestige class.

Equipment

You gain no additional equipment from this Prestige class.

Deck of Astral Arcana

Beginning at the 1st level you have practiced (or improved) your talents in utilizing the Deck of Astral Arcana. This deck contains 60 cards. As an action you may draw a card from the deck. When you draw a card, roll a d6. The corresponding result is the card drawn. You may either hold onto this card for later (you may only have one card drawn at a time unless another ability dictates otherwise) or expend the card immediately. If you choose to expend the card, make a ranged spell attack with a range of 30ft. The effect of each card is listed in the table below. If you already have the following card deck from another class, all features that draw from the deck may be used interchangably after you have seen the card you drew. If your base class already can cast spells, spell attacks and saves use your base class'. If not, calculate them using your Intelligence modifier as your casting attribute.

d6 Card Effect
1 The Balance This card explodes in a burst of red thorns, dealing 4d8 piercing damage to the target as well as any hostile creatures within 5 feet of the target.
2 The Bole This card encases the creature in a 5-foot cage of green force. This cage acts as an impassable wall on all sides and lasts either for 1 minute or until it is destroyed, whichever comes first. The cage of force has AC15 and 25 hit points.
3 The Arrow This card deals 5d4 force damage and grants you an additional bonus action this turn.
4 The Spear This card deals 2d10 slashing damage, and can critically strike.
5 The Ewer This card deals 5d4 force damage and restores a missing class resource (such as spell slots). If you restore a spell slot with this card, for each 4 rolled the spell slot may be of one higher level.
6 The Spire This card fractures into glass-like shards and bounces between enemies. It deals 2d6 piercing damage, and if either die rolls a 6 leaps to another enemy within 10 feet.

Deal 'Em

At 2nd level your connection to the cards deepens, as does your capacity to channel magic through them. You draw three cards from your deck and hurl them in a single flourish. Make three ranged spell attacks at separate targets within range. If there are less than three targets within range, one of the cards is wasted. You may use this feature a number of times equal to 1 + your Dexterity modifier per day. (Minimum 1)

Cheaters Do Prosper

At 3rd you have taught yourself methods of rigging luck to your advantage. Once per long rest you may roll a percentile die against your DM. If your result is higher, you may peek at the top card of your deck, which is rolled immediately. Even if an ability would necessitate shuffling of the deck a card revealed via this feature will always be at the top of the deck until used.

Up My Sleeve

At 4th level your trickery is capable of bamboozling even fate itself. When you use this ability, you store the top card of your deck in an extradimensional space. Your DM rolls the card's nature in secret unless you have already used Cheaters Do Prosper prior. You may at any time choose to use this stowed card in place of drawing a card from the deck for any feature that requires it. Only one card may be stowed in the extradimensional space granted by this feature at a time. You may use this feature a number of times per day equal to your Intelligence modifier (minimum 1).

Aces High

At 5th level you have awakened the true power of your cards, granting you a swift escape from any given situation. As an action you may burn a card you are holding to attempt to teleport as the Teleport spell, even if you would otherwise be restrained. After using this ability, you gain a level of exhaustion and cannot use this ability for 24 hours.


Nanoshade

A man in a long black coat brushes shoulders with a noble on the street. The nobleman seems visibly upset, looking over his shoulder after the man and muttering venomous words under his breath. However, there's nobody there. Moments later, the nobleman clutches his chest as blood pours from the corners of his eyes. He falls dead only seconds after. His attendants scour the area, but there's nothing to find.

Silent Steel

A Nanoshade is a silent and deadly spectre of death made of steel and sorcery. They command a veritable swarm of unbelievably small machines that course through them like blood in their veins, and can use them as a weapon as well.

Prerequisites

Dexterity 15 or higher:

A Nanoshade blossoms from a talented Rogue, and a Rogue's talents rely on phenomenal dexterity.

Intelligence 13 or higher:

A Nanoshade must be quite intelligent to manipulate so great a force of minute machines on a whim.

Character is a Warforged

Only a Warforged is capable of fabricating and controlling the nigh-invisible automaton swarm that makes such abilities possible.

Character is of the Rogue Class:

Only those trained and exceptional in the arts of subterfuge and shadowy dealings are capable of using the nanomachines within to their fullest.

The Nanoshade
Level Features
1st Nanoblade
2nd Directive: Repair
3rd Mimetic Shield
4th Hive Imperative
5th Nanowave

Class Features

As a Nanoshade, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Nanoshade level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Nanoshade level

Proficiencies


You gain no proficiencies from this Prestige class.

Equipment

You gain no additional equipment from this Prestige class.

Nanoblade

Beginning at the 1st level the nanomachines flooding your system are under your command. When you would deal Sneak Attack damage, you may instead choose to activate Nanoblade and coat your weapons in a flood of nanites. Your Sneak Attack damage dice become d4s. However, any target that takes Nanoblade damage must make a DC18 Constitution saving throw or become poisoned for 1 minute. During such time, the creature takes 1d12 Piercing damage at the beginning of its turn as the nanites devastate their system from within.

Directive: Repair

At 2nd level your microscopic army have calibrated for new functions. You gain a pool of hit points equal to twice your character level (levels in Nanoshade do not add to your total character level). At any time, you may as an action expend hit points from this pool to restore your own.

Mimetic Shield

At 3rd your nanites have learned to create a light-bending net across your body. When you use Cunning Action to Disengage or Hide as a bonus action, you may expend 1d10 points from your Repair pool to instantly turn invisible as the Invisibility spell with a maximum duration of 1 minute.

Hive Imperative

At 4th level your consciousness has synchronized further with your nanite swarm, allowing you to command them with even greater ease and granting you some form of protection from mental attacks. You gain resistance to psychic damage, and have advantage on saving throws against being charmed.

Nanowave

At 5th level you have fully integrated your nanite swarm into your being, becoming the perfect assassin as designed by Mehkane. Once per day as an action you may command your nanites to flood forth and attempt to destroy all enemies in your path. All non-Construct creatures in a 30-foot cone must make a DC18 Dexterity saving throw or take 6d8 bludgeoning damage and be knocked prone.

Practice

Safe

Homebrewing

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

So go ahead, remove this chunk of copy and tell everyone who inspired you.

Cover Art: Skiorh

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More Credits

None of this art is mine, I am not a talented artist, I just write. Can't source it, since most of it came off random pinterest boards, but I hope you can find and appreciate these wonderful artists!

 

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