Cultivator

by DeeSharkman

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The Cultivator

Cultivator

A bald man sits upon a mountain top, meditating, his eyes closed, completely still. Suddenly, a river of flame washes over him - a young red dragon lands, seeking to claim the peak for itself. The flames fade away revealing the man completely unharmed. "Ah" he says with a faint smile "A challenger". His eyes open, revealing two blazing suns and the air warps with heat as the man stands. "This should be fun." The dragon gulps, reconsidering its challenge.

An elven woman crouches across the street from the academy, runes swirling in her eyes as she watches the Weave around the practicing apprentice wizards. Suddenly, her eyes widen as she has a flash of insight. "So that's how the homing function works!". She hurries home before she attracts any unwanted attention, and that night, she casts her first magic missile.

A group of goblins stand in a clearing, warily surrounding a lounging half-orc. They'd tried everything, their arrows shattered, their swords dulled, and their clubs bounced. The half-orc stirs as he receives a message from his companions. "Yeah, yeah" he grumbles "I'm working on it". The goblins back away as he stands, their knees trembling in fear, unable to look away from the half-orc's glowing fists.

These are all cultivators, mortals who seek to defy the limits placed on them by the world and rise above to join the ranks of the eternal and truly powerful.

Solitude and Patience

Cultivation often requires long periods of meditation, where the cultivator reflects upon their experiences and ponders the mysteries of their dao, increasing their understanding of their powers. Impatient cultivators often find their paths cut short while those who work hard find cultivation to be an endless gift.

As a result of these long periods of solitude, cultivators often find it difficult to hold relationships with most mortals, generally finding comfort in the presence of fellow cultivators or other immortals.

Creating a Cultivator

When creating a cultivator, think of why they would seek out power and immortality, or from where do they have the patience or confidence to believe that they can succeed on the path of cultivation. Perhaps a loved one was murdered and their single minded pursuit of revenge leads them to cultivation. Perhaps they are part of a clan of cultivators and to become one themselves is only expected.

Cultivator
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Dao 3 2
2nd +2 Dao Feature, Manifest Dao (x1) 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Dao Feature, Manifest Dao (x2) 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Dao Feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Dao Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Dao Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Presence of a Sage 5 4 3 3 3 2 1 1 1 1
18th +6 Dao Feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Defy the Heavens 5 4 3 3 3 3 2 2 1 1

Quick Build

You can create a cultivator quickly by following these suggestions. Make Wisdom your highest ability score, followed by either Strength or Constitution. Then, choose the guidance, thaumaturgy, and vicious mockery cantrips and the Hermit or Far Traveler background.

Class Features

Hit Points

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

Proficiencies

Armor: Light armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Insight, Intimidation, Medicine, Persuasion, Perception, Nature, and Survival

Equipment

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

• (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

• (a) a light crossbow and 20 bolts or (b) any simple weapon

• (a) a priest's pack or (b) an explorer's pack

• (a) a cultivation focus or (b) a component pouch

Spellcasting

Through your meditations on the nature of the universe, you may cast cultivator spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting.

Cantrips

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



























Spell Slots

The Cultivator table shows how many spell slots you have to cast your spells of lst 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.

You prepare the list of cultivator spells that are available for you to cast, choosing from the cultivator spell list. When you do so, choose a number of cultivator spells equal to your Wisdom modifier + your cultivator level (minimum 1). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cultivator, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level. If you prepare the 1st-level spell bless, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Spellcasting Ability

Wisdom is your spellcasting ability for your cultivator spells. The power of your spells comes from your comprehension of the Dao. You use your Wisdom whenever a cultivator spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cultivator spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier



























Ritual Casting

You can cast a cultivator spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a cultivation focus as a spellcasting focus for your cultivator spells. A cultivation focus is generally an item representative of a cultivator's dao. For example a body refiner may use a small statue of themselves as a focus, another who follows the Dao of Life may use a vial with a drop of blood or a book containing all their notes on anatomy.

Dao

A dao is a cultivator's path, and the aspect of reality they dedicate themselves to. Choose one Dao to follow Body Refining, Aura Mastery, Magic, Life, Death, Blood, Fire, or Beasts

Your choice grants you dao spells and other features when you choose it at 1st level. It also grants you additional ways to use Manifest Dao when you gain that feature at 2nd level, and additional benefits at 6th, 8th, 10th, 14th, and 18th levels.

Dao Spells

Each dao has a list of spells - its dao spells that you gain at the cultivator levels noted in the dao description. Once you gain a dao spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a dao spell that doesn't appear on the cultivator spell list, the spell is nonetheless a cultivator spell for you.

Manifest Dao

At 2nd level, you gain the ability to manifest your dao, using that energy to fuel magical effects. You start with two such effects: Cultivator's Aura and an effect determined by your dao. Some daos grant you additional effects as you advance in levels, as noted in the dao description.

When you use your Manifest Dao, you choose which effect to create. You must then finish a short or long rest to use your Manifest Dao again.

Some Manifest Dao effects require saving throws. When you use such an effect from this class, the DC equals your cultivator spell save DC.

Beginning at 6th level, you can use your Manifest Dao twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Manifest Dao: Cultivator's Aura

As an action, you may manifest your Dao into a tangible aura of power out to a 30 ft. radius for 1 minute.

Creatures within the aura whose CR or level is lower than your cultivator level have disadvantage on saving throws against spells and effects cast by you that inflict the frightened or charmed conditions.

In addition, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks against these creatures and they have disadvantage on Charisma checks against you.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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

Presence of a Sage

At 17th level your body can no longer conceal your power. Your Manifest Dao: Cultivator's Aura is always active. In addition, creature's of your choice whose CR or level is less than or equal to a fifth of your cultivator level (rounded down) are incapacitated while within range of Cultivator's Aura.

Defy the Heavens

At 20th level, your cultivation has reached its peak and you can temporarily break the limits put on you by the world. You can cast the wish spell without expending a spell slot. After doing so, roll a d6. On a roll of 6 you regain your use of this ability after a long rest, otherwise you must wait 7 days before using this feature again.

Additionally, you no longer age or suffer the effects of old age, cannot be aged magically, and you no longer require food and water to survive.

Daos

A dao is a cultivator's path, an ideal they dedicate themselves to, and a facet of reality they study tirelessly. Every cultivator considers each dao carefully before choosing one to follow, for choosing incorrectly can have unimaginable consequences.

Dao of Body Refining

Cultivator's on the path of body refining focus solely on improving themselves, reaching the peak of physical perfection and power.

Dao Spells
Cultivator Level Spells
1st heroism
3rd enhance ability
5th protection from energy
7th freedom of movement
9th death ward
11th tenser's transformation

Bonus Proficiency

At 1st level, you gain proficiency with melee martial weapons. Your unarmed strikes deal 1d4 + your Strength modifier bludgeoning damage instead of their normal damage. Additionally, evocation and abjuration spells on the paladin spell list are added to the cultivator spell list for you.

Unarmored Defense

At first level, your constant body tempering has made your body unusually tough. When not wearing armor, your AC equals 10 + your Wisdom Modifier + your Constitution modifier.

Manifest Dao: Heaven Defying Strength

Starting at 2nd level, as a bonus action, you can channel your dao through yourself to grant yourself incredible strength. You triple your maximum carrying capacity and the weight you can push, drag, and lift. If you hit a target with an object or creature that weighs 500 lbs. or more you deal and extra 1d6 bludgeoning damage. These benefits last for a number of rounds equal to your Constitution modifier.

Manifest Dao: Unshackled Speed

At 6th level, as an action, you may loosen the shackles of gravity and time on yourself, gaining the effects of the haste spell for a number of rounds equal to your Wisdom modifier. When cast this way, haste doesn't require concentration and incurs no penalties.

Enlightened Strike

Beginning at 8th level, once per turn, when you hit a creature with a weapon attack or unarmed strike, the strike counts as magical for overcoming resistance and immunity to non-magical damage and deals and extra 1d8 damage of the weapon's type. At 14th level the extra damage increases to 2d8.

Deliver Unto Earth

At 10th level, when you hit a creature with an unarmed strike, you may use your bonus action to attempt to grapple the creature. When you attempt to grapple a creature this way, you may use your Wisdom modifier instead of your Strength modifier. If you succeed, you may, as part of the same action, expend a spell slot to throw the creature horizontally a number of feet equal to the slot level times your Wisdom score.

Tempered Body, Tempered Mind

At 14th level, you gain immunity to the charmed, frightened, and poisoned conditions. Additionally you gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Unbreakable

At 18th level you learn the the invulnerability spell and can cast it without material components. When you cast this spell, it's duration is 1 hour and it doesn't require concentration. Additionally, you may choose to use and expend the material components for this spell. If you do so, you automatically succeed on all Strength and Constitution checks and saving throws for the duration of the spell.

Dao of Aura Mastery

Those who seek mastery of their aura, seek to understand their place in the world and in their studies they learn to manipulate their presence within it.

Dao Spells
Cultivator Level Spells
1st elemental aura^
3rd shadow aura^
5th fey aura^
7th aberrant aura^
9th fiendish aura^
11th heavenly aura^

Aura Manipulation

At first level your meditations on the nature of cultivation have granted you control over your aura. You learn the druidcraft, prestidigitation, and thaumaturgy cantrips. These cantrips all have a range of 30 ft. for you and they don't count against the number of cantrips you know.

Additionally, all spells that create an aura around you are added to the cultivator spell list for you (i.e. aura of vitality, globe of invulnerabilty, and antimagic field).

Manifest Dao: Aura Pressure

Starting at 2nd level, When you use your Cultivator's Aura feature, in addition to the normal effects, creatures whose CR or level is less than your cultivator level have disadvantage on attack rolls and spell attack rolls against you.

Aura Sense

At 6th level, as an action, you may grant yourself the effects of the detect magic, detect evil and good, and detect poison and disease spells for 10 minutes without consuming spell slots or requiring components. You may use this feature a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cultivator cantrip.

Aura Expansion

Beginning at 10th level, your aura expands from 30 ft. to 60 ft. causing all of your abilities that rely on your aura (Aura Manipulation, Cultivator's Aura, Aura Pressure, Aura Sense) and spells that create auras to extend out to a 60 ft. radius centered on you.

Additionally, you may add your Wisdom modifier to your AC when not wearing armor and not using a shield.

Greater Aura Sense

Beginning at 14th level, you may expend two uses of your Aura Sense feature as an action to grant yourself truesight out to 60 ft. for 10 minutes.

Domain

At 18th level you have mastered your aura and within it you are almost a god. As an action you may freely change the area within your aura. Examples include:

  • make any part of the area into difficult terrain
  • reshape non-magical objects and structures
  • condense the water in the air to make it rain
  • replicate the effects of the control winds spell
  • change the temperature in any part of the sphere to anywhere from +50 C to -50 C

Dao of Magic

Very rarely does a cultivator set out to practice the dao of magic. For most, their journey in the way of magic began when they were meditating on something else entirely yet managed to form a connection to the Weave and witness the beauty of magic with their own eyes.

Dao Spells
Cultivator Level Spells
1st detect magic
3rd what's mine is yours^
5th magic circle
7th arcane eye
9th teleportation circle
11th contingency

Arcane Studies

When you choose this Dao at 1st level, when you prepare your daily spells, a number of these spells equal to your Wisdom modifier can be from either the cultivator or wizard spell list. Additionally, when you learn a cantrip, you can choose the cantrip from either the wizard or cultivator spell list and you gain proficiency with the Arcana skill.

Manifest Dao: Endless Well

As an action, you may expend a use of your Manifest Dao to recover an expended spell slot. The spell slot recovered this way cannot be greater than 5th level.

Manifest Dao: Metamagic

Starting at 6th level, when you cast a spell of 5th level or lower you may expend a use of your Manifest Dao feature to apply one of the sorcerer's metamagic options to that spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cultivator cantrip.

Fluid Memory

Starting at 10th level, you may replace a number of prepared spells equal to your Wisdom modifier after you finish a short rest.

Component Mastery

Starting at 14th level, your studies of the Dao of Magic grant you insight into the meanings of certain spell components. When you cast a spell with that requires material components with a gold cost, you may reduce the cost of the material components by 10 times your cultivator level. If this reduction would bring the gold cost to 0 or less, you can cast that spell without material components.

Additionally, when you cast a spell that has somatic and verbal components you may cast it using only somatic or verbal components.

Living Magic

At 18th level, your connection and understanding of magic are so deep that you may grant life to your spells.

Dao of Life

From the greatest scholars to the lowliest of herbalists, cultivators of Life seek to understand the mechanics of life and how to preserve and improve them.

Dao Spells
Cultivator Level Spells
1st cure wounds
3rd healing spirit
5th mass healing word
7th guardian of faith
9th mass cure wounds
11th heal

Bonus Spells

When you choose this dao at 1st level, all spells that remove conditions, restore hit points, or revive the dead are added to the cultivator spell list for you. Additionally, you learn the spare the dying cantrip and it doesn't count against the number of cantrips you know.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

Manifest Dao: Preserve Life

Starting at 2nd level, you can use your Manifest Dao to heal the badly injured.
As an action, you evoke healing energy that can restore a number of hit points equal to five times your cultivator level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Residual Vitality

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cultivator cantrip.

Acupuncture

By 10th level your studies of anatomy have taught you of the flow of energy within a body and, more importantly, how to adjust them. As part of a short rest you can adjust a number of creatures equal to your Wisdom modifier healing them for half your cultivator level worth of hit points and granting them the effect of a lesser restoration spell.

Pill Making

Starting at 14th level, as part of a long rest you can create a number of pills up to your Wisdom modifier. Within each pill you can infuse a 1st or 2nd level spell with a range of self or touch. A creature can swallow one of these pills to gain the effects of the spell as if it was cast on it by you.

Supreme Healing

Starting at 18th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Dao of Death

Often considered insane, practitioners of the Dao of Death see beauty in entropy and rot.

Dao Spells
Cultivator Level Spells
1st ray of sickness
3rd ray of enfeeblement
5th shadow toxin^
7th blight
9th negative energy flood
11th eyebite

Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. Additionally, all spells that deal necrotic damage are added to the cultivator spell list for you.

Manifest Dao: Call of the Grave

At second level, your dao can weaken a creatures life force. When a creature fails its saving throw against a necromancy spell you cast or a spell that deals necrotic damage, you can use your Manifest Dao to cause that creature to gain one level of exhaustion.

Necrosis

Starting at 6th level, you've learned to suffuse your spells with negative energy, leaving your enemies weakened and vulnerable. Whenever you successfully hit one or more creatures with a spell that deals necrotic damage, or one or more creatures fail a saving throw against a spell you cast from the necromancy school, you can choose a number of those creatures up to half your cultivator level, rounded down, to suffer one of the following effects until the end of your next turn:


Festering Wounds. The creature suffers an additional 1d4 necrotic damage whenever it receives any piercing, slashing, or necrotic damage.
Withering Muscle. The creature's movement speeds are reduced by 10, and it subtracts 1d4 from all damage rolls it makes.

Decaying Mind. The target has disadvantage on Constitution saving throws to maintain concentration, as well as Intelligence, Wisdom, and Charisma checks.
Rotting Flesh. The creature cannot regain hit points, and has disadvantage on Strength and Dexterity skill checks.


Constructs are immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses on a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cultivator cantrip.

Inescapable Destruction

Starting at 10th level, when a creature within 60 ft. of you dies, you may use your reaction to open a rift into the negative energy plane. You cast the hunger of hadar spell centered on the creature that died. When cast this way, the spell deals only necrotic damage, lasts for a number of rounds equal to your Wisdom modifier, doesn't require concentration, and the sphere it creates has a radius of 5 ft. You may use this reaction a number of times equal to your Wisdom modifier per long rest.

Additionally, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your cultivator spells and abilities ignores resistance to necrotic damage.

Death's Reach

At 14th level, you can tap into the Negative Energy plane and imbue the weave around you with its energies. Any spells you cast from the school of necromancy, or spells that do necrotic damage, have their range doubled. Spells with a range of touch gain a range of 30 feet.

Additionally, you no longer need to eat, drink, sleep, or breathe, gain resistance to necrotic and poison damage, and immunity to the necrotic damage of your own spells and abilities.

Manifest Dao: The Goal of all Life is Death

At 18th level you have truly understood death. As an action, you can choose a creature within 60 ft. and expend a use of your Manifest Dao. That creature then starts making death saving throws regardless of its current condition. On 3 successful death saves, nothing happens. On 3 failed death saves, the creature dies.

Dao of Blood

Whether psychopaths or those focused on revenge, practitioners of the Dao of Blood are often scorned for their methods, yet none can deny that stealing others power for yourself is effective, questionable morality aside.

Dao Spells
Cultivator Level Spells
1st false life
3rd hold person
5th vampiric touch
7th bloodsworn retribution^
9th antilife shell
11th transfusion^

Bonus Proficiency

At 1st level, you gain proficiency with all weapons that deal slashing damage.

Life Drain

As a follower of the Dao of Blood you have learned how to siphon life from you enemies. When you reduce a hostile creature whose CR or level is equal to or greater than yours to 0 hit points, you regain hit points equal to your Wisdom modifier plus half your cultivator level (rounded down). If doing so would bring you above your maximum hit points you gain the excess as temporary hit points. Doing so kills the creature and effectively destroys its body. This ability has no effect on undead and constructs.

Manifest Dao: Killing Intent

As an action, you can unleash your killing intent to terrify your enemies. You can expend a use of your Manifest Dao to force all creatures of your choice within 30 ft. to make a Wisdom saving throw or be frightened for 1 minute. Creatures frightened this way have their movement speed halved and can't take reactions. A creature can repeat their saving throw against this effect at the end of their turns, ending the effect on a success.

Manifest Dao: Lacerate

At 6th level, when you deal slashing damage to a creature you can agitate the blood within them. When you deal slashing damage to a creature with blood you can expend a use of your Manifest Dao to deal an additional 4d8 slashing damage to the creature. Additionally, the creature's wounds continue to bleed, causing it to take an additional 1d8 necrotic damage at the beginning of each of its turns for 1 minute or until they or an ally use an action to succeed on a Wisdom (Medicine) check against your spell save DC to stop the bleeding. The bleeding can also be stopped if the creature has a spell that restores hit points or the spare the dying cantrip cast on it.

Enlightened Strike

Beginning at 8th level, once per turn, when you hit a creature with a weapon attack or unarmed strike, the strike counts as magical for overcoming resistance and immunity to non-magical damage and deals and extra 1d8 damage of the weapon's type. At 14th level the extra damage increases to 2d8.

Relentless

At 10th level your senses are so attuned to the flow of life that you can follow it unerringly. Creatures below their maximum hit points leave behind a glowing red trail that only you can see. You can use this trail to track the creature and the trail remains until the creature regains all of its hit points. You can tell the type of the creature by the trail it leaves though you only know exactly who it is if you've interacted with the creature before.

Blood Sacrifice

Beginning at 14th level, you can sacrifice creatures for power. During a 1-hour ceremony, you can ritualistically slaughter a creature whose CR is greater than or equal to your cultivator level. The creature does not need to be willing though if it isn't willing it must be incapacitated for the duration. You can perform this ceremony as part of a long rest.

After completing this ceremony, you may choose one of the creatures innate features and gain it for yourself. You cannot gain truesight, damage immunities, legendary and lair actions, and learned abilities (non-innate spellcasting, weapon proficiencies). The DM has final say on further restrictions and adjustments of abilities.

For example, a 14th level cultivator can sacrifice an Adult Black Dragon (Monster Manual pg.88) and gain any one of the Black Dragon's Amphibious, Frighful Presence, or Acid Breath features.

You can only retain 1 feature this way and you keep it until you use Blood Sacrifice again.

Sacrificial Mastery

At 18th level your mastery of sacrifice is unequaled. When you use your Blood Sacrifice Feature you may retain a number of traits equal to half your Wisdom modifier (rounded up).

Dao of Fire

Practitioners of the Dao of fire find joy in flame. Whether the flame kindles life or burns down a city rarely matters.

Dao Spells
Cultivator Level Spells
1st burning hands
3rd scorching ray
5th fireball
7th wall of fire
9th immolation
11th investiture of flame

Insights of Flame

When you choose this dao at first level, you learn Ignan and the control flames and create bonfire cantrips and they don't count against the number of cantrips you know. When you cast create bonfire, the bonfire can fill a 10 ft. cube.

Additionally all spells that create or manipulate fire and spells that deal fire damage are added to the cultivator spell list for you.

Manifest Dao: Mantle of Flame

Starting at 2nd level you can, as a bonus action, expend a use of your Manifest Dao feature to wreath yourself in an aura of incandescent fire. For 1 minute you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
  • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Wisdom modifier.
  • As a reaction, when a creature hits you with a melee attack from within 5 ft. of you or touches you, you can end this feature early to inflict fire damage equal to your Wisdom modifier to the creature.

Live by the Flame

At 6th level, you gain resistance to fire damage. In addition, spells you cast and your cultivator features ignore resistance to fire damage. At 18th level, this improves to immunity to fire damage and your spells and cultivator abilities ignore immunity to fire damage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cultivator cantrip.

Elemental Alliance

At 10th level, your studies of fire are noted among the beings of the Elemental Plane of Fire, allowing you to summon greater allies. You learn the conjure elemental spell and always have it prepared and it doesn't count against the number of spells you can prepare each day. When you cast this spell the elemental you summon can be of a CR up to half your cultivator level (rounded down, minimum 6) with the max CR increasing by one for each slot level above 5th as normal. When cast this way, conjure elemental can only summon fire elementals.

Phoenix Heart

At 14th level you have learned to imitate the flames of a phoenix. As a reaction to being reduced to 0 hit points, you can unleash a destructive wave of fire that deals fire damage equal to your cultivator level to all creatures of your choice within 30 ft. and restores you to half your maximum hit points.

Once you have used this feature you cannot use it again until you have finished a long rest.

Fires of Creation

At 18th level, your insights into the Dao of Fire allow you to briefly access the original flame. When you use your Mantle of Flame feature, you treat anything that doesn't have immunity to fire damage as having vulnerability to fire damage.

Dao of Beasts

Often coming from druid conclaves or miserable city lives, practitioners of the Dao of Beasts seek to emulate the ferocity of the wild and embody the law of the jungle.

Dao Spells
Cultivator Level Spells
1st speak with animals
3rd animal aspect^
5th conjure animals
7th polymorph
9th commmune with nature
11th summon greater caterpillar^

Animalistic

Starting at 1st level, you gain a natural weapon with which you are proficient. The weapon deal 1d6 plus your Strength or Dexterity modifier (your choice) damage with the damage type being determined by the weapon (piercing for a bite, slashing for claws, bludgeoning for hooves, etc).

Additionally, all spells that deal with communicating, summoning, or manipulating beasts as well as the shapechange and true polymorph spells are added to the cultivator spell list and you can cast speak with animals once per short rest without expending a spell slot.

Manifest Dao: Wild Shape

Starting at 2nd level, you can use your bonus action to expend a use of your Manifest Dao feature to magically assume the shape of a beast that you have seen before.

Your cultivator level determines the beasts you can transform into, as shown in the Beast Shapes table. You can transform into beasts of a CR equal to or less than 1/3 of your cultivator level (rounded down, minimum 1).

Beast Shapes
Level Limitations Example
2nd No flying or swimming speed Wolf
4th No flying speed Crocodile
8th Giant eagle

You can stay in a beast shape for a number of hours equal to half your cultivator level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and mental ability scores. You retain your skill and saving throw proficiencies, and gain those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. If the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell, that you've already cast.
  • You retain the benefit of features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear either falls to the ground or merges with it. Equipment that merges with the form has no effect until you leave the form.

Primal Strike

Starting at 6th level, your natural weapons and attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Enlightened Strike

Beginning at 8th level, once per turn, when you hit a creature with a weapon attack or unarmed strike, the attack deals and extra 1d8 damage of the weapon's type. At 14th level the extra damage increases to 2d8.

Combat Wild Shape

Starting at 10th level, while transformed by Wild Shape, you can expend a spell slot to regain hit points equal to 1d8 per level of the spell slot plus your cultivator level.

Fluid Form

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Apex Wild Shape

At 18th level you have learned to imitate the greatest of beasts. Choose either dragons or monstrosities, once you've made this choice it can't be changed. When you use your Wild Shape feature you can choose to transform into creatures of the selected type as well as beasts.

Additionally, you can expend a spell slot as part of the bonus action to use your Wild Shape to increase the CR of the creature you can transform into. This increase is equal to half the slot level (rounded up).

Cultivator Spells

  • Bolded Spells are new spells introduced at the end of this document.
  • '*' denotes spells that have a range of self instead of their normal range unless that you have access to the spell from another source (multiclass, race, feats, subclass, etc.)
Cantrips (0 Level)
  • Blade Ward
  • Control Flames
  • Dancing Lights
  • Enemies
  • Friends
  • Guidance
  • Gust
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Resistance
  • Shape Water
  • Shillelagh
  • Thaumaturgy
  • Thunderclap
  • Vicious Mockery
1st Level
  • Animal Friendship
  • Beast Bond
  • Bless*
  • Charm Person
  • Color Spray
  • Command
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Divine Favor
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Jump*
  • Longstrider*
  • Sanctuary
  • Sleep
  • Thunderwave
2nd Level
  • Aid*
  • Barkskin*
  • Blur
  • Calm Emotions
  • Darkvision*
  • Enhance Ability*
  • Enlarge/Reduce*
  • Enthrall
  • Hold Person
  • Invisibility*
  • Levitate
  • Magic Weapon
  • Misty Step
  • Protection from Poison
  • See Invisibility
  • Spider Climb
  • Spiritual Weapon
  • Suggestion
3rd Level
  • Blink
  • Catnap
  • Counterspell
  • Elemental Weapon
  • Fear
  • Feign Death*
  • Fly*
  • Haste*
  • Leomund's Tiny Hut
  • Nondetection
  • Protection from Energy
  • Sending
  • Tongues
  • Water Breathing*
  • Water Walk*
4th Level
  • Banishment
  • Bloodsworn Retribution
  • Compulsion
  • Confusion
  • Death Ward*
  • Dimension Door
  • Freedom of Movement
5th Level
  • Commune with Nature
  • Creation
  • Destructive Wave
  • Dispel Evil and Good
  • Dream
  • Geas
  • Planar Binding
  • Reincarnate
  • Scrying
  • Telekinesis
  • Far Step
  • Skill Empowerment
  • Steel Wind Strike
6th Level
  • Disintegrate
  • Forbiddance
  • Harm
  • Mass Suggestion
  • Primordial Ward
  • True Seeing
  • Wind Walk
7th Level
  • Divine Word
  • Etherealness
  • Mordenkainen's Sword
  • Plane Shift
  • Regenerate*
  • Sequester*
  • Simulacrum*
  • Teleport
  • Power Word Pain
8th Level
  • Demiplane
  • Glibness
  • Mind Blank*
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Foresight*
  • Gate
  • Power Word Heal
  • Power Word Kill

New Spells












Cantrips

Enemies

Enchantment Cantrip


  • Classes: Bard, Cultivator, Warlock
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Source: Tome of Blood Magics from Eliar's Lost Arts

Target Creature must make a Wisdom saving
throw. On a failure, choose on of the following
effects:

  • It must immediately use its reaction to make
    an attack on a nearby creature that it considers
    an ally, and then the spell ends
  • It is convinced that another target creature is
    plotting against it and becomes unfriendly, perhaps hostile toward that creature

When the spell ends, the creature realizes that you
used magic to influence its mood. It gains advantage on all further saving throws caused by this spell for 24 hours and becomes hostile towards you. A creature prone to violence might attack you. Another creature may seek retribution in other ways (DM's discretion), depending on the nature of your interaction with it.

1st Level

Elemental Aura

1st-level evocation


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

You emanate an aura that causes the area within it to emulate one of the elemental planes. Choose a damage type from acid, cold, fire, lightning, or thunder. For the duration, creatures of your choice within the aura may change the damage type of their attacks to the damage type you selected.
Additionally, for the duration of this spell you can use your bonus action on each of your turns to force one creature within the aura to make a Constitution saving throw or take damage of the type you selected equal to your spell casting ability modifier.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the bonus action damage increases by your spell casting ability modifier for every 2 slot levels above 1st.

Form of Wind

1st-level transmutation


  • Classes: Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Up to 1 round
  • Source: Edited from u/SwordMeow

When you cast this spell your body becomes a tempestuous wind until the start of your next turn. For the duration, your speed is doubled, you are incorporeal, you have resistance to all damage, and you can move through objects and creatures as if they were difficult terrain. If you end your turn in the space of a Large or smaller creature, you can make a spell casting ability check contested by its Strength(Athletics). If you win, the creature is shunted to the nearest empty space and if you lose, you are shunted to the nearest empty space, taking 1d6 force damage for every foot you're moved. If you end your turn in an object, whichever of you is lighter gets shunted to the nearest empty space and takes 1d6 force damage for every foot its moved.

2nd Level

Animal Aspect

2nd-level Transmutation


  • Classes: Druid, Ranger
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a piece of the animal in question)
  • Duration: Concentration, up to 1 minute
  • Source: Tome of Blood Magics from Eliar's Lost Arts

As you cast this spell choose a beast listed below. You alter your body by infusing it with bestial spirits. For the duration you gain aspects of the chosen beast.

  • Bear: you grow thick fur, gaining a +2 to your AC.
  • Cheetah: your legs lengthen and sprout spotted fur. Your base speed increases by 10 ft.
  • Falcon: your eyes grow larger and you grow feathers on your face. You gain advantage on perception checks and attacking at long range doesn't impose disadvantage.
  • Frog: your legs become elongated and muscular and mottled green. You gain advantage on Dexterity (Acrobatics) checks and you can perform a long or high jump without a running start.
  • Gorilla: your arms become long and strong and covered in dark hair. You gain a +1 bonus to your melee attack and damage rolls for the duration.
  • Nightingale: your tongue narrows and you grow small feathers on your face and throat. You gain advantage on Charisma (Performance) and Charisma (Deception) checks made to imitate another creature.
  • Otter: your hands and feet become flat and webbed. You gain a swim speed equal to your walking speed and can breathe underwater for the duration.
  • Wolf: your face grows grey-brown fur and your mouth lengthens and fangs become more pronounced. You gain advantage on all Wisdom (Survival) checks made to track other creatures as well as on Wisdom (Perception) checks that rely on smell. Additionally, your unarmed strike can be a bite attack that deals 1d6 piercing damage.

Shadow Aura

2nd-level necromancy


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

You emanate an aura that causes the area within it to emulate the Shadowfell. The first time a hostile creature passes through or starts its turn within the aura, it must make a Constitution saving throw or gain 1 level of exhaustion. A creature cannot gain more than 4 levels of exhaustion this way.
Additionally, all creatures of your choice within the aura cannot regain hit points while they remain within the aura.

What's Mine is Yours

2nd-level transmutation


  • Classes: Bard, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Source: Edited from u/SwordMeow

When you are under the effect of a spell, you transfer it to a creature you touch. If the creature is unwilling it must make a Dexterity saving throw. On a failure, you transfer the effects of all spells 2nd-level or lower to the target and you loose those effects. On a success, the spell fails and you retain the effects.
Regardless of the original duration, the spell(s) last 1 minute for the target, before What's Mine is Yours ends and the transfered spells fade.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you transfer the effects to the target of spells of levels less than or equal to the level of the spell slot you used and you lose them.

3rd Level

Fey Aura

3rd-level Illusion


  • Classes: Bard, Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You emanate an aura that causes the area within it to emulate the Feywild. For the duration, each creature of your choice within 30 ft. of you has 1 mirror image as if by the mirror image spell. You may use your action on each of your turns to recreate any destroyed mirror images if the creature is within 30 ft. of you. If a creature should leave the range of this aura, its mirror image is destroyed.

Shadow Toxin

3rd-level necromancy


  • Classes: Bard, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Source: The Compendium of Forgotten Secrets

You fling a thin needle of darkness at a creature you can see within range, injecting them with corruptive magic that taints their mind and fills them with doubt. Whenever the target attempts to cast a spell that targets a creature friendly to them, they must make a saving throw with their spell casting ability. If they fail, they take 3d8 psychic damage, their spellcasting fails and the spell is lost. If they succeed, the corruptive magic is broken and the target is freed from the effects of this spell.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can choose one additional target per slot level above 3rd.

4th Level

Aberrant Aura

4th-level evocation


  • Classes: Warlock
  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Source: Edited from u/SwordMeow

You emanate an aberrant aura that suffocates normal existence. Aberrations are immune to this spell. When a creature moves within 30 ft. of you or starts its turn there, it must make a Charisma saving throw. A creature takes 4d8 force damage on a failed save, or half as much on a success. A creature takes an additional 1d8 damage if it's in dim light or darkness and an additional 2d8 if it's invisible or in magical darkness.
Additionally, until the end of its next turn, a creature that failed its save is ailed by the aura: it must spend 2 feet of movement for every 1 foot it moves closer to you; a creature in dim light of darkness must spend 4 feet of movement for every 1 foot it moves closer to you; a creature that's invisible or in magical darkness can't move.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the force damage increases by 1d8 for every slot level above 4th.

Bloodsworn Retribution

4th-level necromancy


  • Classes: Bard, Cleric, Cultivator, Paladin, Wizard
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a gold dagger worth at least 200gp)
  • Duration: Instantaneous
  • Source: Tome of Blood Magics from Eliar's Lost Arts

You speak an oath and shed your own blood, inflicting 5, 10, or 20 points of damage to yourself and reducing your hit point maximum by the same amount. Until the oath is completed or intentionally forsaken, you gain a bonus to all attack rolls, saving throws, and ability checks made while specifically and directly trying to fulfill your oath (at the DM's discretion). This bonus is equal to +1, +2, or +3 depending on the amount of hit points sacrificed. Additionally, you cannot regain the spell slot use to cast this spell until forsaking or completing the oath, at which point your hit point maximum is also restored to normal.

Cone of Wind

4th-level conjuration


  • Classes: Druid, Ranger, Wizard
  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • Source: Edited from u/SwordMeow

A sudden gale swirls and buffets in a 60-foot cone emanating from you. You choose to push or pull when you cast this spell. Each creature caught in the spell must make a Strength saving throw. Huge and larger creatures have advantage on the saving throw. On a failure, the creature is moved 15 ft. towards you for pull and away from you for push and takes 6d6 slashing damage. On a success, the creature takes half damage and isn't moved.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the slashing damage increases by 1d6 for every slot level above 4th.

5th Level

Fiendish Aura

5th-level conjuration


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

You emanate an aura that causes the area within it to emulate the Lower Planes. All creatures within the aura lose their resistance to fire damage. Additionally, when you cast this spell you can summon 1d4 fiends of CR 1 or lower. These fiends obey your commands and you can command them as a bonus action on your turn. The fiends cannot leave the area of the aura and are immediately banished back to their home plane if they do so.

6th Level

Heavenly Aura

6th-level abjuration


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

You emanate an aura that causes the area within it to emulate the Celestial Heavens. The area within 30 ft. of you comes under the following effects:

  • all creatures of your choice are stabilized upon dropping to 0 hit points
  • spells of 5th level or lower that restore hit points, restore the maximum amount
  • the area is under the effects of a zone of truth spell
  • all creatures glow in a color according to their alignment (none if True Neutral)
  • illusion magic, enchantment magic, and invisibility effects are suppressed while within the aura
Alignment Color
Lawful Good Gold/White
Lawful Neutral Gold/Blue
Lawful Evil Gold/Black
Neutral Good Blue/White
Alignment Color
Neutral Evil Blue/Black
Chaotic Good Red/White
Chaotic Neutral Red/Blue
Chaotic Evil Red/Black

Summon Greater Caterpillar

6th-level conjuration


  • Classes: Druid, Wizard
  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (3 empty cocoons)
  • Duration: Concentration, up to 1 hour
  • Source: Yorviing's Arcane Grimoire

You summon a massive caterpillar that appears in an unoccupied space that you can see within range. The caterpillar disappears when it drops to 0 hit points or when the spell ends. The caterpillar is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the caterpillar, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the caterpillar doesn't disappear. Instead, you lose control of the caterpillar, and it becomes hostile toward you and your companions, and it might attack. An uncontrolled caterpillar can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the caterpillar’s statistics.
At Higher Levels: When you cast this spell using a 9th level spell slot, you can summon an additional massive caterpillar.


Massive Caterpillar

Gargantuan beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 182
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 7 (-2) 22 (+6) 14(+2) 8 (-1) 4 (-3)

  • Saving Throws Con +9, Wis +4
  • Damage Immunities Acid, Poison
  • Condition Immunities Poisoned
  • Senses blindsight 30ft., passive Perception 8
  • Languages Common, Sylvan, Terran

  • Caterpillar Climb. The massive caterpillar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The massive caterpillar makes two attacks: one with its bite, one with its slam
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 20 (3d6 + 6) piercing damage, and the target must succeed on a DC 17 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Slam. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 5 (4d6 +6) bludgeoning damage.

Transfusion

6th-level necromancy


  • Classes: Sorceror, Warlock, Wizard
  • Casting Time: 1 action
  • Range: Self (20-feet)
  • Components: V, S
  • Duration: Instantaneous
  • Source: Tome of Blood Magics from Eliar's Lost Arts

You attempt to siphon blood from all nearby creatures. All creatures within 20 ft. of you must succeed on a Constitution saving throw or take 10d6 necrotic damage and you regain half that many hit points.

Inspirations

Class: Xianxia novels and a stray thought that said it could be done as a simple re-skin of the cleric (ha)
Body Refining: Way of the God Hand Monk by Genuine Fanatasy Press and Strength Domain Cleric by James Rathwell
Aura Mastery: All me!
Magic: Also Me! (and my love of wizards but we don't talk about that)
Life: Life Domain Cleric and Artificer
Death: Death Domain Cleric and School of Entropy Wizard by u/Gale-Vekon
Blood: Little bit of Necromancy Wizard, Coven of Red by u/ltkodiak, and the Slasher class by u/Mikazel, but mostly me!
Fire: Pyromancer and Phoenix Sorcerers
Beasts: Circle of the Moon Druid

Thanks for looking through the class! I'd love to hear your thoughts on both flavor and balance! If you don't see a subclass here that you really want, don't worry! I'm working on another bunch of subclasses (the rest of the elements, light and dark, balance, flesh shaping, swords, bows, and spears) and feel free to suggest more ideas!
Also coming soon maybe: Tribulations!

Art Credits

Cover: The Sage of Six Paths by Deacon Ugokwe
Page 2: Fairy World 2 Game Art by Giant Mobile Technology Co., Ltd.
Page 4: City Approach by Hyung-tae Kim
Page 5: 闻说神仙晋葛洪,炼丹曾此占云峰。by zhong wenhao
Body Refining: Blood Moon Diana by Chengwei Pan
Aura Mastery: Phoenix Shugenja by muju
Magic: Chang'e by XiaoGuang Sun
Life: owl sorceress by jae hyuck jang
Death: The Mark by Algido
Blood: Issth this is cultivator by atteTmara
Fire: Illustration 6 by CNTRL+T Studio
Cantrips: Elven Mercenary by Grafit Studio
1st level spells: Air Elemental by Jarek Nocon
2nd level spells: Shaman Girl by BettyElgyn
3rd level spells:Enchantress of the Feywild by Kevin Goins
4th level spells: Energy Overflowing by Ebondreamer
5th level spells: Diablo 3 concept art, Giant Caterpillar by jbrown67

 

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