to Abberoth
Table of Contents
Chapter 1: Races
Several homebrew races implemented into my game.
Apoclyean
There in the plane of evil,
Balanced between chaos and order,
Were a people banished
While still primeval.
In the wastes they lay their border,
The Apoclyeans.
--------That Race of Hades, Unknown Poet
A Banished People
Before the war of independence, there were a normal, though violent, race of humans. Over time, these humans angered a god unknown to any and their anger bubbled and boiled. As the war of independence came, the god saw that he was going to be banished to the plane of Hades so with his last moments on the prime material plane, he banished this people to Hades with him. Over time, Hades changed the people into a people living in the wake of an apocolypse and they adapted to survive.
Apoclyean Society
The Apoclyeans have grown much more over several millennium and have adapted to life in Hades well. There are several tribes of Apoclyean, some warring, others warring together but Apoclyeans war. They have to fight demons and devils and other fiends to survive and then after those, each other. Much like the Spartans, Apoclyeans have no place for the weak and if you die, then you were to weak to keep living. They appear with ashy grey skin with small cracks in it where red firelight shine through. They typically have short hair though they can grow hair longer.
Apoclyean Names
Apoclyeans don't hold much pride in names instead wishing to be called by their accomplishments. When an Apoclyean does something that it is extremely proud of, it will go by the name of the thing they are most proud of until another event happens that gives them more pride.
Apoclyean Traits
As a resul of their time in Hades, Apoclyean share certain traits.
Ability Score Increase. Your Constitution score increases by 2, and 2 other ability scores of your choice increase by 1.
Age. Apoclyeans mature at a rate faster than humans, reaching adulthood at roughly 12 years old and live up to 150 years.
Alignment. Because of the evil of their home plane, many Apoclyeans tend towards evil alignments and have no heavy pull towards chaos or law.
Size. Apoclyeans are the same size and build as human. Your size is medium.
Speed. Your base walking speed is 3 feet.
Darkvision. Your ancestors have slowly adapted to the dim light of hades and you share their trait. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Innate Spellcasting. At 1st level, you know the cantrip Firebolt. Your spellcasting modifier is Constitution.
Fiery Nature. Due to the fiery nature of Hades, you have developed some defenses against it as well as some offensive abilities. You have resistance to fire damage and melee attacks you make deal an additional 1d4 fire damage on a hit. However, if you end your turn in running water, you take 1d6 cold damage. Finally, you can choose to shed dim light in a 15 foot radius around you.
Languages. You can speak, read, and right Common, Infernal, and Abyssal.
Arachnen
There is a sixth smaller city in the Underdark that is separated from the other five which are controlled by the Zekyl. Well it technically isn't even a city. It is a place called the Nesed Gorge and this is where a group of arachnid like follows live in hiding from the Drow.
--------Kradgi Turfleg, Underdark Expert
Of the Goddess Lolth
Lolth, the spider queen, is most infamous for leading the elves that lived in the Underdark but many don't know that she had experimented with another race long before the elves came to her domain. These were called the Arachnen for their spider-like qualities. In appearance, Arachnen are similar to Drow in many aspects such as the grey-blue tint of their skin and their white hair but that is where the differences end. Arachnen have eight spider-like eyes and a pair of mandibles over their mouth much like a spider's.
The Drow
After the War of Independence, when the Drow were mostly free to do what they pleased without the reproach of Lolth, they hunted down and killed a majority of the Arachnen because the Drow thought that they were the one true race of the spider queen and these other creatures couldn't be saved. Fortunately, on the first of Xipt in the year 6570 AoP, the five clans banned the extermination of the Arachnen and gave them a sanctuary called the Nesed Gorge. Unfortunately, there is still bad blood between the two races and Arachnen aren't welcome, though they are allowed, in the city of Drow, Eryndelyn. The same is true the other way around.
Arachnen and Zekyl
Because the Zekyl were the ones who put the ordinance to stop the slaughter of Arachnen in place, many Arachnen treat any Zekyl they see with the utmost respect. Of course there are those that look at them with disdain because of how long it took for them to place the ordinance but mostly the Zekyl are seen as the saviors of the Arachnen race.
Arachnen Names
When it comes to names, Arachnen hold great pride. When the race was first created, Lolth gave them their names and since, most have kept a tradition to name their offspring after the first of their race. A last name is adopted when an Arachnen has accomplished something great or done something no other has done before. Some have their proffesion and some were martyrs for the cause of their right to live.
Male Arachnen Names. Chachosna, Checit, Cheeros, Chiqzad, Ecet, Ezeb, Kravrox, Krekzox, Kroq'tid, Navi, Zekas, Zhanrie
Female Arachnen Names. Chasso, Harzie, Herzu, Iakkeh, Isnu, Lenti, Nasnash, Nath'uthar, Rhik'zeesh, Rinto, Seeshru, Sek'sal, Sheizad, Sil'shus, Zeith'ure, Zharhuzo
Arachnen "Accomplishment" Names. Baker, Builder, Chief, Honor, Hunter, Soldier
Arachnen Traits
As a result of their ancestors direct relation to Lolth, all Arachnen share certain traits.
Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.
Age. Arachnen mature at a similar rate to humans but appear to stop aging at roughly 25-30 years and can live up to 1500 years.
Alignment. Many Arachnen lean towards evil or neutral even though they are not predisposed for it. Because of where many live it is easy to end in evil though not all Arachnen are like this.
Size. Arachnen are a similar size to humans but weigh a little less and grow a little taller. Your size is medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. In part due to your upbringing in the underdark and in part your relation to Lolth, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Spider Climb. You can move your speed on vertical surfaces and even upside down without needing to make an ability check.
Web Sense. When in contact with a web, you know the position of any creature within the same web. Additionally, the stickiness of webs doesn't hinder you. You ignore rough terrain and grapples from sticky webs. Finally, over the course of 1 hour, you can produce 25 feet of web rope which will last for 7 days before decaying into dust.
Bite Weapon. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Dexterity modifier. When you bite a creature that is incapacitated, restrained, or grappled, your bite deals 1d10 poison damage, instead of the bludgeoning damage normal for an unarmed strike.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Languages. You can speak, read, and right common and Undercommon.
Drealen
Cursed by some of the worst, Drealen, like Tieflings, are half spawn. Drealen are half-demons much like Tieflings are half-devils. While Tieflings in most cultures of Abberoth have been accepted, Drealen, as a more recent appearance, have not been. It was a many-century-long fight to get Tieflings to be a part of the Abberothian people but Drealen will be much harder due to their chaotic, demonic heritage.
--------Vondal Aresten, Demons, Angels, and Devils: A History
Abyssal Bloodline
The Drealen are a people cursed to be, or some other way turned into, half-demons. They typically embody similar features as the Demon Lord who created them. Most Drealen have grey skin and a dark black eye though not all have those traits though all do manifest some obvious mark of their heritage.
Reclusive and for Good Reason
Much like when Tieflings were first realized to be the spawn of devils, Drealen are chased out of towns and killed because they are thought to be a sign of bad luck or to be generally less than others. For this reason, most live in slums of large cities, are homeless, or live in caves or other such things outside of civilization.
Drealen Names
Some Drealen ignore their heritage and take human names but many decide that if they will be treated as evil no matter their name they take the names of demons and incite fear with them. Because demons have no differentiation between male and female names neither do Drealen. Demonic Names: Ulmoxan, Gaggach, Jozgulach, Zurkon, Xolvonnun, Mallmerath, Rorrolan, Dolvor, Kar'ozol, Bugralath, Ellmakith, Bazemil, Zez'golen, Xanoroth, Bergrurath.
Drealen Traits
Drealen show certain racial traits that stem from their abyssal bloodlines.
Ability Score Improvement. Your Constitution increases by 1.
Age. Drealen age at a rate equal to humans and live roughly as long.
Alignment. While Drealen are not predisposed to evil many embrace it to scare those who dear them just for their heritage. Drealen lean towards chaotic alignments.
Size. Drealen are roughly the same size and build as humans. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your abyssal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Demonic Resilience. You have resistance to Poison damage and have advantage on saves against poison.
Languages. You can speak, read, and right common and Abyssal.
Subrace. The Drealen are similar no matter who caused them to turn out this way but depending on which Demon Lord specifically caused your form you have slightly different abilities.
Baphomet
As a Drealen created from the Demon Lord Baphomet, you have a pair of horns very similar to that of the Demon Lord Baphomet’s and strength greater than most. A Drealen of this type is discernible by the piercing red eyes and thick muscular body in addition to the horns.
Ability Score Increase. Your Strength score increases by 1.
Charge. When you take the dash action you may make an attack as a part of that action. If it hits, roll one additional damage die.
Baphomet’s Magic. You can cast the speak with animals spell once using this feature. You regain the ability to do so at the next dawn. At 3rd level, you can cast animal friendship the same way.
Maddening Immunity. You are immune to the frightened condition and the madness of Baphomet
Fraz-Urb’Luu
As a Drealen of the Demon Lord Fraz-Urd’Luu, your skin is leathery and rough to the touch. The influence of this Demon Lord increases your force of presence and intelligence slightly. A drealen of Fraz-Urd’Luu is discernable by its skin.
Ability Score Increase. Your Intelligence score increases by 1 or your Charisma score increases by 1.
Leathery Wings. Once per long rest, as a bonus action, you may manifest a pair of greenish-grey leathery wings for ten minutes. While manifested, you have a flying speed equal to your walking speed.
Fraz-Urb’Luu’s Magic. You can cast disguise self at will using Charisma or Intelligence (your choice) as the spellcasting modifier. At 3rd level, you can cast detect magic twice using this feature. You can’t use this trait again until the next dawn.
Maddening Immunity. You are immune to the frightened condition and the madness of Fraz-Urb’Luu
Demogorgon
As a Drealen of the Demon Lord Demogorgon, you manifest a large, reptilian tail with a small barb at the end. Your bloodline gives you a more forceful presence and personality than many. A Drealen of this type is discernible by the yellow lines in the Drealen’s skin and its tail.
Ability Score Increase. Your Charisma score increases by 1.
Tail Whip. Your tail counts as both a weapon and an unarmed attack. It deals 1d4 piercing damage and 1d6 poison damage.
Superior Intimidation. You gain expertise in the Intimidation skill.
Maddening Immunity. You are immune to the frightened condition and the madness of Demogorgon
Graz’zt
As a Drealen of the Demon Lord Graz’zt, you become more forceful and beautiful and fierce. A Drealen of this type is discernible by its beauty and its purple hair which likes to stand up at odd angles.
Ability Score Increase. Your Charisma score increases by 1.
Beauty is in Your Eye. You gain proficiency in the skills of Intimidation and Persuasion.
Acidic Sorrow. You are able to manifest the magical ability of Graz’zt’s Wave of Sorrow greatsword. As a bonus action, you may cause one weapon you are holding to be bathed in acid. The weapon deals an extra damage die of acid damage.
Maddening Immunity. You are immune to the frightened condition and the madness of Graz’zt
Juiblex
As a Drealen of the Demon Lord Juiblex, you manifest a slimy sweat that coats you and your items. You also are able to bend into smaller places not easily accessible to those not like you. A Drealen of this type is discernible by its slimy sweat and gelatinous movements.
Ability Score Increase. Your dexterity score increases by 1.
Slippery Slime. You gain advantage on dexterity checks and saving throws to get out or get through tight spaces. Also, other creatures that try to use weapons you’ve held for at least one minute must make a DC 13 dexterity check to try to hold on and not lose their grip on it.
Maddening Immunity. You are immune to the frightened condition and the madness of Juiblex
Orcus
As a Drealean of the Demon Lord Orcus, you manifest crawled hands and a slight stench of rotting flesh. You are also slightly more intelligent than some others. A Drealen of this type is discernible by the clawed hands a faint rotting stench emanating from it. Ability Score Increase. Your Intelligence score increases by 1.
Frightening Presence. Once per day, as a bonus action, you can briefly turn your skin translucent. Up to 5 creatures of your choice within 30 feet of you must make a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A frightened creature can reattempt the saving throw at the end of each of their turns.
Maddening Immunity. You are immune to the frightened condition and the madness of Orcus
Yeenoghu
As a Drealen of the Demon Lord Yeenoghu, you manifest tufts of fur across your body and more pronounced canine teeth much like that of lycanthropy. You are more attuned to your sense of smell and hearing than most due to your demon blood. A drealen of this type is discernable by the tufts of fur and its pronounced canine teeth.
Ability Score Increase. Your Wisdom score increases by 1.
Keen Hearing and Smell. You have advantage on perception checks made using scent or hearing.
Maddening Immunity. You are immune to the frightened condition and the madness of Yeenoghu
Zuggtmony
As a Drealen of the Demon Lord Zuggtmony, you manifest small spores growing across your body. These spores act as a layer of protection. A Drealean of this type is discernable by its spores on its body
Ability Score Increase. Your constitution increases by 1
Fungal Carapace. You have an unarmored AC of 13 + your Dexterity bonus
Paralytic Fungus. Once per short rest you may use a reaction after being struck to send a puff of fungus in the air around you. Creatures of your choice within 30 feet of you must make a DC 15 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way can reattempt the saving throw at the end of its subsequent turns.
Maddening Immunity. You are immune to the frightened condition and the madness of Zeggtmony
Neef
Similar to the Illithid race, Neef start as tadpoles birthed in eggs. They hatch and eat flesh until they grow to about 1 inch long and about half an inch wide at which point it will transform into an arthropod. When it finds a host, a dead body, it will burrow and attach itself to the brain, taking that creature as its host.
--------Illithid and More: a Comprehensive Guide, Lady Gerdren of the Arigonian Archives
What Are They
The first Neef were mutations brought out by an elder brain of the Illithid clans and grew into parasites that can take over bodies. They have a set physical and mental capability that is transfered to the host body when a Neef chooses it.
Gruesome or Just a Survivor
The Neef are feared by many who have heard of them in a similar way as doppelgangers are feared due to their abilities to impersonate. A Neef is usually just trying to find a host or tag along with adventurers to find a better host. These little creatures are a fascinating creature that many would like to know more about but most are to afraid to permit that.
Neef Names
The Neef have no names typically unless traveling with a group of people at which point they will adopt one that they find interesting. Some may use the name of their host and others don't.
Neef Traits
The Neef all share these following traits due to their lineage.
Ability Score Increase. 1 mental ability score (Wisdom, Charisma, or Intelligence) increases by 2, and 2 physical ability score (Strength, Dexterity, or Constitution) increase by 1.
Age. Neef can live up to 50 years while in a hosts body and can live 1 year outside of a host but can live indefinently if it keeps switching hosts.
Alignment. Neef do not lean towards any alignment in particular.
Size. Your size depends on your host's race's size.
Speed. Your speed depends on your host's race's base speed.
Darkvision. Because of your race typically living in dark caves, you have darkvision out to 60 feet even if your host doesn't have this trait. If they do, their darkvision is extended by 60 feet. While outside of a host, you have blindsight out to 30 feet.
Take Over. When you find an organic, flesh, body that has been dead for no more than 8 hours and has very little physical damage, you can spend 1 hour to "attune" to the body and take it over. When you succeed in taking the body over, you gain the physical traits of the race such as "Savage Attacks" if your host is a Half-Orc or Shapeshifting if your host is a Changeling. You can take over a new body once per year as the process is extremely taxing.
Telepathy. You can mentally communicate with creatures within 120 feet of you. Other than Take Over and this ability, the Neef do not have any traits of their own.
Languages. You can speak, read, and right common and 2 other languages of your choice.
Nephiliem
Another such creature is the Nephiliem. Be the demons? Be they Devils? Be they angels? I can say for sure that they are none of these in full but all of them in part.
--------Vondal Aresten, Demons, Angels, and Devils: A History
Unsure of what they truly are, the Nephiliem belong to no world and look for anywhere that will accept them. This combination of Infernal, Demonic, and Angelic blood is exceedingly rare and as such most Nephiliem feel truly alone without any of their kind around.
Trisecting Bloodlines
The creation of a Nephiliem is an exceedingly rare circumstance due to the requirements for the Nephiliem to even be created. What is known currently is that there are only two ways for a Nephiliem to be conceived. Either a powerful Demon Lord such as Orcus or Graz’zt, a powerful archdevil such as Asmodeus, and a powerful celestial such as a Solar or an Empyrean to agree to either curse or bless the child with parts of their powers. The second method requires the two parents to be some combination of the demonic, infernal, or angelic bloodlines. This could be a Hafl-Drealen Half-Aasimar, a Half-Drealen Half-Tiefling, which due to the conflicting nature is very rare, or even on very rare occasions two Nephiliem. The latter being the most successful but almost impossible for it to occur. Typically the Nephiliem show their bloodlines through their physical traits. This occurs in many different ways such as a devilish tail and a pair of demonic horns and angelic eyes.
Outcasts in the Truest Sense
Nephiliem have no true homeland to return or live in. The denizens of the Nine Hells, the Abyss, or the celestial planes typically see the Nephiliem as abominations but this also lends them to be good intermediaries between the three planes. As a creature of three bloods and true relation to none, they tend to stay indifferent.
Nephiliem Names
The Nephiliem are rare enough to not be an entire culture and as such don’t have specific names gathered around them. They tend to be given names similar to Tieflings, Aasimar, or Drealen or they adopt those names as they never were given a name.
Nephiliem Traits
From their multiple bloodline, Nephiliem show a myriad of traits.
Ability Score Increase. Your Constitution score increases by 2 and either your Wisdom or Charisma score increases by 1
Age. Nephiliem, as creatures that are made from the blood of three long-living creatures, are also long-living. You age at the same rate as humans but stop appearing to age at 25 and live for a total of 1500-2000 years.
Alignment. Nephiliem have no predisposition for any alignment of any type.
Size. Nephiliem are roughly the same size as humans. Your size is medium
Speed. Your base walking speed is 35 feet.
Darkvision. The combination of Infernal, Abyssal, and Celestial blood has given you superior vision in darkness. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Resilient Ancestory. Whenever you finish a long rest you may choose to have resistance to either fire, necrotic, or radiant damage for the day. Additionally, when you are reduced to 0 hit points, you instead are reduced to 1 hit point. You can use this ability only once per long rest.
Languages. You know Common, Infernal, Abyssal, and celestial.
Ormfraas
We had scoured the library for hours and not found an exit. We were beginning to accept the fact that we were going to die in this place of endless knowledge. We sat in the hall of this library and tried to rest, but our sleep was restless and pained. We woke up that morning and saw a creature standing over us. It had a bird-like head with a long beak and a mostly normal body, except for its arms. At the elbow, two forearms and two hands jointed off on either side. We sat there frightened when we heard a soothing voice speak in a language we knew not, and when we blinked, we were no longer in the maze-like library, but in a green field.
--------Unknown Adventuring Party
The Ormfraas are a mystical race of knowledge keepers. Typically servants or devotes to Iuon, the Knowing Mistress, who keep the infinite library she lives in well kept.
Unlikely Adventurers
Typically the Ormfraas stay in the expansive library of their god, but on occasion, one might leave the library to pursue deeper knowledge, beyond what can be learned in the library. Even rarer than that, however, are those Ormfraas that Ioun sends to learn more. Typically those that are sent out in this manner are those that are content in learning what they can from books and wish no more than that but Ioun knows that they will learn much more if sent out.
Ormfraas Names
Ormfraas aren't given names by the Knowing Mistress, and those few that adopt names from the rest of the worlds, take them from where ever they are sent to.
Ormfraas Traits
Your Ormfraas character has the following traits.
Ability Score Improvement. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. No studies have been done on the lifespan of an Ormfraas, but it is guessed that these creatures have no end to their life unless forced upon them. You do not age and spells and effects that change your age don't take any effect on you.
Alignment. Because of your innate thirst for knowledge, Ormfraas tend to lean towards a Neutral alignment but can be any alignment.
Size. Ormfraas are between 6-9 feet tall and weigh 180-250 pounds. Your size is medium
Speed. Your base walking speed is 30 feet.
Magic of Knowledge. At 1st level, you can cast 1 1st level divination spell of your choice from the wizard spell list. At 5th level, you may choose a 2nd level divination spell from the wizard spell list and at 10th level, a 3rd level divination spell from the wizard spell list. You can cast each of these spells once per short or long rest. Your spellcasting modifier for these is your Intelligence.
Skillful. You are quick to pick up new skills, choose 2 skills to gain proficiency in.
Languages. You can speak, read, and write Common, Celestial, and three others of your choice.
Rhino Folk
We had been searching the savannahs of Al Mirjama for weeks and we had run out of water. Drudging our way through the savannah we stumbled across a village. We made our way to one of the huts and called inside through the cloth over the doorway for help. What came to confront us was nothing we had seen before but had heard briefly about. A Rhino Folk.
--------Jack Williamson, Professional Adventurer
Nobody knows exactly where the Rhino Folk came from but the legends in their tribes speak of an unknown god, making them in its own likeness.
Large and Brutish
The Rhino Folk are anthropomorphic rhinoceros and as expected, have the mass and size to prove it. There are very few creatures who can stand up to the Rhino Folk in terms of brute force, the exception being goliath and half-dragons.
Rhino Folk Names
as Rhino Folk are not typically educated, their names reflect as much. At birth, a Rhino Folk is given a name and when they reach 15 years of age, they adopt their clan name as well. Additionally, the names of a Rhino Folk are not for any specific gender and are used freely by all.
Male and Female Rhino Folk Names: Grunt, Brave, Courage, and other such names.
Rhino Folk Traits
Ability Score Improvement. Your Strength increases by 2 and your Constitution increases by 1.
Age. A Rhino Folk live a life comparable to that of humans. They reach maturity at 14 or 15 and die just before their first century though some live past that but not by much.
Alignment. Rhino Folk, due to their secluded upbringing tend to avoid conflict and tough moral decisions and lean towards True Neutral in alignment.
Size. Rhino Folk are roughly 6-9 feet tall and weigh 250-350 pounds. Your size is medium.
Speed. Your base walking speed is 40 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Natural Weapon. Your horn is a natural weapon. You have proficency with it and it uses Strength as its modifier. On a hit it deals 1d8 piercing damage.
Goring Charge. If you move up to 15 feet in a straight line before you make an attack with your horn you deal an extra damage die on the attack.
Languages. You can speak, read, and write Common and one other language of your choice.
Shardmind
There it sat, pouring over book after book as its empty crystal face, illuminated by only two lightly glowing orbs resembling eyes.
Crystalline Forms
The bulky and angular bodies of Shardminds are often mistaken for warforged or golems, but they are something altogether different. These creatures are often secretive, tending to be a hermit of sorts.
Their crystalline bodies can be found in any color but mostly resembling a gemstone though their body is not as valuable as it may seem.
Wandering Sages
A crystalline was made to upkeep the living barrier between the prime material plane and the outer planes which were destroyed in the apocalyptic events of the great catastrophe. While many of the Shardmind are focused on repairing the living barrier some do not but nonetheless, all shardminds are in constant pursuit of knowledge.
Shardmind Traits
Your shardmind character has a handful of traits that manifest from the living barrier.
Ability Score Improvement. Your Intelligence score increases by 2 and your Constitution increases by 1
Age. Shardminds have no recorded lifespan though most tend to be 2-42 years old.
Alignment. Many shardmind tend to follow the Neutral Good nature of the Living Barrier though not all. A shardmind can be any alignment.
Size. Shardminds stand at an average of 6 feet but can range from anywhere between 4 and 9 feet and have a similar weight to humans. Your size is medium.
Alien Knowledge. You have proficiency in the skills history and arcana.
Alien Mind. You have resistance to psychic damage and advantage on saving throw effects that would read your mind or alter your behavior.
Crystalline Construct. As a creature made from crystal, you need not eat, drink, or breathe to survive. You also do not need to sleep but to gain the benefits of a long rest you must perform 4 hours of light activity such as reading or keeping watch.
Languages You can speak, read, and write Common and Celestial. You can also speak Deep Speech
Sharkleren
A terrible storm hit our ship and though we tried, we couldn't save the ship. As we were forced to jump overboard, a large part of the secondary mast fell where I was a struck me, pulling me under. As I felt mt world go black, I saw a figure swimming towards me at immense speeds. I woke up on the shore of a small island with a large, scaled, man with a shark head preparing some fish.
--------Gareth Reade's Story
The Great Oceans
Sharkleren live in the great oceans of Abberoth, mostly under the ocean but some have hybrid cities that crest both land and water. These cities are usually only for Sharkleren and any other visitor is considered unwelcome unless the leader of that city allows it. The government of these cities are usually monarchies or democracies though there are many Sharkleren that wish instead to be nomads and will travel aimlessly searching for food or cities to pillage and aid. Many of these nomads are those that end up becoming adventurers because they don't have as tight of a connection with an organized system to stay with and be loyal to.
Natural Sailors
The Sharkleren's knowledge of the ocean, how it works, and their physical strength make them prime candidates as sailors. They can navigate well from the water so they might swim alongside the ship or they might captain a vessel. They might just hoist sails or be there as protection from pirates but they can fill any position. Many Shrkleren also have a pull to exploration and this is the best way for them to achieve that.
Sharkleren Names
Sharkleren take their names very seriously. To the extent that many will get into physical altercations if someone disrespects their name. Many also, for this reason, won't tell their real name and instead only their clan name. Additionally, there are no "male or female" names as the Sharkleren consider that very disrespectful to give different names based on gender.
Sharkleren Names. Blascon, Bloko, Crozal, Graskog, Grigner, Grygrim, Jatho, Karkoth, Lanrog, Mitryd, Scokar, Trytral
Sharkleren Clan Names. Sharkleren clan names are completely up to your DM as there is no common thread between Sharkleren clan names.
Sharkleren Traits
All Sharkleren have the following traits due to their time under the ocean.
Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1, and your Wisdom score increases by 1.
Age. Sharleren live comparable lifespans to humans but mature into adults by age 15.
Alignment. Sharkleren live in extremely diverse moral environments and as such have no bend to any alignment.
Size. Sharkleren stand up to 9 feet tall and weigh 300 to 500 pound. Your size is medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have grown up in the darkness of the deep seas and have adapted to be able to see in that area. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Amphibious. You can breath both air and water.
Ocean Trained. Your training under the water has given you several abilities. You have a swim speed equal to your walking speed, you have blindsense out to 15 feet while under the water, and you have advantage on perception checks underwater (you can hear and smell out to 3 miles away).
Bite. Your toothy mouth can be used as an unarmed attack. You add your strength modifier and your proficiency bonus to your attack roll. The damage is 1d12 + your Strength modifier piercing damage.
Languages. You can speak, read, and right common and Aquan.
Monstrous Races
Illithid Traits
Your Illithid character has the following traits.
Ability Score Increase. Your Intelligence score increases by 2, and 2 other ability scores of your choice increase by 1.
Age. The Illithid reach maturity at around 8 years and live until about 150 years.
Alignment. Illithid society bends most Illithid to a lawful evil bent.
Size. Your height and build are slightly larger than humans. Your size is medium.
Speed. Your base walking speed is 35 feet.
Darkvision. Life in the Underdark has caused your eyes to adapt to be able to see through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Innate Psionics. Your heritage as an Illithid grants you magical abilities called psionics. You know the cantrip mage hand (the hand is invisible) at 1st level. At 3rd level, you can cast misty step once per short or long rest, at 5th level, you can cast detect thoughts once per long rest, and finally, at 7th level, you can cast tongues and nondetection once per long rest at their lowest level without expending a spell slot.
Mind Blast. You can use your action to output destructive, psychic energy. Any creature within a 15 foot cone has to make an Intelligence saving throw DC 8 + your proficiency bonus + your intelligence modifier. On a failure, they take 2d8 + your Intelligence modifier psychic damage or half as much on a success. As you level up, this damage increases. At 5th level, the damage increases to 4d8 + your Intelligence modifier, and at 11th level it increases to 6d8 + your intelligence modifier. You can use this ability once per short rest.
Magic resistance. You have advantage on saving throws against spells and other magical effects.
Brain Reliance. You must ingest 25 intelligence worth of brains per week. For example, if you eat a creature's brain and that creature had an intelligence of 1, then you still have to eat 24 more intelligence points to be sustained for the week.
Languages. Your can speak read and write Common and Undercommon. You can also speak Deep Speech and write and read Qualith.
Chapter 2: Classes
Arcane Warrior
A tall elf in chainmail smiled. The orc in front of him reached out but the elf wasn't there. In the elf's left hand appeared a sword and in the other a crackle of energy. The elf lunges at the orc, killing it in a matter of seconds. He stands over his work and recites an incantation, disappearing in a puff of energy.
As crackling energy dances across her blade, a squat gnome stands out from the crowd. A guard notices and runs through the crowd only to see her plunge her sword into the stone and disappear leaving no trace but a groove in the ground where her sword had been.
Arcane warriors are a rare breed. Instead of focusing on one or the other, these warriors take advantage of both the mysteries of the arcane and the art of swordplay. This knowledge of the arcane and the sword makes them a deadly foe to face and a powerful ally.
Arcane Warrior
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Fighting Style | 3 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Arcane Surge, Arcane Focus | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Martial Tradition | 3 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Extra Attack | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Martial Tradition Feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | ─ | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | Arcane Focus Feature | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Arcana Unbreakable | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | Extra Attack (2) | 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 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement, Arcane Focus and Martial Tradition Joint Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Arcane Resilience | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 19th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
| 20th | +6 | Magic Control | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Well Rounded Scholars
As an arcane warrior, you spend years learning to balance magic and physical strikes or defense. This process is as difficult as training to be a soldier or a wizard together. A soldier learns to use all weapons with a degree of proficiency and even craft a weapon to their liking while a wizard learns the ins and outs of magic but an arcane warrior focuses
both and balances them with each other. Fast with a blade when needed and handy with spells they still concentrate on specific parts of both. Whether that’s a school of magic or choosing a weapon or fighting style to use they choose a weapon type and fighting style to focus on magic while still training.
Few and Far Between
With the physical and mental requirements to succeed, few take up this path so these formidable fighters are few and far between. Many of these warriors belong to a guild or college and tend to be the elite of the elite being chosen for jobs such as slaying beasts or guarding important figures through travel and being paid handsomely for their services.
While some are content to just do odd jobs around kingdoms for coin, many find the thrill of adventuring too tempting to refuse. The promise of gold, glory, and power, even at the immense risk, is intriguing and many take that opportunity. Nothing feels better than showing off the magic sword you found in the temple out in the forest.
Creating an Arcane Warrior
As you build your arcane warrior, think of a few things related to your character's background: Where did you receive your training, to what group or guild did you belong to before adventuring did you choose this life of adventuring, and what did you excel at during your years in training? Was it the sparring or the magic? Were you studious or just had a knack for it?
Quick Build
You can make an arcane warrior quickly by following these steps. First make your Strength or Dexterity your highest ability score, depending on whether you want to focus on melee or archery (or finesse weapons). Your second highest ability should be intelligence. Finally, choose the sage background.
Class Features
As an Arcane Warrior, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Arcane Warrior level
- Hit Points at 1st Level: 8 + your constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per arcane warrior level after 1st.
Proficiencies
- Armor: All Armor, Shields
- Weapons: Simple Weapons, Martial Weapons
- Tools: Smith's Tools
- Saving Throws: Intelligence, Constitution
- Skills: Choose three skills from Acrobatics, Arcana, Animal Handling, Athletics, History, Insight, Investigation, and Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, a longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) 2 martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
Spellcasting
As a student of the arcane and the blade, your weapon shows the beginnings of your power.
Cantrips
At 1st level you know three cantrips of your choice from the wizard spell list. You gain additional cantrips of your choice at higher levels, as shown in the cantrips known column of the Arcane Warrior table.
Spellblade
At 1st level, you have a blade with 4, 1st-level wizard spells of your choice adorned across the blade. Your blade is the repository of spells you know, except your cantrips which are fixed in your mind. Also, your weapon can be used as your spellcasting focus.
Preparing and Casting Spells
The Arcane Warrior table shows how many spell slots you have to cast your arcane warrior 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.
You prepare the list of arcane warrior spells that are available for you to cast. To do so, choose a number of arcane warrior spells from your spellblade equal to half your Intelligence modifier + your arcane warrior level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you’re a 3rd-level arcane warrior, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellblade. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 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. Preparing a new list of arcane warrior spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your Spellcasting Ability for your Spells since you learn your spells through dedicated 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 an arcane warrior spell you cast and when Making an Attack roll with one.
Spell Save DC
Spell attack modifier = your proficiency bonus +
Your Spellblade
The spells that you add to your spellblade as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
Scribing a Spell onto the Blade. When you find a wizard spell of 1st level or higher, you can add it to your spellblade if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying spells into your spellblade involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellblade using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Blade. In the event that your spellblade is stolen or broken, you may perform a ritual lasting 8 hours and 300 gp worth of incense to either reform pieces of the blade or cause the blade to appear at your feet. Using this ritual, you can transfer your spells from one weapon to another. If you use the ritual in this way you must have access to your spellblade but the ritual only takes 4 hours and 150 gp worth of incense. You cannot transfer spells onto a sentient weapon unless it allows you too but it still reserves the right to expunge the spells back to your previous blade.
Ritual Casting
You can cast an Arcane Warrior spell as a ritual if that spell has the ritual tag and you have the spell in your Spellblade. You don't need to have the spell prepared.
Learning Spells of 1st level and Higher
Each time you gain an Arcane Warrior level, you can add two Arcane Warrior Spells of your choice to your Spellblade for free. Each of these spells must be of a level for which you have Spell Slots, as shown on the Wizard table. On your Adventures, you might find other Spells that you can add to your Spellblade (see “Your Spellblade”).
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Arcane Surge
Starting at 2nd level, you can push the arcane magic you wield through in a circumstance in which it wouldn't normally be able to. On your turn, you can take an additional action on top of your regular action to cast a spell or take the attack action. If you cast a spell with this action it does not count against your number of spells cast that turn.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Arcane Focus
At 2nd level, you choose a focus that you strive to shape your magic into. You gain abilities at levels 2, 9, and 16. At level 16, Your arcane focus and martial focus combine into one. The first half of this ability is from your arcane focus and the second half is from your martial focus.
Martial Tradition
At 3rd level, you choose to focus on a style of fighting and strive to embody it better. You gain abilities at levels 3, 6, and 16. At level 16, Your martial tradition and arcane focus combine into one. The first half of this ability is from your arcane focus and the second half is from your martial tradition.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
Arcana Unbreakable
At 10th level, the magics you use and focus on can linger, even past your concentration. If your concentration on a spell is broken, it persists for an additional 2 rounds. You may choose to stop the persisting effect (no action required) at any time.
Arcane Resilience
At 18th level, when you are reduced to 0 hit points but not killed outright, you can expend a spell slot to, instead but reduced to a number of hit points equal to twice that spell slots level.
Magic Control
At 20th level, you gain complete control over your magic and some control over that of others' magic. You gain the following abilities
- You are immune to the effect of any spell of 5th level or lower, unless you choose for it to affect you.
- You have advantage on saving throws against magical effects
- The level of any spell you cast is increased by 1
Arcane Focuses
These focuses are the arcane magics that specifically pair the best with the martial style all arcane warriors learn. With these, you will learn and focus on a specific style of magic and learn to intertwine these practices with your martial prowess.
Focus of Instant Travel
At 2nd level, you focus your magical style on moving around the battlefield instantaneously to get a better position. This makes you a deadly foe, able to dodge attacks that would hit others.
Extended Transportation
When you choose this arcane focus at 2nd level, when you cast a spell that would cause you to teleport, you may teleport an additional 15 feet with that spell. This bonus increases to 30 feet at 7th level and 45 feet at 17th level.
Blinking Executioner
At 9th level, when you are displaced by an effect that teleports you, you gain advantage on all attacks that turn.
Instant...
At 16th level, you gain your joint feature with your martial tradition. The first half of your ability is;
When you a spell teleports you...
Focus of the Swift Foot
At 2nd level, your magic is focused inward to increasing your physical speed. Your maneuverability is beyond that of any normal person allowing you to speed after something or maneuver through complicated traps with ease.
Swift Movement
Starting at 2nd, when you cast a spell that alters the movement of any creature, your base movement speed increases by 15 feet for the duration of that spell. This bonus increases to 30 feet at 7th level and 45 feet at 17th level.
Blur of Speed
At 9th level, when you take the dash action, you are under the effect of the blur spell until the start of your next turn. If you are already under the effects of the blur spell, you gain a +2 to your AC.
Momentum...
At 16th level, you gain your joint feature with your martial tradition. The first half of your ability is;
When you cast a spell that alters the movement of a creature you can see...
Focus of Protection
As a member of this focus, you understand that you will be targeted and decide to make the most of that. Instead of being elsewhere when a strike comes towards you, you brace for impact and cast spells to protect yourself. This makes this Focus quite popular and the most common focus to take.
Arcane Barricade
Starting when you take this focus at 2nd level, any spell you cast that increases your AC, spells that give you cover too, increases your AC by an additional 1 point. You can use this ability a number times equal to your proficiency bonus.
This bonus increases to 2 at 11th level.
Arcane Hardening
Beginning at 9th level, you can spend a reaction when you take damage to expend a spell slot to reduce the damage by 75% rounded down. This reduction happens in place of resistances.
Psyche of...
At 16th level, you gain your joint feature with your martial tradition. The first half of your ability is;
Whenever you cast a spell that alters your AC or a spell such as Leomund's Tiny Hut (DM decides whether a spell meets this)...
Martial Tradition
These focuses are the martial abilities that pair best with the arcane focuses that all arcane warriors learn. With these, you will be taught how to focus on a specific style of fighting that intertwines with your arcane arts.
Tradition of Focused Strikes
This tradition focuses heavily on watching an opponent and catching an opening. This precision lends itself greatly when getting the drop on enemies.
Definite Strike
Beginning when you take this tradition at 3rd level, you may spend a bonus action to add an additional 1 damage die to your next strike.
This increases to 2 damage dice at 7th level, 3 damage dice at 11th level, and 4 damage dice at 17th level.
Quick Strike
At 7th level, when you take the attack action, you may make one additional attack as part of that action.
...Assault
At 16th level, you gain your joint feature with your arcane focus. The second half of your ability is;
... you may take an attack action as part of that spell being cast.
Tradition of Hastened Movement
Those that choose this tradition are light on their feet and are naturally faster than most. This leads them to be in an advantageous position no matter where they start the battle.
Darting Form
Beginning when you take this tradition at 3rd level, You can take the Dash action as a bonus action. In addition, your movement speed increases by 10 feet.
At 11th level your movement speed increases by an additional 10 feet and another 10 feet again at 17th level.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
...Bolting Dash
At 16th level, you gain your joint feature with your arcane focus. The second half of your ability is;
... you may move twice your movement speed as a free action. This movement doesn't invoke attacks of opportunity.
Tradition of the Defensive Warrior
Parry
Beginning when you take this tradition at 3rd level, you may use your reaction to grant yourself a bonus to AC equal to your strength or dexterity (your choice). You must be wielding a weapon or wearing gauntlets/bracers to use this ability.
Aegis
At 7th level, while wearing a shield, you can spend an action to gain half cover until your next turn. While using this ability, your movement speed is halved and your parry ability only increases your AC by 25% rounded down of your strength/dexterity bonus.
...Defensive Stance
At 16th level, you gain your joint feature with your arcane focus. The second half of your ability is;
... your AC increases by 2 and you gain advantage on saving throughs until the end of your next turn.
Artificer Specializations
F.A.T.H.O.M. Smith
The F.A.T.H.O.M. Smith (Futuristic Abundant Thermonuclear Haptically Optimized Mass) is an Artificer who focuses and attempts to unlock the mysteries of the future and bring them to the present. This energy and unlocked mysteries are destructive in nature and take very well into weapons.
F.A.T.H.O.M. Smith Features
| Artificer Level | Feature |
|---|---|
| 3rd | Tool Proficency, F.A.T.H.O.M. Smith Spells, F.A.T.H.O.M. Weaponry |
| 5th | Chaotic Instability |
| 9th | Malleable F.A.T.H.O.M. |
| 15th | F.A.T.H.O.M. Energy Cannon |
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
F.A.T.H.O.M. Smith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the C.H.A.O.S. Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| F.A.T.H.O.M. Smith Level | F.A.T.H.O.M. Smith Spells |
|---|---|
| 3rd | Chaos Bolt, Shield |
| 5th | Ray of Enfeeblement, Scorching Ray |
| 9th | Elemental Weapon, Lightning Bolt |
| 13th | Confusion, Vitriolic Sphere |
| 17th | Cone of Cold, Energy Bastion |
F.A.T.H.O.M. Weaponry
Also at 3rd level, you've learned how to harness the unpredictable F.A.T.H.O.M. energy and use it to enhance weapons and even make weapons that wouldn't be possible yet. To enhance a pre-existing weapon you must spend one-hour drawing upon the energy around you and imbue it into the weapon (this cannot coincide with a short or long rest). As a result of the imbuement, the weapon has a constant slight crackling around it. A weapon imbued with F.A.T.H.O.M. energy deals an additional 1d8 force damage.
You can perform a similar process but imbue a weapon not in existence yet or even a broken weapon. A melee weapon created in this manner deals 2d8 force damage. A ranged weapon created in this manner deals 2d8 force damage and has a range of 300/600.
Any weapon imbued or created using F.A.T.H.O.M. energy counts as a simple weapon for you and allows you to add your Intelligence modifier to attack and damage rolls made with it. You may imbue a number of weapons with F.A.T.H.O.M. energy equal to your proficiency bonus. A weapon created using F.A.T.H.O.M. energy uses 2 points.
At 8th level, you may also create a small shoulder cannon that is a part of a larger weapon you create. This little cannon rests on your shoulder. You may fire this weapon as a bonus action and it has the same attack bonus as your normal F.A.T.H.O.M. weapons but only deals 1d8 + your Intelligence modifier.
Chaotic Instability
At 5th level, your imbued weapons deal an additional 2d8 force damage instead of 1 and your created F.A.T.H.O.M. weapons deal 3d8 force damage. Additionally, once per short rest, on your turn, you may make an additional 3 attacks as a part of a single attack action. Each of these attacks pushes the target 5 feet directly away from you.
Due to the instability of F.A.T.H.O.M. energy, pushing your weapons takes a toll on the weapon and its user. On a natural roll of 3 or lower on the d20 when making an attack the weapon backfires, dealing its damage to you. Also at the end of the turn you use this you take 2d6 classless damage that can't be reduced in any way and you cannot use that weapon until the end of your next turn.
F.A.T.H.O.M. Energy Malleability
Beginning at 9th level, your understanding of F.A.T.H.O.M. energy allows you to mold it to your benefit. At the end of any short or long rest, you may change the damage type of your weapon. Depending on the damage, your Chaotic Instability ability will change slightly, as shown in the following table.
| Damage Type | Chaotic Instability Change |
|---|---|
| Cold | The target looses 15 feet of movement for each hit until the end of its next turn. |
| Fire | At the start of the target's next turn, it takes 2d6 fire damage for each attack that landed. |
| Force | The target is pushed 5 feet directly away from you. |
| Lightning | The target must make a Constitution saving throw against your spell save DC or be stunned until the end of your next turn. |
| Poison | The target must make a Constitution saving throw or be poisoned for 1 minute. The target can re attempt the saving throw at the end of each of its turns. |
| Thunder | The target must make a Constitution saving throw against your spell save DC or be deafened until the end of your next turn. |
F.A.T.H.O.M. Energy Cannon
At 15th level, you understand how to use the properties of F.A.T.H.O.M. energy to warp and twist your own weapons. As a bonus action, you may command your shoulder cannon to leap up to 30 feet away from you and transform into a massive railgun-like cannon. This cannon is large in size and immovable. The cannon cannot be fired for 1 round after it was summoned. When charged, you may make an attack with the cannon as a bonus action. The cannon has an attack modifier equal to your spell attack modifier + 3, a range of 1000/1500, and deals 8d10 damage. This damage type is what your F.A.T.H.O.M. weaponry is currently set to. After each attack, the cannon must charge for 2 full rounds until it can be fired again. Additionally, the cannon has a number of hit points equal to half of your own, an AC of 18, and resistance to bludgeoning, piercing, and slashing from non-magical attacks. you may use this ability a number of times equal to half of your Intelligence modifier rounded down (minimum of once) per long rest but only once at a time.
The cannon lasts for 8 hours or until destroyed and can be set to an automated mode. While in this mode, the cannon will fire at any creature it can directly see that is not designated by you. You may designate any number of creatures and can remove any at any time. The cannon has a passive perception equal to yours.
Bard Colleges
College of Puppeteering
Bards of the College of the Puppeteer have learned how to imbue puppets with their own magical abilities, allowing them to use various things as puppets. Some use this as a form of story telling and others may use this as a form of combat.
There are puppeteers that will use homemade puppets with a variety of special abilities and others will use bodies of the fallen or those that wish to allow their body to be put to use in such a way. This does not make necromancers of these opportunists as they are not bringing false life into bodies and instead controlling them on strings like marionettes. This doesn't make this any less controversial and as such, many will tend to use the dead sparingly.
College of Puppeteering
| Bard Level | Feature |
|---|---|
| 3rd | Puppet Crafter, Puppeteer |
| 6th | Forced Servitude |
| 16th | Puppet Master |
Puppet Crafter
Beginning at 3rd level, you have fine tuned your art of puppet crafting. You gain proficiency with Tinkerer's Tools. Additionally, you can make a life sized puppet. The crafting of such a puppet takes 4 hours and 50 gold pieces worth of material components. With more work, you can upgrade your puppet to make it better suited for your intended purposes. These upgrades are detailed at the end of this subclass's information. A single puppet can have up to 3 upgrades. Each one will have the cost of materials and time.
Your basic puppet has hit points equal to 5 times your bard level + your charisma modifier and an AC of 10 + your Dexterity modifier. Any attack it makes uses your spell attack modifier and it uses your Strength and Dexterity saving throws. If it is required to make a Charisma, Intelligence, or Wisdom saving throw, it automatically succeeds. The puppet is immune to psychic, necrotic, and poison damage and is immune to the following conditions: blinded, charmed, deafened, frightened, petrified, poisoned, stunned, unconscious, and exhausted.
Puppeteer
Also at 3rd level, you can reach your magic out to your crafted puppets or to any lifeless body you can see within 60 feet of you. As a bonus action, you can attach your puppet threads to one of those options that is size medium or smaller to gain control over it. If it is not a puppet that you have made, then its hit point max is equal to half of its normal hit point maximum.
On your turn, you can use your bonus action to allow the puppet to take an action and bonus action (if you just took control over it, you can allow it to take an action as a part of the possession bonus action). The puppet can use any action or bonus action that you would be able to use except spellcasting, this includes bardic inspiration which still expends uses of your bardic inspiration.
Finally, when you cast a spell, you can cast it through your puppet using it as your spellcasting focus. When you cast a spell through your puppet, the range is calculated from your puppet. For example, if you cast dancing lights through your puppet. This spell has a range of 120 feet which is calculated from your puppet, allowing you to cast things slightly further than you should be able to normally.
Forced Servitude
At 6th level, as a bonus action, you can attempt to gain temporary control over an opponent. Choose a target within 30 feet that you can see and is no larger than size medium. That target must make either a Strength or Dexterity saving throw against your spell save DC. On a success, the target evades your magic threads but on a failure, that creature is under your control like a puppet. When they take their turn, if you know any of the spells that they can cast, you can force them to cast it as their action or any other attack or move. At the end of that creature's turn, they can attempt to make another Strength or Dexterity saving throw, breaking free of the effect on a success. These threads last for 1 hour, until broken by the creature, or until you release them. You can use this ability a number of times equal to 1/3 your Charisma modifier (minimum once) per short or long rest.
Puppet Master
At 16th level, you have fine tuned your puppeteering skills. You can control up to 3 puppets at once with your puppeteer ability. To control all at once, you use both your action and your bonus action.
Puppet Upgrades
The following are upgrades you can install into your puppets to make them better suited for certain things. These are listed in alphabetical order.
Light Carapace (DC 10 Tinker’s Tools)
15 gp in materials and 1 hour
You have made the hide of your puppet slightly harder. Your puppet’s AC is 12 + your dexterity modifier.
Medium Carapace (DC 15 Tinker’s Tools)
75 gp in materials and 3 hours
You have made the hide of your puppet significantly harder. Your puppet’s AC is 15 + your dexterity modifier (max of 2).
Heavy Carapace (DC 20 Tinker’s Tools)
500 gp in materials and 5 hours
You have made the hide of your puppet exponentially harder. Your puppet’s AC is 18. Any creature carrying your puppet has disadvantage on stealth checks while carrying it.
Automated Servent (DC 22 Tinker’s Tools)
800 gp in materials and 24 hours
Your puppet is now automated to be a house servant or some other servant. The puppet can still be used as a puppet for your puppeteer ability. The puppet obeys any verbal commands given to it by people you have designated ok.
Compartment (DC 15 Tinker’s Tools)
25 gp in materials and 2 hours
You have adapted your puppet to carry things you might need. You can store up to 150 pounds of materials in your puppet’s chest. This area is about 1 and 1 half feet wide, 1 foot deep, and 2 feet tall.
Blood Hunter Orders
Order of the Far Mind
The Order of the Far Mind focuses on the abominations, aberrations. They train their mind to resist the unearthly power that these creatures control to better counter their prey's power. Those of this order hunt for knowledge and study the inner workings of aberrations and how they can most easily be put down. Many of the Order of the Far Mind dual wield or use two handed weapons instead of a shield and a weapon because a majority of their prey's attacks bypass armor and target the mind.
Order of the Far Mind Features
| Blood Hunter Level | Feature |
|---|---|
| 3rd | Rite of the Preternatural, Acumen Repository |
| 7th | Mind Over Matter |
| 11th | Brand of Intellectual Deterioration |
| 15th | Blood Curse of Mental Anguish |
| 18th | Awakened Mind |
Rite of the Preternatural
When you join this order at 3rd level, you learn the Rite of the Preternatural esoteric rite (detailed below).
Rite of the Preternatural. Your rite damage is psychic damage. While this right is active, you gain the following benefits:
- Your attacks with weapons that are affected by this rite gain a +1 bonus to attacks.
- Creatures with immunity or resistance to psychic damage lose their resistance or immunity for your attacks.
- You can sense any aberrations within 30 feet of you.
Acumen Repository
Also at 3rd level, you can bind your intellect to your weapons to gain a connection with them beyond even those who have wielded a blade for several millennium. Over the course of 1 hour, which can coincide with a short rest, you can reach out and connect your mind with up to 2 weapons. After this process, you can use a bonus action to dismiss these weapons into your subconscious. As a bonus action, you can summon your weapons and choose to activate your Rite of the Preternatural on one or both. If you choose to do so, you take psychic damage, which bypasses any resistances, instead of the normal damage taken when you activate your rites.
Mind Over Matter
Starting at 7th level, you have honed your mind to be able resist powerful, mind-altering, abilities and have taught yourself to overlook even the most frightening conditions.
Even more so, you have learned how to alter the fabric of space around you with your mind to a minor degree. You gain a bonus to your Strength, Dexterity, and Constitution saving throws equal to your intelligence modifier as well as resistance to psychic damage and are immune to being frightened and charmed and you gain a fly speed equal to your intelligence score. This increases to double your intelligence score at 10th level. Finally, you can communicate telepathically with any creature with an intelligence of 4 or greater within 120 feet of you.
Brand of Intellectual Deterioration
Beginning at 11th level, your Brand of Castigation reaches even deeper into the mind of the branded creature making it more susceptible to mental attacks. The creature has disadvantage on all Intelligence, Wisdom, and Charisma saving throws and checks. Additionally, it gains vulnerability to psychic damage while branded. If it had immunity, that immunity is reduced to resistance and if it had resistance, then that resistance is reduced to nothing.
Blood Curse of Mental Anguish
Starting at 15th level, your blood curse can tether the mind. You gain the Blood Curse of Mental Anguish for your Blood Maledict feature. This does not count against your number of blood curses known.
Awakened Mind
At 18th level, You have learned how to reach out your mind in such a way to detect intelligence around you. You know the exact location of any creature with an Intelligence of 4 or more within 300 feet of you and their exact score. Additionally, you can communicate telepathically with any creature you have dealt psychic damage to in the past week.
Blood Curses
The blood curses are presented in alphabetical order.
Blood Curse of Mental Anguish
Prerequisite: 15th level, Order of the Far Mind
As a bonus action, you can choose one creature you can see within 30 feet of you who has taken psychic damage in the last round. That creature has disadvantage on Intelligence, and Wisdom saving throws for 1 minute, taking psychic damage equal to 1 roll of your hemocraft die. The creature can attempt to make a Charisma saving throw to break this curse.
Amplify. The creature also cannot cast spells or use magical abilities that require thought or speech to activate them.
Divine Domains
Acceleration Domain
Clerics of the Acceleration Domain are those that live life in the fast lane. Many of these people see the monotonous prayers and rituals of other clerics as boring and tedious but still want to become a cleric. The gods of speed are few and far between with the only prominent being Vit, the god of speed. These gods give their clerics the ability to change the velocity at which normal things go. Whether this is slowing something down or speeding someone up, the clerics always find a use for the oddity of spells they have been granted.
Acceleration Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Domain Spells, Blessing of Speed, Brutish Finesse |
| 2nd | Channel Divinity: Supernatural Blitz |
| 6th | Improved Blessing |
| 8th | Divine Strike (1d8) |
| 14th | Divine Strike (2d8) |
| 17th | Lightning Streaker |
Domain Spells
You gain domain spells at the cleric levels listed in the Acceleration Domain spell table. See the divine domain class feature (Phb 59) for how domain spells work.
Acceleration Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Catapult, Longstrider |
| 3rd | Blur, Mirror Image |
| 5th | Blink, Haste |
| 7th | Split Reaction, Static Discharge |
| 9th | Far Step, Synaptic Static |
Blessing of Speed
At 1st level, your movement speed is increased by 10ft.
Brutish Finesse
At 1st level, your connection to your god allows you to wield even weapons meant for brute force. Any weapon you are proficient with has the finesse property unless it is heavy, in which case it is considered not for you.
Channel Divinity: Supernatural Blitz
Starting at 2nd level, you can use your Channel Divinity to gain a burst of speed. When you fail a Dexterity saving throw you may use your reaction to reroll the saving throw with advantage. As a part of that reaction, you may also move up to half of your movement speed. This
movement does not invoke opportunity attacks.
Improved Blessing
Starting at 6th level, your movement speed increase by an additional 10 feet. You also can take the Dash action as a bonus action. This movement invokes no opportunity attacks.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Lightning Streaker
Starting at 17th level, your movement speed increases by 10 feet. When you take the Dash action you gain an aura of lightning until your next turn. While active you are immune to lightning damage and when you move past a creature within 10 feet of it, the creature must make a Dexterity saving throw DC equaling your spell save DC. On a failure, the creature is stunned until the end of its next turn and takes 10d10 lightning damage or half as much on a success and isn’t stunned. You may use this ability twice per long rest.
Blood Domain
Clerics of the divine domain of blood believe in the power of blood and all that it represents. Clerics of blood have an outstanding understanding of the body and how blood flows throughout the body and have a strong belief that anything without blood is an abomination and should be purged.
Blood Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Domain Spells, Bonus Cantrip, Blood Magic |
| 2nd | Channel Divinity: Blood God's Curse |
| 6th | Cruor Servant |
| 8th | Hematic Restoration |
| 17th | Sanguine Conquerer |
Domain Spells
You gain domain spells at the cleric levels listed in the Acceleration Domain spell table. See the divine domain class feature (Phb 59) for how domain spells work.
Blood Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Blood Reading, Revitalize |
| 3rd | Bleeding Rain, Crusted Blood |
| 5th | Boiling Blood, Haruspicy |
| Cleric Level | Spells |
| 7th | Hemolysis, Sanguine Serpent |
| 9th | Wall of Blood, Bloody Sword and Shield |
Bonus Cantrip
When you choose this domain at 1st level, you learn the Water to Blood and Control Blood cantrips. These do not count towards your number of cantrips known.
Blood Magic
Beginning at 1st level, your god allows and encourages your self sacrifice for them and rewards you as such. As a bonus action, you can expend 1 hit die. Roll the die and you take necrotic damage equal to the roll. This damage cannot be negated or reduced in any way. The next spell under 5th level that you cast is automatically cast as if it were 1 level higher regardless if you have spell slots of that level or not.
Channel Divinity: Blood God's Curse
Starting at second level, you can use your channel divinity to place a curse upon a creature within 30 feet of you.
As an action, you present your holy symbol and brand a creature with the mark of your god. A creature branded in this way has disadvantage on saving throws against Hemomancy spells that you cast as well as vulnerability to necrotic damage. Additionally, if the creature has blood, it is considered poisoned while under your channel divinity. The curse lasts for 1 hour.
Cruor Servant
At 6th level, your god grants you mastery over the blood of enemies that have fallen. If you kill a creature with a Hemomancy spell, their blood reanimates and becomes a cruor servant. The servant uses the same stat block as a zombie and uses the same initiative as the slain creature. You can use this ability a number of times equal to your Wisdom modifier.
Hematic restoration
At 8th level, you can expend up to 3 hit dice which you roll. You take necrotic damage equal to twice the number rolled. This damage can't be reduced by any means. You regain a number of spell slots of a configuration of your
choosing equal to half of the number rolled (minimum of half of your cleric level) but of a level no higher than 6th. This ability can't be used again until you finish long rest.
For example, if you are an 8th level cleric, and you choose to expend 3 hit dice and you roll a 3, a 4, an a 7, you take 28 points of necrotic damage and you can regain 7 spell slots.
Sanguine Conquerer
At 17th level, your god has bestowed upon you the knowledge of all Hemomancy spells. You can prepare any Hemomancy spell even if it is from a different classes spell list it is none the less a cleric spell for you.
Additionally, whenever you cast a Hemomancy spell, of 1st level or higher, you may expend a number of hit dice equal to that spells level to cast it without using a spell slot. You can use this ability once per long rest.
Druid Circles
Circle of the Bleeding Moon
Druids of the Circle of the Bleeding Moon are very different than many other druid circles. Druids of this circle learn from a young age that blood is life and if you can control life than you can also control death. Instead of believing in a circle of life and death the focus on the circulation of blood and use that to explain the workings of the worlds.
Many druids of this circle are murderers or psychopaths that escaped the confines of normal society and found a place where they could be free and satiate their blood lust, Others might leave the family they've known for so long and become doctors and help society and bring the power of blood and the magic in it.
Circle of the Bleeding Moon Features
| Druid Level | Feature |
|---|---|
| 2nd | Circle Spells, Bloody Transformation, Pure Viscera |
| 6th | Grim Haruspex |
| 10th | Hematic Wild Shape |
| 14th | Bleeding Moon |
Circle Spells
Your connectedness to the world around you through your blood and the blood of creatures around you grants you access to certain spells. At 2nd level, you learn the thousand cuts cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Bleeding Moon Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Bleeding Moon Spells
| Druid Level | Spells |
|---|---|
| 3rd | Bleeding Rain, Hold Person |
| 5th | Vampiric Touch, Haruspicy |
| 7th | Divination, Hemolysis |
| 9th | Legend Lore, Wall of Blood |
Bloody Transformation
Beginning when you choose this circle at 2nd level, you gain the ability to bypass some of the normal requirements of your wild shape ability. If you have at least 2 ounces of blood from a beast, you can drink it as a part of a wild shape action to wild shape into that creature (it must still be a beast). Additionally, if you drink the blood of a creature as you wild shape, you determine the cr that the beast can be by 1/3 of your level instead of the normal table (whichever is higher).
Pure Viscera
Also at 2nd level, you know how to separate poison and disease from your body, as an action you can remove the poisoned condition or one disease from yourself. Additionally, your spellcasting focus can be the organs of an animal. Also, organs harvested within the last 5 days can replace up to 25 gold worth of spell components per organ.
Grim Haruspex
At 6th level, you are able to stare into the organs of a freshly killed creature and have them give you an insight into the world around you. When casting a divination spell with the ritual tag, you can cast it as a ritual spell as long as you have an organ from a freshly killed creature. You can cast any divination spell as a ritual but it will still use a spell slot unless it has the ritual tag. A spell cast ritually with an organ extends the duration by double and increases the range by 50%. If the spell has a range of touch then it has it increased to 10 feet.
Hematic Wild Shape
Beginning at 10th level, your prowess of tasting blood and shaping into a beast from it has heightened immensely. If you drink 2 ounces of blood from a creature while wild shaping, you can wild shape into a creature with a cr up to half of your level rounded down. This transformation lasts for 5 minutes instead of the normal time. Additionally, when you wild shape into a beast of cr lower than 1/5 of your level using that beast's blood, it doesn't expend a wild shape use.
Bleeding Moon
At 14th level, you gain the ability to conjure a bleeding moon using your druidic magic. This moon lasts for a number of minutes equal to your Wisdom modifier. While the moon is out, it drips blood from above you of all of the creatures you've harvested blood from. When you use your hematic wild shape ability under the bleeding moon, you can wild shape into a beast of any cr or another non humanoid creature you have harvested blood from.
Gunslinger
A burly Orc ran through the streets, far behind him a Minotaur walked casually. The Minotaur reached into his cloak and pulled out a contraption, pointing it at the Orc. A cacophonous blast range out as the Orc dropped down on his face, skidding in the dirt.
A small Halfling ran up the wall of a tower before pulling a long rifle off its back. She laid down with the barrel in one of the crenels of the tower. A loud blast rocked the city while billowing smoke poured from the muzzle of the weapon and a body laid dead at the foot of the tower. Another blast rang out, and another, and another, each blast synchronized with another body dropping.
A human mutters an incantation and his shotgun starts to glow. He kicks down the door in front of him and pulls the trigger but instead of bullets, a cone of fire sprays from the weapon and incinerates all those withing. After he fails to find something, he leaves.
Gunslingers are extremely rare. Guns are not even an idea in most peoples minds yet and of the few that do, may cannot wrap there minds around the idea. But those that can are quite powerful. The range at which these fighters can inflict damage is immense and so is the damage they inflict.
Gunslinger
| Level | Proficiency Bonus | Features | Trick Points | Trickshots Know | Trickshot Damage |
|---|---|---|---|---|---|
| 1st | +2 | Firearm Proficency, Gunsmith | — | — | — |
| 2nd | +2 | Trick Points, Trickshots, Weapon of Choice | 2 | 2 | +2 |
| 3rd | +2 | Gunslinging Style | 3 | 2 | +2 |
| 4th | +2 | Ability Score Improvement | 4 | 3 | +3 |
| 5th | +3 | Savage Intent, Extra Attack | 5 | 3 | +4 |
| 6th | +3 | Expert's Ammunition | 6 | 3 | +4 |
| 7th | +3 | First Shot | 7 | 4 | +4 |
| 8th | +3 | Ability Score Improvement | 8 | 4 | +4 |
| 9th | +4 | Gunslinging Style Feature | 9 | 4 | +4 |
| 10th | +4 | Breakneck Repair | 10 | 4 | +5 |
| 11th | +4 | Gunslinging Style Feature | 11 | 5 | +5 |
| 12th | +4 | Ability Score Improvement | 12 | 5 | +5 |
| 13th | +5 | Extra Attack (2) | 13 | 5 | +5 |
| 14th | +5 | Eagle Eye | 14 | 6 | +5 |
| 15th | +5 | Gunslinging Style Feature | 15 | 6 | +5 |
| 16th | +5 | Ability Score Improvement | 16 | 6 | +5 |
| 17th | +6 | — | 17 | 7 | +6 |
| 18th | +6 | Discrete Gunman | 18 | 7 | +6 |
| 19th | +6 | Ability Score Improvement | 19 | 8 | +6 |
| 20th | +6 | Unerring Marksman | 20 | 8 | +6 |
Creating a Gunslinger
As you build your gunslinger, think about what drove them to this path and idea. Did the idea come in a bout of madness or maybe you made a pact much like a warlock for this unknown information.
Quick Build
You can make a gunslinger quickly by following these steps. First make your Dexterity your highest ability score. Then Constitution. Finally choose the folk hero background.
Class Features
As a Gunslinger, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Gunslinger level
- Hit Points at 1st Level: 10 + your constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gunslinger level after 1st.
Proficiencies
- Armor: Light Armor and Medium Armor
- Weapons: Simple Weapons, Martial Weapons
- Tools: Smith's Tools
- Saving Throws: Dexterity, Constitution
- Skills: Choose three skills from Acrobatics, Arcana, Animal Handling, Athletics, History, Insight, Investigation, and Perception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (b) leather armor
- (a) a rifle, (b) a shotgun, or (c) two handguns
- Smith's Tools
- (a) a dungeoneer's pack or (b) an explorer's pack
Firearm Proficiency
At 1st level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with one.
Gunsmith
Also at 1st level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new firearms (DM's discretion).
Firearm Properties.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Weapon of Choice
At 2nd level, ou adopt a particular firearm type as your specialty. Choose one of the following options. No matter which you choose you are still proficient with all types of firearms.
Shotguns
You gain a +2 bonus to attack rolls you make with shotguns. When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Rifles
You gain a +2 bonus to attack rolls you make with rifles. In addition, both of your range increments increase by 100 feet when using rifles.
Pistols
You gain a +2 bonus to attack rolls made with pistols. In addition, you no longer have disadvantage due to close range.
Jack of All
You gain a +1 bonus to attack and damage rolls with all firearms.
Trickshots
Starting at 2nd level, you are able to pull of shots that seem impossible. This is represented by a number of trick points. Your gunslinger level determines how many trick points you have, as shown on the gunslinger table. When you roll a natural 20 on the d20, you regain 1 trick point.
After you use a trick point, it is unavailable until you finish a short or long rest.
You can use these points to make trickshots. You know a number of trickshots as shown on the gunslinger table. You may choose any of the following trickshots whenever you would gain another trickshot. When you make a trickshot, you add your trickshot damage. This damage is found on the gunslinger table. You can also not use 2 trickshots on the same shot unless otherwise stated.
Some of your trickshots require your target to make a saving throw to resist the effect. The saving throw is calculated as follows:
Trickshot save DC = 8 + your proficiency bonus + your dexterity modifier
Dead Shot. Starting when you choose this trickshot, you may expend a trick point to gain advantage on the next attack you make with a firearm. You may use an additional trickshot with this trickshot.
Deafening Shot. Starting when you choose this trickshot, you may expend a trick point to deafen the target of your attack. If the attack hits, the shot deals trickshot dmage in addition to normal damage and the target must make a constitution saving throw or be deafened until the end of your next turn.
Disarming Shot. Starting when you choose this trickshot, you may expend a trick point to attempt to disarm the target. If the attack hits, the shot deals trickshot dmage in addition to normal damage and the target must make a strength saving throw or drop its weapon. If the weapon is dropped, it is pushed 10 feet away from you.
Dizzying Shot. Starting when you choose this trickshot, you may expend a trick point to try to dizzy the target of your attack. If the attack hits, the shot deals trickshot dmage in addition to normal damage and the target must make a constitution saving throw. On a failure the creature is considered confused for its next turn.
Headshot. Starting when you choose this trickshot, you may expend a trick point to make a headshot. If the attack hits, the shot deals trickshot damage in addition to normal damage and the creature must succeed on a Constitution saving throw or suffer disadvantage on all attacks until the end of its next turn.
Leg Shot. Starting when you choose this trickshot, you may expend a trick point to attempt to knock your target prone. If the attack hits, the shot deals trickshot dmage in
addition to normal damage and the target must make a dexterity saving throw or fall prone.
Longshot. Starting when you choose this trickshot, you may spend a grit point to double the range of your weapon but gain disadvantage on the attack. You may use an additional trickshot with this trickshot.
Push Shot. Starting when you choose this trickshot, you may spend a grit point to attempt to push the target away from you. If the attack hits, the shot deals trickshot dmage in addition to normal damage and the target must make a strength saving throw or be pushed 15 feet away from you.
Piercing Shot. Starting when you choose this trickshot, you may spend a number of trick points for your shot to pierce that many enemies. You roll to hit and all creatures in a line, up to the number of trick points you spent, take damage if that roll was higher than all of their AC. If one in the front or middle is missed but not one behind them, then it still hits the creature behind. Add trickshot damage to your damage rolls with those hits.
Shatter Shot. Starting when you choose this trickshot, you may spend a trick point to have your shot spread into a 30 foot cone dealing 1 dice size down in damage. A creature in this area must make a Dexterity saving throw, taking full damage + trickshot damage on a failure or half as much on a success.
Wing Shot. Starting when you choose this trickshot, you may spend a trick point to force a flying creature to make a constitution saving throw. On a failure they drop 20 feet, on a success nothing happens. This shot deals trickshot damage + normal damage.
System Shock. Starting when you choose this trickshot, you may spend a trick point to attempt to stun an enemy. If the attack hits, the shot deals trickshot dmage in addition to normal damage and the target must make a Constitution saving throw or be stunned until the end of your next turn.
Gunslinging Style
At 3rd level, you choose a style of gunslinging that you wish to embody. You gain abilities from your gunslinging style at levels 3, 9, 11, and 15.
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.
Savage Intent
Beginning at 5th level, your firearm attacks score a critical hit on a roll of 19 or 20.
Extra Attack
Also at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, when you reach 13th level, you can make 2 additional attacks as a part of the attack action for a total of 3 possible attacks.
Expert's Ammunition
Beginning at 6th level, any attack made with a firearm using ammunition made by you is considered magical for the purpose of overcoming resistances.
First Shot
When you reach 7th level, you are always on edge and ready for a fight. You add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Breakneck Repair
Beginning at 10th level, you have honed your fine motor skills enough to make complicated repairs in seconds, As a bonus action, you may expend 1 trick point to attempt to repair
Eagle Eye
At 14th level, you have trained your eyes to the accuracy of that of an eagle. You gain expertise on perception checks. Additionally, you have advantage on perception checks made to find creatures.
Discrete Gunman
Upon reaching 18th level, your skill in firing a firearm is only matched by how you maneuver you weapon. When you make a check to hide any weapon, on your person or otherwise, you may treat any roll under a 15 as a 15.
Unerring Marksman
At 20th level, you skill in firearms has peaked. Your firearm attacks score a critical hit on a roll of 18, 19, or 20. Additionally, whenever you gain a trick point, you instead gain twice as many.
Gunslinging Styles
The gunslinging style you choose is what your gunslinger focuses in which is both a flavorful point of view as well as functional. Depending on what you choose, you will gain more abilities suited for that what you might want to play.
Akimbo Style
Those that use guns akimbo style use one in each hand whether practical or not. It is typically use by those with handguns instead of rifles though there are those that do.
Dualing Weapons
Beginning at 3rd level, you have trained enough to use any weapon as a dual wield weapon. You ignore the 2 handed property on firearms and can reload them without hindrance. Also, when you take the attack action, you can make an additional attack with your off-hand firearm. You can add any bonuses to damage that you would with a normal attack.
Unload
When you reach 9th level, you have learned how to gain a burst of firing speed. You can use a bonus action to "unload" your off-hand firearm if you just finished off one of your firearm's ammo by making a number of attacks equal to the remaining ammo. You can use this ability
once per short rest.
Critical Opportunity
At 11th level, you have learned to spot a weakness and take advantage of it. When you score a critical hit with one of your firearms that you dual wield, you can immediately make an an additional attack with your other firearm.
Shower of Bullets
At 15th level, you have learned how to aim just perfectly from above. As an action, you can expend a trick point and choose to expend all of the ammo in both of your weapons, which does not activate your unload ability, to cause a hail of bullets. You can choose a 10 foot radius circle within 60 feet of you. Any creature within that circle must make a Dexterity saving throw against your trickshot DC. On a failure, the creature takes 6d12 piercing damage. On a success, the creature takes half as much damage.
Marksman Style
The marksman focuses less on sheer number of attacks and more on accuracy and power of the attacks. they know how to hit targets both far and near and know where to hit for specific reactions.
Accuracy Over Quantity
Beginning when you take this style at 3rd level, you have trained to aim carefully for more accurate shots that hit more vital areas. You ignore disadvantage from long range and when a creature is in your first range increment, you have advantage on the first attack you make this turn.
Power Shot
At 9th level, you have learned how to position you gun to make a better shot. Twice per long rest, you can choose to forgo rolling an attack to instead treat the roll as a critical hit.
Careful Aim
Beginning at 11th level, your steady aim allows you to make shots that normally wouldn't be possible with you gun. 3 times per short rest, you can choose to use either the long shot or dead shot trick shot in addition to any others you're normal trick shots without expending any trick points.
Steeling Breath
At 15th level, when you have an effect that would give you disadvantage on an attack, you can use a trick point to attempt a saving throw if the effect required you to make one when it happened, or to roll a d6. On the d6, on an odd number, you don't free yourself from the ability. On an even number, you shrug off the ability and can take your shot without disadvantage.
Arcane Style
The arcane style is for those who want a little more power than just what firearms can give them. Maybe they've seen magic used or maybe have had a little taste for
yourself and decided to try it yourself. Some way or another, you have learned how to put a little magic in with you firearms.
Spell Save DC
Spell attack modifier
Arcane Style Spellcasting
| Level | Cantrips Known | Spells known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th |
|---|---|---|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | ─ | ─ | ─ | ─ | ─ | ─ |
| 4th | 2 | 3 | 3 | ─ | ─ | ─ | ─ | ─ | ─ |
| 5th | 3 | 5 | 4 | 1 | ─ | ─ | ─ | ─ | ─ |
| 6th | 3 | 5 | 4 | 1 | ─ | ─ | ─ | ─ | ─ |
| 7th | 3 | 7 | 4 | 2 | ─ | ─ | ─ | ─ | ─ |
| 8th | 3 | 7 | 4 | 2 | 1 | ─ | ─ | ─ | ─ |
| 9th | 3 | 9 | 4 | 2 | 2 | ─ | ─ | ─ | ─ |
| 10th | 4 | 9 | 4 | 3 | 2 | ─ | ─ | ─ | ─ |
| 11th | 4 | 11 | 4 | 3 | 2 | ─ | ─ | ─ | ─ |
| 12th | 4 | 11 | 4 | 3 | 2 | ─ | ─ | ─ | ─ |
| 13th | 4 | 13 | 4 | 4 | 3 | 1 | ─ | ─ | ─ |
| 14th | 4 | 13 | 4 | 4 | 3 | 2 | ─ | ─ | ─ |
| 15th | 4 | 15 | 4 | 4 | 3 | 2 | 1 | ─ | ─ |
| 16th | 4 | 15 | 4 | 4 | 4 | 3 | 1 | ─ | ─ |
| 17th | 5 | 17 | 4 | 4 | 4 | 3 | 1 | 1 | ─ |
| 18th | 5 | 17 | 4 | 4 | 4 | 4 | 2 | 1 | ─ |
| 19th | 5 | 17 | 4 | 4 | 4 | 4 | 2 | 1 | 1 |
| 20th | 5 | 17 | 4 | 4 | 4 | 4 | 2 | 2 | 1 |
Spellcasting
When you choose this gunslinger style at 3rd level you
show that you have learned how to combine your firearms with magic to make them even stronger.
Cantrips. You learn two cantrips from the wizard spell list. You learn more cantrips as shown on the spellcasting table below.
Spell Slots. The Arcane Style 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 3 spells from the wizard spell list, two of which must be either abjuration or evocation spells.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your
Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Combat Magic
Your firearms count as arcane focuses for the purpose of your spellcasting. When you use your action to cast a spell that is less than 1/3 your level rounded down (minimum 1) you can make an attack with a firearm as a part of that action. Additionally, any attacks you make with your firearms are considered magical for the purpose of overcoming resistances.
Arcane Smite
Beginning at 9th level, you understand how to infuse your firearms with arcane power. When you hit with an attack, you can choose to expend a spell slot. if you do, you deal an additional d6 of force damage per level of the spell slot.
Counter Shot
When you see another creature cast a spell within the first range increment of your firearm, you can attempt to stop the spell. As a reaction, you may attempt and Intelligence check DC 10 + the spell's level.
Magic Transfer
At 15th level, your understanding of magic has allowed you to convert some of your own energy into magical energy. You can cast a spell using your trick points. To cast a spell in this way, you must expend a number of trick points equal to a spell's level up to a maximum of 5th level. You can use this feature twice per short rest.
Firearms
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Pepperbox | 300 gp | 1d8 piercing | 5 lb. | Ammunition (80/360), Reload 5, Misfire 2 |
| One Shot | 50 gp | 1d6 piercing | 1 lb. | Ammunition (40/160), Light, Reload 1, Misfire 1 |
| Pistol | 200 gp | 1d8 piercing | 3 lb. | Ammunition (60/360), Reload 4, Misfire 1 |
| Musket | 500 gp | 1d10 piercing | 10 lb. | Ammunition (120/480) Heavy, Two-Handed, Reload 1, Misfire 2 |
| Heavy Rifle | 1000 gp | 1d12 piercing | 15 lb. | Ammunition (180/540), Reload 2, Misfire 3 |
| Blunderbuss | 350 gp | 1d8 piercing | 8 lb. | Ammunition (10), Reload 1, Misfire 4, Spread |
Firearm Weapon Properties
Spread. Firearms with the property spread don't have a second range increment. Instead, the damage they deal is spread in a cone equal to their range. A creature in the area takes full damage.
Monastic Traditions
Way of the Iron Heart
The Way of the Iron Heart teaches its students the anatomy of the body and how the ki flows throw it, healing the creature. Growing from this, the students learn how to transfer some of an opponent’s ki, or their own, into another creature or even slow the process of healing and to eventually form a bond between two creature’s ki.
Way of the Iron Heart Features
| Monk Level | Feature |
|---|---|
| 3rd | Bonus Proficiencies, Healing Hands |
| 6th | Mitigate Healing |
| 11th | Siphoning Strikes |
| 17th | Ki Bind |
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in medicine if you don't already have it. Your training mixes the study of the body as well as ki flow. You also gain proficiency with healer's supplies if you don't already have them.
Healing Hands
Starting when you choose this tradition at 3rd level, you can alter and manipulate ki to aid the healing process. You may choose to expend 1 ki point to heal a creature for the same dice as an unarmed strike. This ability replaces 1 attack you make as an action or bonus action on your turn.
Mitigate Healing
At 6th level, you gain the ability to alter the flow of ki in an opponent’s body to make healing, magical or otherwise, less effective. When you hit a creature with a monk weapon you may spend 1 ki to force the creature to make a Wisdom saving throw. On a failure, all healing they would receive is reduced to 25%.
Siphoning Strikes
By 11th level, your training has taught you how to siphon ki from an opponent into yourself through contact. When you hit with an unarmed strike you may spend 2 ki points to gain a number of hit points equal to the damage dealt before vulnerabilities or resistances. Using this ability against undead damages you as the cold necrotic magic you instead take that much necrotic damage. This ability does nothing to constructs.
Ki Bind
At 17th level, you have mastered the technique of connecting the life force of two creatures. When you hit a creature with an unarmed attack you may spend 5 ki points to force the creature to make a Wisdom saving throw. If the creature is willing it makes no saving throw. On a failure, you grasp a string of ki. You can either anchor it to yourself or another creature. If you anchor it to another creature you make an unarmed attack. No attack if the creature is willing. On a hit, that creature is tethered with the other creature. While tethered;
-
Half of all healing, before the reduction is transferred to the anchoring creature
-
When the anchor takes damage the other creature takes half the damage it took
-
The anchor has advantage on attacks against the connected creature
-
The connected creature has disadvantage on all attacks against the anchor
-
The anchor knows the exact location of the connected creature if they are on the same plane of existence
The connection fades after a number of days equal to your monk level or if either the anchor or the connected creature dies. If you use this feature again the previous connection fades.
Wind Dancer
A wind dancer is a monk who has studied and learned how the wind flows and moves and how it is also extremely dangerous. They learn all of these things and implement them into themselves to become better.
Wind Dancer Features
| Monk Level | Feature |
|---|---|
| 3rd | Breath of Wind, Blast of Air |
| 6th | Winding Winds |
| 11th | Of the Clouds |
| 17th | Soul of Wind and Air |
Breath of Wind
Beginning at 3rd level, you have made yourself one with the air that surrounds you and learned how to harness it to better yourself. You can speak, read, and write Auran and you have advantage on saving throws against inhaled agents.
Blast of Air
Also at 3rd level, you have learned how to weaponize the air around you to extend your weapons. When you make an attack, you can decide to spend a ki point to deal an additional damage die on that attack as your fists accelerate the air in such a way to make it damaging. Additionally, if you use this ability, you have a range of 15 feet. You deal normal damage if they are outside of your melee.
Winding Winds
At 6th level, you are able to slow your fall by altering the flow of wind to cushion you. You are immune to fall damage and fall at a speed of 60 feet per round. While falling, you can move from side to side. Additionally, you can spend a ki point to cause a fluctuation of wind to deflect projectiles which lasts until the end of your next turn. While that fluctuation is active, ranged weapon attacks have disadvantage on attack rolls against you and if they hit, they deal only half damage.
Of the Clouds
At 11th level, you have learned the patterns of wind and use them to move faster than most. You can make an additional attack as a part of the attack action and your flurry of blows can have 1 additional attack. Additionally, when you take the dash action, you can fly until the end of your turn. Lastly, you can spend 3 ki points to automatically succeed on a Dexterity saving throw you failed.
Soul of Wind and Air
At 17th level, you have mastered the mimicry of wind. The range on your unarmed attacks is 15 feet though a creature must still be within your melee range to make an attack of opportunity. You can also whip the winds up to start a small tornado around yourself. As an action, you can spend 6 ki points to make 10 unarmed attacks with advantage. If you use this ability more than once per short or long rest, you gain 1 point of exhaustion per time over 1 use.
Way of the Iced Fist
A monk of the Iced Fist focuses on how to adjust ki flow in order to drastically drop the temperature of their bodies and the things around them. The Iced Fist is a primarily offensive, combat oriented tradition which uses their ki to chill their fists and inflict dangerous frostburn in instants. Naturally, this comes with some positive benefits that weren't originally intended when this way was founded such as protection from heat and cold as well as using your ki to protect yourself.
Way of the Iced Fist Features
| Monk Level | Feature |
|---|---|
| 3rd | Ice Fist, Frozen Shell |
| 6th | Eternal Extremes |
| 11th | Ice Missile |
| 17th | Deep Freeze |
Ice Fist
When you choose the way of the Iced Fist at 3rd level, you have learned how to form you ki around your fists and chill them to sub zero temperatures. You may expend 1 ki point to cause an aura of cold energy wrap your hands. For 1 minute, you attacks deal an additional martial arts die of cold damage.
Frozen Shell
Also at 3rd level, you understand how to apply your offensive capabilities into a defensive shell. You can cast Armor of Agathys by expending 1 ki point per level you wish to cast it at, up to 3rd level. This limit extends to 6th level when you reach 10th level, and 9th level when you reach 18th level.
Eternal Extremes
At 6th level, your body has adapted to the cold energy of your ki. Your skin turns a slight shade of blue if it isn't already and you look like you have a minor case of frostbite though it doesn't negatively impact you. You gain resistance to both cold and fire damage. You are also immune to the affects of extreme heat and cold.
Ice Missile
Next, at 11th level, you have managed to create ice out of the moisture in the air to use as projectiles. When you use your ice fist ability, you can instead conjure shards of ice as your attack. The attack uses the same bonus to hit and damage as your normal unarmed attacks but deal piercing or slashing (you choice), damage instead of bludgeoning. The range of these attacks are 20 feet.
Deep Freeze
Finally, at 17th level, you have gained complete control over the freezing power of your ki. As an action, you can expend 9 ki points to cast the Icey Plane spell. Your spellcasting ability for this spell is Wisdom.
Paladin Oaths
Oath of Undeath
The Oath of Undeath is either a vow to cleanse the world of all false imitations of life or to flood the world with them. Those of this oath who wish to cleanse the world make compromises and raise the dead to do their bidding to help fight the evil forces of undeath. On the other hand, if your vow is to instead fill the world with your undeath you raise dead to fight against those who would oppose your will.
Tenets of Undeath
A paladin who takes this oath has no tenets except for what it wishes. As for this oath there are two different paths you can take, there are no holy tenets or restrictions to your vow.
Oath of Undeath Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity |
| 7th | Aura of Sickness (10 ft.) |
| 15th | Rebounded Servitude |
| 18th | Aura of Sickness and Radiance (30 ft.) |
| 20th | Emperor of the Exanimate |
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Undeath Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Undeath Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Ray of Sickness, Armor of Agathys |
| 5th | Blindness/Deafness, Shatter |
| 9th | Animate Dead, Sanguine Knife |
| 13th | Blight, Undetectable Infection |
| 17th | Danse Macabre, Enervation |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how channel divinity works.
Blow of Destruction. You can use your channel divinity to cause either necrotic or radiant energy into your melee weapons. As a part of the attack action, you can use this ability to cause an attack that landed to deal an additional 3d6 + twice your paladin level either necrotic or radiant damage.
Take Over/Cleanser. You can use your channel divinity to either cleanse undeath from a freshly turned corpse or make that corpse your own. As a bonus action, you can touch an undead creature to attempt to revert it back to its normal form. If the body has been turned for
no more than 1 minute, you may make a Charisma (Intimidation or Persuasion) Check (DC 10 + the number of rounds it has been turned). If you succeed, the body either becomes under your control for the next 24 hours or the undeath is purged from it and the body cannot be turned by any means short of a wish spell for the next 7 day.
Aura of Sickness and Radiance
Beginning at 7th level, you have an aura of death and radiance around you which you can use to hurt others or the undead. Any creature that starts their turn within 10 feet of you that you want to hurt takes either radiant or necrotic damage equal to your level + 2d6.
At 18th level, the range increases to 30 feet.
Rebounded Servitude
Starting at 15th level, your oath has granted you both protection from both good and evil as well as the ability to turn your enemies into undead to further your goals. You have resistance to both necrotic and radiant damage. Additionally, when you kill a creature with an attack that dealt necrotic damage, that creature becomes reanimated as a ghoul under your control. The ghoul is under your control and goes on its initiative. Finally, the ghoul's attacks and damage rolls have a bonus equal to your charisma modifier. You can a number of ghouls equal to a quarter of your level (rounded down) at one time.
Emperor of the Exanimate
At 20th level, you become the emperor of soulless armies. As a bonus action on your turn you can raise 4 undead creatures from nothing. They have the same initiative as you and you control them mentally. They also use the stat block as the vampire spawn with the following changes:
- The creature has its vampire weaknesses removed.
- They have a bonus to attack and damage rolls equal to your Charisma bonus.
- When the undead use their bite attack, you regain half of the necrotic damage they deal.
Additionally, you gain the following benefits:
- You regain 10 hit points at the start of your turn.
- You have a fly speed of 60 feet.
- You have gain 30 temporary hit point.
At the end of this minute, if they aren't already dead, the undead crumble to dust. Additionally, at the end of the minute, you also lose all of the abilities you gained.
Oath of Pain
The Oath of Pain is a vow that pain is purity. You use your life force to hurt those around you but this doesn't mean that you are an evil being. You vow to make the world a
better place through the pain you bring. That may be by killing evil around you or it might be by strengthening others by guiding them through tragedy and pain and allowing them to use it to grow as people.
Oath of Pain Features
| Paladin Level | Feature |
|---|---|
| 3rd | Oath Spells, Channel Divinity, Know Pain |
| 7th | Bleeding Tendril |
| 15th | Sickly Siphon |
| 20th | Almighty Pain |
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of Pain Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Pain Spells
| Paladin Level | Spells |
|---|---|
| 3rd | Blood Reading, Armor of Agathys, |
| 5th | Bleeding Rain, Blood Armor |
| 9th | Boiling Blood, Sanguine Knife |
| 13th | Blight, Hemolysis |
| 17th | Blood Vault, Bloody Sword and Shield |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how channel divinity works.
The Pain of Many. Your divine hand can infuse yourself with the pain you have felt and inflict a portion of it to a recipient. As a bonus action, you can inflict 1d8 damage to yourself that ignores all resistances and immunities. For 1 minute, any damage you deal, deals an additional 1d8 necrotic damage. You regain health equal to half of the necrotic damage dealt from that extra die (minimum of 1).
Pain is Life. You use a bonus action to deal 2d8 points of damage to yourself that ignores resistances and immunities. A creature within 10 feet of you regains a number of hitpoints equal to double the damage you took.
Know Pain
Also at 3rd level, you have experienced enough physical pain to make a solid connection with it. As long as you have some sort of injury such as a slash, a broken finger, a missing nail, a deep scratch, or any amount of your own fresh blood. This source must be large enough to either have a permanent impact or have dealt damage to you. You can cast your magic as if you had your holy symbol.
Bleeding Tendril
Beginning at 7th level, you can use your bonus action to release a number of tendrils equal to half of your Charisma modifier tendril of pure pain from your body (up to a number equal to your Charisma modifier). These tendrils extend 30 feet out from you. You can make an
attack with them if a creature is within 30 feet of you using your extra attack feature. When attacking with the tendrils, you use your spell attack modifier. The tendrils deal 1d8 + your Charisma modifier necrotic damage. These tendrils last 1 hour. You can summon each tendril once per short or long rest.
Sickly Siphon
At 15th level, whenever you or a spell you cast deals necrotic damage, you regain health equal to a half of the necrotic damage dealt.
Almighty Pain
Finally, at 20th level, you have perfected pain. As a bonus action, you can enter a state of constant pain for one minute. In this form you take 2d8 damage that ignores resistances and immunities and gain the following benefits:
- All of your Bleeding Tendrils are summoned without expending their uses.
- Your AC increases by +2>
- When you take the attack action, you can make one additional attack as a part of that action.
- All of your attacks deal an additional 1d8 necrotic damage which heals either you or an ally within 30 feet of you for the damage it deals.
Ranger Conclaves
Beastmaster Revised
The beastmaster is drastically underpowered in comparison to other classes in the mid to high level area. That doesn't mean that it can't be fun but it does mean that it makes the subclass pretty much unused. These are my changes and addenda to the Beastmaster Ranger to make it more viable in the world of Abberoth.
Revised Beastmaster Features
| Ranger Level | Feature |
|---|---|
| 3rd | Ranger's Companion (Addendum) |
| 7th | Exceptional Training (Addendum) |
| 11th | Bestialy Fury (Addendum) |
| 15th | Primal Unleashing (New Ability) |
Ranger's Companion (Addendum)
Beginning at 3rd level, you gain a companion that accompanies you on your explorations and adventurers. This beast is trained to fight and has a bound with you that's almost magical. Your companion must be a beast of CR 1/4 or lower. The CR increases based on your level as shown on the table below.
| Ranger Level | Beast Companion CR |
|---|---|
| 3rd | 1/4 or lower |
| 5th | 1/2 or lower |
| 10th | 1 or lower |
| 13th | 2 or lower |
| 16th | 3 or lower |
You add your proficiency bonus to its AC, attack rolls, damage rolls, and proficient skills and saving throws. Skills gain a bonus equal to half of your proficiency bonus if your companion isn't proficient with them. If it has less than 2 skills or saving throw proficiency, it gains as many as it needs to reach 2 of each which you get to choose. Its hit point maximum is equal to your ranger level + the creature's CR + the creatures number of hit dice + your proficiency bonus multiplied by 4 + half of its original hit point maximum. The beast also has a secondary pool of hit dice that are not used in health calculation. This pool consists of a number of hit dice equal to your ranger level and of the creatures size.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. When you gain the extra attack action, the beast does as well allowing it to make 2 attacks. If it has more than 1 attack option, it uses one of each, up to 2 attacks. When you take the attack action, you can forgo one of your attacks to allow your beast companion to take the attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If you are incapacitated or absent from a combat that your companion is fighting in, the beast does what's best for it and yourself, taking actions without commands.
When you gain ability score improvements, or the optional rule for feats, you beast gains a feat but it is up to the DM to decide what feats a beast wouldn't be able to learn.
You can have multiple companions tamed though only 1 can be your active companion, gaining these benefits. To switch to another active companion, you must spend 1 hour, which can coincide with a short rest, bonding with a creature that you have already tamed. To tame another creature, you must spend 8 hours bonding with a beast that respects and trusts you.
Exceptional Training (Addendum)
At 7th level, the size of your companion can be up to size large. Finally, the beast has proficiency in all types of armor, allowing it to wear it. If the beast is wearing armor then your proficiency bonus isn't added to its AC. Finally, if your companion has a multiattack with more than 2 attacks, it can use all of those attacks as a part of their attack action.
Bestial Fury (Addendum)
Beginning at 11th level, your companion has access to the ability reckless attack even if it wouldn't normally. Reckless Attack allows the creature to gain advantage on all attacks it makes until the end of its turn but all attacks against it have advantage until the start of its next turn.
Primal Unleashing (New Ability)
At 15th level, you can have your beast unleash its primal nature. As a bonus action, you can cause your companion to grow 1 size larger and gain 40 temporary hit points for 1 minute. While enlarged, it gains resistance to bludgeoning, piercing, and slashing damage and can make a third attack as a part of its attack action. During this duration, your companion lands a critical hit on the roll of an 18, 19, or 20 on the d20. If it needs to fit through an area in this form, your companion can shrink to its normal size temporarily.
Roguish Archetype
The Shadowstalker
All rogues value the importance of stealth but some wish to improve upon that. Enter the Shadowstalker, a rogue who has honed its skills to become one with the shadows. Rogues of this archetype are by far the most inconspicuous as they need not blend into the darkness around them for they are a part of the darkness around them.
Shadow Stalker features
| Rogue Level | Feature |
|---|---|
| 3rd | Piercing Eye, Cloak of Shadows |
| 9th | Edge of Darkness |
| 13th | Penumbral Duplicate |
| 17th | Tenebrious Metamorphosis |
Piercing Eye
Beginning at 3rd level when you take this archetype, you gain proficiency with the perception skill as well as 60 feet of darkvision. With this darkvision, you can see through magical darkness.
Cloak of Shadows
Additionally, at 3rd level, you gain the ability to spend a bonus action through your cunning action to turn invisible if in dim light or darkness. You can also cast the following spells once per day; Invisibility, Pass Without a Trace, and Darkness.
Edge of Darkness
At 9th level, you gain the ability to weaken an opponent's defenses to benefit you. While a creature is in dim light or darkness, you may spend your reaction to make that creature vulnerable to all damage you deal this turn. If the creature is immune to any damage, that immunity is lessened to a resistance and a resistance to normal damage. You can use this ability a number of times per long rest equal to your Dexterity modifier.
Penumbral Duplicate
At 13th level, you can use a bonus action to manifest a shadowy clone of yourself in an unoccupied space within 15 feet of you. This clone lasts until it is destroyed, you dismiss it, you creature another, or you are incapacitated. Your duplicate has an AC of 14 + your Dexterity modifier, 1 hit point, and immunity to all conditions. If it needs to make a saving throw it uses your saving throw bonus. It is the same size as you though it takes up no space. On your turn, you can command it to move up your movement speed. It can move through spaces as small as 1 inch wide. If it is outside of 100 feet of you at the end of your turn it disappears. You can use your duplicate is the following ways;
- As a bonus action, you can teleport, magically swapping places with your echo for 15 feet of your movement, regardless of the distance between the two of you.
- When you take the Attack action on your turn, any attack you make with that action can originate from your space or the duplicate’s space. You make this choice for each attack.
- When a creature that you can see within 5 feet of your duplicate moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
Tenebrious Metamorphosis
At 17th level, you can use your bonus transform into a shadowy entity while is dim light or darkness. While in this form you have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. You also gain a movement speed of 60 feet if you don't already have more. You can move through gaps as small as 1 inch wide and have advantage on all stealth checks. If you make an attack while in this form it is made with advantage and deals an extra 2d6 psychic damage. If you have your Penumbral Duplicate out then you can see through it and it can travel 1200 feet away from you while you are in this form. If you take over 15 points of radiant damage in one turn or move into bright light, this form drops.
Sorcerous Origins
Runic Experiment
While many sorcerers are granted their powers from birth or through a magical event, you did not. Maybe you were born into a family of sorcerers born without magical capabilities and they tried to fix you or maybe you wanted magical powers without the work of wizardry and experimented on yourself or had someone else. But most likely you were kidnapped and tested on overtime and were made as a weapon of war. Whatever the cause, you are an experiment given abilities not yours through arcane tattoos or glyphs carved into your skin.
Runic Experiment Features
| Sorcerer Level | Feature |
|---|---|
| 1st | Arcane Branding, Sense the Weave |
| 6th | Twisted Arcana |
| 14th | Arcane Efficiency |
| 18th | Glyphs of Absorption |
Arcane Branding
At 1st level, the glyphs across your body give you access to more arcane than a normal sorcerer. If you have a spell scroll or a mage's spellbook you can spend 3 hours and 100 gp worth of magical ink per level of the spell to add that spell to your spell list even if they do not appear on the sorcerer spell list they re nonetheless sorcerer spells for you. You may have a number of spells gained this way equal to your sorcerer level in addition to your sorcerer spells.
Sense the Weave
At 1st level, the glyphs and tattoos marked on your body give you a more acute sense of the arcane. When a spell or magical effect happens within 30 feet of you, you can tell the direction of the caster and can recognize someone as the caster even if you did not see them.
Twisted Arcana
At 6th level, when someone casts a spell, you can use your reaction to affect that spell with one of your meta-magic options even if it is already affected by another meta-magic option other than yours.
Arcane efficiency
Starting at 14th level, whenever you cast a spell from your non-sorcerer spells, you can cast 1 sorcerer spell as a bonus action, expending 1 sorcery point per level up to level 5.
Brutal and Profane
As the brutal nature of this process suggests few who submit to this process survive. Many other magic users agree that these abominations have lost their humanity in the process of gaining powers; they shouldn't have so many countries and kingdoms outlaw them for fear of war between the mages and the kings. With that said people find ways. Finding a mage willing to do this is almost as rare as a person wealthy enough to pay for this process so be prepared to pay to the liking of the mage.
Glyphs of Absorption
At 18th level, the magic woven into your skin has adapted a property that allows you to somewhat absorb the magic of a spell. You have advantage on saving throws against spells and resistance to spell damage. In addition, when you are affected by a spell, you may use your reaction to gain a number of sorcery points equal to that spell’s level.
Bloodline of the Sanguine Arts
You might have had a blood curse placed upon you at birth or a curse that ran through your family bloodline or maybe still you had a powerful blood mage somewhere in your bloodline. Whatever the reason, you are now inadvertently a practitioner of Hemomancy, the art of blood magic. You can keep it a secret once you know how to control it but it manifests early at childhood and is difficult to manage without proper training. Or maybe you take the path of many others and embrace the magic flowing through your veins however evil the rest of the world believes it to be.
Bloodline of the Sanguine Arts
| Sorcerer Level | Feature |
|---|---|
| 1st | One of Blood, The Forbidden Arts |
| 6th | Expedited Healing |
| 14th | Sanguine Transmogrification |
| 18th | Hematic Mastery |
One of Blood
Beginning at 1st level, your connectedness to blood allows you to absorb some of the life force from the blood of a fallen entity. When a creature that has blood within its body dies within 60 feet of you, you may use your reaction to regain 1 hit die. At 10th level, you regain 2 hit dice, and at 17th level you regain 3 hit dice. You can use this ability a number of times equal to half of your
Constitution modifier. Additionally, you may expend a hit die as a bonus action. When you do, roll it. For a number of minutes equal to the number you rolled on the die you no longer have disadvantage on ranged attacks while within the melee range.
The Sanguine Arts
Also at 1st level, you gain the ability to channel and sacrifice a part of your vital essence to curse and manipulate creatures and the material world through Hemomancy. You can use wet blood as your spellcasting focus. It doesn't need to be held but just on your hands. Additionally, you can, as a bonus action, expend 1 hit die, roll the hit die and add your Constitution modifier, then cast 1 spell you know of a level equal to or lower than the total, with a casting time of one action or one bonus action, without expending a spell slot, and take necrotic damage equal to level of spell slot used. This ability cannot replicate the effects of a spell level higher than you can cast or level 6, whichever is lower, and you must meet any material component cost of the spell, if it has one. After you use this ability, you cannot cast spells other than cantrips using your action this turn.
Expedited Healing
Beginning at 6th levle, you can us a bonus action to allow a creature within 30 feet of you, or yourself, to use a hit die to regain hit points. After the hit die is rolled and the Constitution modifier added, double it and thats the healing you or that creature gets. This ability can be used a number of times equal to your constitution modifier.
Sanguine Transmogrification
Beginning at 14th level, you are immune to poison damage and the poisoned condition and can use an action to transform into an amorphous form of flowing blood. While transformed in this way you gain the following benefits;
- You are immune to necrotic damage.
- You cannot be grappled, petrified, or knocked prone.
- You can fit through spaces as small as 1 inch wide with ease and you can stop in another creatures space.
- You hvae resistance to acid, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, and fire damage.
- You gain temporary hit points equal to your level times your Constitution modifier.
When all of your temporary hit points have been depleted, you chose to end this affect, or after a number of hours equal to half of your Constitution modifier, your form drops.
Hemaitc Mastery
At 18th level, you have become even more entwined with blood and its connection to the weave. You are able to bypass the restrictions of normal magic placed their by the goddess of magic for a short time by giving a blood sacrifice. As an action, you can expend 9 hit dice to cast one of your known 9th level sorcerer spells (except wish)
without expending a spell slot. Roll the 9 hit dice you expended and you take damage equal to half of the number rolled. You can use this ability once every 3 days.
Otherworldly Patrons
The Desolation
Your patron is a land of infection, desolate of all but the sturdiest of life and able to make even the most sane men mad. No one knows from where the desolation stemmed from as those that study the land infected with this plague return without a hint of sanity, rambling about the return of an eldritch abomination only referred to as ‘he’, or never returning at all. Warlocks of the desolation act as a sort of host for this infection, allowing it to learn of the world allowing it to amass power.
Desolation Features
| Warlock Level | Feature |
|---|---|
| 1st | Expanded Spell List, Desolate Fortitude, Monolith of the Desolate |
| 6th | Protection of the Desolate |
| 10th | Spreading Infection |
| 14th | Roots Take Hold |
Expanded Spell List
The Desolation lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the warlock spell list for you.
Expanded Spell List
| Spell Level | Spells |
|---|---|
| 1st | find familiar, dissonant whispers |
| 2nd | vivid clarity, solemnity |
| 3rd | pulse wave, repudiate |
| 4th | gaze of Æther, march of madness |
| 5th | eye of desolation, Summon Desolation Elemental |
Desolate Fortitude
Your connection with this infected land increases your fortitude and ability to survive. You can hold your breath for twice as long and you require half rations for a full day.
Monolith of the Desolate
Starting at 1st level, your patron bestows upon you the ability to manifest a monolith of desolation. As a bonus action, you can summon a monolith that symbolizes your connection to the desolation. While within 30ft of the monolith, you gain a bonus to all saving throws and ability checks equal to half your Charisma bonus. This monolith lasts for a number of minutes equal to your charisma modifier and can be used once per short or long rest.
Protection of the Desolate
Starting at 6th level, the monolith your patron gifted you protects you from damage and death. While within 60 feet of the monolith your AC increases by half your charisma modifier. Also if you are reduced to 0 hit points while the monolith exists, the monolith is destroyed and you regain a number of hit points equal to your proficiency bonus + your charisma modifier + your Constitution modifier.
Spreading Infection
Starting at 10th level, you gain the ability to release a minute portion of the infection you host into the world around you. As an action, you can summon 1 to 3 sinuous, tendril-like veins to stretch across the land indefinitely. If you choose, you can go deaf and blind in your body to instead see and hear through the infection. You control where the infection goes and mustn't always see through it while active. In addition, you can use a bonus action to teleport to one of the tendrils if that tendril is within 30 feet. When you do this the tendril is consumed and must be redeployed.
Roots Take Hold
Starting at 14th level, as a bonus action you can summon 1-6 tendrils as a bonus action. As an action, you can cause a vein embedded inside a living organism to grasp their mind and flood it with intense imagery of the beginning and end of the world. The creature must make an Intelligence saving throw. On a failure, it takes 15d8 psychic damage and is stunned until the end of its next turn. On a success, it takes half as much damage and is not stunned. Once used, this ability cannot be used again until you finish a short or long rest.
The Pillar
Your patron is the pillar, an imposter god who works in ways not understood by lesser beings. For many, The Pillar is an image of their own beliefs and The Pillar supports them. Because of this, The Pillar never appears in the same way to its followers. The Pillar is not a god who delights in pain or struggle and wishes to gain more followers not for its own gain but for his followers to find themselves through their journeys.
Pillar Features
| Warlock Level | Feature |
|---|---|
| 1st | Expanded Spell List, Pillar of Confidence, Pillar of Conflict |
| 6th | Pillar of Strength |
| 10th | Pillar of Desire |
| 14th | Four Pillars |
Expanded Spell List
The Pillar lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the warlock spell list for you.
Expanded Spell List
| Spell Level | Spells |
|---|---|
| 1st | find familiar, dissonant whispers |
| 2nd | vivid clarity, solemnity |
| 3rd | pulse wave, repudiate |
| 4th | gaze of Æther, march of madness |
| 5th | eye of desolation, Summon Desolation Elemental |
Pillar of Confidence
At 1st level, The Pillar has already boosted your confidence significantly, as a result, you gain proficiency in deception and intimidation checks. If you are already proficient with either of those skills, you instead gain expertise with that skill. Also, you have an advantage on deception and intimidation checks against those who have known you for less than 7 days.
Pillar of Conflict
Also at 1st level, The pillar has awakened your mind too much of the inner conflict of the world. You have expertise in insight. As a reaction, you can make an insight check on an enemy contested by the target's deception check. If you win, the target has disadvantage on attacks against you until the start of your turn.
Pillar of Strength
Beginning at 6th level, The Pillar grants you combat strength beyond magic. Your unarmored AC becomes 15 + your dexterity modifier. Additionally, your unarmed attacks deal 1d8 bludgeoning damage instead of the normal unarmed strike damage, and you may use your charisma modifier instead of strength to add to attack and damage rolls. Also, you may make 1 additional attack as apart of the same attack action.
Pillar of Desire
At 10th level, The Pillar gives you a compelling force making it easier to get what you want, materiel or otherwise. You gain expertise in persuasion and treat any roll of 7 or lower as an 8.
Four Pillars
Finally, at 14th level, your patron bestows upon you the physical abilities of the four pillars. Your unarmed attacks have a reach of 10 feet and you can attack 3 times as a part of a single attack action. If all 3 attacks hit then you may choose to have a 4th pillar falls from the sky, and crush the target, dealing 10d10 bludgeoning damage. You may use this ability a number of times equal to half of your charisma modifier rounded down.
Arcane Traditions
Eldritch Texts
Wizards of this arcane tradition gained their magic through studying the texts written by ancient warlocks and those with minds gone mad. Those who read these texts inevitably go mad except for a select few with the strongest of minds.
Eldritch Texts Features
| Wizard Level | Feature |
|---|---|
| 2nd | Awakend Mind, Otherworldly Torment |
| 6th | Mind Ward |
| 10th | Eldrtich Intrusion |
| 14th | Dark Rejuvination |
Awakened Mind
Beginning at 2nd level, whenever you gain a level in this class, one of the first level or higher spells you choose can be from the warlock spell list. You can also copy a warlock spell into your spellbook in the same way as you normally could with a wizard spell but at half the cost and time. Warlock spells added in this way are nonetheless wizard spells for you. You also gain the ability to speak Deep Speech. If you already know Deep Speech then you may choose another language.
Otherworldly Torment
Starting at 2nd level, after you cast a spell, you may choose a creature that took damage from it or failed its saving throw flooding its mind with images of horror. That creature must make a Wisdom saving throw against your wizard spell save DC. An aberration or a creature immune to fear automatically succeeds its saving throw. On a failure, the creature has disadvantage of all attacks and ability checks for 1 minute. At the end of each of its turns, the creature may make another Wisdom saving throw, ending this effect on a success. You can use this ability a number of times equal to your Intelligence modifier (a minimum of once).
Mind Ward
At 6th level, you are able to turn the maddening presence of your knowledge into a barrier against intrusion. Your thoughts cannot be read unless you allow it. When something trys to read your thoughts it takes 4d6 psychic damage and is stunned until the end of its next turn.
Eldritch intrusion
At 10th level, you gain resistance to psychic damage. In addition, when a creature fails the saving throw against otherworldy torment they take 3d6 psychic damage. You also are able to read surface thoughts of the creature affected.
Dark Rejuvination
At 14th level, your knowledge of the dark arts allows you to tap into a reserve of eldritch power. When taking a short rest, you can regain a total of 8 spell slots. This can be divided in any way as long as the final result adds up to 8 spell slots. In addition, when a creature is affected by your Otherworldly Torment ability, its speed is reduced to 0.
School of Hemomancy
The School of Hemomancy explorers the magic of the blood within each living thing. As your understanding of this mostly forbidden magic grows you find ways to transfer your own viscera into magical power.
Many see you and other practitioners of this magic as evil and destructive with no regard for anyone else. Hemonacers aren't inherently evil but this practice is outlawed by many societies and those that accept it are usually ostracized by those that don't.
School of Hemomancy Features
| Wizard Level | Feature |
|---|---|
| 2nd | Hemomantic Savant, Sanguine Magic |
| 6th | Hemomantic Revitalization |
| 10th | Bloody Strings |
| 14th | Hemolytic Surge |
Hemomantic Savant
You combine the source of your arcane power with the blood flowing through your veins. When you select this arcane tradition at 2nd level, you gain proficiency in Medicine and double your proficiency bonus to any check made with the skill, instead of your normal proficiency bonus.
Furthermore, when you perform the Arcane Recovery feature, you also regain 1 expended hit die.
Sanguine Magic
Starting at 2nd level, you've formed a bond with the arcane magics you practice and can form a stronger connection to the weave from which you draw your magic. You can use a your own blood as a spell casting focus. As long as you are bleeding or have your blood on you, this could be in a vial, a blood soaked cloth, or just you bleeding, that counts as an arcane focus.
To easily access your blood, many wear rings with sharp points or edges or might even bite or tear their flesh to access their blood. You have complete control over the blood in your own body and therefor and easily keep a small wound bleeping or have large wounds hardly bleed at all.
Haemophilic Hemorrhage. As a bonus action, you may induce a haemophilic hemorrhage. This is similar to another self inflicted wound to gain access to blood in many ways but with this, you are causing your blood vessels to rupture and the skin to split while guiding platelets away from the wound to keep the blood flowing. When you induce a haemophilic hemorrhage , you take necrotic damage that ignores immunities and resistances (the damage die increases as you level as shown on the table below). As a part of this damage you gain 1 blood point for each point of damage (after a short the number of blood points you have is cut in half and at the end of a long rest any remaining blood points you had are removed).
Blood Points. Blood points are used in a few different ways but the main use of them is to make Hemomancy spells more powerful. When you cast a Hemomancy spell below 5th level, you may use a number of blood points equal to that spells level to cast it as if it were 1 level higher. Blood points are also a substitute for material components of spells. 1 blood point can be expended to replace up to 25 gold worth of material components from a spell.
| Wizard Level | Haemophilic Hemorrhage Die |
|---|---|
| 2nd | 1d4 |
| 5th | 1d6 |
| 9th | 1d8 |
| 12th | 1d10 |
| 16th | 1d12 |
Hemomantic Revitalization
At 6th level, you've learned how to manipulate your blood to purge poisons and heal your wounds much faster than what would normally be possible. You gain immunity to poison damage and the poisoned condition. Additionally, as a bonus action, you may expend up to 6 blood points to expend hit dice. For every 2 blood points you may use 1 hit die. If you have more than 12 blood points after expending the ones you wish to, you regain double what you normally would per hit die.
Bloody Strings
Beginning at 10th level, you've learned to extend your reach into the blood of other creatures. As an action, you may attempt to gain control over a creature you can see within 60 feet of you if it has bleeding wounds and aren't a practitioner of blood magic. The target must make a Constitution saving throw against your spell save DC. On a success the effect is shrugged off but on a success you gain control of the creature as if by the dominate person spell with the following changes:
- The creature is still affected by the ability even if it is immune to being charmed.
- The duration is 10 minutes.
- The creature's mind is not affected in any way, only their body.
- Even if the target takes damage, the creature doesn't attempt the saving throw again. Instead, at the end of its turns, the target may attempt a Constitution saving throw to escape the affect.
When the creature first comes under the affect, it takes 6d6 necrotic damage that ignores resistances and immunities.
Hemolytic Surge
At 14th level, you've extended you ability to harness the power of all blood. As a bonus action on your turn, you may cause the blood vessels of a creature you can see within 120 feet to burst. The target takes 14d8 necrotic damage as hundreds of small cuts appear and gush blood. You can use this ability once per short or long rest.
Chapter 3: Equipment
Armor
| Name | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Light Armor | |||||
| Armor | 1 gp | 1d8 slashing | 2 lb. | Thrown (range 10/30) | |
| Armor | 2 gp | 1d6 slashing | 1 lb. | Disarm | |
| Armor | 1 sp | 1d6 slashing | 1 lb. | Two-handed | |
| Armor | 2 gp | 1d6 piercing | 1 lb. | Finesse, Light | |
| Shields | |||||
| Tower Shield | 15 gp | +2/+4 (dodge action) | - | - | 2 lb |
Weapon Properties
Weapons on this table have additional properties to the basic rules.
Disarm. A weapon with the disarm property has both offensive and defensive abilities. Not only does it do damage but when an opponent who is wielding a one handed weapon attacks you and misses, you may spend your reaction to attempt to disarm the opponent. You makes a Dexterity check contested by the opponent's Strength or Dexterity check (their choice). If you succeed by less than 3, the weapon is removed from its wielder's hands and falls on the ground into their space. If you succeed by 5 or more, the weapon is thrown 15 feet to your left or right (your choice).
Special. Atlatl. The atlatl is not a weapon in and of itself but instead is a piece that can be used to extend the range and damage of a spear. When you throw a spear using an atlatl, the spear gains a 50 foot increase to its first range increment and a 100 foot increase to its second range increment. It also deals an additional 1d4 piercing damage when the thrown spear hits a creature.
Weapons
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Yklwa | 1 gp | 1d8 slashing | 2 lb. | Thrown (range 10/30) |
| Sword Breaker | 2 gp | 1d6 slashing | 1 lb. | Disarm, Light |
| Macuahuitl | 1 sp | 1d6 slashing | 1 lb. | Two-handed |
| Katar | 2 gp | 1d6 piercing | 1 lb. | Finesse, Light |
| Simple Ranged Weapons | ||||
| Atlatl | 1 gp | 1 lb. | Special |
Chapter 4: Magic Items of Abberoth
No matter where they're found or bought, all magic items have the same premise, enchantment. Be it by a god or a man, be it divine magic or arcane, magic items are robust and there will always be one to fit what you need.
Magic Item Descriptions
These magic items (that I have created) are presented is alphabetical order. For rules on magic items, see chapter 7 of the Dungeon Master's Guide.
Amulet of Potent Lifeforce
Wondrous Item, rare (requires attunement)
While wearing this amulet, the attuned's hit point maximum increases by 3 multiplied by their level.
Amulet of the Blade Pact
Wondrous Item, very rare (requires attunement by a warlock of the pact of the blade)
While attuned and wearing this amulet, if you manifest a pact weapon it gains the following properties
- Thrown (20/60)
- +2 to hit (If not already enchanted in this means)
- You may choose the form of the weapon, even if you have already bonded with it. This doesn't work with artifacts.
Arcane Enhancement Field Generator
Wondrous item, very rare
This metal sphere is engraved with small circles and lines connecting the circles together. To activate the sphere, you must succeed on a DC 15 Intelligence (Arcana) check. When activated, you throw the orb up and it floats to 100 feet up in the air. The orb then projects a faint glowing, gossamer like substance in a 50 foot radius with the orb as the center point. Any arcane caster within the area has their spells automatically cast 1 level higher than the slot used. Additionally, wizards and arcane warriors can cast any spell they know, even if it isn't prepared,
Unstable. (Don't show this to the players until they have used the item at least once) The magic that this orb projects is violent and not easily controlled. Whenever something casts a spell, roll a d20. On the roll of a 1, 2, 3, or 4, the spell goes wild. Roll on the wild magic table to see what happens, ignoring any gained ability that the caster doesn't already have.
Armament of Stalwart Mind
Weapon (halberd), very rare (requires attunement)
This halberd is made of dark iron and is attached to an oak shaft. On the bottom end of the shaft there is a glaive blade. This weapon has a +2 bonus to attack and damage rolls and as a part of the attack action, you can make an additional attack with the back end of the pole.
Additionally, you have advantage on Wisdom saving throws made to resist being charmed or in another way mind controlled.
Blade of Crackling Lightning
Weapon (any bladed weapon), very rare (requires atunement)
A weapon originally made by an elder sage from the Underdark adept at predicting and copying movements and spells from his opponents and allies alike. This +1 weapon is made from voidsteel, a form of metal that has been soaked in the darkness of the Shadowfell. As a bonus action on your turn, you may activate the blade, causing lightning to crackle along the blade. The weapon deals an additional 2d4 lightning damage and when a creature takes lightning damage from this weapon, you may force them to make a Constitution saving throw, DC equal to 2 times the lightning damage. On a failure, the target is stunned until the end of your next turn. You may choose to use this ability twice per short rest.
Bloodline Tracer
Wondrous item, rare
This small dark steel vial is roughly 1 inch in diameter and 4.5 inches tall. When fully filled with blood, you can mentally input an age and name for the creature's blood and inputs all of that information into a database. After that, a vice will speak to the holder and tell what race the creature is, whether its blood matches any other input, and what other creatures it's related to if they are in the tracer's database. This database is stored in the tracer so any creature who touches it and speaks the command word can access the database.
Cornucopia of Sustenance
Wonderous Item, (rare)
The Cornucopia of Food has 4 charges. You may expend 1 charge to create 16 pounds of an assortment of food, chosen by the DM based on the biome/nation you're in. The cornucopia regains all charges daily at dawn.
Dark Shard
Weapon (longbow), legendary (requires attunement)
Magic Weapon. The Shard of darkness is a magic weapon that grants its wielder a +2 bonus to attack and damage rolls made with it.
Sentience. The Dark Shard is a ruthless but methodical killer. The bow has an Int of 18, a Wis of 15, and a Cha of 16. It also has blindsight out to 200 ft which it gives to the
wielder at the expense of their sight. The bow is Neutral Evil.
Arcane projectiles. The arrows shot from this bow deal 1d8 force damage as an ethereal arrow is projected and shot.
Memory thief. The Dark Shard has 15 charges. When you hit a creature you may choose to expend 1 or more charges to steal the memories of the creature. This process deals 1d10 psychic damage per charge expended to the victim and half as much to the wielder. The victim must make a DC 18 Wisdom saving throw or have a number of memories equal to the number of charges expended or half as many on a success.
Curse. The creature loses all sight except what the bow shows it through blindsight. After every attack, the wielder must roll a d20. On a 1, Dark Shard "possesses" its wielder turning them into the ultimate killing machine. In this form, all the wielder can do is attack or be directly beneficial to the bow but the wielder gains an additional 2 to attack and damage rolls, deals an additional 1d8 necrotic damage, and can make 1 additional attack per turn. After exiting this phase the wielder doesn't remember anything they did as the bow stole their memories of the slaughter. This phase lasts 1 minute.
Fog Orb
Wondrous item, common
This small glass orb has a smokey substance inside of it. As a bonus action, you can activate the orb and throw it up to 30 feet away. When it breaks, from the point it broke, a 15 foot radius sphere of fog heavily obscures the area.
Iron Woe
Weapon (club), very rare (requires attunement)
This +2 iron club deals 1d8 damage instead of its normal damage. Additionally, when you roll a critical hit, you can attack again as a part of the same attack.
Magnify Fracti Mundi Aqua
Wondrous Item, common
This small shard of a broken blade has the inscription "Water" in ancient Elvish. You may speak this item's command word to fill a 15-foot radius circle 5 feet deep or a 15ft x 15ft x 5ft area with water. After this use, you must wait until the next dawn to activate this ability again.
Magnify Fracti Mundi Ignis
Wondrous Item, common
This small shard of a broken blade has the inscription "Fire" in ancient Elvish. You may speak this item's command word to cause everything in a 15-foot radius circle 5 feet deep or a 15ft x 15ft x 5ft area to char and burn (at the DM's discretion). After this use, you must wait until the next dawn to activate this ability again.
Magnify Fracti Mundi Lux
Wondrous Item, common
This small shard of a broken blade has the inscription "Light" in ancient Elvish. You may speak this item's command word to cause everything in a 15-foot radius circle 5 feet deep or a 15ft x 15ft x 5ft area to shed bright light for 1 minute (at the DM's discretion). After this use, you must wait until the next dawn to activate this ability
again.
Magnify Fracti Mundi Naturae
Wondrous Item, common
This small shard of a broken blade has the inscription "Nature" in ancient Elvish. You may speak this item's command word to cause a 15-foot radius circle 5 feet deep or a 15ft x 15ft x 5ft area of plant life and foliage. After this use, you must wait until the next dawn to activate this ability again.
Magnify Fracti Mundi Tenebris
Wondrous Item, common
This small shard of a broken blade has the inscription "Darkness" in ancient Elvish. You may speak this item's command word to cause all light, magical or not, in a 15-foot radius circle 5 feet deep or a 15ft x 15ft x 5ft area to extinguish. After this use, you must wait until the next dawn to activate this ability again.
Magnify Fracti Mundi Terra
Wondrous Item, common
This small shard of a broken blade has the inscription "EARTH" in ancient Elvish. You may speak this items command word to excavate a 15-foot radius circle 5 feet deep or a 15ft x 15ft x 5ft area of soft earth or stone (at the DM's discretion). After this use, you must wait until the next dawn to activate this ability again.
Piercing Prison
Weapon (rapier), very rare
This thin +1 rapier has a handle made of a red crystal which is slightly opaque. This blade has 12 charges. When you touch a creature with the blade, you may expend 1 charge to attempt to trap it inside the handle if it is huge or smaller. If a creature is unwilling, they must make a DC 15 wisdom saving throw or be trapped inside the crystal. A willing creature can choose to waive the saving throw. You can also cast Maze from the sword by expending 12 charges, Hold Person for 4 charges, and Banishment for 8 charges requiring concentration for all. The rapier regains 1d10 + 2 charges daily at dawn.
Ring of Intercommunication
Wondrous item, very rare
This ring appears to be any other ring but is actually something much greater. The ring is connected to another ring and you can communicate telepathically with the wearer if they are within 2,000 feet. If they are outside of that range, you can instead cast the spell sending without any material components once per day only targeting the paired ring's wearer. To connect more rings together, the rings must be placed into a circle and meditated on by 1 person per ring for 1 hour which can coincide with a short rest. After this, all of the rings in that circle are connected together, allowing the wearers to communicate with all of the people wearing the connected rings.
Shadow Dragon Scale Sword
Weapon (longsword), varies (requires attunement by a Dragonborn or Half-Dragon of the same draconic lineage as the weapon)
This weapon, made with the scales of a shadow dragon, has the essence of that dragon imbued.
Rarity by age.
Wyrmling <6 years (Uncommon). +0 to attack and damage and +1 necrotic damage and damage of the dragon's original ancestry
Young <100 years (Rare). +1 to attack and damage and +1d4 necrotic damage and damage of the dragon's original ancestry
Adult <800 years (Very Rare). +2 to attack and damage and +1d8 necrotic damage and damage of the dragon's original ancestry
Ancient >800 years (Legendary). +3 to attack and damage and +1d12 necrotic damage and damage of the dragon's original ancestry
A sword made with adult or ancient scales can even defend the wielder and those around them from the breath of dragons similar to the one that this blade is made from.
When the wielder is caught in the breath of a dragon that is in correlation to that of the swords, they can use their reaction to part the breath in a cone behind them. Using this Ability the wielder automatically fails the saving throw but only takes half of the damage.
Slasher
Weapon (longsword), legendary (requires attunement)
This weapon ignores resistance to slashing damage.
When you roll a natural 20 on the attack roll, a creature wearing armor has its AC reduced by 2. A creature with no armor takes an extra 4d8 slashing damage. In addition, for 1 minute after that roll, the blade extends, giving it a reach of 10 feet and deals an extra 2d8 damage per hit. This timer resets whenever you roll a natural 20 on the attack roll.
Steed's Armor
Armor (plate), legendary (requires attunement by the creature wearing it and a rider)
This armor functions as +2 armor of any type. It also allows for a creature 1 size smaller than the attuned creature to use it as a mount. During combat, you can mount your steed as a bonus action requiring no skill check. Additionally, as this mount moves past you, you can use your reaction to instantly mount it. Any attacks the creature makes have a +2 bonus to attack and damage rolls and if the creature has claws but no attack with them, they gain a claw attack which can use either strength or dexterity( your choice) and deals 1d8 slashing damage.
Sword of the Gorgon
Weapon (longsword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
As an action you may will the blade to start excreting a paralyzing liquid. As a part of this action, you may make one attack with this weapon. You may use this ability only once per long rest.
The liquid stays on the blade for one minute or until you land an attack on a creature. When you hit a creature while the paralyzing liquid is on the blade it must make a DC 15 Constitution saving throw. On a success, nothing happens but on a failure, the creature is paralyzed for one minute. The creature can re-attempt the saving throw at the end of each of its turns. If a creature paralyzed in this manner is brought to 0 hitpoints their flesh turns to stone.
Weapon of Chaos
Weapon (any), very rare (requires attunement)
This weapon is made of a smattering of different material, all held together by undulating, chaotic, magic which grants a +2 bonus to attack and damage rolls with it. The first time you hit a creature with this weapon on your turn, you deal an additional 1d8 damage. To determine the type, roll on the damage type table below. Additionally, whenever you roll a natural 20 an an attack roll with this weapon, roll on the 20 chaos table. When you roll a natural 1 on an attack roll with this weapon, roll on the 1 chaos table
Damage Type Table
| Roll | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
20 Chaos Table
| Roll | Affect |
|---|---|
| 1 | For the next minute, you have an additional 1d8 bonus to your saving throws. |
| 2 | Your skin turns yellow for 1 hour. |
| 3 | Your strike deals an additional 2d10 damage of the weapons type. |
| 4 | Flowers grow from the ground in a 5 foot radius around you. |
| 5 | You cast polymorph on whatever you are attacking (DC 13) and turn them into a turtle. |
| 6 | You have the affects of the blink spell for the next minute. |
| 7 | You deal maximum damage on the attack. |
| 8 | You gain a fly speed of 60 feet for 1 minute. |
| 9 | An 15 foot, anti-magic, cone looks wherever you are looking for 1 minute. This originates from you. |
| 10 | You regain 4d10 hit points. |
| 11 | You gain 4d10 temporary hit points. |
| 12 | Your lips are merged together for 1 minute. You cannot speak while your lips are sealed but you have advantage on saving throws against inhaled elements. |
| 13 | Your hair falls out but grows back instantaneously 30 minutes later. |
| 14 | You teleport 30 feet away in a random direction. |
| 15 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
| 16 | You cast the silence spell centered on yourself. The effect moves with you. |
| 17 | You grow 1 size larger for 1 minute. |
| 18 | You shrink 1 size smaller for 1 minute. | 19 | Roll on this table every attack for the next minute. |
| 20 | Roll again. If you roll this again, then you take another turn after this one. |
1 Chaos Table
| Roll | Affect |
|---|---|
| 1 | You gain 1 level of exhaustion up to 3. |
| 2 | You are blinded for 1 minute. At the end of your turn, you can attempt a Constitution saving throw (DC 12) to end this effect. |
| 3 | Your speed is decreased by half for 1 minute. |
| 4 | Your AC decreases by 1. |
| 5 | You turn into a sheep by the rules of the polymorph spell. |
| 6 | Your max HP decreases by 2d6. |
| 7 | 1 of your limbs becomes sentient and protests loudly to anything you do. |
| 8 | You become poisoned for 1 minute. |
| 9 | For 1 hour, your skin starts to rot. This causes no physical harm but you have disadvantage on persuasion checks. |
| 10 | Your arms freeze for 1 round and you take 1d6 cold damage. You can't use your arms until they unfreeze. |
| 11 | You cast grease on yourself. |
| 12 | You cast fireball at 3rd-level centered on yourself. |
| 13 | Your hair falls out but grows back instantaneously 2 days later. |
| 14 | You teleport 30 feet away in a random direction. |
| 15 | You become deafened for 1 minute. At the end of your turn, you can attempt a Constitution saving throw (DC 12) to end this effect. |
| 16 | You cast the silence spell centered on yourself. The effect moves with you. |
| 17 | You grow 1 size larger for 1 minute. |
| 18 | You shrink 1 size smaller for 1 minute. |
| 19 | Roll on this table every attack for the next minute. |
| 20 | You fall unconscious until you take damage. |
Wind Blade of Striking
Weapon (any bladed weapon), rare (requires attunement)
The idea behind this weapon originated with a youthful leader of the Underdark who sacrificed himself for the greater good. This +1 weapon made from a material called dark steel, deals an additional 1d8 bludgeoning damage on a hit. Additionally, once per short or long rest,
you may cause a struck creature to be blasted with wind. If you use this ability, the creature must make a DC 15 Strength saving throw being, pushed back 15 feet on a failure.
Remnants of The Great War
Remnants are a weapon or item of immense power that were typically granted to the god-likes that were the champions of certain gods. Because of the last war happening nearly 6 and a half millennia ago, these remnants have been lost and forgotten, usually buried with their original user.
Destroying a Remnant
To destroy an item with power as great as one of the remnants is a difficult feat that is slow and grueling. The "easiest" way to destroy one is to return it to the place it was forged and leave it their in fire for 2 centuries. But, unfortunately, not all of the remnants were forged in fire. In that case, you must plead your case to the god or power who created that remnant, or who that remnant was created from, to destroy it. If they agree, it must be bathed in the blood of that power for 1 century before it finally is destroyed.
Chapter 5: Customization
Multiclassing
Prerequisites
To be able to multiclass into a new class, you need to meet the prerequisite for both your current and your new class. The prerequisites are on the table below.
Multiclassing Prerequisites
| Class | Ability Score minimum |
|---|---|
| Arcane Warrior | Strength 13 or Dexterity 13 and Intelligence 13 |
| Gunslinger | Dexterity 13 |
Proficiencies
Multiclassing Proficiencies
| Class | Proficiencies |
|---|---|
| Arcane Warrior | Light Armor, Medium Armor, heavy Armor, Shields |
| Gunslinger | Light Armor, Simple Weapons, and Smith's Tools |
Feats
Accurate Eye
You have honed your sight to that higher than even some of the watchers of kingdoms or boats and docks. You gain the following benefits.
- Your Wisdom score is increased by 1 to a maximum of 20.
- You gain proficiency an expertise in the perception skill
- You have advantage on perception checks that rely on sight
Adaptive Mind
When learning a new thing such as a skill or tool, your adaptive mind accepts the information more readily. If you learn a new skill through the down time activity, it takes half as long as it normally would.
Aerial Acrobat
Prerequisite: Dexterity 15 or higher You know how to maneuver you body to best absorb falls. When you take this feat, you gain the following benefits:
- You have resistance to damage from falling or being thrown into something physically.
- You can treat falls as a number of feet shorter equal to your Dexterity modifier x 5 to a minimum of 10.
Expert
You have honed your skills so far as to be considered an expert. When you take this feat, you gain expertise with 2 skills of your choice, you can take this feat more than once.
Mind Reach
Prerequisite: Shardmind
Your alien mind has realized its potential to reach the minds of others to communicate. You may reach your mind out to connect with the mind of another creature and communicate telepathically. This telepathy is communication through emotions instead of actually language so anything with an Intelligence score higher than 1 can understand your meaning and communicate back.
Precise Movements
Prerequisite: Dexterity score of 13 or higher
You are quick on your feet and adaptive to your environment. When you take this feat, you gain the following benefits:
- Your Dexterity score increases by 1.
- You have advantage on saving throws made to keep your balance or not be pushed/grappled.
- Difficult terrain doesn't effect you.
Quick Work
You are especially adept at preforming tasks at which you have been trained to do. When you take an action to make a skill check, if you are proficient with that skill, it intsead only takes 1 bonus action. If you have expertise in that skill, it takes only 1 free action.
Stunning
You are adept at finding the perfect place to use blunt weapons to cause a massive impact.
When you have advantage on an attack and that attack hits, there is a chance to stun the target. The target must make a Constitution saving throw, DC equaling the bludgeoning damage it took, being stunned until the end of your next turn on a failure.
Tinkerer
You're adept at tinkering and making things with your hands. You gain the following benefits.
- Your Dexterity score increases by 1.
- You gain proficiency with tinker's tools. If you already have proficiency with tinker's tool you may choose another set artisan's tools.
- While trying to replicate a preexisting object be it one of your own or something else, you have advantage if you have the object with you.
Tough as Nails
Your body is trained to be able to take hits, even when you aren't able to be mentally present. When you take this feat, you gain the following benefits:
- Your Constitution score increases by 1 point.
- You have advantage on death saving throws.
- While unconscious, a critical hit only causes you to fail 1 dath saving throw.
- While unconscious, your AC increases by 2.
Unstoppable
Prerequisite: An ability which stops you from being reduced to 0 hit points and returns you to some hit points
You have conditioned your body to keep fighting, even after it shouldn't be able to. When you take this feat, if an ability would bring you back to 1 hit point, it instead brings you back to 1/8 of your maximum hit points.
Whale's Breath
Your lungs are greatly increased in capacity. You can hold you breath for a number of minutes equal to twice your Constitution modifier (minimum of 3 minutes). You, additionally, have advantage on saving throws against inhaling something.
Alternate Level 20 Abilities
As I'm sure we all know, some of the level 20 abilities for the classes are just underwhelming to say the least. I'm going to fix that. This will not have alternate level 20 abilities for all of the classes as some of them, such as the druid's or barbarian's ability, are quite good.
Warlock
As much as other classes have poor level 20 abilities, I think that the worst offender is the Warlock. You are granted immense power by your patron and all you can do is spend a minute asking your patron to replenish your spell slots once per day? What I'm going to do for this class is very similar to the Paladin level 20 abilities. Each subclass will gain a level 20 ability that thematically makes sense.
Hexblade's Shell (The Hexblade)
At 20th level, you can use your bonus action to have your patron can empower your strikes and shroud you in their being making you an avatar of your patron for 1 minute. While in this state you gain the following abilities:
- You have 50 temporary hit points.
- If you don't have a weapon, a spectral version of your patron manifests in your hands. You are proficient with this weapon and you can use your Charisma instead of strength or Dexterity while wielding it.
- You can make 3 weapon attacks when you take the attack action unless you already have more.
- You deal extra weapon damage equal to your charisma modifier on one attack per turn.
- You can cast a spell that has a bonus action casting time in place of an attack.
You can use this ability once per short or long rest.
Fiend's Retribution (The Fiend)
At 20th level, your spells and abilities that deal fire damage ignore resistance and immunity to fire damage. Additionally, when you take fire damage, you may use your reaction to teleport up to 120 feet to a place you can see. When you teleport in this manner, you deal 3d12 fire damage to any creature you choose within 15 feet of either where you teleported from or where you teleported to.
Mind Melt (The Great Old One)
At 20th level, you can use the power of your patron to temporarily distort the minds of those around you. As an action on your turn, you can cause a number of creatures equal to your Charisma modifier. Those creatures must make a Wisdom saving throw, being affected on a failure and taking 10d10 psychic damage on a success. A creature that fails this saving throw is subjected to a vision. The creatures can only see your patron. When a creature starts their turn in this vision, it takes 10d10 psychic damage and is forced to end its turn. A creature can make another saving throw at the end of their turn. On a success, they break free of the vision and take 5d10 psychic damage. Gods, archfey, and aberrations are immune to this ability. You can use this ability once per long rest.
Fey Fortitude (The Archfey)
At 20th level, your patron has bestowed their mental fortitude upon you. You gain the following benefits:
- You are immune to being charmed, stunned, and frightened.
- You cannot be put to sleep by magical means.
- You no longer need to sleep. Instead you must complete 8 hours of light activity such as keeping watch or reading.
- You have advantage on Wisdom and Charisma saving throws.
Holy Avatar (The Celestial)
At 20th level, you gain the ability to wrap yourself is divine energy from you god. As a bonus action, you can activate this ability and gain the following benefits:
- Your AC increases by 2.
- You regain 2d6 hit points at the start of your turn.
- You gain a 60 foot fly speed.
- All of your attacks deal an additional 1d8 radiant damage.
This form lasts for 1 minute and can be used once per short or long rest.
Bard
The Bard's bardic inspiration ability is a key part of the class so what happens when you start a combat and you don't have any? WOTC says that they should regain one use if they don't have any. I say otherwise.
Superior Inspiration
Your bardic inspiration no longer has a limit on uses. This includes abilities that use bardic inspiration such as cutting words from the college of lore subclass.
Monk
Similar to the bard, the main ability for monks is their ki points and 4 ki points won't do much in a combat scenario. How about we upgrade this so that they can earn ki points back and another ability?
True Perfection
You have molded you body to perfection and can even access the ki of others. When you make a critical hit with a monk weapon or an unarmed attack, or you kill a creature, you regain 2 ki points. Additionally, you have unlocked how to make a copy of yourself from pure ki energy. You can expend 8 ki points to make a copy of yourself. This copy has the same scores and abilities as you with the exception that it has 20 hit points. Roll initiative for your copy. This copy lasts for 1 hour or until you create another. When the copy is destroyed or dismissed, you learn everything that it learned.
Chapter 6: Bestiary
This bestiary contains creatures that can be used in almost any campaign setting but have originated from the Author's campaign THE HEROES OF ABBEROTH. Monsters come in all shapes and sizes and from different areas not even known to the main populous of Abberoth.
Phakyon
Phakyon are a race of semi-human individuals who feast on flesh. These creatures have refined speech and movement as they have had to blend in with society for years. A tall creature, standing roughly 8 feet tall with elongated features. Slim and scrawny but stronger than many giants even. Its arms are elongated and fall down to its thighs. Its legs are elongated as well. It has no genitals and never wears clothes. Its skin is a similar color to the humans native to the area it lives. Its head is large and lacks eyes and ears though it does have small holes to hear from. It also lacks a nose and instead has 2 reptilian-like nose flaps. Most frightening of all is its mouth. Its mouth stretches from the lower portion of its head to just under its ear holes filled with massive, jagged, and broken teeth. Behind the teeth lies a large tongue.
Phakyon
Medium humanoid, chaotic neutral
- Armor Class 19 (Natural Armor)
- Hit Points 210 (20d10 + 80)
- Speed 40 feet
STR DEX CON INT WIS CHA 26 (+8) 20 (+5) 19 (+4) 15 (+2) 10 (+0) 18 (+4)
- Saving Throws Str +12, Dex +9
- Skills Acrobatics +9, Athletics +12
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Condition Immunities Paralyzed
- Senses Passive Perception 10
- Languages Any three languages of the DM's choosing
- Challenge 10 (5,900 XP)
Disguise the Beast. The Phakyon can cast disguise self at will without using verbal, somatic, or material components. The DC to see through the illusion is 20.
Charming Words. Any creature the Phakyon has spoken to for 1 minute or more must make a DC 18 Wisdom saving throw. On a failure, the creature treats all creatures it can see around it for the first round as good friends. This effect ends if the Phakyon damages the creature or after one hour.
Consume Essence. Every 30 piercing damage done to a creature heals the Phakyon for 15 hit points.
Actions
Multiattack. The Phakyon makes two claw attacks and one bite attack.
Claw. Melee Weapon Attack: +12 to hit, Reach 10 ft., one target. Hit: 21 (2d10 + 8) slashing damage.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 34 (4d10 + 8) piercing damage plus 14 (4d6) poison. Additionally, a creature hit by the Phakyon's bite attack must make a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature may attempt the saving throw at the end of its turns.
Phakyon Variant: Tendril Finger
A Phakyon Tendril Finger is the same as a normal Phakyon with the exception of its extremely long fingers. To make a Phakyon a Tendril Finger, replace its claw ability with the following:
Claw. Melee Weapon Attack: +12 to hit, Reach 40 ft., one target. Hit: 21 (2d10 + 8) slashing damage. The target must make a contested athletics check or be grappled. A creature grappled in this way is considered restrained. As a part of a claw attack against the grappled creature, the Phakyon can move the creature 40 feet in any direction. If this would slam a creature against a hard surface they take fall damage as if they fell from that height. If it is slammed into another creature this way, both creatures would take half the falling damage, and the creature that isn't grappled must make a Strength saving throw DC 10 + 1 per 10 feet the creature moved or be knocked prone.
The Ring Keepers
The ring keepers are a group of 7 creatures made through magical means by the wizard Ulvobaaz. These keepers protect the 7 artifacts known as the lost rings of Ulvobaaz. Each one poses a different challenge and if you succeed, you will gain that ring of Ulvobaaz.
Ring Keeper Frost Fire
Huge dragon, unaligned
- Armor Class 21 (Natural Armor)
- Hit Points 240 (20d12 + 100)
- Speed 40 ft., fly 70 ft.
STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 20 (+5) 10 (+0) 18 (+4) 19 (+4)
- Saving Throws Str +12, Con +10
- Skills Perception +9
- Damage Resistances Cold, Fire, Psychic, Damage from Spells
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
- Languages Understands all but can only speak falteringly
- Challenge 13 (10,000 XP)
Legendary Resistance (3/Day). If the keeper fails a saving throw, it can choose to succeed instead.
Arcane Experiment (Mythic Trait; Recharges after a Short or Long Rest). When the keeper is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the damage causes a split in the scales of the keeper, exposing the Ring of Frostfire embedded in the heart of the creature. The heart has 150 hit points and an AC of 22 but all attacks aimed toward the heart have disadvantage. Any attack that hits the heart is an automatic critical hit.
Innate Spellcasting. The keeper's innate spellcasting ability is Charisma. It can innately cast the following spells without requiring components.
At will: firebolt, ray of frost
3/day each: invisibility, shield, magnify gravity
1/day each: fireball, polymorph
Actions
Multiattack. The keeper can use its frightful presence and makes 2 attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 28 (3d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 19 (2d10 + 7) piercing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., 1 target. Hit: 21 (2d10 + 7) piercing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath of Frost and Fire (Recharge 5-6). The keeper exhales frostfire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 28 (7d6) fire damage and 28 (7d6) cold damage or half as much damage on a successful one.
Chapter 7: Spells
Spell Lists
Arcane Combatant
Cantrips (0 Level)
- Blade War
- Blood Infusion
- Blood Letting
- Booming Blade
- Chill Touch
- Control Blood
- Control Flames
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Friends
- Green-Flame Blade
- Improved True Strike
- Light
- Mage Hand
- Magic Stone
- Mending
- Message
- Minor Illusion
- Prestidigitation
- Produce Flame
- Ray of Frost
- Shocking Grasp
- Spiked Clot
- Sword Burst
- Thousand Cuts
- Water to Blood
1st Level
- Alarm
- Bane
- Bi-Planar Sheath
- Blood Reading
- Chaos Bolt
- Charm Person
- Chromatic Orb
- Color Spray
- Command
- Compelled Duel
- Comprehend Languages
- Create or Destroy Water
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Ensnaring Strike
- Faerie Fire
- Feather Fall
- Find Familiar
- Grease
- Guarding
- Ice Knife
- Identify
- Jump
- Mage Armor
- Magic Missile
- Purify Food and Drink
- Rarvir's All-Nighter
- Revitalize
- Shield
- Sleep
- Snare
- Thunderous Smite
- Thunderwave
2nd Level
- Aganazzar's Scorcher
- Alter Self
- Arcane Lock
- Barkskin
- Bleeding Rain
- Bleeding Vulnerability
- Blindness/Deafness
- Blood Armor
- Blood Familiar
- Blur
- Branding Smite
- Calm Emotions
- Cloud of Daggers
- Cordon of Arrows
- Crown of Madness
- Crusted Blood
- Darkness
- Darkvision
- Detect Thoughts
- Dragon's Breath
- Earth Bind
- Enlarge/Reduce
- Find Traps
- Flame Blade
- Flaming Sphere
- Fortune’s Favor
- Gentle Repose
- Gift of Gab
- Heat Metal
- Hold Person
- Invisibility
- Knock
- Levitate
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- Rope Trick
- Scorching Ray
- See Invisibility
- Shadow Blade
- Shatter
- Silence
- Solemnity
- Spider Climb
- Suggestion
- Vivid Clarity
3rd Level
- Bezoar
- Blinding Strike
- Blink
- Boiling Blood
- Caustic Blood
- Counterspell
- Daylight
- Dispel Magic
- Dissolve
- Fear
- Feign Death
- Fireball
- Fly
- Galder's Tower
- Glyph of Warding
- Haruspicy
- Haste
- Leomund's Tiny Hut
- Lightning Bolt
- Magic Circle
- Major Image
- Nondetection
- Remove Curse
- Repudiate
- Sanguine Knife
- Sending
- Slow
- Stinking Cloud
- Summon Elemental
- Summon Lesser Demon
- Thunder Step
- Tidal Wave
- Tongues
- Vampiric Touch
- Water Breathing
- Water Walk
4th Level
- Arcane Eye
- Banishment
- Blight
- Charm Monster
- Confusion
- Control Water
- Death Ward
- Dimension Door
- Dominate Beast
- Fabricate
- Fire Shield
- Gaze of Æther
- Greater Invisibility
- Hemolysis
- Leomund's Secret Chest
- Locate Creature
- Mordenkainen's Private Sanctum
- Otiluke's Resilient Sphere
- Phantasmal Killer
- Polymorph
- Rarvir's All-Nighter
- Sanguine Serpent
- Shadow of Moil
- Split Reaction
- Staggering Smite
- Static Discharge
- Stone Shape
- Summon Greater Demon
- Undetectable Infection
- Vitriolic Sphere
- Wall of Fire
5th Level
- Antilife Shell
- Banishing Smite
- Bigby's Hand
- Blood Vault
- Bloody Sword and Shield
- Circle of Power
- Cloudkill
- Cone of Cold
- Contact Other Plane
- Contagion
- Creation
- Dawn
- Destructive Wave
- Dream
- Energy Bastion
- Enervation
- Eye of Desolation
- Far Step
- Flame Strike
- Hold Monster
- Legend Lore
- Maelstrom
- Mislead
- Modify Memory
- Passwall
- Planar Binding
- Scrying
- Seeming
- Steel Wind Strike
- Telekinesis
- Teleportation Circle
- Transmute Rock
- Wall of Blood
- Wall of Force
6th Level
- Arcane Gate
- Blade Barrier
- Blood Eagle
- Blood Ward
- Bones of Earth
- Chain Lightning
- Circle of Death
- Contingency
- Create Homunculus
- Disintegrate
- Eyebite
- Find the Path
- Forbiddance
- Guards and Wards
- Harm
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Mass Suggestion
- Otiluke's Freezing Sphere
- Otto's Irresistible Dance
- Programmed Illusion
- Scatter
- Tenser's Transformation
- True Seeing
- Wall of Ice
- Wall of Thorns
7th Level
- Blood Plague
- Bloody Spear
- Crown of Stars
- Delayed Blast Fireball
- Etherealness
- Finger of Death
- Fire Storm
- Force Cage
- Mirage Arcane
- Mordenkainen's Magnificent Mansion
- Mordenkainen's Sword
- Plane Shift
- Power Word Pain
- Prismatic Spray
- Project Image
- Reverse Gravity
- Sanguine Shroud
- Sequester
- Simulacrum
- Symbol
- Teleport
8th Level
- Abi-Dalzim's Horrid Wilting
- Antimagic Field
- Antipathy/Sympathy
- Blood Circle
- Demiplane
- Dominate Monster
- Earthquake
- Feeblemind
- Illusory Dragon
- Incendiary Cloud
- Maze
- Mighty Fortress
- Mind Blank
- Power Word Stun
- Stroke
- Sunburst
- Telepathy
9th Level
- Astral Projection
- Blade of Disaster
- Flash
- Foresight
- Gate
- Hemostasis
- Icy Plane
- Invulnerability
- Last Resort
- Meteor Swarm
- Power Word Kill
- Psychic Scream
- Shroud
- Subsuming Vortex
- Time Stop
- True Polymorph
- True Resurrection
- Uronin's Binding Chains
- Wish
Bard
Cantrip
- Blood Infusion
- Control Blood
- Improved True Strike
- Spiked Clot
- Water to Blood
1st Level
- Blood Reading
- Guarding
- Rarvir’s All-Nighter
- Revitalize
2nd Level
- Bleeding Rain
- Bleeding Vulnerability
- Blood Armor
- Blood Familiar
- Solemnity
- Vivid Clarity
3rd Level
- Bezoar
- Boiling Blood
- Caustic Blood
- Dissolve
- Repudiate
- Sanguine Knife
4th Level
- Gaze of Æther
- Hemolysis
- Sanguine Serpent
- Split Reaction
- Static Discharge
5th Level
- Blood Vault
- Energy Bastion
- Eye of Desolation
- Wall of Blood
6th Level
- Blood Eagle
- Blood Ward
7th Level
- Blood Plague
- Bloody Spear
- Sanguine Shroud
8th Level
- Blood Circle
- Stroke
9th Level
- Extract Soul
- Flash
- Hemostasis
- Icey Plane
- Last Resort
- Shroud
- Subsuming Vortex
- Tulrun’s Tracer
- Uronin's Binding Chains
Cleric
Cantrip
- Blood Letting
2nd Level
- Bleeding Vulnerability
- Blood Armor
- Solemnity
- Vivid Clarity
3rd Level
- Repudiate
- Sanguine Knife
4th Level
- Static Discharge
- Undetectable Infection
6th Level
- Blood Eagle
- Staunch Defender
9th Level
- Flash
Druid
Cantrip
- Blood Infusion
- Blood Letting
2nd Level
- Bleeding Vulnerability
7th level
- Blood Plague
- Sanguine Shroud
Paladin
1st Level
- Guarding
2nd Level
- Solemnity
- Vivid Clarity
3rd Level
- Bezoar
- Repudiate
4th Level
- Gaze of Æther
5th Level
- Energy Bastion
Ranger
1st Level
- Guarding
2nd Level
- Solemnity
- Vivid Clarity
3rd Level
- Bezoar
- Repudiate
4th Level
- Gaze of Æther
5th level
- Eye of Desolation
Sorcerer
Cantrips (0 Level)
- Control Blood
- Improved True Strike
- Spiked Clot
- Thousand Cuts
- Water to Blood
1st Level
- Blood Reading
- Revitalize
2nd Level
- Bleeding Rain
- Crusted Blood
- Vivid Clarity
3rd Level
- Boiling Blood
- Caustic Blood
4th Level
- Gaze of Æther
- Hemolysis
- Sanguine Serpent
- Split Reaction
- Static Discharge
5th Level
- Blood Vault
- Wall of Blood
6th Level
- Blood Eagle
- Blood Ward
7th Level
- Blood Plague
- Blood Spear
8th Level
- Blood Circle
- Stroke
9th Level
- Flash
- Icy Plane
- Last Resort
- Shroud
- Subsuming Vortex
Warlock
Cantrips (0 Level)
- Blood Infusion
- Blood Letting
- Improved True Strike
1st Level
- Rarvir's All-Nighter
- Revitalize
3rd Level
- Bezoar
- Dissolve
4th Level
- Sanguine Serpent
- Static Discharge
9th Level
- Extract Soul
- Subsuming Vortex
Wizard
Cantrips (0 Level)
- Blood Infusion
- Blood Letting
- Control Blood
- Improved True Strike
- Spiked Clot
- Thousand Cuts
- Water to Blood
1st Level
- Bleeding Pen
- Blood Reading
- Revitalize
- Tulrun's Tracer
2nd Level
- Bleeding Rain
- Blood Armor
- Blood Familiar
- Crusted Blood
- Guarding
- Solemnity
- Vivid Clarity
3rd Level
- Bezoar
- Boiling Blood
- Caustic Blood
- Dissolve
- Haruspicy
- Repudiate
4th Level
- Gaze of Æther
- Hemolysis
- Rarvir's All-Nighter
- Static Discharge
- Split Reaction
- Sanguine Serpent
- Undetectable Infection
5th Level
- Blood Vault
- Energy Bastion
- Eye of Desolation
- Wall of Blood
6th Level
- Blood Eagle
- Blood Ward
7th Level
- Blood Plague
- Bloody Spear
- Sanguine Shroud
8th Level
- Blood Circle
- Stroke
9th Level
- Extract Soul
- Flash
- Hemostasis
- Icy Plane
- Last Resort
- Shroud
- Subsuming Vortex
- Uronin's Binding Chains
Spell Description
The spells are presented in alphabetical order.
Bezoar
3rd level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small piece of jade worth 25 gp which the spell consumes)
- Duration: Instantaneous
You touch a creature and cure it of all diseases and poisons afflicting it. The creature coughs up a small oily bay called a bezoar which contains the essence of the disease. Ingesting the bezoar transfers those diseases to the creature which ingested it. If it is placed in water, it can infect up to 1000 gallons of water. You are immune to any bezoars made by you.
Bi-Planar Sheath
1st-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a leather pouch)
- Duration: 24 hours
As you gesture your hands, weak planar magic forms around them into a small interdimensional portal. You may place 1 weapon into the portal at which point the portal closes. As a bonus action you may summon the portal and remove a number of items from it equal to the number of hands you have. This can only be dispelled if it is used in an anti magic zone or if a dispel magic spell is cast on the portals. every time you cast this spell again, the new item goes into the same holding area.
At Higher Levels: When you cast this at a level higher than 1st, you may stow an additional weapon in the demi-plane. For example, if you cast this spell at 2nd level, you may stow 2 weapons, 3 at 3rd, 4 at 4th, and so on.
Bleeding Pen
1st-level Hemomancy
- Casting Time: 1 minute (ritual)
- Range: Touch
- Components: V, S, M (a quill infused with the blood of the caster)
- Duration: Until dispelled
You can attempt to learn a wizard spell from a spellcaster within 24 hours of his or her death. You pierce the corpse with the specially prepared quill and as it siphons the blood from the cadaver, select one wizard spell prepared or known to the deceased spellcaster. The spell must be of a level for which you have a spell slot and you must make an Intelligence (Arcana) check to determine whether the quill absorbs it successfully. The DC equals 10 + the
spell's level. On a failed check, the spell ends and consumes the quill. Once the quill absorbs the spell, you may take the time to transcribe it into your spellbook using the normal rules for copying a spell. The quill crumbles into dust once you copy the absorbed spell into a spellbook, whichever happens first.
Bleeding Rain
2nd-level hemomancy
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a dead bombardier beetle)
- Duration: Instantaneous
Touch the beetle than extending an outstretched hand towards the corpse of a creature. The creature's organs and blood explode in a 15 foot radius shower of scorching hot blood. Any creature within the radius must make a Dexterity saving throw, taking 3d6 fire damage on a failure or half as much 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.
Bleeding Vulnerability
2nd-level hemomancy
- Casting Time: 1 reaction, which you take when a creature within 30 feet of you takes damage
- Range: 30 feet
- Components: V, S, M (a needle infused with the casters blood)
- Duration: Instantaneous
The target temporarily has their resistances yanked from its form through its blood. The target takes additional necrotic damage equal to half of the damage done by the attack ignoring resistances and immunities. A creature without blood is immune to the affect of this spell.
At Higher Levels: When cast at 5th level or higher, the target takes necrotic damage equal to the damage dealt by the attack.
Blood Armor
2nd level hemomancy
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: 12 hours
You prick you finger and the blood from wound winds up your body protecting your most vital areas. Your AC equals 10 + your spellcasting modifier unless its already higher.
Blood Circle
8th-level hemomancy
- Casting Time: 10 minutes
- Range: self (60 foot radius)
- Components: V, S, M (3 gallons of fresh blood which the spell consumes)
- Duration: 8 hours
You attempt to connect a creature to this circle and its life force. You draw an arcane circle out of blood and finish it with a splash of the desired targets blood in the center. There are 2 possible effects that this spell can have and must be chosen when the caster finishes casting the spell. If you cast this spell in the same place for 100 consecutive days, it becomes permanent.
Effect 1. The creature bound to the circle by blood has resistance to all damage except psychic damage while inside the circle. Additionally, any healing magic is immediately redirected to the blood bound creature unless the creature does not wish it to. Lastly, the creature gains life equal to half of any piercing and slashing damage dealt within the circle if the target has blood.
Effect 2. After entering the circle, the creature cannot leave the circle as long as the circle still stands. The target deals half damage on all attacks has its movement speed halved. Lastly, while in the circle, the creature cannot regain hit points and all damage done to it reduces its maximum hit points by that much until it finishes a long rest outside of the circle.
At Higher Levels: When cast at 9th level, you can have both effects at the same time with 2 different bound creatures for each.
Blood Eagle
6th-level hemomancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (the wings of an eagle)
- Duration: Concentration, up to 1 minute
You wave the eagle wings and thrust them into the target. The target must make a Constitution saving throw. On a failure, the creature takes 8d8 necrotic damage, is poisoned, and loses any ability to fly if it had one. A creature poisoned in this way can't regain hit points, has its speed reduced to half, and takes 2d8 necrotic damage at the start of each of its turns. On a success, the target takes half damage and isn't poisoned. A poisoned creature can make a Constitution saving throw on their
turn ending the spell on itself on a success.
At Higher Levels: When cast at a level above 6th, you can target an additional creature per level higher.
Blood Familiar
2nd-level hemomancy
- Casting Time: 30 minutes (ritual)
- Range: Self
- Components: V, S, M (a small statue in the shape of the familiar you wish to have, a wrought iron bowl, and enough of the casters blood to fill the bowl)
- Duration: Instantaneous
You meditate on the bowl and the blood, willing it to form into the form you have provided it with. As the spell ends, the blood, semi-coagulated, forms into the shape of the statue though still obviously made of blood. The forms that the Blood Familiar can take are up to the DM. A familiar made in this manner has hit points equal to your total level but is otherwise identical to the form it takes. It can communicate with you telepathically while within 100 feet of you and you can see through its senses while within 500 feet. While seeing through it your body is blind and deaf.
Blood Infusion
hemomancy catrip
- Casting Time: 1 minute
- Range: self
- Components: V, S, M (a cup of the casters blood drawn no more than 1 hour ago and the item wished to be transfused)
- Duration: Indefinite
You lay the item you wish to infuse with your blood in the blood you have drawn from yourself. After 1 minute, the item absorbs all of the blood that it lays in taking on a reddish hue.
The Infusion of Blood
Any creature can infuse an item with their blood by letting it lay in it for 48 hours without disturbing it. The Blood Infusion spell is to speed up that process in the case that a caster might need something infused much quicker.
Blood Letting
Hemomancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
As you cut the flesh of yourself or a companion, you deal 1d6 necrotic damage which ignores resistances and immunities. The target can make an attempt to save against the poison or disease affecting it with a bonus equal to the necrotic damage it took.
Blood Plague
7th-level hemomancy
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (the blood of a diseased creature which the spell consumes)
- Duration: Concentration, up to 1 minute
You draw blood from yourself and mix it with the diseased blood before hurling it into the air. It streaks towards up to 3 targets you can see within range. The targets must make a Constitution saving throw. On a failure, the creature takes 7d8 necrotic damage and is infected for the duration of the spell. On a success, the target takes half damage and isn't infected. A creature infected by this spell is poisoned, can't regain hit points, and whenever they take slashing or piercing damage, they take an additional 2d6 necrotic damage as the wound bleeds profusely. An infected creature can attempt to make a Constitution saving throw as their action, ending the spell on themselves on a success. A creature without blood is immune to this spell.
At Higher Levels: When cast at 8th level or higher, the number of targets increases by 2 per level and the base damage increases by 1d8 per level. At 9th level, the lasting damage increases to 3d8 instead of 2d6.
Blood reading
1st-level hemomancy
- Casting Time: 1 minute (ritual)
- Range: Self
- Components: V, S, M (at least 1 ounce of the targets blood)
- Duration: Instantaneous
You weave dark magic to pull information out of at least one ounce of blood (or around 30 grams) which the spell consumes as a material component. This blood must have come from a creature that is alive or has been dead for
less than 1 hour, and the spell fails without enough blood to use. Choose two of the following options below each time you cast the spell to determine what information about the creature you learn from its blood:
- You learn the creature's type and its maximum hit points. You also learn all its resistances, vulnerabilities, and immunities.
- You learn the direction to the creature, and you learn if it is within 1 mile, within 100 miles, or beyond that (which also includes other planes of existence).
- You learn the identity of any poisons, diseases, curses, and blessings affecting the creature. Successful knowledge checks may also grant you insight into the nature and function of these conditions.
- You learn if the creature's blood contains any special magic, such as the healing properties of a unicorn's blood, or the ritual magic uses for some kinds of fiends' blood.
- If the blood is mixed with the blood of another creature, the mixture will glow bright red if the one of the two creatures is the parent, offspring, or sibling of the other.
When you cast the spell, if the target is still alive, it feels a tingling sensation in its veins and knows the exact direction to you, though it doesn't necessarily know who you are or what you are doing.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional option for each slot level above 1st.
Bloody Spear
7th-level hemomancy
- Casting Time: 1 action
- Range: Self (120 feet Line)
- Components: S, M (a ruby worth at least 100 gp)
- Duration: Instantaneous
Using blood from open wounds or opening a wound for for it, a spear of pure hematic energy shoots forward and immense speed in a 5-foot-wide, 120-foot-long line originating from you. You take 4d8 necrotic damage ignoring resistances and immunities.
Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 8d8+40 necrotic damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned.
While a creature is poisoned by this spell, they can't regain hit points. A poisoned creature can make a constitution saving throw at the end of each of its turns, ending the poisoned condition on a success.
At Higher Levels: When cast at a level higher than 7th, the damage of the spear increases by 2d8 per level.
Bloody Sword and Shield
5th-level hemomancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small ornamental iron shield and sword worth 15 gp each and a vial of blood)
- Duration: 1 hour
Temporarily, the small shield and sword and blood become a regular sized shield and sword made of flowing blood. These items do not restrict the casting of spells and you are considered proficient with them while using the spell.
The shield increases your AC by half of your spellcasting modifier and grants you resistance to necrotic damage. While you have the shield you also have 40 temporary hit points.
As an action, you can make a melee spell attack with the sword. The sword deals 4d6 necrotic damage + your spellcasting modifier and rolls a critical hit on a 19 or 20 on the die. On a critical hit, you gain hit points equal to the damage you dealt.
At Higher Levels: When you cast this spell at a level higher than 5th, the temporary hit points you gain from the shield increase by 10. For every 2 levels higher than 5th you cast this spell, the sword deals an additional 1d6.
Blood Vault
5th-level hemomancy
- Casting Time: 1 minute (ritual)
- Range: 5 feet
- Components: V, S, M (a crimson colored ruby worth at least 500 gp)
- Duration: Until Dispelled
You place the ruby down in front of you and touch it and any number of items within range that weigh no more than 1000 pounds in total. These items all are absorbed into the gem. Then you must cut yourself deep enough to draw blood at which point the gem fuses with your blood and flows within your veins. When you wish to retrieve something from the vault, you make a cut that draws blood and focus for 1 minute on the item you wish to withdraw from the gem. After the minute, the item appears in your hand or at your feat if it is to big to fit in your hand.
Blood Ward
6th-level hemomancy
- Casting Time: 1 minute (ritual)
- Range: 30 feet
- Components: V, S, M (a small piece of glass tinted red by blood)
- Duration: 24 hours
You present the small pane and mutter an incantation as the pane shoots forward to a place of your choosing within range. A red translucent wall up to 30 feet by 30 feet forms which also crosses over to the ethereal plane as do all of the following effects. Any creature you designate at casting can cross through the barrier. You also may also
designate more by taking 1 ounce of their blood and scattering it across the wall. You can allow other creature to designate more creatures by mixing their blood with 1 gp worth og gold dust and scattering it across the wall. Only you the caster, are able to give the ability to designate more allowed creatures. A creature that is not designated must make a Constitution saving throw taking 8d8 necrotic damage on a failure or half as much on a success. Whether the creature fails or succeeds, they cannot cross through the barrier.
If you cast this spell in the same place every day for 100 days, the barrier becomes permanent. After the barrier becomes permanent, it can only be dispelled by a dispel magic cast at 9th level or a wish spell.
Boiling Blood
3rd-level hemomancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of sulfur mixed with blood)
- Duration: Concentration, up to 1 minute
You wave your hands and a creature within range must make a Constitution saving throw. On a failure, the creatures blood starts to boil and the creature takes 3d6 fire damage. The creature also takes 1d6 fire damage at the start of each of its turns.
The creature can attempt a Constitution saving throw at the end of its turn, ending the spell on itself on a success.
At Higher Levels: When you cast this spell at a level higher than 3rd, the initial damage increases by 2d6. When cast at 6th level, the continuous damage increases to 2d6.
Caustic Blood
3rd-level hemomancy
- Casting Time: 1 action
- Range: 45 feet
- Components: V, S, M (the acid of an Ankheg)
- Duration: Instantaneous
A drop of acid shoots forth from your hand and enters the target's bloodstream. The target must make a Constitution saving throw. On a failure, the creature takes 5d6 acid damage and is poisoned for 1 minute. On a success, the creature takes half damage and is not poisoned. A poisoned creature can attempt a Constitution saving trow at the end of each of its turns ending the effect of a success.
Control Blood
Hemomancy catrip
- Casting Time: 1 acton
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous or 1 hour (see below)
You pool of blood with no more than 40 gallons you can see within range. You can manipulate it in the following ways:
- You can instantaneously move the blood up to 5 feet in any direction though not with enough force to cause damage.
- You can cause the blood to coagulate or completely harden. This lasts for 1 hour.
- If a creature is willing or unconscious with 0 hit points, you may cause the blood lost to reenter its body and close the outside wounds. This causes the creature to become stabilized. This lasts for 1 hour. this means that if the creature is still unconscious when the hour is over it will start making death saving throws again.
Crusted Blood
2nd-level hemomancy
- Casting Time: Casting Time
- Range: Touch
- Components: V, S, M (a piece of hardened blood)
- Duration: Instantaneous
You cause a wound on your body to crust over as if being healed by time. You gain 2d10 temporary hit points.
At Higher Levels: For every level above second you cast this spell, the number of temporary hit points you gain increase by 1d10. For example, if you cast this spell at 3rd level, you would gain 3d10 temporary hit points.
Dissolve
3rd-level evocation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S, M (a small vial of acid)
- Duration: Instantaneous
You thrust the vial of acid forward as if to splash it on something within range. A 15 foot cone of acid bursts from the vial and coats everything in it. Any creature in the area must make a Constitution saving throw. On a failure, they take 2d8 acid damage or half as much on a success. This acid deals 3 times the normal damage on items made of metal or stone. If a creature failed their save, or if it landed on an object, the acid deals an additional 2d8 acid damage on the start of your next turn.
At Higher Levels: If you cast this spell using a spell slot of 4 or higher, the initial and secondary damage increases by 1d8 per level.
Energy Bastion
5th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
A 10-foot radius sphere of energy, originating from you, emanates around you. Choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. Creatures you designate inside of the sphere have resistance to that damage type. Creatures not designated take 2d6 damage to the chosen type when they start their turn, end their turn, or enter it for the first time on their turn. In addition, as a bonus action, you may fire a concentrated beam to the chosen energy. This
beam is 5 feet thick and 60 feet long. A creature in the area must make a dexterity saving throw taking 3d8 damage of the chosen type or half as much on a success.
At Higher Levels. When you cast this spell at 6th level or higher, the beam damage increases by 1d8, and the sphere damage increases by 1d6.
Extract Soul
9th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a hollow gem worth at least 5,000 gp)
- Duration: Special
You thrust the gem towards a creature you can see within range who must succeed on a Wisdom saving throw or have their soul stripped from their body and entrapped within the gem. The creature's body becomes inert and appears as though it is unconscious. The body still requires food and drink to survive and can still be killed. If the body is destroyed or killed, the soul remains within the gem until you decide to release it into the after life, the soul is destroyed some how, the gem is destroyed, or you transfer its soul into another soulless body. To
transfer a soul into another body, the body must not have a soul, must be intact with no severe damage, and you must replace its heart with the gem. If the body isn't destroyed, you can end the spell whenever you wish (requiring no action) and the soul will be returned to its body. If the body is on a different plane of existence from the body, the journey may take several days (DM's discretion). When the soul returns to its body it has no recollection of its soul being removed. While the creature's soul is within the gem, you ,and any other, may speak to it if you are in contact with the gem. The soul can lie and it has all of the knowledge it would have in its body. The only way to dispel the gem is through the means of a dispel magic cast at 9th level or a wish spell.
Eye of Desolation
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (glass eye)
- Duration: Concentration, up to 1 minute
Ethereal flames envelop a target within range, that you can see. The target must make a Wisdom saving throw. It takes 8d6 psychic damage on a failure or half as much on a success. A creature that failed this saving throw must make a Constitution saving throw or be stunned for the duration. A stunned creature may attempt the save at the end of each of its turns. On a success, the spell ends.
Flash
9th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece of metal which has been struck by lightning)
- Duration: Concentration, up to 1 minute
You touch a willing creature with the metal and a flash of lightning forms around them. For the duration of the spell the creature's speed because 100, its AC increases by 4, they have an additional action which can be used to use the attack or dash action, and any attacks they make deal an additional 2d12 lightning damage. These attacks also arc to hit any creature within 5 feet of the target and arcs until there are no creatures within 5 feet of an arced creature (the arc cannot damage a creature twice). Finally, when you take the dash action, you do not provoke attacks of opportunity and a bolt of lightning follows you. Any creature within 5 feet of you when you run using your dash action must make a Dexterity saving throw, taking 4d10 lightning damage on a failure or half as much damage on a successful one.
Gaze of Æther
4th level divination
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a pinch of sand)
- Duration: Concentration, up to 1 minute
Choose 1 creature within range. That creature must make a Wisdom saving throw or be blinded and take 5d6
psychic damage as glimpses of the Æther enter the mind.
On a successful save the creature takes half as much damage and is not blinded. For the duration of the spell, an affected creature takes 2d6 psychic damage at the start of each of its turns and may use an action to attempt the saving throw again.
At Higher Levels. When cast at a level higher than 4th the initial damage increases by 1d6 and the constant damage increases by 1d6.
Guarding
1st level Abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small shield made of amber worth at least 25 gp)
- Duration: 1 hour
When you cast this spell, the target gains a +1 bonus to AC and all physical saving throws.
At Higher Levels. When you cast this spell at a level higher than 1st, you may target an additional creature per spell level above 1st.
Haruspicy
3rd-level hemomancy
- Casting Time: 1 action (ritual)
- Range: Self
- Components: V, S, M (the entrails of a freshly dead animal)
- Duration: 8 hours
The organs spread in front of you warn you of something to come. For the duration of the spell, you cannot be surprised and have advantage on initiative rolls.
Hemolysis
4th-level hemomancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You point at a creature within range and then curl your hand into a fist. The target must make a Constitution saving throw. On a failure, the target takes 8d6 necrotic damage and has its speed reduced by half for 1 minute. On a success the target takes half of the damage and its movement speed is not altered.
Hemostasis
9th-level hemomancy
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a diamond jar worth at least 15,000 gp containing semi-coagulated blood)
- Duration: 1 minute
The caster whispers an incantation and throws the jar on the ground at which point it shatters into a red glitter. The target must make an Intelligence saving throw or be under the affects of hemostasis. The creatures blood
coagulates and ceases to flow causing the creature to become paralyzed. A creature paralyzed in this way takes 10d6 necrotic damage at the start of each of its turns. The creature can make an Intelligence saving throw at the end of each of its turns, ending the affect on a success. When the affect ends the creature takes 5d6 necrotic damage.
Icey Plane
9th-level conjuration
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a piece of frosted glass)
- Duration: Concentration, up to 1 minute
You place your hands out in front of you and make a horizontal, linear, motion, dragging the glass through the air. A 100 foot radius circle, centered on a point within range, of ice is formed. On your turns, as a bonus action, you may use one of the following abilities.
Ice Ivy. Icey spikes and brambles sprout up from the ground in the radius of your ice plane. The plane is now considered difficult terrain and when any creature except you moves, they take 4d8 points of piercing damage and 4d8 points of cold damage per 5 feet they moved. If a creature has an ability that makes it immune to difficult terrain then it instead takes the same damage for every 15 feet they move.
Ice Spear. 2 jagged spears of ice shoot up at different targets within the ice plane. You make a melee spell attack dealing 8d8 cold damage and 8d8 piercing damage on a hit. Additionally, if the attack hits, the creature must make an Athletics check vs your spell save DC. On a failure, the spear grapples the creature until the start of your next turn. A creature grappled in this way is considered retrained.
Freezing Wave. A ripple runs through the plane and anything it touches is frozen. Any creature, except you, must make a Dexterity saving throw. On a failure, they take 10d6 cold damage and must succeed on a Constitution saving throw, or be stunned until the end of your next turn. A creature that succeeds on the Dexterity saving throw doesn’t need to make the Constitution saving throw and only takes half damage.
Blizzard. A blizzard forms in the area and heavily obscures everything. You can see through this. Any ranged projectiles that fly for more than 1/4 of their first range (rounded up) are blown out of the air, automatically missing.
Slick. The plane becomes slick like wet ice. Any creature that tries to move, attack, or cast a spell, excluding you, must make a Dexterity saving throw. On a failed save, the creature falls prone and on a success, the creature can move up to half its speed. If the creature has an ability that allows it to ignore rough terrain, then it can move its normal speed.
If you choose a different effect, the previous effect fades away until it is chosen again.
Improved True Strike
Divination cantrip
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: 1 minute
Just before you make your next attack, you gain a brief insight into your opponent’s defenses giving you advantage on the attack roll.
At 5th level, this benefit is extended to 2 strikes, 3 at 11th level, and 4 at 17th level
Last Resort
9th-level evocation
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M ( 5,000 gp worth of gold dust which the spell consumes)
- Duration: 18 days
As you scatter the gold dust across your body, it fuses to you and glistens with magic before disappearing. The next time you would fall unconscious or die outright, you are instead reduced to 1 hit point and can cast any spell with a casting time of 1 action or less as a reaction.
Rarvir's All Nighter
1st level enchantment (ritual)
- Casting Time: 1 action
- Range: Self
- Components: S, M (a pinch of lavender petals and a bottle of absinthe worth at least 25 gp, which the spell consumes)
- Duration: 8 hours
The moment you finish casting this spell, you magically fall asleep. When sleeping this way you are not considered unconscious. You can use your sense, move, think, and take actions as if you were awake, though you may show small signs of being asleep such as snoring. For as long as the spell lasts you are unable to speak coherent words but can still cast spells with verbal components. Any time spent under the influence of this spell counts towards a long rest including any strenuous activity such
as fighting, walking, and casting spells. You can cut the spell short though you must finish the time for a long rest to gain the benefits of one. When the spell ends roll on the table and play accordingly.
| Roll | Outcome |
|---|---|
| 1 | You recall nothing of when you were asleep |
| 2-9 | You recall the last hour you were asleep |
| 10-19 | You recall the last 4 hours you were asleep |
| 20 | You recall everything about when you were asleep |
Repudiate
3rd level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
A creature you touch must make a wisdom saving throw, at disadvantage if it has known the caster for less than 7 days, or forget the caster and up to 6 other creatures of the caster's choice.
At Higher Levels. when you cast this spell the range extends to 30 feet and you can choose an additional creature per extra level.
Revitalize
1st-level hemomancy
- Casting Time: 1 reaction
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
When you see a creature drop to 0 hit points, you guide the blood they've lost back into the body. The target gains consciousness with 1 hit point and 1d10 temporary hit points. A creature can only be afected by this spell once per short rest.
At Higher Levels: When you cast this spell at a level higher than first, the creature gains an additional 1d10 hit points per level above first.
Sanguine Knife
3rd-level hemomancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a dagger encrusted in gems worth nothing less than 100 gp)
- Duration: Concentration, up to 1 minute
You use the ornamental dagger to cut your wrist. As the blood gushes forward, you take 2d6 necrotic damage and the blood forms a crimson blade around the dagger, anchored at the wound in your wrist. When you cast the spell, you may make a melee spell attack with the sanguine knife as a bonus action. When making an attack with this weapon, you use your spell attack modifier. The dagger deals 2d12 + the damage you took from the initial wrist cut necrotic damage. You cannot be disarmed of the weapon.
At Higher Levels: When you cast this spell at 5th or 6th level, the initial damage increases to 3d6 and the blade damage to 3d12. When cast at 7th level or higher, the initial damage increases to 4d6 and the blade damage to 4d12.
Sanguine Serpent
4th-level hemomancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (the blood and scales of a snake)
- Duration: Concentration, up to 1 hour
You gesture with the blood in hand and a rift appears within range. A snake made entirely out of blood slithers from the rift before it closes. The snake rolls for its own initiative but you control it on its turns. The serpent uses the stat block of a Giant Constrictor Snake with the following changes:
- It has a movement speed of 40 feet.
- Its armor class is equal to 10 + your spellcasting modifier.
- It has immunity to poison damage and the poisoned condition and cannot be paralyzed, knocked prone, be petrified, or stunned.
- It adds your proficiency bonus to its attack rolls instead of its own.
At Higher Levels: When you cast this spell at a level higher than 4th, the serpent's bite damage increases by 1d8 and its health by your spellcasting modifier.
Sanguine Shroud
7th-level hemomancy
- Casting Time: 1 action
- Range: self (15 foot radius)
- Components: V, S, M (a glass orb infused with the casters blood)
- Duration: Concentration, up to 8 hours
The glass orb expands around you and anyone you wish within the radius. If there is someone or something you do not wish to be inside, it is pushed to the outside of the shell or, if there isn't any room outside of the shell, takes 4d12 necrotic damage. Any creature that you do not allow inside the shell, that touches it or tries to break through takes 4d12 necrotic damage. Any creatures or items within the shroud are immune and are not able to be targeted by Divination magic that you don not wish to allow.
Shroud
9th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a 1,000 gp diamond which the spell consumes and a device that functions as an amulet of proof against detection and location)
- Duration: 8 hours
A wave of nullification magic extends through your fingertips and shrouds a creature you touch with a gray, swirling, translucent, barrier. The target cannot be the
target of any spells unless it wishes to be. If scryed upon, the creature shows up as a black orb and is otherwise imperceptible. If it gets caught it an area of effect spell such as fireball, the spell forms around the shrouded creature, leaving them unharmed. This can only be removed by the effects of a wish spell.
Solemnity
2nd level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A creature of your choice within range has its most depressing memory resurfaced and completely occupies its mind if the spell affects it. The creature must succeed a Wisdom saving throw or take 2d6 psychic damage and falls prone, becoming incapacitated, unable to stand up for the duration. At the end of each of its turns and each time it takes damage, the creature may reattempt the saving throw. On a success, the spell ends. If one of that
creature's close allies talks to it or tries to protect it, the next saving throw it makes has +3 and advantage.
At higher levels: When cast at a level higher than 2nd, the spell does an additional d6 of psychic damage to an affected creature.
Spiked Clot
Hemomancy cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You will a spot of blood to extend into the creature it resides on. The target must make a Strength saving throw. On a failure, the creature takes 1d12 piercing damage or half as much on a successful save (minimum of 1 damage).
At 5th level, th spell deals 2d12 piercing damage. At 11th level it deal 3d12, and at 17th level it deals 4d12.
Split Reaction
4th level enchantment
- Casting Time: 1 action
- Range: Self
- Components: S, M (an item with prongs such a fork)
- Duration: Concentration up to 1 minute
When you cast this spell you gain extra reactions equal to your half spellcasting ability modifier rounded up.
Static Discharge
4th level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a piece of glass made from lightning striking sand)
- Duration: Instantaneous
When you cast this spell, choose 3 targets within range. These targets must make a Dexterity saving throw. On a failure, the targets take 5d10 lightning damage or half as much on a success.
At Higher Levels. When you cast this spell at 5th level or higher, the damage increases by 1d10.
Staunch Guardian
6th-level abjuration
- Casting Time: 1 minute (ritual)
- Range: 60 feet
- Components: V, S, M (a wooden figure of what you wish to create)
- Duration: 8 hours
Divine magic surges through the statue and then out onto a space you can see within range. A creature made of pure magic appears at that spot. This creature rolls its own initiative and has the stats of a stone golem except it has resistance to radiant damage.
Stroke
8th-level hemomancy
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a chuck of clotted blood)
- Duration: 1 hour
You induce the symptomes of a stroke upon a creature you can see within range. The target must make a Constitution saving throw. On a success the target takes 8d12 necrotic damage. On a failure, they take 8d12 necrotic damage and you roll on the table below and the target will also have that affect them as well. Any of these affects end at the end of the spell.
| d100 | Effect |
|---|---|
| 01-13 | The target's speach is slurred and cannot be understood without a DC 18 intelligence check. |
| 14-26 | The target's left side goes completely numb, causing the target to drop everything they are holding on their left side and causing their speed to be reduced by half. |
| 27-40 | The target's right side goes completely numb, causing the target to drop everything they are holding on their right side and causing their speed to be reduced by half |
| 41-54 | The target loses sight in 1 of their eyes. |
| 55-68 | The target loses sight in all of its eyes. |
| 69-82 | The target becomes dizzy. If it tries to move without a wall or a creature supporting it, it must make a DC 18 dexterity check at disadvantage. On a failure, the creature falls prone. |
| 83-96 | The creature becomes confused and acts as if under the confusion spell. |
| 97-99 | The target falls unconcious and can only be woken up after the spell ends. |
| 100 | The target dies. |
A creature without blood is immune to the affects of this spell.
Subsuming Vortex
9th level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a crystal from the desolation)
- Duration: Concentration, up to 1 minute
You summon a 20-foot radius vortex of maddening energy. Each creature within the vortex must make a Strength saving throw. Creatures within 20 feet of the vortex make this save at advantage and creatures flying make it at disadvantage. On a failure, the creature is pulled into the vortex taking 10d6 bludgeoning damage and 10d6 psychic damage. On a success, the creature is not sucked into the center but takes 10d6 psychic damage unless they were outside of the main vortex in which case they take no damage. The area outside of the vortex is
considered rough terrain. A creature must make a Strength saving throw every time they start their turn in it or enter it for the first time on their turn, a creature in the center of the vortex makes this at disadvantage. On a failed save, a creature takes 10d6 psychic damage and 10d6 bludgeoning damage. On a success, the creature can move a quarter of their speed (rounded up) if in the main vortex or half their speed if in the outer ring. A creature that drops to 0 hit points in the vortex is sucked into the center and pulled into the vortex, sent into a place in the world of the DM’s choice.
Thousand Cuts
Hemomancy Cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
Make a ranged spell attack against a creature within range. On a hit, paper thin, crimson lines appear to swipe across the creatures body dealing 1d10 slashing damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Tulrun's Tracer
1st level divination
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: 1 hour
You choose a target within range. That creature has a magical, invisible tracker placed on them. While this tracer is active, the caster knows the exact location of the creature as long as it is on the same plane of existence as you.
At Higher Levels: When cast at level 3 or 4 the duration is increased to 24 hours, 72 at 5th and 6th level, 144 at 7th and 8th, and 730 at 9th level.
Undetectable Infection
4th level necromancy
- Casting Time: 1 action
- Range: 10 feet
- Components: S
- Duration: Until dispelled
A creature within range must make a Constitution saving throw or become infected with an undetectable infection. 1 round after the spell takes hold the infected creature takes 6d6 poison damage as the infection courses through their veins. At the start of each of the creatures turns that creature takes an additional 3d6 poison damage. At the end of each turn, an infected creature may attempt a Constitution saving throw. On a failure, nothing happens but on a success, the creature is no longer infected and the spell ends.
Uronin's Binding Chains
9th level conjuration
- Casting Time: 1 action
- Range: 1 mile
- Components: V, S, M (a small chain encrusted with precious gems worth at least 50,000 gp)
- Duration: Until Dispelled
When you cast this spell, choose a creature within range that you are familiar with. That creature has ethereal chains wrapped around its body that only you, the caster, and the target can see. These chains sap the power of the creature, weakening it to a shadow of its former self. A creature with these chains wrapped around them has disadvantage on all saving throws, attack rolls, and ability checks. In addition, the creature also has a minus 3 penalty to each of these rolls and a minus 2 penalty to its AC. The creature loses all resistances and any immunities become resistances and its speed is reduced by half. Either a dispel magic cast at 9th level or a wish spell can free a creature from these bindings but nothing less.
Vivid Clarity
2nd-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a lens of an eyeglass)
- Duration: Concentration, up to 1 hour
When you cast this spell you gain the ability to see the color of a creature’s soul, telling you their alignment unless blocked by other means. In this case, they appear as true neutral. You can see a creature's true intention through the darkening or lightening of their soul (at the DM’s discretion).
Wall of Blood
5th-level hemomancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a small scab)
- Duration: Concentration, up to 10 minute
You create a wall of shifting and flowing blood on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 5 foot thick, or a ringed wall up to 20 feet into in diameter, 20 feet high, and 5 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area must make a Strength saving throw. On a failed save, a creature takes 5d8 necrotic damage and is thrown 30 feet into the air or stay put on a success. Creatures inside the wall have their movement speed decreased by half while in it.
The first time a creature enters the walls area on each of its turns takes 5d8 necrotic damage and must make a strength saving throw being thrown 30 feet in the air on a failure or staying put on a success.
As a bonus action on subsequent turns, you may cause a piece of the wall to temporarily harden and make a melee spell attack against a creature within 10 feet of the wall. On a hit the creature takes 3d6 piercing damage.
Water to Blood
Hemomancy Cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S, M (a drop of the caster's blood)
- Duration: Instantaneous
As the drop of blood hits the surface of the water, it changes into blood over the course of 6 seconds. This can affect a body of water with no more than 40 gallons of water and can only change water to blood, no other liquid.
10th Level Spells
Spells of 10th level are on a power level even great than the normal 9th level spells and exceeds the destruction or abilities even they can do. As such are too powerful for a normal mage to cast alone. Instead, multiple high level mages to even attempt to cast spells of this power and even then it is dangerous. 10th level spells have the normal form as other spells with a few additions. Each spell has a minimum required amount of casters of a certain class that must be able to cast 9th level spells or higher. Each spell also has a recommended number of casters for the least damage to the casters. Because of the different amount of casters, each spell also has a side effect for the casters. One for the minimum required casters and one for the recommended casters. Below are some examples of 10th level spells.
This list will be filled out as The Undesirables learn about 10th level spells
Change Log
12 Feb 2021
Added Nephiliem race
Added Drealen Race
Added new Warlock subclass The Pillar
Added Change Log
Updated table of Contents to accommodate
17 Feb 2021
Added three new Feats
Added new Gear area only weapons now
7 Mar 2021
Completed School of Hemomancy wizard
Completed 7 Hemomancy spells
9 Mar 2021
Completed Circle of the Bleeding Moon
druid
Completed an additional 1 Hemomancy spell
12 Mar 2021
Completed Bloodline of the Sanguine Arts
sorcerer
Completed an additional 8 Hemomancy spells
14 Mar 2021
Completed Blood Domain cleric
Completed an additional 3 Hemomancy spells
15 Mar 2021
Completed an additional 3 Hemomancy spells
16 Mar 2021
Completed an additional 9 Hemomancy spells
21 Mar 2021
Created and Implemented Shroud, a 9th
level abjuration spell
27 Mar 2021
Created a level 1 and 6 conjuration spell for Arcane Warrior and Cleric
16 Apr 2021
Added Flash, a lightning based, 9th level,
transmutation spell
Added Icy Plane, an ice based, 9th level,
conjuration spell
Added Extract Soul, a soul magic based,
9th level, necromancy spell
Added Dissolve, an acide based, 3rd level, evocation spell
Added Bi-Planar Sheath, a 1st level,
conjuration sepll
Added Magic Item chapter
Added magic items to Magic Item chapter
24 Apr 2021
Massive formating changes
Added 9 new feats
Added 1 new type of shield
30 Apr 2021
Added the Way of the Wind Dancer, a Monk
subclass
02 May 2021
Added the Oath of Undeath, a Paladin sub
-class
Added a Bestiary full of monsters past
defeated
4 new weapons
A new weapon property
15 Jun 2021
Added the Revised Ranger class
Added the Neef, a parasite race, distantly related to Illithid
Added the Arachnen, a race descended from Lolth with spider like abilities
Added the Apoclyean, a race of humanoids
banished to the plane of Hades
Added the Sharkleren, a race of shark folk
Added 7 new magic items
17 Jun 2021
Added new Blood Hunter subclass, Order of the Far Mind
Added new race type, Mostrous Races
Added first Monstrous Race, the Illithid
20 Jun 2021
Added the College of Puppeteering, a bard subclass
22 Jun 2021
Added the Gunslinger class
04 Jul 2021
Added Alternate Level 20 Abilities for the Bard, Monk, and Warlock
Added the Way of the Iced Fist, a Monk Subclass based around ice
Added the Oath of Pain, a Paladin subclass based around harming youself for the
greater good of yourself and those around you
06 Jul 2021
Fixed some balance issues
30 January 2022
MASSIVE formatting issues fixed
Be
The
Heroes
In this book, you have all of the materials you need to make a character specifically unique to Abberoth and be the heroes that Abberoth needs right now. Are you up for the challenge?
Cover Art: iPhone Wallpaper