Paths of the Fallen

by RotFAdmins

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Paths of the Fallen
A Realm of the Fallen Supplement

What's a path?

On the Realm of the Fallen, leveling up does not use the standard experience system as most games do. We instead use a system of template like paths that progress along side your class level. Dependent on the chosen path, you will progress in different ways. Some progress by drinking blood, and others progress by collecting certain items, all of which unique to the path. Each path will grant relatively strong abilities that develop along side your level, and as your progress the path, those abilities will grow in strength as well.

How do I start or progress a path?

On the description of each path you will see a guideline of how a path can be obtained, but there may be multiple ways to enter each that you will encounter on your adventures. To progress on a path you have to complete the objective mentioned in the path’s table for each stage, and you can only progress in the objective for your next stage on the path. You can have up to two paths, each giving you up to 12 levels and getting you to level 29; when you are in the maximum progression stage in both of your paths you will be given a special and customized cap stone to reach level 30 that will depend on the two acquired paths and your play style up until that point.

What if I don't like my path?

It is entirely possible that in ones journey, they wish to stop following a path they have set themselves on. This will have consequences, but is entirely possible. The result of stepping away from a path varies, and the way to do so is found in game. The Dungeon Masters will have ways you can do so, but creative ways are also always encouraged.

When are stages and levels gained?

Whenever you would complete a prerequisite to advance in a path, you immediately gain the ability to progress. You level immediately. If your maximum health increases, your current hit points do not increase to match that. If you gain any features with limited uses or charges, spell slots, or resources such as Ki or Flair points, the interaction is rather complicated. The uses, charges, slots, etc, are not gained, but the limit or feature itself is. If you gain 1 sorcery point upon leveling, and you have 3 current sorcery points, you still have 3, but you now have a limit of 4. If you have a way of recovering said resource, that is entirely possible.

Contents

Path of the Aberrant Servant


Marath'keté's Guide to Serving the Great Below the Surface
StageFeaturesRequirements to Reach
1stAberrant Mind, Gills of the Deep OneSubmit to the will of a powerful eldritch beast
2ndMucus SecretionEarn your patron's favor, and be gifted a portion of his power
3rdMental EnslavementEarn your patron's favor, and be gifted a portion of his power
4thMindsightEarn your patron's favor, and be gifted a portion of his power
5thInfectious TouchEarn your patron's favor, and be gifted a portion of his power
6thServant BoonEarn your patron's favor, and be gifted a portion of his power
7thInnate DeepmagicEarn your patron's favor, and be gifted a portion of his power
8thMental HiveEarn your patron's favor, and be gifted a portion of his power
9thProbing MindsightEarn your patron's favor, and be gifted a portion of his power
10thServant Boon (2)Earn your patron's favor, and be gifted a portion of his power
11thDeepmagic ImprovementEarn your patron's favor, and be gifted a portion of his power
12thSlaver's LifelineEarn your patron's favor, and be gifted a portion of his power

Aberrant Mind

Upon gaining your 1st stage in this path, you become mentally awakened by an Eldritch Entity's influence. Your Intelligence, Wisdom, and Charisma scores are considered to be 2 higher than they were beforehand, to a maximum of 16. If one of these stats is already above 16, this ability has no effect on that score.

Gills of the Deep One

Additionally, at the 1st stage of this path, gills appear on your neck, and your become quite adept at maneuvering the water. you gain a swim speed equal to you walking speed, and are able to breath in both air and water without issue.

Mucus Secretion

Upon reaching the 2nd stage of this path, your body has begun to secrete a thick viscous mucus, that coats your skin and the inside of your body. When you hit a creature with an unarmed strike, or when a creature begins it's turn grappled by you, the target creature must make a constitution saving throw against a DC equal to 8 + your proficiency bonus + your constitution modifer or become poisoned. As long as they are poisoned in this way, every time they cast a spell, they must roll 1d20. On the result of a 1, the spell fails.

Mental Enslavement

Upon reaching the 3rd stage of this path you gain the ability to mimic your master and take hold of the minds of others. You may have one creature under your control by this ability at any given time. As an action, you may attempt to enslave a creature that you can see within 60 feet of you. The target creature must make a wisdom saving throw against a DC equal to 8 + your proficiency + your Intelligence modifier. On a failed saving throw, the creature becomes charmed to you until you are on a different plane of existence for more than an hour, or you die. A creature charmed in this way can communicate with you telepathically as long as you are on the same plane of existence. Creatures charmed by you in this way must do as you say as long as your commands do not directly cause it to come to harm. For example, you couldn't say "Stab your hand." but you could say "Go fight that guy." as long as they believe they have a chance to win the fight, even if you know they do not. The charmed creature is able to repeat the saving throw every time they take damage, or every hour that they are further than 1 mile from you. If they succeed, the charm is broken.

Mindsight

Upon reaching the 4th stage of the path of the Aberrant Servant, you gain a unique sense that only your patron would normally possess. You gain a 30 foot range Mindsight. Mindsight makes you constantly aware of the surface thoughts of anyone within the range, regardless of whether you are listening to said thoughts, you hear them.

Infectious Touch

Upon reaching the 5th stage of this path, your mucus begins to grow more potent. Creatures poisoned by your mucus, after one minute, become unable to breath air, and only able to breath underwater. Additionally, at this stage, creatures who have been under the effects of your Mental Enslavement for more than 24 hours gain the effects of your Mucus Secretion path feature until the charm is broken.

Servant Boon

At the 6th stage of this path, your mental servants begin to adapt alongside you. What may have once seemed like a curse may now be seen to some as a blessing. Creatures that are targeted by your Mental Enslavement feature may choose to fail the saving throw instead of resisting the effect. If a creature willingly becomes enslaved to you in this way, they gain one of the following benefits until the charm is broken, or the creature dies.

  • The charmed creature may increase one of their ability scores by 2, or two of their ability scores by 1, to a maximum of 20.
  • The charmed creature may gain the benefits of the Arcane Initiate feat, but be limited to choosing from the Warlock list.
  • The charmed creature may gain an additional amount of maximum hit points equal to their level.
  • The charmed creature may become a bound slave of the original user of the Mental Enslavement feature. The charmed creature is considered to be a familiar, and gain all of the benefits of being such from the Find Familiar spell, with the exception that the charmed creature cannot be dismissed or summoned from a pocket dimension.
  • The charmed creature may gain the benefits of your Gills of the Deep One path feature.

Upon reaching the 10th stage of this path, your willing mental slaves may pick two of these boons instead of one. They may not pick the same one twice when they do this.

Innate Deepmagic

Once you've reached the 7th stage of this path, your body begins to unlock it's inner awoken potential as you begin to gain access to your innate deepmagics.

When you gain this feature, you learn 3 cantrips from the warlock spell list of your choice, and choose any one of the following spells, which you can cast once before needing to complete a short rest before doing so again: Bestow Curse, Blink, Dispel Magic, Hunger of Hadar, Nondetection, Sending, Slow, Stinking Cloud, Vampiric Touch, or Waterbreathing. Upon reaching the 11th stage of this path, you may choose an additional spell, which can be casted once, recharging on a short rest like the previous, from the following list: Cloudkill, Contact Other Plane, Dominate Person, Far Step, Mislead, Modify Memory, Telepathic Bond, or Telekinesis.

Mental Hive

Upon reaching the 8th stage of this path, your mind expands and your will expands with it. You may now have up to 3 creatures under your influence with your Mental Enslavement ability instead of your previous limit of 1.

Probing Mindsight

Once you've reached the 9th stage of this path, your Mindsight becomes stronger than ever before. You may as an action target a creature you can sense with your Mindsight, and force them to make a Wisdom saving throw, against a DC equal to 8 + your proficiency bonus + your Wisdom modifier. On a failed save, you learn the targeted creatures greatest desires.

Slaver's Lifeline

Upon reaching the 12th stage of this path, you gain the ability to tap the energy of your slaves in your times of need. As a reaction upon reaching 0 hit points, if there is a creature charmed by you with your Mental Enslavement feature within 120 feet of you, instead remain at 1 hit point, and immediately reduce a creature that is charmed by you with your Mental Enslavement feature at random within the same 120 feet to 0 hit points in your stead, regardless of how many hit points they had remaining.

In addition to this, if at any point you die, you may choose to instead of dying, regain 1 hit point and become conscious. If you do this, you must choose a creature that is willingly charmed to you that is on the same plane of existence. If there is not an applicable target, this ability does not work, and you die as normal. If there is an applicable target, that target dies in your stead as you regain the hit point.

Path of the Arcane Battery


Grand Wizard Gargarius' Tome of Magical Exaggeration
Stage Features Requirements to Reach Battery limit
1stOverchargedIntake an excess of magic into your body and survive1
2ndArcane CoolingAbsorb 5 orbs of arcane essence with your Overcharged feature1
3rdRunic SightAbsorb 10 orbs of arcane essence with your Overcharged feature2
4thMana BurstAbsorb 10 orbs of arcane essence with your Overcharged feature2
5th-Absorb 15 orbs of arcane essence with your Overcharged feature3
6thAbsorb MagicAbsorb 15 orbs of arcane essence with your Overcharged feature3
7th-Absorb 20 orbs of arcane essence with your Overcharged feature4
8thLeyline WalkAbsorb 20 orbs of arcane essence with your Overcharged feature4
9th-Absorb 25 orbs of arcane essence with your Overcharged feature5
10thEmergency ReservesAbsorb 25 orbs of arcane essence with your Overcharged feature5
11th-Absorb 50 orbs of arcane essence with your Overcharged feature6
12thArcane SoulAbsorb 100 orbs of arcane essence with your Overcharged feature6

Overcharged

Your body is absolutely overflowing with the magical energy and thus has become a mana battery. Whenever you cast a spell, you take force damage equal to it's casted level. As well as this, when you cast a leveled spell, it is cast at one level higher than it would normally be casted at. This level increase does not effect the force damage taken. Additionally, you gain the ability to store spell slots in your body like a battery. At any time, as an action you may expend a spell slot, putting all the magical energy back into yourself. This spell slot is then held in you until you wish to use it again, using it as you would a normal spell slot of a level equal to your battery limit. When you cast a spell that you held in this way, you take double the amount of force damage you would normally take from casting a spell. You may only hold an amount of spell slots in this manner equal to your Battery Limit. While you have spells stored in your battery, your eyes glow blue as the energy pulses within you.


Additionally, you gain the ability to absorb lost arcane essence. To do so you must perform a 1 minute ritual to obtain orbs of arcane essence from one of these three sources:

  • Absorbing the residual magic of a spellcaster who's died within the last 24 hours via you or an ally, getting an amount of obs of arcane essence equal to the maximum level of spells that spellcaster was able to cast.
  • Absorbing the essence from magic items that you had in your possession for at least 48 hours, making the item become mundane and obtaining a number of orbs depending on the rarity: 2 for common, 4 for uncommon, 6 for rare, 8 for very rare and 10 for legendary, or half of that if you crafted the item.
  • Pockets of residual magic, broken magic items or other objects with residual magic that you could find anywhere and give you 1 orb.

Arcane Cooling

It has been rather difficult for you to cast since you begin overflowing your magic and pushing your arcane talents to the limits. Because of this, you have developed a way to temporarily dismiss this pain, by ventilating the force that would normally stress your body. As a bonus action, you may activate your arcane cooling. For one minute after that, you no longer take force damage as a result of casting spells as per the Overcharged ability. This ability cannot be used again after that until you have completed a short or long rest.

Runic Sight

As a bonus action you can detect if anything within 100ft is magical in nature. You learn how many magic objects, magic effects or magic users there are and their general direction, but nothing else besides that.

Mana Burst

You begin to grasp control of the overflow of magic that pours forth from you. As an action, you may empty your stored magic out and have it burst forth from you as it escapes its containment. When you do so, you lose all of the spell slots stored in your battery, and every creature within 15ft of you must make a Constitution saving throw with a DC equal to your highest spellcasting DC. On a failed saving throw, creatures take 2d8 for every level of the combined level of the expended spell slots. When you do this, you take an amount of force damage equal to the number of dice rolled.

Absorb Magic

Your battery has learned to open your magical storage just long enough to intake outside magic without losing any of your contained energy. As a reaction upon coming under the effects of a spell, if the spell is of a level for which you can cast, you may absorb the spell into your battery. This completely nullifies all effects the spell would have had, and you gain a spell slot of the level the spell was casted at in your battery. When you do this, you take force damage equal to twice the casted level. Once you have used this ability, you cannot do it again until you have completed a short or long rest.

Leyline Walk

Currents of raw magic exist through the world, and now you can detect them with Runic Sight. If you detect one and as a 10 minute ritual you can teleport yourself and 6 other willing creatures through the leyline in any of the two directions up to 36 miles (3 hexes). If you use this you cannot use it again before completing a long rest.

Emergency Reserves

When your magical battery draws empty, your body often enters a panicked state. When your battery becomes empty, you may as a reaction access your emergency reserves, turning your raw life force into energy. You may gain any amount of spell slots as you want in your battery, but in doing so, take 5d8 per spell slot gained in force damage.

Arcane Soul

Upon reaching this stage in your path, you have begun to become one with your magic. You no longer take force damage from casting spells, unless they are expended from your battery, and then in that case, you take 1 damage per level instead of what you would have taken normally.

Path of the Blood Fiend


The Sanguine Sutra
StageFeaturesRequirements to Reach
1stHarvester of LifebloodConsume a Bloodstone by absorbing it into your blood stream
2ndCrimson ShroudDrink 20 litres of blood from humanoids
3rdThe Weight of DescendantsDrink 40 litres of blood from humanoids
4thReaper of LifebloodDrink all the blood from three separate humanoids who were once Crimson Marked
5thEternal StratumDrink 60 litres of blood
6thBurden of AncestryDrink 80 litres of blood
7thCrimson SacramentDrink all the blood from a bloodsucking creature of CR5 or higher
8thCrimson AegisDrink 80 litres of blood from non-humanoids CR2 or higher
9thEternal Stratum ImprovementDrink 120 litres of blood from non-humanoids CR2 or higher
10thCrimson WingsDrink 160 litres of blood from non-humanoids CR2 or higher
11thLifedrinkerDrink all the blood from a creature that you were linked to with Crimson Sacrament
12thBlood Fiend TransformationDrink all the blood from a fiend of CR15 or higher

Harvester of Lifeblood

Your mind is filled with visages of a sea of blood, your wish is to make it so, and with that, you begin to develop a scent for blood. You are able to smell the pungent odor of blood radiating from any creature that is currently bleeding, and you know which direction they are in relation to you if it exist within 300ft. In addition your canine teeth grow more pronounced.


You gain a natural weapon bite attack that you are proficient in. The bite has the finesse property, and deals 1d4 + appropriate modifiers. In addition, when you hit a creature that can bleed with your bite attack and deal damage, you may use your bonus action to place your Crimson Mark on them. This mark functions identical to the Hunters Mark spell, with the exception that the additional damage is also applied to spell attacks, and the spell does not require concentration. You may only have one creature marked at a time. You may only use this ability an amount of times equal to your constitution modifier, to a minimum of one. You regain all expended uses of this ability upon finishing a long rest.

Crimson Shroud

You have slowly become rather adept at manipulating your blood. As a bonus action you may activate your Crimson Shroud. As you do so, your blood erupts outwards from your body, forming a misty cloak that increases your movement speed by 10ft while active. Additionally, while active, you are immune to any movement penalties granted by difficult terrain.

Once activated, this cloak lasts one minute, or until you choose to dismiss it as a free action. You may only use this ability an amount of times equal to your constitution modifier, to a minimum of one. You regain all expended uses of this ability upon finishing a long rest.

The Weight of Descendants

The weight of the ancestry of the creatures that you have slain follow you, and their pain empowers you. Damage dealt by your bite attack can no longer be healed until the target has completed a long rest, or has been put under the effects of the greater restoration spell. Additionally, you learn to use this unholy power to move in ways most mortals don't perceive as possible. As a bonus action, you can expend a hit dice to burst into a cloud of blood, and emerge at a point you can see within range. When you do this, roll the hit dice expended, and multiply that number by 10. That is the distance in feet that you are able to teleport with this ability.

Reaper of Lifeblood

Your fangs have tasted the flesh of many, and they sharpen by the day. Your bite attacks damage die increase to 1d6. In addition you master the art of stalking your victims. When you are alone and in pursuit of a marked target, your form fades away and you are considered to be invisible. This effect ends if you are within 30ft of a creature that is not your target, or a creature conjured by or bonded to you in some way, like a familiar, or animal companion.

Eternal Stratum

The Blood within you begins to beat with an otherworldly pulse, any attacks you sustain begin to fade away as your cells rapidly knit back together. At the end of your turns you heal the average of your highest hit die divided by 2. The amount healed increases to the average of your hit die, instead of average divided by two, upon reaching your 9th progression stage in this path. In addition to this, your blood itself wards off internal attacks, and because of this you become immune to poison damage and the poison condition as well as all non-magical disease.

Burden of Ancestry

As you drain the blood from your victims you begin to develop outward peculiarities, your footsteps leave behind no sound and you gain advantage on any Dexterity (Stealth) Check in relation to making sound in that way. In addition, you gain darkvision with a range of 30ft, and if you already have darkvision for some reason, this instead adds 30ft to that range. As well as this, your Bite now begins to secrete a dangerous toxin. When attacking from a hidden state you do not reveal your position if you miss. If you hit a creature that you are hidden from with your bite attack, they must make a constitution saving throw or become charmed for one hour. The DC for this save is equal to 8 + your constitution modifier + your proficiency bonus.

Crimson Sacrament

You can spend 8 hours initiating someone on the path of the Blood Fiend. They must be willing to undertake the ritual and to begin, you bite them and instead give them some drops of your own blood. The creature remains unconscious for all 8 hours as their blood undergoes the transformation.


When they wake, they are assaulted by a deep thirst and enter a trance. The creature is aware of everything that happens during the trance but has no control. The creature will try to forcefully drain the blood of anything they come across, both friend and foe, for the next hour without pause. The creature's normal self can attempt to disrupt the trance and stop their body from doing actions, such as draining from a certain someone, or pursueing courses of action, such as going into certain places. You make a wisdom saving throw to stop yourself. The DC is 10 initially and increase by one everytime you successfully deny your body from doing something.

If the creature has drank fully from 3 or more creatures they leave the trance and regain control, succeeding on their initiation and begin on the path. If they fail to meet this requirement, they stay in their trance until the requirement is met. For every hour after the first in this state, the creature gains a level of exhaustion.

Crimson Aegis

Your blood begins to defend you better than it ever has, as the mists of your Crimson Shroud thicken. While your Crimson Shroud is active, you are considered to be lightly obscured at all times. Additionally, while your Crimson Shroud is active, you become resistant to non-magical bludgeoning, piercing, and slashing damage.

Crimson Wings

Your blood consistently surprises you with its ability to manifest in new forms, and in this case, that form is large wings of congealed blood that sprout forth from your back. The base effects of your Crimson Shroud are replaced with the following, which are permanent. You gain an additional 20ft of movement speed on the ground, and gain a 50ft Fly speed. If you already have a fly speed, your fly speed instead increases by 30ft, and your previously existing wings alter similarly as the conjured wings would be.

Lifedrinker

You begin to react to the presence of blood and are consumed by it, and therefore, wish to consume it in return. When you hit a target with your bite attack, you may use your reaction to attempt to drink their blood. When you do this, the target must make a Constitution Save, with a DC of 10 or half the damage dealt by the bite, whichever is higher. On a failed save you heal the amount of damage dealt, on a pass you heal half of that.

Blood Fiend Transformation

You have cultivated the Sanguine Sutra to its peak and have finally assumed the form of what is known as a blood fiend. Your skin pales, and your teeth become fangs. Your Bite attacks damage die increases to 1d8, and the damage type becomes necrotic. As well as this, the art of the hunt flows through you. When you hit a surprised creature from hidden with a bite attack, you may add an additional 8d6 necrotic to the damage dice.

Path of the Crimson Star


The Spectral Tome - The Crimson Star and Why it Calls
StageFeaturesRequirements to Reach
1stCrimson EyesThis path can only be gained during the Crimson Star event
2ndCrimson VeilYou must successfully frighten 25 unique creatures
3rdClaws of the StalkerYou must successfully frighten 25 unique creatures
4th-You must successfully frighten 50 unique creatures
5thCrimson CurtainYou must successfully frighten 50 unique creatures
6th-You must successfully frighten 75 unique creatures
7thNightmare HighwayYou must successfully frighten 75 unique creatures
8th-Use your Nightmare Highway feature to travel between 5 unique unwilling pairs
9thCrimson WallYou must successfully frighten 100 unique creatures
10thFrightening RebukeYou must successfully frighten 100 unique creatures
11th-You must successfully frighten 200 unique creatures
12thKarmic VulnerabilityYou must successfully frighten two CR20 or higher creatures

Crimson Eyes

Your eyes glow a soft red, and your body radiates an aura of dread. You may as an bonus action, expend a hit dice to impose your terrifying aura on those around you. You may target up to 5 people within 30 ft of you as you fill them with fear of your necrotic presence. They must make a Wisdom saving throw or be frightened of you until the end of your next turn. This ability bypasses immunity to fear if the creature being targeted is under the light of the Crimson Star. The DC for this ability is equal to 8 + your Charisma modifier + your proficiency bonus. The range for this ability is increased to 60 ft and can target up to 10 people when you reach the 4th stage of this path, and then again at 8th level it increases, to a 120 ft radius and then can target up to 20 creatures.

Crimson Veil

The Crimson Star protects you, as does it's light. Whilst you are within the light of the Crimson Star, you gain a +2 bonus to your armor class. As well as this, whilst within this crimson light you become immune to the charmed, and frightened conditions.


With your inner necrotic magic, you have become able to create a veil of light that acts as a simulated version of the Crimson Stars light. As an action, you can target a location within 60 ft that lasts one minute, and create an orb of red. This orb casts bright light across everything within line of sight of it up to a distance of 30 ft. Being in this light is the equivalent of being in the light of the Crimson Star. This light covers a further distance at greater stages in this path. It increases to 60 ft at the 5th stage, and to 90 ft at the 9th.


You can create light in this way once, regaining the ability to do so again upon completing a short or long rest.

Claws of the Stalker

Your claws gain the ability to take the life from others as you rend the life from those that you strike. When you hit a creature with an unarmed strike, you can choose to rend their life energy from them. If you do, they must make a Constitution saving throw or immediately be reduced to half

of their maximum hit points. If they are below this number, this ability has no effect. The DC for this ability is equal to 8 + your Charisma modifier + your proficiency bonus. Once you successfully use this ability, you cannot use it again until you complete a short or long rest. In addition to that effect, all of your melee weapon attacks deal an additional 1d4 radiant damage. Upon reaching the 6th stage of this path, your additional damage is increased to 2d4, and you can use your life rending ability twice between short rests.

Crimson Curtain

Your self created crimson light has begun to protect you, almost instinctively. Whilst you are within the crimson light created by your Crimson Veil feature, you are considered to have half cover against all creatures that are further than 5ft away from you.

Nightmare Highway

You have begun to learn how to transport yourself through the waves of fear that ripple across the planes. You may use an action to invoke nightmares in a sleeping target that you can touch. It must make a Wisdom saving throw or be launched into a fit of terror and nightmares in their sleep. If the target was thinking or dreaming of any other creatures, you immediately become aware of this, and can target one of those creatures. If that creature is also asleep, they must also make a Wisdom saving throw. If they fail this save, they are also sent into a fit of nightmarish terror. If a creature fails this save, you may immediately transport yourself to an open space within 5ft of that creature as long as they are on the same plane of existence as you. A creature who suffers from these nightmares takes 3d6 psychic damage upon awakening. You may use this ability once, regaining the ability to do so after you complete one night of peaceful sleep. Upon reaching 11th level, you can use this ability at will. Additionally, at that 11th level you can now target creatures with the secondary portion of this effect regardless of whether or not they are asleep.

Crimson Wall

Those that fear you often wish to hunt you, and you have learned to counteract that. When you create light with your Crimson Veil ability, you may also create up to eight 10x10 walls of crimson force that you may place in any way you wish within the lights radius. These walls function identically to the walls in the spell Wall of Force.

Frightening Rebuke

You inflicted terror as seeped in to your skins, and leaks out when that skin is broken. Upon being damaged by a hostile creature, you may as a reaction impose your menacing presence on them. They must make a Wisdom saving throw or be frightened as if under the effects of your Crimson Eyes feature. The duration of the fear, as well as the DC are identical to your Crimson Eyes feature as well.

Karmic Vulnerability

You were once pure, as all once were. This is exaggerated by your aura at an extreme level. Creatures that have harmed you within the last hour have disadvantage on saving throws to resist effects that would frighten them of you.

Unlike Evo Parasite, you cannot use creatures you have used with previous progression goals for future ones. That means you must in total fear 700 unique people to reach the 11th stage of this path.

Path of the Everison


Magnum opus of the old gods
StageFeaturesRequirements to ReachEverison Charges
1stEverison fragment Obtain Alira's blessing1
2ndSouls of the Eladar Turn in 2 everison shards1
3rdCrystal blockade Turn in 3 everison shards2
4thEverison tear Turn in 5 everison shards2
5thStasis repose, Everison fragment improvement Turn in 5 everison shards2
6thCrystalite, Everison tear snare improvement Turn in 10 everison shards3
7thEquipment phase, Crystal blockade improvement Turn in 10 everison shards3
8thEffigy of return, Everison tear beacon improvement Turn in 15 everison shards3
9thEnhancement, Stasis repose improvement Turn in 15 everison shards4
10thBlessing of renewal Turn in 15 everison shards4
11thCrystal doppelganger Turn in 20 everison shards4
12thEverison paragon Create an Everison Crystal with 75 Crystalite5

About this path

The Everison, the force that brought life to the old world, is dying. Now you will need to travel this world in search for the broken shards of Everison Crystals to help it stay alive. To do so you can use your Everison Tap ability, described right below, to detect if there are shards nearby. When you find shards you can send them to Alira using Everison Tap, and the moment you sent the required shards for the stage you’re in you will receive back some of the power you gave to the Everison, subsequently gaining a stage on this path.


To utilize the majority of this path’s abilities you need to use Everison Charges (which I will refer to as EC from now on), you can see the maximum amount you have on the path requirements table above. After you use it you get one Everison Charge back every two hours, or alternatively you get them all back after a short or long rest. Additionally, you can cast the Guidance cantrip at will, and for you the range is 30ft instead of touch.

Everison Tap

To use this you need to use 1 EC and choose one of two options: As an action you tap into the magical essences that fill the air to look for signs of Everison Shards. When you use this roll a d20, and depending on the result you will obtain more or less information about the shards’ location.


Alternatively you can use this ability to send any amount of shards to Alira. When you do so the shards will be instantly teleported and for the next minute you will have a telepathic connection with her, which you can choose to ignore or use to speak with her. You can use this without sending shards to just speak with her for that minute.

Everison fragment

As a bonus action and using 1 EC you summon a small shard of an Everison crystal in a point no further than 30ft away from you that floats in mid-air, where it stays for 1 minute giving a positive effect to all friendly characters within 30ft of it before dissipating. You can summon any amount of fragments, but there can never be two of the same kind active. When you summon it you can choose which kind of fragment you want it to be between the following:


Healing fragment. Each affected creature is healed for 2HP at the start of each of its turns.


Shielding fragment. Each affected creature has +1AC.


At stage 5 you will also be able to choose between these ones:


Energizing fragment. Any affected character with the spellcasting feature can cast a 1st level spell without wasting the spell slot and any with the multiattack feature can make one additional attack if it takes the attack action. This effect can only be used once per casting of the fragment.

Speeding fragment. All friendly creatures in the area can take the dash action as a bonus action while they are inside and for 1 minute after leaving it.

Souls of the Eladar

The Eladar, the gods of the old world. They were born from the Everison yet now only Alira remains. Although even in death, fragments of their souls remain, and you can use those to aid you in your crusade.


Soul Fragments are small crystals that orbit your body and aid you by giving you passive effects. You can absorb the crystals into your body or release them as free actions, and their passive effects will only take effect when they are out and orbiting you. If a crystal is ever 5ft away from you or more due to getting pulled forcibly or by getting stuck somewhere it will instantly get teleported to you, and they are indestructible.


When you obtain this feature you receive Alira's Soul Fragment, and there are 6 in total. The other Eladar died when they crashed into this world, and as you advance on the path you will receive their memories and wisdom, together with their Soul Fragments. You obtain another Soul Fragment of your choice when you reach stages 4, 6, 7, 9 and 10. You can’t choose the same Soul Fragment more than once.


There are 6 passive effects in total, and whenever you obtain a Soul Fragment you also obtain a passive effect. From then on and every time you finish a long rest you'll be able to choose which Soul Fragment gives you which passive effect for that day, each passive effect can only be assigned to a maximum amount of Soul Fragments at a time, if you have the same passive effect in multiple Soul Fragments their effects stack.

Eladar Passive effect Maximum amount
Alira
the oracle
You have 1 extra maximum EC 3
Zagat
the world's armor
You have +1AC 3
Gundra the mountain You have 1 temporary HP that regenerates each turn 6
Drakar the chromatic bane You have resistance to one of these damage types: fire, ice, poison or lightning 2
Fell
the blade dancer
You have +1 to attack rolls or damage rolls, your choice 2
Cel and Sky the angelic twins All your speeds increase by 5ft 2

Crystal blockade

As an action, you raise a 1 foot thick, 5 feet wide crystalline opaque barrier in a point you can see up to 60ft away from you for up to 1 hour. If you use 1 EC the barrier will be 3ft high, 6ft high if you use 2 EC and 9ft high if you use 3 EC. Your DM will determine the amount of cover that it provides. The barrier has an AC of 15 and 5HP. At stage 7 you can choose the width of the barrier between 5ft and 10ft, and its AC increases to 20 and its HP to 10.

Everison tear

You gain control of far forgotten remnants of memories lived by countless heroes that defended the Everison. This remnants take the form of crystal tears that you can use in two different ways:


Snare. As an action and using 1 EC you release up to 3 tears towards different points in the ground no further than 30ft away from you. The 5ft squares where they land then shine with a shimmering blue light during the next round, and in the round after that, crystal spikes sprout from the ground. While the spikes are out, if a creature that does not have this path touches the ground they’re on, the spikes thrust out of the ground and the affected creature must make a dexterity saving throw to try to dodge them with DC equal to 10 + your stage on this path. On a failure, the creature takes 1d6 piercing damage and is grappled for 1 minute. On a success, the creature is unaffected and the spikes disappear. If trapped, a creature can make a strength saving throw at the end of each turns to break the spikes and release itself. You can only have 3 5ft squares affected by this ability at a time and at 6th stage you can affect up to 6 squares and the damage increases to 2d6.


Beacon. As a bonus action and using 1 EC you throw a tear on a point in the ground you can see within 30ft of you. From then on and if you are less than 60ft away from it you can teleport to it as a bonus action, subsequently shattering the tear. You can have only 1 tear active at any given time or 3 when you reach 8th stage. The tear also shatters when 1 hour has passed.

Stasis repose

You encase up to two willing creatures in a crystalline cocoon, which puts them instantly on a deep lethargic state. The creatures stay in the cocoon for half the time they would need for a long rest, and when that time ends they emerge and benefit with the effects of having had a long rest. When you use this you cannot use it again until you complete the long rest where this was used. The cocoons have 25AC and 10HP, and if the creature inside wakes up it can get out of the cocoon whenever it wants, subsequently destroying the cocoon. At stage 9 you can encase up to four willing creatures.

Crystalite

Your body naturally generates excess residual Everison energy, this energy can then be condensed into what’s known as Crystalite. This is a light blue semi-transparent crystalline material that acts for all intents and purposes as iron, being able to be molded and worked on in the same way. Via a process that takes 5 minutes you can generate one unit of Crystalite worth 5gp, being able to do so again after completing a long rest.

Equipment phase

Choose up to 8 willing creatures that you can see and are no further than 120ft away from you, use 1 EC and choose a command word. The creature’s equipment (weapons, armor and shield) shine and are absorbed magically into a small collar that appears on the creature’s neck. At any point in the next 8 hours an affected creature can touch the collar and speak the command word as a bonus action and all the equipment returns to its original state, armor worn and weapons and shield in hand.

Effigy of return

With a ritual that takes 6 hours you create a small crystal trinket faintly shimmering with light that fits in the palm of your hand, you decide the form of the trinket. After it’s created you can teleport to the trinket as an action, appearing on the nearest unoccupied space that can fit you and shattering the trinket. After the trinket is created you cannot create another for 15 days, and only one can exist at any given time so if you create another while one already exists, the first one shatters. The trinket also shatters if you die.

Enhancement

Using 1, 2 or 3 EC and as an action you increase all of the stats of a willing creature by an amount equal to the EC used for 1 minute.

Blessing of renewal

As an action and using 2 EC you bless a willing creature. That creature is healed by 2HP at the start of each of their turns until they take damage or they reach full health.

Crystal doppelganger

Using 3 EC and sacrificing your entire turn (Action, bonus action and move action), choose a willing creature you can see up to 120ft away from you. An exact duplicate of the creature but made entirely out of crystal appears in a square 5ft away from it. Then all your senses change to the duplicate and your body is incapacitated where you cast this, for that turn you are able to use an action, a bonus action and a move action as if you were the creature in the same state that it was when you cast this. You can only use the spellcasting feature if the original creature lets you, and if you do you use its spell slots as if it casted the spell; the same goes for any feature that uses up a limited resource from the original creature. At the start of your next turn the doppelganger shatters, your senses return to your body and you can take your turn normally.


Everison paragon

You have brought back hope and life to an ancient force of the universe and created one of the fabled old Everison Crystals. For that the Everison blessed you with the maximum amount of its power you can hold. All of this path’s features improve:

  • Everison fragment. In addition to the ones already available, you can choose one of these two other fragments to summon:

Summoning fragment. The first, third and fifth round that the shard is summoned spawns a tiny Shardling that disappears after 1 minute or when destroyed. You can give commands telepathically to the Shardlings without action required. The Shardlings have an AC of 14, 10HP, 30ft of speed and a melee spike attack with +5 to hit and reach of 5ft that deals 1d6+3 piercing damage.

Blasting fragment. A wave of force impacts all hostile creatures in the area every round, dealing 1d6 force damage.

  • Souls of the Eladar. Your soul creates a Soul Fragment, which means that you now have a maximum of 7.
  • Crystal blockade. The barrier can now be from 5ft to 15ft wide and it has 25AC and 15HP.
  • Everison tear. If you choose Snare you can affect up to 9 squares, any affected creature will be also restrained and the damage increases to 3d6. If you choose Beacon you can throw and teleport to the spike with the same bonus action.
  • Stasis repose. You can now encase up to eight willing creatures.
  • Crystalite. Every time you generate Crystalite you generate two units instead of one.
  • Equipment phase. The duration is now 24 hours instead of 8 and you can choose the equipment to, instead of a collar, be absorbed into a bracelet or a ring.
  • Effigy of return. You can now use 24 hours for the ritual instead of 6, and if you do so you will be able to have up to 3 effigies active at once. If you create a fourth one the first you created will instantly shatter.
  • Enhancement. The duration is now 10 minutes and you have the option to use 5 EC to raise the stats by 4.
  • Blessing of renewal. The amount healed per turn increases to 4HP and the effect does not deactivate until the creature has taken damage 3 times or reaches max HP.
  • Crystal doppelganger. The duplicate lasts for three turns and at the start of each of your turns you can choose to control the duplicate or yourself. If you choose yourself the duplicate stays completely inert where you left it.

Path of the Evo Parasite


An Alchemical Anthropologists Guide to taming the Astral Parasite
StageFeaturesRequirements to Reach
1stBiological Vision, Host BodyAllow an Evo Parasite to inhabit your body
2ndAdaptive FormIdentify 4 different species of non-magical beast with Biological Vision
3rdFirst Permanent AdaptationAdapt 8 different features from unique creatures with your Adaptive Form
4thAdaptive ArsenalAdapt 6 kinds of Natural Weapons with Adaptive Form from 6 unique creatures
5thBiological Vision ImprovementIdentify 16 different species of non-beast, non-humanoids with Biological Vision
6thSecond Permanent AdaptationAdapt 20 different features from 20 unique non-beast creatures with Adaptive Form
7thSituational EvolutionGain a non-combat adaptation and do not change it for 72 Hours
8thParasitic TransferenceEat double your normal food requirements for 7 days
9thCombat EvolutionAdapt 8 different non-natural weapon combat features with Adaptive Form
10thThird Permanent AdaptationAdapt 10 different features from unique non-beast creatures with Adaptive Form
11thImproved Situational EvolutionAdapt 12 different features from non-beast creatures with Adaptive Form
12thAdaptive Form ImprovementSuccessfully Identify a CR 20 or higher non-humanoid with Biological Vision

Biological Vision

Now that the Evo Parasite has become one with you, your eyes begin to shift and your vision begins to change. Your eyes have begun to break down the biological structure of any creature that you spend any extended amount of time examining. You see every cell, and what they once were, and what made them that way. You can see the very base process of evolution happening right before your eyes. If you spend 10 minutes observing or interacting with another living creature outside of combat, you can learn certain information about the things its body had manage to adapt to do. The DM tells if the creature has any of the following traits.

  • A non magical fly, swim, or climb speed.
  • A non magical sense, such as blindsight or darkvision.
  • Any natural non-magical survival based traits or actions based solely on the body, and if so, what kind. Ex, toxic venom, hard shells, or keen senses.
  • Any natural weapons, or non magical combat based traits or actions based solely on the body, and if so, what kind. Ex, draconic breath weapons, a wolves sharp fangs, or a manticores projectiles spines.
  • Any Resistances or Immunities to damage types that are natural to the creature and not magically given.

The time it takes to identify a creature with your Biological Vision is reduced from 10 minutes to 5 minutes upon reaching your 5th Evo Parasite progression stage.

Host Body

As part of the initial burrowing experience, you begin to feel more hungry than normal. Almost now like you provide for two. Upon gaining this feature, you begin to require double the amount of sustenance you normally would to survive. Additionally, as long as this path has not been progressed, it can be reverted by the spell Greater Restoration as if it was a disease.

Adaptive Form

Your body has begun to shift in ways it never has, and your form is more malleable than ever, The easiest way your body can find to adapt, is by following another genetic example. You may, as an action, once successfully identifying a creature with Biological Vision, alter your form to match one of the traits that you became aware of with Biological Vision. This means that you may gain the same climbing speed of a creature, or gain access to its breath attack. Saving throws, to hit modifiers, and damage modifiers are all calculated the same but replacing the numbers used to calculate the original numbers with your own. Abilities gained this way that have dice based recharge, instead recharge upon completing a short or long rest. Natural weapons gained in this way follow their dice as normal, though if the creatures is a different size category, the damage is adjusted. If the attack uses multiple dice, remove or add 1 dice per size category difference, removing if the creature is larger, and add if the creatures is smaller. If the attack is a single dice attack, adjust the damage in the same way, but for dice category. Increasing if the creature is smaller, and decreasing if

the creature is larger. Ex, a medium creature gaining a crocodiles bite attack would deal 1d8, a large creature gaining an elephants gore attack would deal 2d8, and a medium creature gaining an Eagles talons attack would deal 2d4. If you gain a Immunity to a damage type in this way, it is instead a resistance.

You may only have one Adaptive Form trait at a time. If you choose to take on a new trait with this ability, you must give up the old one in order to do so. When you gain a trait in this manner, your body's appearance changes to match. If you gained a tigers claws, your nails would alter physically to match. This feature can only be used on beasts, dragons, consrtucts, and plants, that are a challenge rating equal to or lower than your Evo Parasite stage, and was not conjured with magic; I.E, a familiar, or a beast summoned with the Conjure Animals spell.

Permanent Adaptation

Once you’ve reached your 3rd progression stage with your Evo Parasite, your body will gain the ability to retain abilities gained with your Adaptive Form. Over the course of a long rest, you may choose to permanently gain your current Adaptive Form trait, as a trait of its own. This trait cannot be changed again after this, without the use of a greater restoration spell. If a greater restoration spell is used on you at any time, it is optional if you remove any permanent adaptation you may have gained, as if your body is not actively rejecting the adaptation during the process of the spell, it won't be recognized as a ailment in need of correction. You may have up to two permanent adaptations at your 6th, and three at your 10th Evo Parasite progression stages.

Adaptive Arsenal

Upon reaching your 4th progression stage with your Evo Parasite, your natural weapon attacks made with traits gained from your Adaptive Form feature are considered to be magical for the purposes of overcoming resistances.

Situational Evolution

Your parasite has come to learn the ways that other creatures adapt, and no longer always needs to be lead by example. Once you’ve reached your 7th progression stage, you may spend five minutes forcing your body to adapt to help you in your current situation. Once this process is completed, you expend a hit dice, to gain any non combat based feature you have previously gained with your Adaptive Form feature for 10 minutes. You may do this an amount of times per day equal to your constitution modifier. Upon reaching your 11th progression stage, the time it takes to use your Situational Evolution trait is reduced to 1 minute.

Parasitic Transference

Upon reaching the 8th stage of progression, your Evo Parasite will finally begin to breed. You may, as an action against a willing or incapacitated target, produce an Evo Parasite, and transfer it to another. The process is short and excessively grueling.


A fledgeling version of the creature enters the body and begins the process to forcefully adapt the creature to future genetic imprinting. The creature makes a saving throw every 10 minutes as their body is forcefully changed against the natural state of the body.


they must also make a random saving throw from one of their six attributes by rolling a d6. After making a saving throw with an attribute, they cannot make that saving throw again and the dice is rerolled. The save DC reflects your body's innate characteristics, including your strengths and weaknesses. As such, the DC for saves is calculated as such: 10 + (your level divided by 5) - (the related attribute modifier). Positive modifiers reduce the DC, negative modifiers increase the DC. If you succeed on the saving throw, you add 2d8 to the damage taken every 10 minutes. If you fail, you add 1d8 to the damage taken every 10 minutes and incur a -2 penalty to all saving throws until the end of the process.


This process lasts an hour and if the creature has succeeded on four of the six saving throws, the parasite settles down as the host body has been successfully prepared for future changes to its genome. If the creature fails to meet this requirement, they immediately gain 3 injury levels, and roll twice on the injury tables; Once on the level 2, and once on the level 3. Then, the parasite leaves the body and the failed host is left to their fate.

Combat Evolution

Similarly to your Situational Evolution, at your 9th progression stage, you may adapt your body quickly to any given situation. You may as an action, begin focusing on your biological structure and attempting to force it into the shape you need right now. You concentrate on this focus similarly to how one would concentrate on a spell. If you manage to concentrate on it until the beginning of your next turn without being interrupted, you may temporarily gain any feature you have previously gained with your adaptive form feature for one minute. You may use this feature once, and you regain the ability to do so after completing a short or long rest.

Unnatural Adaptation

Finally, your Evo Parasite has reached its peak. Upon reaching your 12th progression stage, your body no longer needs to follow any sort of natural evolution routes, and can simply copy the abilities that it sees in action. Therefore, your Adaptive Form trait is no longer limited by creature type, or by whether or not the creature was conjured by magical means.

Path of the Fiend Forged


Fulgrums Fiendish Friends
StageFeaturesRequirements to Reach
1stHellish FortitudeDemonic Transformation
2ndHellbound HungerKill three CR 2 or higher fiends
3rdFiendish GrowthKill five CR 2 or higher fiends
4thIncreased FortitudeKill five CR 4 or higher fiends
5thGluttonous IndulgenceKill eight CR 4 or higher fiends
6thChitinous MutationKill five CR 8 or higher fiends
7thEssence of the GluttonKill eight CR 8 or higher fiends
8thDemonic InductionKill twelve CR 8 or higher fiends
9thUnimpeded GazeThree people who you've set on this path must reach this paths 3rd stage
10thReactionary ExpulsionTwo people who you've set on this path must reach this paths 6th stage
11thGaze of the HungrySomeone who you've set on this path must reach 8th stage and induct another
12thDemonic TransformationKill one CR 20 or higher fiend

Hellish Fortitude

Due to the nature of how this path is started, the body of the obtainee undergoes a fiendish transformation. The blood of the fiends that was consumed in the induction grants the user a greater durability. The user gains the ability to, as a bonus action, gain temporary hit points equal to their stage in this path. You may use this ability once, regaining the ability to do so again after one minute.

Hell-Bound Hunger

The user of this path gains an increased hunger due to the demon blood that is now flowing through them. This results in the the user needing to consume twice as much food as they would normally need to. Additionally, to aid with the management of the new requirement, upon gaining this feature you gain the ability to eat any organic matter without repercussions. Ex. diseased or poisoned food will not affect the user negatively.

Fiendish Growth

The blood of the hells that flows through you begins to effect your body, and your skin has learned to harden on command as if the near impenetrable chitin of the fiends you hunt. As a bonus action, or reaction, the user can force their body to grow a chitin like plating, and gain resistance to slashing and piercing for 1 minute. This ability can be used an amount of times equal to your constitution modifier, to a minimum of 1, regaining all expended uses upon completing a long rest.

Increased Fortitude

As you progress along this path, your body continues to adapt, and your fiendish resilience continues to grow with that. Upon gaining this feature, you become resistant to fire damage. Additionally, the temporary hit points gained from Hellish Fortitude increase by an amount equal to the creatures proficiency bonus.

Gluttonous Indulgence

Your body begins to adapt to this new blood, and as a result the natural greed of the creatures you borrow power from begins to effect your survival abilities. When you over eat, the food is stored inside your body for when it needs it in the future. When you eat food, if you eat over the regular amount you would need to, you instead stockpile that food. Stockpiled food is expended one day worth at a time whenever the body would begin to need it, preemptively feeding you. You may only stockpile up to 7 days worth of food at a time.

Chitinous mutation

Upon reaching the 6th stage of this path, when your fiendish growth is active, your shell begins to protect you even further. Whenever you would take damage from an attack that deals bludgeoning, piercing, slashing, or force damage, that damage is reduced by an amount equal to your Fiend Forged progression level.

Essence of the Glutton

At this stage in the path the user begins to become an avatar of the essence of gluttony, and can now stockpile up to 30 days worth of actual food with their Gluttonous Indulgence ability. Once the user has successfully stockpiled a weeks worth of food, they gain resistance to cold damage as they now have an excess of conserved energy. If a full 30 days is stockpiled, this resistance becomes immunity.

Demonic Induction

Once you reach the 8th stage of tempering induced by the demonic blood flowing through you, you can induct another onto the same path. If another has not already began a second path, you can override the blood flowing through their body with your own. This requires both parties to have a cut on them to allow for the transferring of blood. When the blood of another is being overridden by the demonic blood, they must make a constitution save or fall unconscious for 24 hours. The DC for this saving throw equals 8 + your progression stage level.

Unimpeded Gaze

The demonic blood flowing through your veins has enhanced your vision and allows you to see through the dark as if it were nothing, and track the lives of those you can see in said dark. You can now see effortlessly through magical darkness up to a distance of 120ft. Additionally can see any living creature as long as there is less than 1ft of material in between you and the target, seeing their heat radiating off of them. If a creature produces no heat, they are not visible with this effect. This feature can be activated or deactivated as an action. While this ability is active, your eyes glow a piercing red.

Reactionary Expulsion

To further protect the host of the demonic blood, the chitinous shell has become a weapon. Whenever the user has the shell granted to them by Fiendish Growth active, they can expel the shell as a reaction, ending the effect. All creatures within 15ft of you when you dismiss your chitin in this way must make a dexterity saving throw.

Any creature that fails takes necrotic damage dependent on the amount of days worth of stockpiled food you had, taking half as much damage on a success. All stockpiled food is expended upon doing this. The DC for this ability equals 8 + your progression stage level.

Days of Food Stockpiled Damage Dealt
1-5 Days 2d6
6-10 Days 4d6
11-15 Days 6d6
16-20 Days 8d6
21-25 Days 10d6
26-30 Days 12d6

Gaze of the Hungry

When you activate the enhanced vision from Unimpeded Gaze, you are able to activate a secondary ability as a bonus action. This secondary ability requires you to target one creature that you have spotted in your gaze, tagging them. While this creature is tagged, as long as you are on the same plane of existence as them, you know their general direction as long as they are within 10 miles of you, and you are aware of their exact location if they are within 1 mile of you. This effect ends if the tagged target leaves the plane of existence, or you choose to end this effect as a free action. Additionally, you are have gained the ability to consume the soul of a creature who put you on this path. You may as an action whilst beside the corpse of a creature that possesses the soul of the creature you were contract bound to, consume that soul as well as all the others they have. A creature who possesses a soul of a creature you are contract bound to glows a slight red to you.

Demonic Transformation

Reaching the peak of the tempering has allowed for the chitin to fully adapt to your body. Your shell has now become impenetrable. When you activate your Fiendish Growth feature, your resistances gained by said feature are changed to immunities, and your damage reduction now applies to all damage types excluding psychic, as your shell is now as hard as the most unholy steel.

Path of the Primeval Warden


Sir Arthur's Guide to the Practical Use and Control of Primeval Magic
StageFeaturesRequirements to Reach
1stPattern Identifying, Aura of RadianceSurvive the imbibement of Primeval Magic
2ndHeroic TraitAbsorb 1 fragment of Primeval Magic
3rdArmor of the PrimevalAbsorb 1 fragment of Primeval Magic
4thPrimeval GuardAbsorb 2 fragments of Primeval Magic
5thLegendary TraitAbsorb 2 fragments of Primeval Magic
6thRadiant HeartAbsorb 4 fragments of Primeval Magic
7thPrimeval SanctumAbsorb 4 fragments of Primeval Magic
8thPrime EnhancementAbsorb 6 fragments of Primeval Magic
9thGivingAbsorb 6 fragments of Primeval Magic
10thEver VigilantAbsorb 6 fragments of Primeval Magic
11thPrimeval TraitAbsorb 8 fragments of Primeval Magic
12thImmortal ProtectorAbsorb 8 fragments of Primeval Magic

Pattern Identifying

Primeval magic now runs through your veins, and you have gained innate insight into its inner workings. When you begin in this path you gain the ability to, as an action, detect Primeval Magic within a mile of you. You do not learn the exact location of the magic, only its general direction. Upon reaching the fifth stage of this path you can detect Primeval Magic within five miles instead of one, and at tenth stage you can do it within ten miles. Once you used this ability you cannot do so again for one hour.

Aura of Radiance

As an action, you can manifest the power of the Primeval Magic in you as an aura known as the Aura of Radiance. This aura has a radius of 15ft centered on you and lasts for one minute or until you choose to end it as a bonus action. While active, you and all your allies within the aura can add half of your proficiency bonus rounded down to any attack roll or ability check. Additionally, when you activate your aura you can choose one of these effects that will apply for its duration:
  • Leading By Example. Whenever an ally within your aura makes a skill check with a skill that you are proficient in they can add your full proficiency modifier instead of only half of it.
  • Stand Resolute. Whenever an ally within your aura drops to 0HP but is not killed outright you can use a reaction to have them drop to 1HP instead. If you use this ability the aura instantly ends.
  • Tormenting Presence. If a creature hostile to you is within your aura, they subtract half of your proficiency bonus from attack rolls made towards creatures also within the aura.

The aura requires concentration as if you were concentrating on a spell, but it does not impede you to concentrate on a spell. You may use this feature a number of times equal to your highest ability modifier, regaining all expanded uses upon completing a long rest.

Heroic Trait

The Primeval Magic coursing through your veins has started to adjust to your body and skills, seeking what you are best at and enhancing it. When you get this feature choose one of the following Heroic Traits, to choose a trait you must have at least 16 points in the corresponding stat. Whenever you gain a stage on this path you can choose any of your Heroic Traits and change it for another that you have access to.
  • [Strength] Muscular - You count as one size larger when determining your carrying capacity and the weight that you can push, drag or lift.
  • [Dexterity] Swift - Your base movement speed increases by 5ft.
  • [Constitution] Hardy - Your hit point maximum increases by +1 per level. This applies retroactively, as well as to every level you take hereafter.
  • [Intelligence] Quick thinking - You can give yourself advantage in one skill check related to a mental stat (int, wis or cha) once, being able to do so again after a short or long rest.
  • [Wisdom] Empathic - As a bonus action you can quickly check the physical state of a creature that’s no more than 30ft away from you. When you do so you learn the exact amount of HP that it has remaining.
  • [Charisma] Charming - Up to an amount of times equal to your charisma modifier per day, while you are talking with a creature that’s not hostile towards you and as a bonus action you can make a persuasion check contested by an insight check. If you succeed the creature will become friendly towards you if it wasn’t before for 1 hour, and will return to the attitude towards you that it had before when the duration ends without noticing that you did anything to its mind. If you fail the creature will become immune to this effect for 24 hours. In the case that you succeed you cannot directly control any of the target’s actions and the target will not do anything that it would never have done before, but you’ll be more likely to convince it to do something that it could have been convinced to do.

Armor of the Primeval

You and all allies affected by your Aura of Radiance while it’s active get +1AC.

Primeval Guard

The Primeval Magic links you to all living beings around you seamlessly, especially those ones you hold dear. As a reaction when an ally that’s within 60ft from you is going to be hit with an attack, you can teleport to their space and they are pushed 5ft back so you are between them and the enemy, then the attack hits you automatically. You may use this feature up to a number of times equal to your highest ability score modifier per short or long rest.

Legendary Trait

Your body and the Primeval Magic within you have bonded more over time. When you get this feature choose one of the following Legendary Traits, to choose a trait you must have at least 16 points in the corresponding stat. Whenever you gain a stage on this path you can choose any of your Legendary Traits and change it for another that you have access to.

  • [Strength] The Demolisher - You count as one size larger when determining your carrying capacity and the weight that you can push, drag or lift, your jump height and distance are doubled, and when you deal damage to an inanimate object that damage is doubled.
  • [Dexterity] The Ghost - You can disengage as a bonus action. When disengaging in this manner, you gain the ability to move through occupied spaces as though no creature was there, though you may not end your turn in the same space as another creature.
  • [Constitution] The Undying - You become immune to disease and gain advantage on death saving throws as long as you have at least one failed death saving throw.
  • [Intelligence] The Mind - You obtain the Message cantrip and can cast it at will, for you it does not need any components.
  • [Wisdom] The Vigilant - You have advantage on perception checks that rely on sight. Additionally, you ignore the negative effects of dim light.
  • [Charisma] The Trickster - As a reaction when being attacked by a creature that you can see, you gain the ability to feign fear (or show genuine fear) and attempt to dissuade the attacker from striking you. When you do this, make a deception or persuasion check contested by an insight check from the attacker. If your deception or persuasion roll was higher than the target’s insight, they must choose a new target for the attack, or cancel the attack if there are no available targets. You may use this ability once, regaining the ability to do so again upon completing a short or long rest.

Radiant Heart

Maintaining your Aura of Radiance has become second nature to you. You can add your highest ability score modifier to concentration checks for maintaining your Aura of Radiance. Additionally, the radius of your Aura of Radiance increases by 5 feet, and you gain the ability to use your Aura of Radiance an additional number of times per day equal to half of your proficiency bonus rounded up.

Primeval Sanctum

With the absorption of all this Primeval Magic you gain insight about a place that was secluded from you until now, a place that only those sufficiently linked to this ancestral substance can access. You obtain the ability to, as a 10 minute ritual, teleport yourself to the Primeval Sanctum, a place where only advanced Primeval Wardens can access and that you will learn more about when you get there. When you complete this ritual you leave behind the same trinket or crystal that you do when you enter stasis, and while in the Sanctum you can repeat the same 10 minute ritual to return where your trinket or crystal is.

Prime Enhancement

The Primeval Magic within you fills your every cell with the strength to be a better self. You can choose an additional Heroic Trait or Legendary Trait, your choice. You cannot choose the same Trait twice.

Giving

The magic link between you and your allies grows ever stronger, letting you send them part of your life energy. As an action choose an ally within 30ft of you, you take 4d8 damage and that ally regains a number of hit points equal to the damage you took.

Ever Vigilant

The magic within you fuels you more than anything ever could. You do not need to eat, drink, or sleep as long as you are not within an antimagic field.

Primeval Trait

You feel how the Primeval Magic has made you the self that you were always destined to be. When you get this feature choose one of the following Primeval Traits, to choose a trait you must have at least 16 points in the corresponding stat. Whenever you gain a stage on this path you can choose any of your Primeval Traits and change it for another that you have access to.

  • [Strength] Herald of the Titans - You count as one size larger when determining your carrying capacity and the weight that you can push, drag or lift, and every time you make an attack with strength you have a bonus to the damage equal to your strength modifier. Additionally you have advantage on athletics checks.
  • [Dexterity] Herald of the Wind - You can take the dash action as a bonus action. Additionally if you take the dash action on your turn you can choose any number of allies that you can see up to 60ft away from you, those allies can move an additional amount of feet on their next turn equal to your base movement speed if they so choose.
  • [Constitution] Herald of the Immortals - Your hit point maximum increases by a further +1 per level. This applies retroactively, as well as to every level you take hereafter.
  • [Intelligence] Herald of the Grand Council - Your intellect surges, increasing your intelligence score by 2. Additionally, any rolls for intelligence checks that are 9 or lower are treated as a 10.
  • [Wisdom] Herald of the One Mother - You cannot become lost via any means, including magical and you gain a +5 bonus to perception. Additionally, as an action, you can give advantage on a skill check an ally makes with a skill you are proficient in before the start of your next turn if you can see that ally and it is within 60ft of you. You can do this a number of times equal to your wisdom modifier per long rest.
  • [Charisma] Herald of Narcissus - You gain advantage on all charisma checks when interacting with creatures, as well as advantage on insight checks. Additionally, when interacting with humanoids, your charisma score is treated as being 2 points higher.

Immortal Protector

Your body and the Primeval Magic within you have become one, perfectly in sync and empowering each other more than ever before; you cannot fit any more Primeval Magic within you, and you do not need to, you’ve become Primeval. The energy that binds you to your teammates has also reached its peak, granting you undying strength to fight on. If you fall unconscious in combat or you are killed outright, you can choose to fuse yourself with an ally that’s within 120ft of you without gaining an injury. This ally gains the effects of the tenser's transformation spell. If the combat ends without the death of the one you have bound your soul to you reappear in an unoccupied 5ft space next to that ally with 1hp remaining. This ability can only be used once per long rest.


Alternatively you can activate this effect as an action. If you do so you can stay fused with the ally for up to one hour, being able to end the effect at will and returning at a 5ft space next to it with the same health that you had when you used this feature. If you use this feature as an action you will be able to do so again after a short rest instead of a long rest.

Path of the Radiant Armory


The Primal Spirit Armament
StageFeaturesRequirements to Reach
1stManifest ArmamentChannel your strong beliefs through a Radiant Crystal, subsequently consuming said crystal
2ndConvenienceDestroy 750 gp worth of armor or weapons in the name of your beliefs
3rdPurityDestroy 1500 gp worth of armor or weapons in the name of your beliefs
4thDualityDestroy a magic item of at least uncommon rarity in the name of your beliefs
5thUtilityDestroy a magic item of at least rare rarity in the name of your beliefs
6thQualityDestroy 1500 gp worth of armor or weapons in the name of your beliefs
7thGuidanceDestroy 3000 gp worth of armor or weapons in the name of your beliefs
8thTrinityDestroy a magic item of at least very rare rarity in the name of your beliefs
9thVolatilityDestroy 3000 gp worth of armor or weapons in the name of your beliefs
10thEmpowermentDestroy 5000 gp worth of armor or weapons in the name of your beliefs
11thProtectionDestroy a common, uncommon, rare and very rare magic item in the name of your beliefs
12thRadianceDestroy a legendary magic item in the name of your beliefs

Manifest Armament

You create a Armament of your own design bound to your soul. This Armament is created in the form of a weapon or suit of armor that manifests as part of your bond to a deity or patron that you worship. However it may also be manifested as a weapon or piece of armor of your own choosing, if your deity is not one that would effect this choice. Once the armament is chosen, it manifests in physical form in front of you. However, an armament cannot be made into the shape of a weapon or armor piece valued at over 250 gp per your radiant armory progression stage, or into a shape that is magical in nature. Once the armament has been created it cannot be changed until you advance a Radiant Armory progression stage. You may, as an action imbue one of your armaments into an item of similar shape, a sword into a sword, for example, and give all of the additional qualities and benefits your armament would normally have to the weapon or armor that was imbued. All abilities of this path that target your armament, like Purity, also work on items that your armaments are imbued into. When you advance a stage in this path, you may change the armaments you have created to different items.


If the armament created is in the shape of a weapon it is considered magical, and deals an additional 1d6 damage of a type of your choosing from the following: Fire, Cold, Lightning, Acid, Radiant, Necrotic or Poison, this is chosen when the armament is created and can only be changed under the same circumstances as the changing of armaments themselves.


If the armament is a piece of armor it instead grants resistance to that damage type, and is also considered magical. You can use your action to teleport your armament to an empty hand, or onto your body. You are proficient with it while you wield or wear it. Your Armament disappears if it is more than 5 feet away from you for 1 minute or more, or if you die.

Convenience

Your armament is a part of you and as such, you always have it with you. As a bonus action, you can dismiss your armament to an empty demiplane until it is called upon again by your Manifest Armament.

Purity

Your armament slowly but surely is continuing to grow in sync with you own soul. As a bonus action, you can empower your armament with your own life energy by expending a hit die. For 1 minute, your armament gains +1 to attack and +1 to damage if it is a weapon, and +1 AC if it is armour. You can only have one instance of purity per armament active at a time.

Duality

Your soul begins to splinter, but not in a harmful way. Upon reaching this progression stage, you may have two manifested armaments at once instead of the normal one, following all the same rules. When you use your action to equip your armaments, you may equip both at once.

Utility

Upon gaining this feature, choose one of your two armaments. That armament gains the ability to allow the wielder to cast up to 3 levels worth of spells using your highest stat between intelligence, wisdom and charisma, for example, counterspell, or scorching ray and magic missile, chosen upon the armaments creation. Each spell can only be cast once, recharging at dawn. This choice can be changed whenever the armaments form is changed, but cannot be changed otherwise.

Quality

You can expend your own life essence to fuel your armaments. As a reaction when you are hit with an attack while wearing an armament, or you hit with an attack with one of your armaments, you may expend and roll up to one quarter of your stage in this path rounded down in hit dice, the total of this roll is either added to the attack's damage, or reduced from the damage taken.

Guidance

At this point you gain the ability to guide people towards the same divine path you're walking. To do so you must first bring into existence the same glory that let you arrive at the point you're in now: a radiant crystal. You can create a radiant crystal using a total of 15dtd that doesn't have to be consecutive and that may be also done while traveling. There can only be one radiant crystal created by you at any point, and when one is consumed you can start creating another.

Trinity

A third armament is birthed within your soul. Choose one of the following forms, or choose a weapon or armor form as used for your initial Armament. As normal, upon gaining a progression stage in this path, you may change the choice of this form. You may not have more than one of the following special forms chosen at a time.

  • Wings - Your armament takes the shape of a set of wings, these appear in whatever form you wish and grant you a fly speed of 45ft, or increase your fly speed by 15ft if you already have one.
  • Cloak - Your armament takes the shape of a cloak, this appears in whatever style you wish and grants you the ability to Dash, Disengage, or Hide as a Bonus Action.
  • Helmet - Your armament takes the shape of a helmet. This helmet whilst worn gives you a 20ft truesight, and allows you to cast Detect Magic and See Invisibility at will.

Volatility

Your soul is a forge, and as such, you gain the ability to heat that which is around you. You may cast the spell Heat Metal as a bonus action without expending a spell slot. This can be used an amount of times per day equal to your charisma modifier to a minimum of one.

Empowerment

Your armaments improve as your soul continues to develop alongside these weapons. Your weapon now deals an additional 2d6 of the chosen damage it was made with, instead of 1d6, or, your armor now grants immunity to the damage type it would normally resist.

Protection

Your mind and soul begin to be shielded by your armaments, and because of this you gain advantage on saving throws against illusions, in addition your are immune to the frightened, and charm conditions.

Radiance

Your armory continues to improve, and at this point as reached near perfection. Armaments in armor form grant an additional +1 to armor class, and armaments in weapon form grant an additional +1 to hit and to damage rolls.

Sacrificing Items for this Path

Items sacrificed for the Path of the Radiant Armory can only grant a maximum of 500 gp per individual sacrifice. This means, that sacrificing a suit of platemail only contributes 500 gp towards your progression. Additionally, items constructed with magic as apposed to by hand, such as with the Fabricate spell, or consumable items are worth nothing towards the progression of this path. Though, on this similar note, items crafted by the character who is on this path are worth twice the amount they would normally.

Path of the Righteous Flame


Study on Phoenixs' purifying habits
StageFeaturesRequirements to Reach Purification Dice
1stAshen RebirthSurvive a trial of flame, and be chosen worthy by a Phoenix Spirit-
2ndMantle of FlameKill five CR 1 or higher evil aligned creatures1d4
3rdPurifying SmiteKill eight CR 1 or higher Evil aligned creatures1d4
4thHoly FeathersKill eight CR 2 or higher Evil aligned creatures1d4
5thPurification ImprovementKill twelve CR 2 or higher Evil aligned creatures1d6
6thPurifying LeapKill twelve CR 2 or higher Evil aligned creatures1d6
7thWings of GloryKill twelve CR 2 or higher Evil aligned creatures1d6
8thTrial of FireKill twenty CR 2 or higher Evil aligned creatures1d6
9thPurification ImprovementSuccessfully initiate someone down the Path of Righteous Flame1d8
10thGaze of PurityKill thirty CR 2 or higher Evil aligned creatures1d8
11thRite of RebirthKill a single CR 16 or higher Evil aligned creature1d8
12thPurity in AshesSuccessfully restore someone to their original form with Rite of Rebirth1d8

Ashen Rebirth

Upon beginning this path, your hair gains streaks of fiery red and orange, and you gain the spirit of a phoenix in your body. Because of this, you gain the ability to be reborn upon being struck down, stepping forth from the ashes. When you are reduced to 0 hit points, you become wreathed in flame momentarily and are replaced with a egg of molten stone. This egg has 1 hit point, an AC equal to 10 + your Constitution modifier, and immunity to fire. If you manage to exist in this form without being destroyed for 1 minute, the egg will burst open and you will manifest forth reborn. When this happens, you may expend up to half your level in hit dice, regaining hit points as if you had completed a short rest. If the egg is destroyed, you burst forth from it, but do so unconscious and begin making death saving throws as normal.

Mantle of Flame

The phoenix inside you begins to grow, and its power beginning to become more tangible. At this point in your path, you may as a bonus action, activate and subsequently conjure your mantle of flame. When you do this, flames from your shoulders to your lower back erupt forth from you. While your cloak is active, you deal additional fire damage on all weapon attacks equal to your Purification dice, all creatures that start their turn within 5ft of you also take damage based on your Purification dice. You may deactivate this effect at any time as an action. Upon reaching your 5th progression stage in this path, you gain resistance to Fire damage, and at the 9th stage, this resistance becomes an immunity.

Purifying Smite

Your flames begin to burn brighter, and your strikes reflect this. When you land a weapon attack, you may expend up to your current stage in this path in hit dice, causing the attack to deal an additional purification dice in fire damage per hit dice expended. These damage dice are considered to have rolled maximum if this ability is being used against a creature of evil alignment.

Holy Feathers

At this point in your path, the phoenix within you begins to show externally even more than when you first gained it. Immediately upon gaining this feature, three feathers sprout forth from your head. From then on, every day at dawn, a single feather is grown. These feathers can be used as an action, when used they burst into warm but not painful flames, that begin to heal the user. Over the course of a minute, the creature who used the feather heals one hit point at the beginning of every round.

Purifying Leap

As you walk, embers trail your path. As a bonus action, you may expend a hit dice to roll your purification dice, and leap into the air a height equal to 10 times the amount rolled on the dice. This jump can cover a distance equal to half of your walking speed.

Wings of Glory

As you begin to cultivate your inner phoenix spirit, its energy begins to show even more physical form when you manifest your Mantle of Flame. Whilst your Mantle of Flame is active you gain a flying speed equal to your walking speed. If you already have a flying speed, it increases by an amount equal to your walking speed.

Trial of Fire

The phoenix inside of you has reached a stage in it's maturity where it gains the ability to reproduce. As an action, you may create a molten phoenix egg in front of you. It exists for up to an hour, and you cannot create another one of these until the first disappears. A creature may attempt to absorb this egg into themselves over the course of one minute. Every other round during the progress of this attempted absorption they must make a constitution saving throw, or take 6d8 Fire, the damage increasing by 1d8 every time it's rolled, and taking half of that damage on a successful save. The DC for this save is 13. During this time, they cannot be healed by sources that are not themselves. If a creature manages to survive this without dropping below 0 hit points, and they have not began down a second path, they may begin down the Path of the Righteous Flame. If a creature is brought to 0 hit points during this process, their body is completely reduced to ashes.

Gaze of Purity

Your eyes begin to burn with the radiant flames of the pure, and this frees your vision of any obscurities. You may expend a hit dice to roll your purification dice, and then gain truesight up to a distance equal to 10 times the number rolled for one minute.

Rite of Rebirth

The phoenix inside of you wishes to cull the impure, and cleanse those who have been corrupted by the dark. As an action, you may attempt to invoke the Rite of Rebirth upon an undead creature. Doing this costs all of your remaining hit dice, to a minimum of 12. If this minimum is not met, the ability fails. The creature must make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your charisma modifier. On a failed save, the creature begins to purify. A creature that is temporarily undead, either with a spell like Raise Dead or similar effect, is instantly destroyed. A creature that is undead semi-permanently, like a revenant, a banshee, or similar creature, is immediately destroyed, then reverted back to their once living state as per the effects of the spell True Resurrection.

Purity in Ashes

You have become one with your inner phoenix, and now regenerate your essence as one would. Once per day, when you complete a short rest, you may regain an amount of hit dice equal to one third of your level rounded up.

Path of the Steel Heart


Metallurgy & Biology 101
StageFeaturesRequirements to Reach
1stAbsorbtion Ritual, Signature Weapon,
Metallic Transformation
Have your heart replaced with a Steel Heart
2ndMagnetonAbsorb 30 Units of any metal with your Absorbing Ritual
3rdSteel ResolveAbsorb 50 Units of steel with your Absorbing Ritual
4thSignature StyleAbsorb 50 Units of copper with your Absorbing Ritual
5thCrushing GripAbsorb 100 Units of ferrous metals with your Absorbing Ritual
6thSteel EnhancementAbsorb 10 Units of mithril with your Absorbing Ritual
7thMagneton EnhancementAbsorb 100 Units of brass with your Absorbing Ritual
8thMetal Scent, Unyielding FormAbsorb 120 Units of silver with your Absorbing Ritual
9thMetallic ReplacementSpend 7 days to create a perfect metal replica of yourself
10thEnhanced Crushing GripAbsorb 300 Units of any metal with your Absorbing Ritual
11thPerfect TransformationConsume 1 Gallon of Mercury
12thWrath of the TitanAbsorb the remains of a CR16 construct with your Absorbing Ritual

Absorbtion Ritual

You can spend 1 hour to perform a ritual to melt and absorb up to 5 units of any non-corroded, non-magical metal that is not attached to any structure or building, and is light enough that you could feasibly carry it, into yourself. If you absorb more than 10lbs of metal, you are considered to have eaten for that day.

Signature Weapon

Your ability to absorb and control metal allows you to expell and shape it into a weapon, or to encoat an item or weapon you already have.

At the end of a each long rest you can form the metal within into a Signature Weapon.

  • The damage die of your Signature Weapon is 1d6, unless the damage die of its basic form is higher
  • You may choose to form a new or encoat an existing Simple or Improvised Weapon. If you choose a ranged weapon form you must load it with ammunition as normal
  • You are always considered proficient in your Signature Weapon, regardless of the basic form it takes
  • Your unarmed strikes also use your Signature Weapon damage die from this point on

Metallic Transformation

Your skin ripples as you touch it, it's as hard as any metal you felt and as smooth as water. Gaining the ability to form your skin to make you look like you're wearing jet-black plate armor made of steel, but in reality this is your skin, the soft yet hard metal moving smoothly with your movements. Your nails becoming clawed, making an image of gauntlets, and your feet shifting to sharp bladed boots. As an action, you can enter your Metallic Transformation, and gain the following abilities:
  • You can choose one ability score to change with another. (Ex. You have a 18 Dexterity and 10 Strength, you can switch to have an 18 Strength and 10 Dexterity instead, These ability scores have to be Either Dexterity, Strength, or Constitution) This effect cannot be changed for the duration of the transformation once you have chosen to switch an ability score.
  • Your AC can no longer be less than 16.
  • You count as wearing no armor for Unarmoured Defense and similar effects, while simultaneously counting as wearing armor for other features that require it, such as Heavy Armor Master.
  • Your Signature Weapon gains the Disarm Immune property.

This transformation ends after a number of minutes equal to your constitution modifier (minimum of 30 seconds), or until you choose to end it as an action. You may use this ability once per long rest. You gain an additional use of this ability per long rest at stages 4th and 8th.

Magneton

At 2nd stage, you gain the ability to manipulate metal in various ways. Choose a portion of non-magical metal that is not a creature, is not being carried by a creature, that you can see, and that fits within a 5-foot cube. As an action, you can manipulate it in one of the following ways.

  • You cause shapes, colors, or both to appear on the metal, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the metal you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
  • You can melt any type of metal over the span of 1 minute.

If you use this ability multiple times, you can have no more than two of its effects active at a time, and you can dismiss each effect early as an action. The range of this ability Is 120 feet.

Steel Resolve

At 3rd stage, you gain a damage threshold equal to your progression stage of this path + your Constitution modifier. (Ex. You are at progression stage 5 and have a Constitution modifier of 3. You have to take more than 8 damage from any sources to take any damage.)

Signature Style

At 4th stage, your Signature Weapon becomes much more potent.

  • Your Signature Weapon and unarmed strikes now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, during your Metallic Transformation your Signature Weapon and unarmed strikes gain these additional benefits.

  • Your Signature Weapon attacks now have advantage when attacking a creature made out of, or wearing, metal.
  • Your unarmed strikes may now grapple and deal damage in the same attack.

Crushing Grip

At 5th stage, your Metallic Transformation further strengthens your body.

When you activate Metallic Transformation one of your physical Ability Scores becomes 18 for the duration of the transformation. You also gain advantage on attempts to grapple a creature that is made of, or wearing, metal.

Steel Enhancement

At 6th stage, the metal coursing through your body becomes stronger and more effective.

  • The damage die of your Signature Weapon becomes a 1d8
  • You may now form or encoat martial weapons when you choose your Signature Weapon at the end of each long rest.

Additionally, your Metallic Transformation gains the following improvements.

  • Your AC cannot be lower than 18
  • You can add your Constitution Modifier to damage rolls made with your Signature Weapons or unarmed strikes
  • As a bonus action, you can change the form of your Signature Weapon. At the end of your Metallic Transformation your Signature Weapon returns to the form chosen at the end of the last long rest.

Magneton Enhancement

At 7th stage, your Magneton ability gains the following benefit and additional effects.

  • The area that can be effected at one time increases to a 20 ft cube
  • Create Siege Ammunition: You can create ammunition for Siege weapons such as Cannons, Ballista, and any other Siege Weapons that require Ammunition to operate.
  • Metallic Spikes: You cause metal around you to spike up, creating an area of difficult terrain, this difficult terrain cannot be bypassed by magical effects as long as the creature is within the 20 ft cube.
  • Create Wall: You can use the metal within the area to create a wall in front of you, giving creatures behind the wall Cover (DM's Discretion if it is 1/2, 3/4, or Full Cover).

Metal Scent

At 8th stage, you are aware of the direction, type, and quantity of all metal that is within 500 feet of you.

Unyielding Form

Also at 8th stage, when you are hit by an attack during Metallic Transformation, you may use your reaction to reduce the damage of that attack by an amount equal to your path stage.

Metallic Replacement

At 9th stage, you spend 7 days and 10 units of metal to create a clone of yourself. This clone follows all the rules of the Clone spell as long as it is attuned to you. If you do die, you do not count as being the race that you were before. You now count as a Warforged, Vect or other mechanical race. You have to specify which one you are building before it is created. You can have as many clones as you want but each clone requires a separate attunement slot.

Enhanced Crushing Grip

At 10th stage, your Metallic Transformation enhances your physical capabilities to their peak level.

One of your physical abilities scores is further improved to 20, and any creatures made of, or wearing, metal have disadvantage on Athletics or Acrobatics checks to contest you grappling them for the duration of your Metallic Transformation.

Perfect Transformation

At 11th stage, the blend of metals within your body as reached a perfect state.

  • The damage die of your Signature Weapon is now a 1d10

Additionally, your Metallic Transformation gains these additional benefits due to the perfect metal that you hold within.

  • When activating your Metallic Transformation you gain Temporary Hit Points equal to double your stage in this path + your constitution modifier
  • Your AC cannot go below 20
  • As a bonus action you may make a single attack with your Signature Weapon or unarmed strike
  • Your Signature Weapon gains the thrown(20/40) and returning properties.

Wrath of the Titan

At 12th stage, once per long rest, you may choose to expel your stored metal into an entirely different form. As an action, you reshape yourself into a Steel Titan for a number of hours equal to your constitution modifier.

This ability follows the same rules as the Polymorph spell, except you keep any of your ability scores that are higher than the Steel Titan's.

You revert back to your normal form once the duration ends, if your Steel Titan hit points are reduced to zero, or if you end it as a bonus action. Your Steel Titan's hit points are rolled separately for each transformation and your equipment melds into the new form.


Steel Titan

Huge Construct, Same as User


  • Armor Class 20 (natural armor)
  • Hit Points 250 (40d10+30)
  • Speed 40ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)

  • Damage Immunities Fire, Lightning, Poison
  • Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
  • Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Restrained, Grappled
  • Senses Same as User, passive perception 13
  • Languages Same as User

Fire absorbtion. The Titan absorbs all fire damage done to it and instead of being harmed, adds an extra 2d10 fire damage to its weapon attacks for the next turn.

Adaptable Strengths. Any ability scores that are lower than the user's are not replaced upon transformation.

Granted Knowledge. The Titan can use all features and traits that the user can, so long as they do not affect mobility. Additionally, the Titan counts as metallic transformation for path abilities.

Immutable Form The Titan is immune to any spell or effect that would alter its form beyond returning to the user's normal state.

Magical weapons The Titan's weapons are considered magical for the purpose of overcoming resistance to non-magic weapons.

Actions

Greatsword. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit 48 (6d6+7) Slashing

Flail Fist. Ranged Weapon Attack: +11 to hit, reach 60/240ft., one target. Hit 31 (4d10 + 7) Bludgeoning


Path of Tribulation


The Heavenly Defiance Scripture
StageFeaturesRequirements to Reach
1stTribulating AuraSurviving a trial of Tribulation
2ndThunderous StepsTake 50 damage of natural, non-magical, or tribulation based lightning damage
3rdDischargeTake 100 damage of natural, non-magical, or tribulation based lightning damage
4thLightning ScalesTake 200 damage of natural, non-magical, or tribulation based lightning damage
5thInhuman PerceptionTake 50 damage of the same specific lightning damage within ten minutes
6thJoltTake 100 damage of the same specific lightning damage within ten minutes
7thChant of the HeavensKill and eat 1lb of meat from a CR10 monster with lightning immunity
8thTribulation Aura ImprovementSuccessfully initiate someone down the Path of Tribulation
9thTribulation LeapClimb a mountain that is at least 3 miles high, challenge the elements, and win
10thRelease of TribulationTake at least 70 damage worth of lightning damage (before resistance) in 1 attack
11thTribulation PropellantUse jolt to awaken 10 unconscious players during death saves
12thCall of TribulationKill and eat 1lb of meat from a CR16 monster with lightning immunity

Tribulating Aura

The power of heavenly punishment has empowered you, as the tribulation lightning begins to flow through you. You may as an action, activate a cloak of magical lightning that radiates around you. Anyone who enters a space within 5ft of you takes 1 lightning damage, and will do so at the beginning of every turn they start there. Every round that this cloak is active, you take 1 lightning damage yourself. It can be deactivated on your turn as a bonus action. Damage done with this ability does not count as Tribulation Lightning for the sake of counting towards the progression of this path. Additionally, whenever natural or divine lightning strikes within 100ft of you, you become the target instead. Lightning conjured by magic is not effected by this feature. Upon reaching your 8th progression stage the radius of you cloak is extended by 10ft, now effecting everyone within 15ft of you.

Thunderous Steps

Your steps begin to generate loud booms of thunder that can be heard from up to 200ft away. Whilst this ability is active you have a flying speed equal to your current walking speed. This benefit works only in short bursts, and as such you fall if you end your turn in the air and nothing else is holding you aloft. You may turn this ability on or off as a Bonus Action.

Discharge

You learn to extend the heavenly lightning outside of your body, into your blade. Whilst your lightning cloak is active, you may choose to deal an extra 1d4 lightning Damage to any attack. This effect increases to a 1d6 upon reaching your 6th progression stage, and finally to 1d8 at your 9th.

Lightning Scales

You develop the ability to externalize the held punishment to surround your form in lightning. When your Tribulating Aura is active you gain resistance to lightning damage, and the damage dealt with your aura is increased to 1d4. At level 11, this damage increases to 1d8, and the resistance gained from it becomes an immunity.

Cardiac Arrest

When landing an attack using the attack action, You shoot a highly concentrated blast of lightning into a creature and surge their body with an extreme amount of voltage, the creature must make a Constitution save equal to 8 + your proficiency modifier + Constitution Modifier or be stunned until the start of your next turn. You may do this a number of times equal to your constitution modifier. A creature resistant or immune to lightning damage automatically succeeds.

Jolt

You begin to fine tune the lightning within you and gain the ability to Jolt someone back to consciousness with a burst of electricity. Once per long rest, as an action you may choose a creature with 30ft that is at 0 HP and return them to 1 HP. You cannot use this ability on a creature that is immune to lightning damage. Upon reaching your 10th progression stage this becomes once per short rest.

Chant of the Heavens

The thunder begins to head your calls, and the storms of tribulation strike down on those you deem worthy. You may spend one minute doing a chant that would call forth the fury of the gods down on that which you see fit. The target must be willing at the beginning, but becoming unwilling during the chant does not end it. This chant cannot be used on a creature that is already on the Path of Tribulation This chant takes 10 rounds, at the beginning of the second round, a bolt of lightning strikes directly down on top of the target. They must make a DC 13 constitution saving throw or take 6d6 lightning damage. Immunities are considered resistances, and resistances are null for the purposes of damage calculation. This lightning strikes at the beginning of the targets turns for the remainder of the chant, and the damage increases by 1d6 each time it strikes. 7d6 on the second strike, 8d6 on the third, etc. If the target survives this trial, they are considered to have gained the first level in the Path of Tribulation if they have not already begun a second path.

Tribulation Leap

Your pent up divine fury begins to pour out of your body. Though, this is a usual occurrence, you are slowly beginning to master controlling it. You may use your bonus action, to empower your ability to jump, replicating the effects of the jump spell, without actually being the jump spell, and without requiring concentration, as the energy bursts forth from beneath you launching you forward. When you jump while under the effects of this ability, your thunderous jumps can be heard from up to 200ft away.

Release of Tribulation

The tribulation energy inside you begins to build up, and it must be released. You may as a bonus action, imbue yourself with tribulation and fill yourself to the brim with more energy than you can normally hold. When you do this, you may choose to take as many iterations of 20d6 thunder as you'd like. If you are still conscious at the end, you gain an additional action this turn for every iteration of damage willingly taken. Immunities are considered resistances, and resistances are null for the purposes of damage calculation.

Tribulation Propellant

The tribulation energy inside you continues to build. You may as a bonus action, double your speed for the remainder of the turn. Moving whilst under these effects creates thunderous booms that can be heard from up to 200ft away.

Call of Tribulation

Finally, the divine lightning bends to your will. You may as an action conjure a storm of tribulation that begins to strike down around, as black clouds, rippling with crimson lightning begin to form above you. When you use this ability, a storm cloud appears in the shape of a Cylinder that is 20 feet tall with a 90-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).


When you call the storm, choose a point you can see within range. A bolt of crimson tribulation lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity or constitution saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.


If you are outdoors in stormy Conditions when you call this storm, the spell gives you control over the existing storm instead of creating a new one. Under such Conditions, the storms damage increases by 4d6, as it begins to boom with tribulation.


Once you use this feature it cannot be used again until you complete a short or long rest.

Path of the Loremaster


Hitchhiker's Guide to the broken worlds
Stage Features Requirements to Reach
1stBook of endless talesObtain a Loremaster's Book
2ndLoremaster's transportComplete an objective
3rdSymbiosisComplete an objective
4thEphemeral roomComplete an objective
5thThe Fallen's giftComplete an objective
6thSentienceComplete an objective
7thFavor of the mightyComplete an objective
8thEphemeral homeComplete an objective
9thFugamComplete an objective
10thOmnipresenceComplete an objective
11thEphemeral castleComplete an objective
12thCardinal templesComplete an objective

A whole universe to discover

To advance on this path you will need to complete a set of objectives in any order, each objective can only be completed once and each gives you just one rank. At any point that you could use dtd to progress in an objective, you can also use one full day doing only that activity and it will count as 1 dtd. The objectives are the following:

[ Islands ]


  • Objective: Visit 10 different islands
  • Explanation: Islands will constantly come and go from Elysium’s grasp. Each time you spend at least 12h in a new island it will count towards this objective. Elysium’s island does not count towards this objective.

[ Quests ]


  • Objective: Tell the story of 5 different quests that you lived while you were in this path.
  • Explanation: It must be to different willing persons and there must be at least a day between each one. Consult a DM to confirm that what you want to tell counts as a quest. You can use dtd to tell these stories.

[ Lore ]


  • Objective: Write 5 different real legends of any island in your book.
  • Explanation: It must be lore that you learned or discovered while you were in this universe, not necessarily in this path. Each legend takes 1dtd to write. Consult a DM to confirm that what you want to write counts as a legend.

[ Stories ]


  • Objective: Write 20 different stories or legends lived in this universe in your book.
  • Explanation: Every time you live or someone tells you a story about the islands, you can note that you wrote it in the book, each take 1 dtd to write. Consult a DM to confirm that what you want to write is really a story lived in this universe.

[ Fauna and flora ]


  • Objective: Write about 20 different fauna or flora of any of the islands in your book.
  • Explanation: You can only write about up to 15 of each, and each take 1 dtd to write. The fauna has to be beasts, dragons, elementals or oozes taken from published material or accepted homebrew of any cr, and the flora has to be plant creatures from published material or accepted homebrew of any cr or any plant and herb in the RotF Crafting document.

[ Leader ]


  • Objective: Meet a leader of a big city.
  • Explanation: It must be a capital city of a country or a separated city of more or less the same size, like Elysium or New Phara. If you don't know if it's a big city or not ask your DM.

[ Symbiosis ]


  • Objective: Perfectly learn the layout of 3 cities using Symbiosis.
  • Explanation: It can be a city of any size, but it must be with Symbiosis.

[ Guide ]


  • Objective: Take 10 player characters to an island that you have been before but they haven't.
  • Explanation: You can take 10 people in one go, guide your group of 5 through 2 islands, etc.

[ Books ]


  • Objective: Gather different books about any permanent island (history, nature, culture…) that sum at least 9600 pages in total.
  • Explanation: You only need to read them for them to count, reading a book is 1 page per minute and you can use dtd to read. At this reading pace you can read 480 pages per dtd, which means 20 dtd in total to read all the books.

[ Landmarks ]


  • Objective: Visit 35 landmarks.
  • Explanation: Landmarks encompass a huge variety of things, it may be from a village to a city, an important mountain, a famous forest, a suspicious well in the middle of nowhere, etc. Ask your DM at the end of the adventure how many landmarks have you visited or ask it when you visit a place. As a general rule it will be a landmark if it has a name or if the place is important for the adventure.

[ Patron ]


  • Objective: Initiate 3 other PCs onto any path.
  • Explanation: The most straightforward way of doing this is giving the other character a path object and them using it or using the particular initiation method of your second path. You may initiate them by bringing them to the place where you know they can get the path or by actively helping them get the path, but if you use these methods your DM has to confirm that you indeed initiated them or that they are initiated thanks to you.

Book of endless tales

A Loremaster’s Book is now linked to you. No one but you can open it or read from it, and you can dismiss it or summon it at will as a bonus action (to summon it you need to have a free hand). The book will open automatically at the page you desire, and have unlimited space for your writings. You can make an illusion of the contents of a page appear just over the page at will, in case you want to show those contents. It is possible to use this book as a spellbook or arcane focus.

Loremaster's transport

You obtain the ability to summon a vehicle of your design with a maximum size of 15ft long, 10ft wide and 15ft high. You can summon it as an action and dismiss it with a ritual that lasts 1 min, when you dismiss it all the objects that it was carrying are dismissed with it. The vehicle acts like a cart for all intents and purposes and has a speed of 60ft, it can be motorized and move on its own or have a steed that will be summoned and dismissed with the vehicle. After obtaining it, the physical aspect of the transport can be changed with a ritual that lasts 2 hours, it must not be carrying anything for this to work. The transport has 15AC and 100HP, if the transport is ever destroyed, all the objects that it was carrying fall to the ground and it cannot be summoned again until you finish a long rest. If the transport is ever damaged it can be repaired with a 1h ritual that can be done during a short rest.

Symbiosis

While traveling the islands you feel a magical connection with the land and its cultures, like it's part of your own being. The more time you spend living amongst and writing about a particular culture or tribe the easier it will be for you to live amongst them. Depending on the amount of days you stay in a town or city, you will gain increasing benefits:


1 day - As an action you can magically change your attire to one that fits the general way of dressing.
5 days - You know the general layout of the city.
7 days - You are adapted to the appropriate mannerisms and customs of the place, and because of that people are more likely to consider you a friendly acquaintance.
14 days - You perfectly know the layout of the city, including where all the shops, main attractions and services are.
21 days - You learn the main language spoken by the majority of the people.

Ephemeral room

A Loremaster can't stay in just one place, so its home must come with him/her. You obtain the ability to, through a 1min ritual, summon a magic door in midair or on a wall that leads to a pocket dimension where you have some room to live in (this will get upgraded on stages 8 and 11). This space will be built using the rules found on the City and Wild supplement, and at this stage it is considered to have 2 Building Spaces.

When you obtain this feature and when it gets upgraded you will be able to decide some rooms that will be present in the space without needing to construct them. Choose any amount of rooms from the list in the supplement that can fit in your current amount of Building Spaces and that its cost does not exceed your initial room value, at this stage your initial room value is 1000gp. You are also free to construct more rooms (if you have free building spaces) and upgrade existing ones yourself.

When summoned, the door acts like a normal door and can be locked as such, and anyone can use it. You cannot dismiss the door if someone's inside but you can make anyone inside leave the space whenever you want, teleporting them 5ft away from the door on the outside. You are able to change the room(s) through a 6 hour ritual that consumes the dust of gems with at least 100gp of value, there must be nothing inside of it for this to work. If you construct a room from the list that requires hirelings, it does not require them here as you cannot have anyone inside the room to dismiss it, instead you will have magical semi-transparent hands that will take care of the maintenance and cleaning of the rooms, and for the more complicated tasks you can do them yourself or have a temporary hireling that you hired in the world that will be able to do them as long as you do not dismiss the door.

The Fallen's gift

The book lends you a small part of its magic. You can cast Tongues once per long rest. In addition you can cast Banishment once per long rest (twice at stage 8 and three times at stage 11), but instead of sending them to a harmless demiplane or to their home plane, you banish them into a force prison that appears in your Ephemeral room’s plane of existence. The DC for the save is 12 + half your stage in this path rounded down, and when the spell ends they return to where they were before the spell was cast. Also, you can choose to reduce the duration to 2 rounds down from 1 min to, apart from banishing the target, learn all its skills, saving throws, resistances, vulnerabilities and immunities.

Sentience

With all the knowledge and travels you experienced together, your Loremaster’s Book becomes sentient. It gains a personality of its own, this personality will be influenced by your own and by the time you spent together. It can communicate mentally with you or speak with any of the languages you know. The book is naturally connected to this universe and is considered an NPC so he can tell you some small things related to it, which it will very vaguely and instinctively know about. At 12th stage the book will always know the direction of the closest Cardinal Temple, but not its distance from you.

Favor of the mighty

As you meet spellcasters of high power through your journey you will be able to ask them to help you with your mission. To do so it has to be a 17th level caster or higher and be able to cast 9th level spells. When they accept, they will need to choose one spell of 4th level or lower that they can cast, which from then on you will be able to use once per long rest. The spellcasting stat for this spells is int, wis or cha, whatever is highest.

If you want you can make a copy of this sheet to track your objectives: Loremaster objectives simple tracking sheet

And here you can find examples for how to flavor your Loremaster's Book: Loremaster's Book examples

Ephemeral home

Your ephemeral room turns into a home, now you have 6 Building Spaces in total and an initial room value of 3000gp. Additionally you can cast Arcane lock on the door at will.

Fugam

As an action you throw your Loremaster’s Book on a 10ft by 10ft unoccupied space you can see within 30ft of you. The book then opens with its pages upward, floating mid-air, and grows to occupy the 10ft by 10ft space. You and up to 5 other medium creatures can mount in the book (small creatures count as half, large creatures count as two and so on.), and it has a flying speed of 200ft minus 20ft for each medium creature on it (180ft if it's just you, 80ft if there's five more...), the book can only take the move action. This effect lasts for 1 minute, after which the book will return to its normal state and all the creatures that were on top of it will be affected by the feather fall spell. Once used, you can't use this again before finishing a short or long rest.

Omnipresence

You’ve traveled far and wide, and your relation with the lands of the islands is nearly perfect. As an action and if you are in the material plane you can appear as an illusory image of yourself at the center of any city that you spent at least 7 days in, learning its customs and mannerisms with Symbiosis. In this state you have your sight, your voice and your hearing but regarding everything else you are considered an illusion; your body remains where you used this ability and it’s mute, blind and deaf.

Ephemeral castle

With all this travels you need a proper place to rest. Your ephemeral home turns into a castle, so now you have 16 Building Spaces in total and an initial room value of 8000gp. Additionally you obtain a staff of 10 near-transparent servants. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform and can take the place of any hireling that one of your rooms would need except guard and torturer, because they can’t attack or take any action that would directly harm another creature. The servants can go anywhere in the castle but can’t leave it.

Cardinal temples

Multiple ancestral loremaster places of reunion called Cardinal Temples exist throughout the world, and now you can unlock their powers. You could have found some on your travels, but now you can attune to them. After you attune to a Cardinal Temple you obtain the ability to teleport to said temple at will through a 1 min ritual. When you teleport in this manner a portal that only you can see and use appears in the location where you used the ability and connects to the cardinal temple, you can use this portal at any point before it expires. The portal disappears after you use it to return or after 8h. Additionally you gain the insight to create one of these fabled temples. To do so you must have a building with a minimum of 16 Building Spaces that you built and spend 24h lacing it with your book’s energy. You can only have one building marked as Cardinal Temple at a time, so if you mark a second one the first one loses its effect.

Path of The Forbidden Contract


An idiot's guide to Fey Politics
StageFeaturesRequirements to Reach
1stCall of the Feywilds, FairydustEnter the servitude of a powerful fey mistress/master
2ndControlled ChaosPlease your Mistress or Master by personally collecting the highest plant from the region's herb table
3rdIntuitive InsightAbsorb 4 different damage types from natural sources using Controlled Chaos
4thWord’s EmbracePass on charm saving throws from 6 unique fey creatures
5thSecret ShortcutsPlease your Mistress or Master by personally collecting 3 of the highest plant from the region's herb table
6thIntrusive EyesEnter the Greenhouse wilds and remain there for a week
7thIntricate castingsSpot and successfully hit 10 hostile creatures while they are invisible
8thWings of the wildAbsorb 8 different damage types twice in 24 hours from natural sources using Controlled chaos
9thTrick of the Trade, Secret SanctumPass on charm saving throws from 15 unique fey creatures above CR8
10thUnnatural BeautySpend 10 days forming a Secret sanctum in a building you own for your Boss
11thDoor to DiscoveryAbsorb all 13 different damage types in an hour from natural sources using Controlled chaos
12thMy little friendExplore the greenhouse to find your Boss and enter into a special Contract

Call of the Feywilds

At first stage, you learn the Sylvan language if you don’t already, as your Boss begins to teach you small but important things about their home.

Fairydust

Also at first stage, you begin to give off small amounts of fairydust as you walk, producing a small, lingering line of pink glitter behind you. This dust can be turned on or off as a bonus action on your turn and while active, you can retrace a path you have taken in the last hour, though it gives creatures with an intelligence of 8 or higher advantage on survival checks to track you.

Controlled Chaos

At second stage, your body begins to slowly adapt to the chaotic nature of the feywild from your contact with your boss. A number of times per long rest equal to your total character level, you may cast Absorb elements, ignoring the specific damage types for the spellcasting prerequisite.

Intuitive Insight

At third stage, your Boss shares a few more secrets of knowledge with you. You gain proficiency in 2 skills of your choice. As well as this, you gain advantage on charms and other conditions applied by fey creatures as the mark of your Boss begins to show itself on your skin as a light twinkle.

Word's embrace

At fourth stage, your dedication to your contract has made them care slightly about you, to the point of them being willing to use a visage protect you from impacts that would otherwise strike you down. Once per day, when an attack would reduce you to 0 hitpoints, it may instead reduce you to 1 as a shield with the insignia of your Boss takes the brunt of the attack for you in a blink of solidarity.

Secret Shortcuts

At fifth stage, your understanding of the feywild begins to deepen, allowing you to use special pathways that others may not see. Equivalent to your intelligence modifier(minimum of one) times per long rest, you may cast the misty step spell as a bonus action without requiring any of the components.

Intrusive Eyes

At sixth stage, your body begins to adjust to accommodate your feywild experience better. At all times, you act as though you are under the see invisibility spell to a distance of 60ft.

Intricate Castings

At seventh stage, your boss has shared a number of useful spells with you. You may choose 3 cantrips, 5 first level spells, 3 second level spells and 1 third level spell from the wizard spell list, so long as the spell does not innately deal damage. Intelligence is your spellcasting modifier for this. You may cast these spells once each per long rest besides cantrips, which may be done at will.

Wings of the Wild

At eighth stage, you gain another adaptation from your fey Contract: a pair of sparkling fairy wings. These wings grant you an innate flying speed of 60ft and allow you to resist movement abilities, granting you advantage on saving throws to avoid being pushed.

Trick of the Trade

At ninth stage, your Boss has finished teaching you the importance of staying out of sight. You may cast invisibility on yourself at will, and greater invisibility once per long rest. As well as this, you gain proficiency in stealth and creatures have disadvantage when attempting to see you from a distance of 30ft of further if they do not have another method of seeing you (eg blindsight or tremorsense).

Secret sanctum

Through old and forbidden knowledge, you learn how to extract a small part of the Greenhouse and bring it to the material plane. You can choose to spend 10 days performing a special ritual that binds a portion of the Greenhouse to the material plane. The area is contained within a single building, which must be at least 1000 square feet (100x100) and at least 10ft tall. Upon completing the ritual, the building acts as though it is under the hallow spell, though your boss, "co-workers" and yourself are exempt from the restrictions of the area, as well as causing the area inside to be impervious to scrying and other sources of divination. Once the ritual is complete, you cannot perform it again for 30 days. You can have an unlimited number of sanctums available to you at any one time and may spend a day removing the ritual from any building you have made into a sanctum. The interior of your sanctum is influenced by your boss and is much larger on the inside than on the outside, varying from a stately mansion to a beautiful meadow.

Unnatural Beauty

At tenth stage, the bodily changes are nearly complete and as such, you have taken on a more elegant form. Your charisma score increases by 2, to a maximum of 20. Additionally, you gain advantage on persuasion and deception checks towards non-hostile creatures who are not immune to charms as your mere looks are enough to influence their opinion of you.

Door to Discovery

At eleventh stage, you finally gain the understanding necessary to move yourself between the terminal in the greenhouse and the material plane. At will, you may spend an action to cast plane shift on yourself and up to 2 willing creatures, who must hold hands in a triangle when the spell is cast. This casting does not require components and can only take you to the Greenhouse or a sanctum of your choosing. If a creature that has attempted to planeshift with you cannot enter your hallow due to a creature type restriction, it appears at the entrance to the sanctum. This ability cannot be used if you have had a hostile action taken against you or a creature you attempt to shift in the last 15 seconds or a hostile creature is within 30ft of you or a creature you attempt to shift.

My little friend

At twelfth stage, you have entered into a permanent contract with your boss. You are permanently under the effect of the ceremony spell’s wedding feature as your boss keeps a careful eye on your dealings. Additionally, you may use your action to summon your boss to assist you in combat. They act as a CR16 planetar and act friendly towards you, taking actions as they see fit, though will take orders if phrased nicely and it does not endanger them too greatly. They remain by your side until you dismiss them as an action, until they go down to 0 hitpoints, or an hour passes, whichever comes first, as they return to a Sanctum to rest themselves.

Path of Domineering


Boush Rattel's Blueprint Collection
StageFeaturesRequirements to Reach
1stNatural Tinker, MechanisationSpend 10 days in a blacksmith or workshop and finish your first Mechanisation, attaching it to yourself
2ndMachinist's MouthDestroy and examine the corpse of a construct of CR4 or higher
3rdTinker's TradeCraft a total of 5 unique uncommon or higher custom or magic items (non-ammunition)
4th2nd MechanisationSpend 5 days crafting your new mechanisation
5thRobobuddySpend a further 5 days crafting a Robobuddy blueprint
6thMaximum OverdrivePush yourself to the max and defeat a CR7 hostile creature by yourself
7th3rd MechanisationSpend 5 days crafting your new mechanisation
8thTechnotutalageCraft 5 unique rare or higher custom or magic items (non ammunition)
9thRobobuddy UpgradeCraft (or have crafted) a legendary Item
10th4th MechanisationSpend 5 days crafting your new mechanisation
11thEyes of the Eternal Constructexamine the corpse of 25 constructs of CR5+
12thMecha-MiracleSpend 15 days crafting your Mecha engine

Natural Tinker

At first stage, your prowess improves. You gain proficiency in tinker’s tools and sleight of hand. If you already had proficiency, you gain expertise instead.

Mechanisation

Also at first stage, you complete your first mechanisation, a special contraption that fits onto your body and acts upon your will. You can choose 1 mechanisation from the table so long as you fulfill the requirements and you gain more mechanisations as you progress along this path. All Mechanisations that require an ability score use int as their modifier. You are proficient in all mechanisations.

Machinist's Mouth

At second stage, you learn a special language known as Machinist’s mouth, which equates to binary to anyone who does not know the language. It can be used to communicate with any and all constructs who otherwise do not know a language.

Tinker's Trade

At third stage, your hands become more adept at handling technology. As such, crafting on the move now acts as though you were completing a full work day so long as the crafting involves technology or magic items.

Robobuddy

At fifth stage, you complete the construction of a miniature servant. This construction acts as a servant to you and obeys your commands to the best of it’s ability. If it is ever destroyed, you may create a new one using 5 days in a lab or workshop, as well as 100gp of rare minerals or metals.

Maximum Overdrive

At sixth stage, your body begins to work a bit more like a machine and, as such, can be pushed beyond it’s limits. Once per long rest, you may shift your body into Maximum Overdrive for the next minute. This ability refreshes short and long rest abilities such as spell slots, action surge and lay on hands. Activating this ability puts a large strain on the body, giving you 3 points of exhaustion once it has finished, which can only be lost by spending an entire day doing absolutely nothing besides eating and sleeping. Additionally, all spell slots and abilties regained from this feature are lost again when the duration ends if they are not used.

Technotutalage

At eighth stage, your expertise in technology has extended to teaching others. Over the course of 5 days, you may teach someone how to build their own mechanisations. This process requires full concentration from both parties due to the delicate nature of the building process, as well as 500gp from both parties. The process must take place in a lab or in your Mobile workshop, if you have one.

Robobuddy Upgrade

At ninth stage, you finish a special upgrade to your robobuddy. You may give it 2 non-combat mechanisations from the mechanisation list. So long as you fulfill the requirements, your robobuddy can obtain the upgrade. Every time you recreate your robobuddy, you may choose 2 different mechanisations.

Eyes of the Eternal Construct

At eleventh stage, you tap into a power from the plane of mechanus, granting you the power of logic. You no longer need to sleep, meaning each downtime acts as 2 when used as you work into the night. As well as this, you gain a special sense known as heatvision to a range of 60ft, which allows you to see any source of heat, including creatures, whether they are invisible or not. If you already had this ability from a Mechanisation, the range increases to 120ft.

Mecha Miracle

At twelfth stage, you complete your final mechanisation from the unique list of Mecha-Miracles, which can be found after the standard Mechanisations. Additionally, you may now build a mechanisation at will as you did when gaining your first four. However, you may only have 4 mechanisations active at once, the rest powering down while not in use.

Mechanisations:

Eyes of the Everlasting

You gain magic darkvision and heatvision to a range of 60ft. 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. Magic darkness also does not affect your vision.

Extendo Arm

Prerequisite: 13 Strength or Higher


You fit a special mechanism to part of your arm, giving you extra reach. Your melee attacks now act as though you have a range of 10ft and your attacks of opportunity change to match this.

Exo-Suit

Prerequisite: Level 13 or higher


Through various pipes, hydraulics and frames, you have increased your physical capabilities. Your strength score increases to 16 and cannot be lower beneath this. Additionally, you count as one size larger when determining your carry, push and drag weights.

Seismograph

You fit a small seismometer to your body, giving you 15ft worth of tremorsense.

Steel Wings

Prerequisite: Level 13 & 13 Dexterity or Higher


You fit a large pair of mechanical wings to your back. This pair of wings fold up when not in use to a neat package on your back and will not unfold if they are obstructed. When unfolded, you have a flying speed of 80ft.

Iron Stomach

Through minorly dangerous self-surgery, you fit a special mechanism to your stomach. This mechanism allows you to eat all forms of food, whether it is rotten, raw or poisoned without suffering the negative effects.

Echolocator

Prerequisite: Level 11 or Higher


You fit a small but powerful device to your ears, allowing you to echolocate. So long as you are not deafened, you gain blindsight up to 45ft away from you. Additionally, you gain proficiency in perception checks and have advantage on checks relating to hearing.

Pocket Translator

You attach a small lens to your eye which can automatically translate things that you read. You can now read all forms of written language, though it does not allow you to speak or write that language yourself. Upon choosing this mechanisation, select a language that you understand. All written language you read is translated into the selected language.

Finger Lasers

Prerequisite: 13 Intelligence


You fit a small arcane generator to the palm of your hands. These generators allow you to fire small beams of energy from your fingers as an action a number of times equal to your intelligence modifier+3 per short rest. The lasers do 3d6+int force damage as a ranged weapons attack and have a range of 60ft.

Unibeam

Prerequisite: Finger Lasers Mechanisation & Level 13


You upgrade the previous arcane generators on your palms to fire stronger energy blasts. The finger lasers can now be fired at will instead of on a number of charges. Additionally, you may overcharge the generators to fire off a single concentrated beam of energy as an action. These beams deal 12d8+int force damage in a 10x30ft line and cannot miss. Using this ability disables your finger lasers until you complete a long rest and spend the time repairing them.

Swiss Arm-y Tools

You fit a number of tools into your arms for use in crafting. Choose up to 3 tool kits you are proficient with. You are considered to always have these tools to hand and gain expertise in them while using them from this feature.

Heatseekers

Prerequisite: Level 9 or Higher


You attach a medium sized launcher to your shoulder, capable of firing heatseeking missiles. Three times per long rest, you may use this launcher to cast a non-magical version of fireball on a point of your choosing, sending a missile out to detonate on a point given.

Extra Pair of Hands

Prerequisite: 13 Strength or Higher


You attach an extra set of arms underneath your current ones, joining slightly under your armpits. This feature allows you to wield a 2 handed, heavy or versatile weapon at the same time as holding a shield. Wielding 2 shields with this feature only gives you the AC increase of a single shield.

Nano-Mirrors

Prerequisite: 9th Level & 13 Dexterity or Higher


You inject a number of nanoscopic machines into your body, which begin to lace your skin with tiny mirrors. At will, you may cast Invisibility on yourself without any components.

Telewarper

You attach an experimental teleportation device to your waist, allowing you to teleport. You may use a bonus action to teleport to an unoccupied space that you can see within 60ft of you. You may do this up to a number of times equal to your intelligence modifier (minimum of 1) per long rest.

Mobile Lab

Prerequisite: 13 Intelligence or Higher


You create a small trinket that fits in your pocket in the form of a doorway. While having it on your person you can make a magical doorway appear next to you, but you can only make it appear during short rests and during downtime. While open, this doorway connects to an extradimensional space of your design that acts as an alchemist's lab, workshop or other crafting station from the City & Wild supplement in their Basic version. You cannot take long rests inside the mobile lab, but any amount of creatures can come inside and use it with your permission. If there are any creatures inside when it closes they are automatically teleported out. At stage 8 the room that you chose improves to its Fancy version.

Mecha-Miracles

Golem Battle-suit

Once per long rest, you may call upon the mighty Golem battlesuit from a demi-plane that it resides within. This battlesuit forms around you and acts as a transformation, lasting for 1 minute before it runs out of charge and returns to the demi-plane. The stats for the Golem Battlesuit can be found at the bottom of the Path description, though if your Intelligence, Wisdom or Charisma scores are higher, they may be used in place of the Golem’s.

Quantum Eyepiece

You craft a special eyepiece that fits either just over your eye or inside it, much like the pocket translator. While you have this eyepiece, you permanently gain advantage on attack checks and enemies gain disadvantage on attacks towards you as the eyepiece allows you to see brief moments into the future.

The Big One

You put together a unique weapon, the likes of which the world has never seen. This shoulder mounted laser weapon acts as though you are proficient with it and can be changed to deal any element besides slashing damage as a bonus action. It has a range of 120/1000 and deals 3d12+int of your chosen damage as a large laser shoots from the large barrel. It can only be fired once per turn, even with features such as extra attack and cannot be used as a bonus action.

Book of Aeons

Using magic ink and enchanted parchment, you put together a special tome, unique to each Domineer who creates it. This tome automatically records information you hear in it’s pages and can be summoned and dismissed from a demiplane as an action. You need only request information and the tome will magically fly open to the page that the most relevant information is contained upon. You gain proficiency and expertise in history when you make this Mecha Miracle and gain advantage on all intelligence checks while the book is in your hand. If the book is somehow destroyed, it returns to the demiplane and reforms itself after a long rest.


RoboBuddy

Small Construct, Unaligned


  • Armor Class 14 (Natural Armour)
  • Hit Points Character Level*2
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 14 (+2) 8 (-1) 3 (-4)

  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Passive Perception 9
  • Languages That of it's Creator
  • Challenge 1/4 (50 XP)

Servos and Circuits. The Robobuddy cannot swim and will instantly drop to 0 hitpoints if fully submerged in water

Power Grip. The Robobuddy counts as 1 size larger when determining it's carry, push and drag weights.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)


Golem Battlesuit

Huge Construct, Unaligned


  • Armor Class 20
  • Hit Points 210 (40d10+10)
  • Speed 40ft.

STR DEX CON INT WIS CHA
27 (+8) 15 (+2) 20 (+5) 3 (-4) 11 (+0) 1 (-5)

  • Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Adamantine or Magical
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Restrained, Grappled
  • Senses Passive Perception 10
  • Languages That of it's Creator
  • Challenge 16 (15000 XP)

Titan. The Battlesuit Grants the User Advantage on Charisma Checks due to the sheer awe and might of it's structure.

Auto-pilot. When Un-manned, You may command the Battlesuit as a bonus action on your turn. Once you give the command, the Battlesuit performs the task to the best of its ability until it completes the task, then waits for your next command. If you give no command, it defends itself and those you deem friendly. If you are knocked unconscious, the Battlesuit will attempt to stabilise you to the best of it's ability, then protect you inside of it.

Multiattack. The Golem attack three times, twice with it's slam, once with it's laser, whenever it take the Attack action on it's turn.

Actions

Slam. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 15 (3d6+6) Bludgeoning

Laser. Ranged Weapon Attack: +10 to hit, reach 60ft., one target. Hit 31 (5d10 + 6) Fire

Path of the Last Bastion



XJ-0461's Shieldbearing combat log
StageFeaturesRequirements to Reach
1stHeaven’s FanfareEnd a fight against a creature of CR5 or higher with less than a total 30% hp missing from your allies and never having left melee range.
2ndLearned FighterKill 10 creatures of CR1 or higher without being targetted for healing from any source
3rdHard HeadedKill a creature of CR8 or higher
4thDomino TechniqueKill a creature of CR9 or higher with 10hp or less missing when it falls
5thAdaptableStrike down a total of 50 unique hostile creatures
6thVictory LapKill a total of 100 creatures while your fanfare is active at this stage
7thStand Tallkill 10 creatures of CR2 or higher without spending a turn not in combat
8thLearned Fighter (2 styles)Raise your AC to a total of 26 using just Stand Tall and non-magic armour
9thRoaring TunesSuccessfully kill a creature of CR16 or higher
10thUnkillable SpiritKill 50 hostile creatures of CR3 or higher without dropping to 0 hitpoints at any point
11th Spirit of PreservationKill a total of 250 creatures of CR4 or higher(tracked from stage 1)
12thTime of TriumphUse your unkillable spirit to recover from a deathly blow of DC 20 or higher

Heaven’s Fanfare

At First stage, the fire in your heart begins to manifest itself around you as a fanfare. This fanfare can be activated as a bonus action and lasts for 3 minutes. While active, you and up to 3 allies gain temporary hitpoints equal to ⅓(one third) your path stage (min 0) at the start of your turn and deal a bonus to your weapon damage of ½(one half) path level (rounded down) to a minimum of 1. Additionally, all affected creatures gain resistance to thunder damage as music fills your ears and that of anyone you choose to hear it. This aura is 60ft in radius and dims to a whisper for any ally affected by they step out of the area, losing the effect until they re-enter the area. You may use this ability a number of times equal to your constitution modifier per short rest.

Learned Fighter

At Second stage, you begin to adjust to different situations. You may choose a fighting style from either the fighter or Gunslinger list, though you may not take a style you have already chosen before.

Hard Headed

At third stage, you've taken a fair few knocks to the head, but it's done nothing but help you get stronger. When calculating your hp for every level past this one, you may add half (rounded down) con modifier to your HP increase when gaining a level. HP gained in this manner changes when your constitution modifier increases. Additionally, when rolling hit dice to regain hp during short rests, you may add your con modifier to the roll twice.

Domino Techniques

At Fourth stage, you’ve started adapting to taking on multiple foes at once. While within 120ft of an ally, You may use something known as a Domino technique, special moves and abilities that give you an edge in combat. You initially know 2 Domino techniques and have a number of Domino dice equal to 1/3 your path level (rounded up), as detailed at the end of the document. At eighth and twelfth level, you gain an additional technique. You may also swap one technique when gaining a stage in this path.

Adaptable

At Fifth stage, you start to realise the small gaps in your team. At the end of a long rest, you may gain proficiency in 1 skill of your choice. This choice remains until your next long rest. Additionally, you permanently gain proficiency in 1 non-artisan tool of your choice.

Victory Lap

At Sixth stage, your fanfare develops into a much stronger melody. Whenever you reduce a creature to 0 hitpoints while there is at least one ally within 60ft, you gain 2d8+con temporary hitpoints and may move up to your movement speed towards a hostile target. As well as this, if there are no hostile creatures left and no unconscious allies, you regain hitpoints equal to your temporary hitpoints + your path stage. If an ally is unconscious, they may regain 1 hit point. A creature can only benefit from regaining a hit point once per short rest.

Stand Tall

At Seventh stage, you become enthralled in the idea of being an impenetrable wall. For every 2 allies within your party or 2 hostile creatures within 60ft, you gain a +1 to your AC. 1 of each does not result in an AC increase.

Roaring Tunes

At Ninth stage, your Fanfare grows in pitch, becoming ever more extravagant. Any hostile creature that enters or starts their turn within a 60ft radius of you while the fanfare is active must make a charisma saving throw against your Domino Technique DC or become frightened of your monstrous power for 1 minute, repeating the save at the end of their turn. A creature who passes the save becomes immune to the effect for 1 hour. When frightened in this way, a creature's speed is reduced to 0.

Unkillable Spirit

At Tenth stage, you refuse to stand down in even the toughest situations. When an attack would reduce you to 0 hitpoints, you may roll a constitution saving throw with a DC of 5+the damage you would take past 0. On a success, you remain standing at 1 hitpoint and your fanfare refreshes it’s duration. Every success with this feature raises the DC by 5 until you finished a long rest. Additionally, A critical hit scored against you does not double the damage dice.

Spirit of Preservation

At 11th stage, your will to perservere transfers to your allies. Any allied creature within your Fanfare gains 1/2 (rounded down) of your AC bonus from Flankless. Aditionally, you no longer have a limit on how many creatures you can target with your fanfare

Time of Triumph

At Twelfth Stage, you reach the peak of your inner flame, which bursts into a bright inferno. Your Fanfare can now be activated as a free action and used an unlimited number of times. When attacking a creature, you gain advantage on the attack if the creature can hear your fanfare, as well as attacking you with disadvantage. The advantage and disadvantage are not gained if the target is immune to the frightened condition or does not have a sense of hearing. When recovering from Unkillable Spirit, you may choose, once per long rest, to push your Fanfare to it’s very limit, gaining your max hp in THP and recovering all of your Domino technique dice. This effect lasts for 10 minutes as your heart pounds in time to the music of your Fanfare. Once the duration ends, you gain 2 levels of exhaustion.

Domino Techniques

Domino techniques are special methods developed to help deal with large crowds of foes in swift fashion, focussing on area of effect and multiple strikes. At base, the dice is a D8, but improves to a D10 and 8th stage and a D12 at 11th. All Domino techniques are non-magical and can only be improved by permanent bonuses that come directly from the weapon, such as a +1 shortsword. Spells do not apply to these attacks. The DC for these abilities is 8+str/dex mod+proficiency mod and only a single one may be used per turn.

Incisive Strike

Your weapon strikes with unerring precision, allowing you to spend 1 Domino dice to strike past your foes defenses. You may roll your Dice and add the result to the attack. This may be done after the dice is rolled but not after the result is given.

Mighty cleave

Not content with cutting just a single foe, you wrench your blade and draw a line of blood through those in front of you. When making a melee weapon attack, you may spend 1 Domino dice to Cleave your foes. You must say whether you do this after the attack roll, but before the result is announced. If the attack hits, the attack applies to the target and 2 creatures within 5ft of them, including magic bonuses. Roll the Domino dice and add the total to the damage roll.

Wave Breaker

Even when out of reach, foes are never truly safe from the Bastion. If a creature is within 30ft of you, you may choose to spend 1 Domino dice to create a wave of energy that is sent hurtling towards the foe. The attack is a 5ftx30ft line that cuts through enemies it hits. Those caught in the way must make a dexterity saving throw against your Domino DC, taking full damage on a failure and half damage on a success. You use your melee weapon’s base damage for the attack and may roll the Domino dice to add to the damage.

Guardian Sprint

Your allies are not to be touched, and you must make them know this. You may spend 1 domino dice as a reaction to an ally being attacked within 30ft, rushing to within 5ft of them and forcing the attack to target you. This may also be used to allow an ally to automatically pass a dexterity saving throw, but forces you to fail it.

Earthshatter

Even nature itself bows to your strength. You may spend all of your Domino dice (min 2) to cast Erupting earth, using strength as your spellcasting modifier and using your Domino DC in place of a spellcasting DC. For every dice used past 2, the spell is upcast by 1 level.

Tactical Retreat

Every once in a while, it’s best to stand back and observe the situation. You may spend 1 Domino dice to disengage as a bonus action and grant the same to up to 3 allies within 10ft. You may roll the Domino dice and add ½ the result(rounded up) * 5 to your movement speed for that turn.

Brute Force

With enough force, every problem can be solved. You may spend 1 Domino dice to gain advantage on a single skill check.

Rough and Tumble

Through the worst of wounds, you carry on, for their sake.. You may spend between 1 and 4 Domino dice to gain a number of temporary hitpoints equal to the result of the Domino dice rolled + cons mod.

Singled out

Though it may be a great distance, nothing comes between you, your blade and your foe. You may spend 1 Domino Dice to dash as a bonus action.

Path of Grimhollow


The mistake of life and how to solve it
StageUnlocksRequirements to ReachMax soul points
1st Feature: Grim scythe
Hollow spell: Grave grasp
Get initiated on the path 500
2nd Feature: Grim blast
Hollow spell: Arm of famine
Successfully complete the Absorption Ritual 1.000
3rd Feature: Dread aura
Hollow spell: Visage of the dead
Successfully complete the Absorption Ritual 2.000
4th Feature: Soul anchoring
Hollow spell: Spirit shield
Successfully complete the Absorption Ritual 4.000
5th Feature: Will of the grave
Hollow spell: Eyes of the damned
Successfully complete the Absorption Ritual 6.000
6th Feature: Reaper's doctrine
Hollow spell: Absorb essence
Successfully complete the Absorption Ritual 8.000
7th Feature: Empathic touch
Hollow spell: Amalgamation of souls
Successfully complete the Absorption Ritual 11.000
8th Feature: Initiation
Hollow spell: Phantasmal sentry
Successfully complete the Absorption Ritual 14.000
9th Feature: Grim salvation
Hollow spell: Hollow sanctuary
Successfully complete the Absorption Ritual 17.000
10th Feature: Mark for consumption
Hollow spell: Wailing ground
Successfully complete the Absorption Ritual 20.000
11th Feature: Underworld casting
Hollow spell: Ghost form
Successfully complete the Absorption Ritual 23.000
12th Feature: Somber unity
Hollow spell: Spirit prison
Successfully complete the Absorption Ritual 40.000

Necrotic takeover

When you start in this path you obtain the Spare the Dying cantrip. Additionally whenever you deal radiant damage with a spell or ability you can choose to deal necrotic damage instead. You also obtain the ability to cast Hollow spells. Hollow spells are exactly like regular spells but to cast them instead of using spell slots you use soul points. You are considered to have always prepared all the hollow spells you've unlocked. This path's features and hollow spells use their own spell save DC that depends on how do you approach the techniques of this path. Choose between intelligence if you practice, study and learn by heart the ways of the Hollows, wisdom if you let yourself go and have faith in your style and in the style of the one that initiated you into the path, or charisma if you use your will and inner force to drive all your actions. You make this choice when you get the path and cannot change it thereafter, and depending on what you chose the DC equals 8 + int/wis/cha + your proficiency modifier, and a spell attack bonus that equals your profficiency bonus + int/wis/cha.

Soul syphon

As an action, you absorb the soul of a dead creature who died no more than 10 min ago and that you or your allies killed. When the soul is absorbed you gain a number of soul points calculated with this formula for CR⅛ to CR20: [ cr² x 20 ] (creatures under cr1: ½ = 10, ¼ = 6, ⅛ = 2), and with this one past that: [ cr³ ]. All humanoids give at least 1 soul point.


If it has level instead of cr use the same calculation but with the level instead.

Absorption ritual

If you have the maximum number of soul points possible for your stage, you can perform a 2h ritual to absorb them all into your own soul, advancing to the next stage in this path and returning to 0.

Grim scythe

As a bonus action you create a ghostly scythe in an empty hand. The scythe is a simple weapon with which you are proficient with that deals 1d6 necrotic damage and has the light and versatile (1d8) properties. You can only have up to 2 scythes summoned at once and they disappear right after they leave your hand. The scythe will change form depending on if you wield it with one or two hands, and if you kill a creature with this weapon you automatically absorb its soul.

Grim blast

As an action, you shoot a projectile from an empty hand. This projectile takes a form according to your personality, it has 30/40 range and does 2d10 necrotic damage. At stage 6 the range increases to 60/80 and the damage to 3d10, and at stage 12 the range to 90/120 and the damage to 4d10. The attack roll uses the spell attack bonus you chose when you got the path. This is considered a projectile and not a spell but it does require a somantic component to make the projectile appear.

Dread aura

The horror and dread of your victims surrounds you and emanates from you. You can activate or deactivate this aura at will as a bonus action. It extends to a 10ft radius around you, causing ghostly images to swirl and wail in the area. Any creature that you want and that starts its turn inside the aura is filled with a grim feeling of dread, and if at the start of their next turn they are still inside the aura they must make a wisdom saving throw. On a success they are immune to this effect for 1 minute. On a failure they become frightened of you for 1 minute, during which they can make another wisdom saving throw at the end of each of their turns, ending the effect on a success and gaining the 1 minute immunity. At stage 7 the range becomes 20ft, and at stage 11 it becomes 30ft.

Soul anchoring

As an action you force the soul of a living being that died no more than 10 min ago to return and stay trapped over its body for 1 min. While trapped in this way the soul can be seen as an illusion of the dead being hold by chains, hands, vines or something of the sort. During this time anybody can interact with it as if it was still alive, and when the time ends the soul finally departs and you cannot use Soul Syphon nor this ability again on it.

Will of the grave

Your resolve grows as your soul does, you will not stop for anything to complete your goals. You have advantage on saving throws against fear effects and you age 1 year for each 10 that pass.

Reaper's doctrine

All the souls that you consumed fuel you, torture you and sustain you at the same time. You are now the vessel for a chaotic mess of thousands of wailing lives that are no more, of memories of the undeserving, of respite for the damned.

You can hold it no longer, you need to choose what to do about it.


When you get this feature, choose one of three doctrines used by the Hollows to adapt to all the souls within you: Lawful to slave them to your will, Neutral to work in harmony with them, or Chaotic to let them overtake you. Your choice cannot be changed in the future, and each one will give you different abilities. All three doctrines are described at the end of the path description.

Empathic touch

You've felt in your own skin the feelings and emotions of a myriad of souls, and that gave you the insight necessary to discern them in living ones. Voluntarily when you touch someone you peer into their soul, feeling their current emotional state. The target does not notice it.

Initiation

You attempt to initiate a willing creature into the path. You need to start the ritual by giving the initiate 1000 soul points, which his/her own soul will try to absorb. To absorb those souls the initiate have to make 2 intelligence saves, 2 wisdom saves and 2 charisma saves with DC10, and must pass at least three of them for the absorption to be successful.


If the absorption is not successful the souls are lost and the initiate falls unconscious for two days, and cannot try to get initiated again for a week, as his/her soul and body need to recover.


If the absorption is successful the initiate is considered to have started on this path with 0 soul points on him/her and will hear the cries and wails of the absorbed souls for 6 days, as he/she gets adapted to the new situation. The first two days he/she will suffer a random indefinite madness, which will transform into a random long-term madness the third and fourth day and into a random short-term madness the fifth and sixth day, after which the cries, wails and madness will completely fade.

Grim salvation

If you have at least 1500 soul points and you die, instead you consume 1500 soul points and return to life with 1HP. If you use this feature you cannot use it again until you complete a long rest.

Mark for consumption

As a bonus action you choose a creature within 30ft of you and focus your thirst for souls on it. From then and for up to 1 hour thereafter you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack or with any type of necrotic damage, and you have advantage on the first attack roll or spell attack roll you make against it each turn. Additionally, while the effect lasts and if the target is no further than 200ft away from you you can always see it as a shimmering ghostly image of itself, even through objects, as its soul is marked as the object of your desire. When you use this feature you cannot use it again until you finish a long rest.

Underworld casting

You gain the ability to cast any spell of level 1 to 5 you have prepared with soul points instead of spell slots. The soul point cost of casting the spell is equal to 200 multiplied by the spell level.

Somber unity

You are complete, united with the myriad of souls within you, a perfect being of fateful harmony and unceasing harvest. Your own soul fused with the others have obtained enough power to grow on its own, you generate 2 soul points per hour, you do not age anymore and you can take the physical aspect that you had at any point in your life via a 10 minute ritual. Additionally, the doctrine you chose for the Reaper’s Doctrine feature improves:

Lawful

You can affect up to 6 bodies with Mortuary Infusement, and now they roll death saves like PCs when they drop to 0HP instead of the effect ending immediately. Additionally, the ritual to cast Unseen Servant via Servitude becomes 1 minute instead of 10.

Neutral

Your familiar has 4000 soul points in it that cannot lose by any means, that it has inside when you summon it and that don't return to you when it dies. Additionally, all 10 minute rituals to change forms are now one action.

Chaotic

There is no minimum nor maximum duration for your transformation, when you transform back to your normal form you can transform back anytime without cooldown and transforming into your Hollow Undead form is now an action instead of a 1 minute ritual. Additionally when you are in one form, you can let the other one appear as a transparent colorless ghostly illusion next to you and has its voice and its hearing. As this illusion, the other form cannot go further than 10ft away from you and cannot see anything that you can’t see, but has its complete personality and mind.

Hollow spells

Grave grasp


  • Cost: 2 soul points
  • Casting Time: 1 Action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 minute

Spectral hands sprout on the ground under a medium creature or smaller. The creature must succeed on a Strength saving throw or be restrained by the hands for the duration. A creature restrained by the hands can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target dies while being affected by this ability you automatically absorb its soul.

Arm of famine


  • Cost: 1 soul point
  • Casting Time: 1 Bonus Action
  • Range: 15 feet
  • Components: S
  • Duration: Instantaneous

A ghostly and rickety unnaturally long arm shoots from your hand. If it touches a solid surface that's ground, attached to the ground or heavy enough you are pulled towards that surface, if it touches a creature it has to make a strength save against your spell save DC or be pulled to melee range of you, if it touches an object that's light enough the object gets pulled to your hand. To use this ability you have to have a free hand.

Visage of the dead

Choose one of two effects:

[ A ]


  • Cost: 0 soul points
  • Casting Time: 1 Bonus Action
  • Range: 5 feet
  • Components: V
  • Duration: Instantaneous

You project a transparent and ghostly image of one of the victims of your Soul Syphon.

[ B ]


  • Cost: 10 soul points
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes

You cast Silent Image but the illusion can only be one of the victims of your Soul Syphon, you choose its attire and physical state.

Spirit shield


  • Cost: 5 soul points
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

The spirits tear your life essence apart and become a shield in exchange. You can sacrifice HP up to your stage on this path multiplied by 10 and convert it to temporary HP that last 1 hour.

Eyes of the damned

You force the senses of the ones passed to aid you in your endeavours. Choose one of three effects:

[ A ]


  • Cost: 10 soul points
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You gain 60ft of darkvision, if you already had 60ft of darkvision or more it extends an additional 30ft.

[ B ]


  • Cost: 50 soul points
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You gain 60ft of blindsight, if you already had 60ft of blindsight or more it extends an additional 30ft.

[ C ]


  • Cost: 100 soul points
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

You gain 60ft of truesight, if you already had 60ft of truesight or more it extends an additional 30ft.

Absorb essence


  • Cost: 30 soul points
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

This can only be used on unwilling creatures. The target must make a charisma saving throw against your spell save DC. On a success, the ability fails. On a failure choose one ability score, the target's chosen ability score goes down by 2 and your one goes up by 2. You can cast it up to 3 times on the same target, after which they become immune for 24h.

Amalgamation of souls


  • Cost: 150 soul points
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute

You create an immovable sentry (statblock in the end of the path description) in a point you can see within range. It acts just after you in the initiative, and if it kills a creature you automatically absorb its soul.

Phantasmal sentry


  • Cost: 1 to 30 soul points
  • Casting Time: 1 Action
  • Range: 15 feet
  • Components: V, S
  • Duration: Special

You send a small soul wisp to any point that you can see within range to serve as a sentry. The wisp will float there for 6 seconds and then go invisible, and will stay there for a number of days equal to the amount of soul points you spent casting it. As an action, you can see through the sentry’s sight until the start of your next turn, the sentry has 60ft darkvision; during this time you are blind to your own sight. You can have up to three sentries at once, if you cast this when there’s already three sentries active, you have to first choose one that will be destroyed when you cast the fourth.

Hollow sanctuary


  • Cost: 50 soul points
  • Casting Time: 6 Hours
  • Range: Self (See the description for area)
  • Components: V, S
  • Duration: Until destroyed

During the casting time, you create a sanctuary in a 15ft wide, 15ft long 5ft high empty space. While you are in the sanctuary you can store in it or withdraw from it any amount of souls that you got in you. This sanctuary cannot be moved and you can only have one. It has an AC of 20 and 400HP, and if it is destroyed all the souls that were stored inside are lost with it. If someone other than you enters the sanctuary you feel it, and the sanctuary has a permanent Phantasmal Sentry in it that doesn't count towards the maximum you can have but that can only see inside the sanctuary's area. If you create a new sanctuary while you have one, the previous one is destroyed, subsequently losing all the souls that it may have had.

Wailing ground


  • Cost: 10 soul points
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You fill a 20ft radius circle on the ground with suffering and wailing souls, cursing it. Any hostile creatures touching this cursed ground suffers disadvantage on saving throws to resist fear effects while they are in the area and until the beginning of their next turn after leaving it.

Ghost form


  • Cost: 160 soul points
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Until dispelled

Your body falls unconscious as you appear as a ghost in any space up to 5ft away from it, the statblock of your new form can be found in the end of the path description. You can stay in this form indefinitely but you cannot be more than 200ft away from your body at any point. The effect ends if you return to your body as an action, if you are brought down to 0HP in this form or if a magic dispelling effect is cast on your body. In this form you can only use your movement and this ability as an action:

Wither: You cause a creature up to 10ft away from you to get the Withering debuff. This debuff starts from stage 1 and lasts on the creature until the end of your next turn, but if you continue using this ability in subsequent turns on the same target, instead it refreshes the duration and the effect goes up by 1 stage each time you cast it, keeping the effect of all the previous stages.

  • Stage 1. The target’s speed is halved.
  • Stage 2. The target takes a -2 penalty to AC and Dexterity saving throws.
  • Stage 3. The target cannot use reactions.
  • Stage 4. The target can use either an action or a bonus action on its turn, not both.
  • Stage 5. The target cannot use its multiattack feature if it had one, and visibly ages 10 years if it can age at all. The aging effect lasts for 1 hour.
  • Stage 6. The target gains a level of exhaustion.

If the debuff is at stage 6 and you use this ability again, it only refreshes the duration. The exhaustion level stays after you stop casting this ability and you cannot give more levels of exhaustion to the same target with this effect for 24h.

Spirit prison


  • Cost: 200 soul points
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

You create a 20ft radius spherical force barrier around a point that you can see within range. The area inside the barrier is filled with wailing souls and raging spirits that nib and cry to all creatures inside. No one can pass through the barrier by nonmagical means. If a creature tries to use teleportation or interplanar travel to go through the barrier, it must first make a Charisma saving throw against your spell save DC. On a success, the creature can use that magic to pass through the barrier. On a failure, the creature can’t pass through the barrier and wastes the use of the spell or effect. When you use this ability you can choose any number of creatures that you can see to not be affected by the ability and to be able to pass through the barrier. You are never affected and can always pass through the barrier. Creatures inside the barrier and affected by the ability cannot use reactions and take 1d6 additional necrotic damage any time they would take damage, and if any dies you automatically absorb its soul.

The Doctrines

- Lawful -

They do not understand, they never did. Your cause is the true one, the rightful one, and if they can't see it for themselves you'll have to show them.


When you impart in this doctrine you learn to control souls in a way more subtle level, even if you didn't absorb them. You can see the movement, the colors, the inclinations of living creature’s souls and use that to your advantage.

Mortuary infusement

Any time you'd use Soul Syphon on a humanoid corpse of CR up to your stage on this path, you can instead infuse the corpse with an amount of soul points equal to the amount it would have given if you used Soul Syphon on it (cr^2 x 20). When you do so the creature is resurrected and recovers any flesh or limbs that it was missing, then falls under your control as if affected by the spell Dominate Person but without being able to roll any saves when damaged and the duration changing to until dispelled. At any point you can temporarily release control of the target. When you do so it forgets that it's under your control and rationalizes everything that may lead it to think so, then you give it to your DM to play that creature as NPC until you take back control of it, at which point it remembers everything again. You can have up to 3 creatures affected by this feature at any time, and if you affect a 4th the effect ends for the first one. The effect also ends on a creature if it falls to 0HP or if you end it (no action required). When the effect ends the target returns to being a corpse in the same state that it was when you used this feature, and you cannot use this feature again on it. While affected, the target's creature type is undead instead of its original type.

Servitude

You obtain the Unseen Servant spell and can cast it at will only as a ritual. Instead of the summon being invisible it appears as a ghostly version of one of the victims of your Soul Syphon, changing its size to medium if it wasn't before.

Soul Echoes

Your Visage of the Dead hollow spell improves. You obtain a third option for it:

[ C ]


  • Cost: 25 soul points
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M (a bit of fleece)
  • Duration: Concentration, up to 10 minutes

You cast Major Image but the illusion can only be one of the victims of your Soul Syphon, you choose its attire and physical state.

- Neutral -

The sorrow of death, now you feel it in your own skin, ever present in your mind. This suffering does not bring good to anyone, there is only one solution and it's learning to live in harmony together. This poor souls, they don't understand yet that this was for a greater good, but they will.


When you impart in this doctrine, you learn to work together with your absorbed souls so they leave your body and help you outside of it. You gain the ability to, at will, release any amount of souls within you and form a soul companion made of them. This soul companion can take many forms, the variety depending on the number of souls within it. If the soul companion dies in any form, the souls return to you and you cannot summon it again until you complete a long rest.


Although it can have any number of souls in it, its commanding soul will be only of one of those ones, whichever you choose, from one creature from which you absorbed the soul. This primary soul will have the personality that it had in life but not its memories, and it will help you as best as it can.


You can change the form this soul companion takes with a 10 minute ritual, choosing between soul companion, equipment, object or body part. If it’s on soul companion or body part form you can change between soul companion forms or body part forms with the same 10 minute ritual, for example from spider to owl or from wings to tail. If it’s on equipment form you can change the equipment type it is with an action, for example from longsword to longbow. If it’s on object form you can change the object form it takes as a bonus action, always to a form that you’ve seen before, for example from a walking stick to a small set of stairs. If it's in the soul companion form, it behaves and has the same limitations as if it was created via the Find Familiar spell except it doesn't take up the familiar slot.

0 to 1999 soul points

Soul companion form


  • Possible forms: bat, crab, frog, lizard, octopus, fish, rat, sea horse, spider, cat, hawk, owl, poisonous snake, raven or weasel.
  • Stats: 5HP, intelligence 8 if it was lower

Equipment form


Simple melee weapons, simple ranged weapons, shields, light armor

Object form


Tiny (1x1)

Body part form


  • Wings: 20ft fly speed
  • Extra arms: can use an extra object interaction per turn
  • Tail: You have advantage on saving throws to not be shoved or moved

  • Natural weapons: Your unarmed strikes deal 1d4 damage

2000 to 3999 soul points

Soul companion form


  • Possible forms: imp, pseudodragon, quasit or sprite
  • Stats: 10HP, intelligence 10 if it was lower
  • Other: can talk with your primary language (usually common)

Equipment form


  • Martial melee weapons, martial ranged weapons, medium armor, sidearms

Object form


  • Small (2.5x2.5)

Body part form


  • Wings: 30ft fly speed
  • Extra arms: you count as one size larger when determining your lift, push and drag capacity

4000 or more soul points

Soul companion form


  • Possible forms: any tiny beast
  • Stats: 20HP, intelligence 12 if it was lower
  • Oher: can talk with the same languages as you

Equipment form


  • Heavy armor, longarms

Object form


  • Medium (5x5)

Body part form


  • Wings: 40ft fly speed
  • Extra arms: can use shield even if you have both hands occupied
  • Tail: You can try to shove a creature as a bonus action

- Chaotic -

The fury, the pain, the relentlessness of this thousands of souls that now are raging inside of you is exquisite, excrutiating, beautiful! Such wonderful chaos cannot be held back, it should be free, and you shall be its proxy!

When you impart in this doctrine, you let the souls within you control your body, transforming it into an undead abomination. When you get this feature, create a barbarian or pugilist character with the Hollow Undead race described at the end of this doctrine's description and with a level that will always equal your original character's level. From now on, you will be able to let your souls loose at will as a 1 min ritual, transforming into an undead twisted form of yourself and changing your entire character for the one you created. This form can be maintained for minimum 1 hour and maximum 24 hours, after which you will not be able to transform again for an amount of time equal to the time you spent in this form, if you want to end it when you've been in this form more than 1h or less than 24h it can be done through 30 minutes of uninterrupted meditation that can be done during a short rest.

In this new form you will be a completely different character, with its own personality and ideals, and your original character will be aware of everything that happens while you are in undead form but will not be able to do anything about it.

If you go without transforming for 48 hours you will feel the other form involuntarily trying to break free. When that happens you must make a constitution saving throw with DC equal to 10 + twice the days you’ve been without transforming. On a success you are able to control it and you’ll need to make the constitution saving throw again after 24 hours if you haven’t transformed by then. On a failure you instantly transform.

When you transform to hollow undead you heal an amount of HP equal to the max health of your hollow undead form minus the max health of your normal form if the change is positive. When you transform back into your normal form your HP does not get reduced past the max health of your normal form.

Additionally, voluntarily and at the end of each long rest you are able to unleash only part of your undead form, changing part of your appearance accordingly. To do so roll two 1d4. If you roll them you must add the number you rolled in the first die in one of your physical stats (strength, dexterity or constitution) or divide it between them, and subtract the number rolled in the second die from one of your mental stats (intelligence, wisdom or charisma) or divide it between them. This change also affects your undead form and, as usual, no stat can go above 20. This changes last until the beginning of the next long rest, after which you’ll be able to do it again.

Hollow Undead features

The nature of the creation of Hollow Undead cause them to have these features:

Ability Score Increase. Your Strength score increases by 3 and your Constitution score increases by 2, but your Inteligence score decreases by 3 and your Charisma by 2.

Alignement. Souls in this form tend to go towards chaotic alignements due to the nature of their summoning, but can be neutral or lawful. They are practically always evil and sometimes neutral, there has been only one case where they were good-aligned, from a Hollow that only slayed good-aligned creatures so when they got freed they managed to stay that way.

Size. You are slightly bigger than your original character, your size category remains the same.

Speed. Your base walking speed is 30 feet.

Undead Nature. Your undead body comes with its own perks and disadvantages. You are considered an Undead for the sake of determining what kind of creature you are. You no longer need to eat, sleep, or breath, However you still require rest to reduce levels of exaustion and still benefit from short and long rests. You are also immune to disease and poison, both the damage and the condition. Instead of sleeping, you enter a dormant state for 4 hours. You do not dream in this state; you are fully aware of your surroundings and notice approaching dangers and other events as normal. However certain spells have no effect on you, namely healing spells like cure wounds or healing word, as well as other spells that specify that they have no effect on Constructs or Undead.

Languages. You know any language that your original character knew.

Soul value by CR






CR Value
1/8 2
1/4 6
1/2 10
1 20
2 80
3 180
4 320
5 500
6 720
7 980
8 1280
9 1620
10 2000
11 2420
12 2880
13 3380
14 3920
CR Value
15 4500
16 5120
17 5780
18 6480
19 7220
20 8000
21 9261
22 10648
23 12167
24 13824
25 15625
26 17576
27 19683
28 21952
29 24389
30 27000

Amalgamation of souls

Medium undead, neutral evil


  • Armor Class 14 (Unarmored)
  • Hit Points 26 (3d8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 11 (+0) 4 (-3)

  • Skills Athletics +5, Perception +2
  • Damage Vulnerabilities Psychic
  • Damage Resistances Bludgeoning, Piercing and Slashing from non-magical weapons
  • Condition Immunities Poisoned
  • Senses Passive Perception 12, Dark Vision 60 ft.
  • Challenge 2 (450 XP)

Sentry. The amalgamation of souls cannot be moved by any means.

Actions

Multiattack. The amalgamation of souls makes two slash attacks.

Slash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d8+3) Necrotic damage.

Blast. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: 8 (1d8+3) Necrotic damage.

Pull. A creature within 30ft of the amalgamation of souls must succeed on a strength saving throw against your spell save DC or be pulled to melee range of the amalgamation. If a creature gets pulled this way, the amalgamation of souls can make a single slash attack against it as a bonus action.



Hollow Ghost

Medium undead, your alignement


  • Armor Class 11 (unarmored)
  • Hit Points 23 (5d8)
  • Speed 0 ft., Fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) ?? (??) ?? (??) ?? (??)

  • Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses Dark Vision 60ft.
  • Languages The same ones you know in your normal form
  • Challenge 2 (450XP)

Incorporeal movement. As hollow ghost you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.

Lesser ethereal sight. As hollow ghost you can see 60ft. into the Ethereal Plane when you are on the Material Plane.

Proxy. As hollow ghost you retain your intelligence, wisdom and charisma.

Path of the Shadow Monarch


The thing that goes bump in the night
StageFeaturesRequirements to ReachShade Bonuses
1stShade Extraction, Shade StorageSucessfully assimilate a shadowfell seed into your body+1
2ndDark RealmExtract 15 Shades in total+1
3rdShade LieutenantsHave your Shades achieve 20 kills without any assistance+2
4thLesser Dark SiphonExtract the Shades of 10 CR6 creatures+2
5thFel DrainExtract the Shades of 5 CR 8 creatures+3
6thEnergy ImbuementConsume 30 Shades with your Fel Drain feature+3
7thDark KingdomSuccessfully induct another creature into the Path of the Shadow Monarch+4
8thGreater Dark SiphonExtract the Shades of a Fey, a Fiend, a Celestial, a Beast, a Humanoid, and an Aberration, each of which must be CR 12 or higher+4
9thShade SacrificeExtract the Shades of 3 CR 14 creatures+5
10thShade GeneralAvoid 10 lethal blows through Shade Sacrifice+5
11thUnlimited Shade WorksHave your Shade General block 20 lethal blows for you+6
12thAscension of the MonarchStore 75 Shades within your demiplane of shadow+6

Shadowmeld

After successfully consuming the shadow seed, you notice that your shadow seems to elongate and stretch in weird ways, in addition to being much darker in bright light than should reasonably be possible. In addition you gain resistance to necrotic and poison damage, as well as seeing in darkness as though it were well lit out to 30 feet, and as though it were dimly lit out to 60 feet.

Shade Extraction

After successfully killing a non-construct non-undead creature, you can attempt to extract their shadow to serve your will. There are two methods to do so. To use either method you must be within 10ft of the slain creature.

  • The first method may be done during combat. As an action, you must make a contested Charisma check against the recently slain creature's Charisma modifier(you are not proficient in this check). If you fail this check 3 times on the same slain creature, you may only extract their shadow using the second method.
  • The second method can only be done once combat has ended. You must perform a ritual on the dead creature's corpse to extract it's shade. This ritual takes 1 minute for each CR of the slain creature. If this ritual is interrupted before the required number of minutes passes, you do not extract the shade.

If you succeed with either method, you successfully extract and animate the shadow, which is completely loyal to you, and understands common and any other languages it knew.

  • You can have a number of shades equal to half your stage in this path (rounded up) active.
  • Each shade uses the stat block below with to-hit and damage bonuses equal to the bonus given in the stage table.
  • Any shades you have extracted but not stored only persist for a number of rounds equal to your charisma modifier.

If an active, and stored, Shade is reduced to 0hp in combat you make a charisma saving throw against a DC of 7 + the damage past 0 (I.e. if a Shade on 3hp receives 10 damage, the DC is 7 + (10-3) = 14). If the saving throw is successful the Shade is banished back into your shadow, else it is permanently destroyed. All banished shades can be recalled after a long rest.

Shade Storage

You can store a number of shades equal to your proficiency modifier in your own shadow, to be called out when needed. While there are 5 or more shades stored this way, you have advantage to hide in conditions of darkness and dim light. From 7th stage you can take the hide action as a bonus action, and are magically obscured from tremorsight, blindsight, and heatvision when hidden.

Dark Realm

At second stage, you can project a shadowy domain from your body as a bonus action, giving several benefits to your shades. The domain can expand up to 10 feet away from you and can be activated a number of times equal to half your stage in this path each long rest. Shades within the domain gain resistance to non-magical bludgeoning, piercing, and slashing damage, as well as temp hp equal to your level in this path. The domain lasts for a number of minutes equal to your stage in this path. This ability is upgraded at 7th and 12th stages.

Shade Lieutenants

From 3rd stage onwards, you can pick a number of shades equal to your level in this path/3 rounded down (minimum of one) and promote it. From that point on it is granted a name, and uses the Shade Lieutenant Statblock below. They gain the ability to write in any languages they know.

Lesser Dark Siphon

At fourth stage you gain an additional attempt to extract a shade from a fallen creature, this increases to two more attempts at 8th stage, and three additional attempts at stage 12 for a total of six attempts.

Fel Drain

Beginning at 5th stage you can, as an action permanently destroy a number of your shades up to your charisma modifier to regain 8 hitpoints for each shade destroyed this way. This ability can only be used once per long rest. You gain an additional use per long rest at 10th stage.

Energy Imbuement

At 6th stage you can spend an hour performing a ritual, during which you sacrifice all your shades to create a shadowfell seed that can be used to induct an individual into the Path of the Shadow Monarch. The inductee must ingest the seed. For the next six hours, once per hour, they must fight and defeat a Shade that emerges from their shadow. For every Shade they defeat, they absorb its essence and must make a DC 15 Constitution saving throw or take 2d8 necrotic damage. If at any point the inductee loses consciousness, the seed is rejected by their body and they will have to wait a week to try again.

Dark Kingdom

At 7th stage your domain expands, the effects are now granted to shades within 20 ft of you. In addition, the temp HP granted is now equal to twice your level in this path.

Greater Dark Siphon

From 8th stage you are well-versed in the extraction of shades, and therefore can add half of your proficiency modifier rounded down to the check for extracting a shade.

Shade Sacrifice

Once you reach the ninth stage in this path, your shades develop a protective instinct. In response to an attack against you, if there is a shade within 5 feet of both you and the attacker you may have the shade take the attack for you. The range increases to 10 feet at 12th stage. You can’t use this ability again until you finish a long or short rest.

Shade General

Upon reaching 10th level in this path, you gain the ability to promote one of your Shade Lieutenants to a Shade General. Their statblock becomes that of the Shade General below, and they gain the ability to speak in any languages they know. In addition, they are treated as if they are always under the effects of your Dark Kingdom or Domain of the Monarch. You may only have one General at a time.

Unlimited Shade Works

At 11th stage, you’ve become powerful enough to open a tear in reality and have built a demiplane of shadow. Shades in the demiplane that haven’t been stored have their time limit frozen until they leave the demiplane, and while within the demiplane behave in a servile manner towards the Shadow Monarch and their guests. Any non shade creatures aside from the Monarch that spend 30 consecutive days in this demiplane begin to make Constitution saving throws every 6 hours as the shadowy energy attempts to claim them for the monarch. Failing a saving throw grants a level of exhaustion. Any creatures that die within the demiplane are automatically extracted as shades as though the charisma check had been made using your modifiers and a 15 had been rolled on the die. In addition the whole demiplane counts as the Monarch domain. You can open a rift to this demiplane as a bonus action once per short or long rest, with the rift remaining open for 1 minute.

Ascension of the Monarch

At 12th level in this path, your mastery of the shadowy forces is complete, when you roll a charisma check to extract a shade the DC is now equal to 12 + half the CR of the creature. You also expand your domain further, out to 30 feet. The entire area of your domain counts as dimly lit, and your allies and shades deal 1d6 extra necrotic damage on attacks against targets in your domain that are hostile to you. You also deal an additional 2d8 necrotic damage to enemies upon a successful melee attack if they are within your domain. You and allies within your domain have advantage on death saving throws. In addition, you are immune to necrotic and poison damage and can see through magical darkness as though it were regular darkness.


Shade

Medium Undead, lawful neutral


  • Armor Class 12
  • Hit Points 35(7d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 13 (+1) 8 (-1) 10 (+0)

  • Condition Immunities paralysed, poisoned, incapacitated
  • Senses passive Perception 9, darkvision 60ft
  • Languages Common, any it knew in life
  • Challenge 1/2 (50 xp)

Amorphous. The shade can move through spaces as small as 1 inch without squeezing.

Shade Stealth. In dim light or darkness the shade can take the Hide action as a bonus action.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d6 + 2) slashing damage.


Shade Lieutenant

Medium Undead, lawful neutral


  • Armor Class 15
  • Hit Points 52(8d8+8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 13 (+1) 11 (+0) 10 (+0)

  • Condition Immunities paralysed, poisoned, incapacitated, frightened
  • Damage Resistances necrotic, poison
  • Senses passive Perception 10, darkvision 60ft
  • Languages Common, any it knew in life
  • Challenge 3 (700 xp)

Amorphous. The shade can move through spaces as small as 1 inch without squeezing.

Shade Stealth. In dim light or darkness the shade can take the Hide action as a bonus action.

Multiattack. When the Shade Lieutenant takes the Attack action, they may make two attacks, one Greatsword attack and one Shade Lash attack.

Actions

Greatsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) slashing damage.

Shade Lash. Melee Weapon Attack: + 4 to hit, reach 10ft., one target. Hit 7(2d4 +2) bludgeoning damage and the affected creature must make a DC 12 strength saving throw or be pushed 5 feet away from the Shade Lieutenant.


Shade General

Medium Undead, lawful neutral


  • Armor Class 17
  • Hit Points 84(12d8+24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 13 (+1) 11 (+0) 17 (+3)

  • Condition Immunities paralysed, poisoned, incapacitated, frightened
  • Senses passive Perception 10, darkvision 120ft
  • Languages Common, any it knew in life
  • Challenge 5 (1800 xp)

Amorphous. The shade can move through spaces as small as 1 inch without squeezing.

Shade Stealth. In dim light or darkness the shade can take the Hide action as a bonus action.

Spellcasting. The Shade General is a 5th level spellcaster, its spellcasting ability is Charisma (Save DC 15, +7 spell attack bonus). The Shade General knows the following warlock spells and may cast 4 of the leveled spells and may not do so again until the Shadow Monarch has finished a long or short rest:

  • Cantrips (at-will): Chill Touch, Minor Illusion, Poison Spray
  • 1st Level: Expeditious Retreat, Hellish Rebuke, Shield
  • 2nd Level: Crown of Madness, Mirror Image, Shatter
  • 3rd Level: Fear, Magic Circle, Vampiric Touch

Multiattack. When the Shade General takes the Attack action, they may make three attacks, two Greatsword attacks and one Shade Lash attack.

Actions

Greatsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.

Shade Lash. Melee Weapon Attack: + 8 to hit, reach 10ft., one target. Hit 11(2d4 + 4) bludgeoning damage and the affected creature must make a DC 16 strength saving throw or be pushed 5 feet away from the Shade General.

Rallying Cry (Recharge 5-6). All Shades within 40ft of the General heal for 10 hp and do 1d6 extra necrotic damage on their next attack. All creatures healed this way have advantage on saving throws until the beginning of the General's next turn.

Playtest paths

What's a playtest path?

A playtest path is exactly like a regular path but it will be subjected to changes while it it tested by the players themselves. You can get it in the same was as the other ones and can use its features freely. If you have a playtest path you will be informed every time there's a change.

What if I dislike the changes and I want to stop following a playtest path?

Like with the regular paths, you can step down from a playtest path. The consequences will be the same and you'll have to find out in game how to do it, but it will be easier than stepping down from a regular one. The Dungeon Masters will have ways you can do so, but creative ways are also always encouraged.

While I use it, can I affect the path's development?

Yes, of course! All the feedback that you give as a tester of the path will influence the path development and the changes made to it directly, you can give any amount of feedback you want in #path-feedback, where you will be able to discuss with the creator of the path, HB Police and Administrators whatever issues and ideas you have for it.

Path of Divine Intervention


Peter's map of the heavens
StageFeaturesRequirements to Reach
1stHeavenly Bond, Mortal InsightBond with an Angel and become their Ward
2ndFaith's ShieldSuccessfuly find 5 lies or secrets using Mortal Insight
3rdEyes of the JudgeSuccessfully find 10 MORE lies or secrets using Mortal Insight
4thHoly LinkSense 5 different instances of negative emotions from Player Characters
5thScriptures of ForeverHeal others for a total of 100hp during fights while on this stage
6thTemple of MindPersuade 15 otherwise hostile creatures not to attack you
7thSkyward RespiteHeal others for a total of 200hp during fights while on this stage
8thWings of the wildTake a total of 12 people (NPCs or PCs) to meet your angel in the sanctum
9thRide the Valkyrie, Harsh RebukeMeet and talk to 20 celestial beings for at least 1 minute
10thRapture's GuardDefeat 10 fiends of CR2 or higher in combat (kill not required)
11thHelp from AboveSuccessfully use Rapture's guard to pass a skill check 20 times
12thDivine AscensionUse your Angel to strike down 100 foes (Kill not Required)

Heavenly Bond

At 1st stage, you gain the bond of an angellic being. Because of this, you learn to speak, read and write celestial, primordial or one of the planar dialects. Additionally, you may use an action to sense negative emotions within creatures that are within 30ft from you. For use against players, you must roll a contested insight check against deception.

Mortal Insight

Additionally, a number of times equal to your proficiency modifier per long rest, you may use a special sense to determine if someone is lying or keeping a secret. This same charge may also be used to determine what course of action (if any) would help make a target friendly to the user.

Faith's Shield

At 2nd stage, your AC increases by wis mod / 2 (rounded down, minimum of 1). Additionally, you gain proficiency in 2 wisdom or charisma based skills or expertise in 1 wisdom or charisma based skill.

Eyes of the Judge

At 3rd stage, your body begins to reflect your guardian's nature. At will, you may use a bonus action to set your eyes ablaze with holy light, gaining darkvision to 60ft, expertise in persuasion (If you already have expertise in persuasion, you may add your wisdom modifier to the result) and, at 10th level, 60ft of blindsight.

Scriptures of Forever

At 5th stage, You gain the ability to communicate in a limited manner with all types of creature, even if a language is not shared. They can understand the meaning of your words and you may understand basic thoughts, emotions and gestures conveyed by them.

Temple of Mind

At 6th stage, your connection deepens with your angel. At will, you may cast detect thoughts. When casting in this way, you can understand any language the creature thinks in. Additionally, you gain telepathy to 60ft which can be understood so long as the creature speaks at least 1 language, though they can not respond.

Skyward Respite

At 7th level, you gain access to a holy sanctum, a special place that you and up to 6 creatures can teleport to while conjoined in a circle as in the teleport spell. This place is the sanctum of your angel and, as such, the angel can be found here. Each sanctum is different and will have different utilities.

Angel's Blessing

At 8th stage, you gain a permanent flying speed of 60ft as a pair of heavenly wings, made entirely from light, sprout from your back. If you already have a flying speed, it increases by 30ft as they begin to glow and reflect the holy energy. Additionally, you gain advantage on all checks partaining to celestial beings.

Ride of the Valkyrie

At 9th stage, you gain the assistance of a celestial Familiar, which takes the appearance of a familiar of your choice (including the extended familiars list). You can communicate with and through this familiar at any distance, though may not look through its eyes. Besides this, it acts as it does in the find familiar spell, including other senses. Additionally, you may use your action to turn your familiar into a pegasus (MM p.250) or back into a familiar, though it cannot attack in either form.

Harsh Rebuke

Also at 9th stage, any feature that describes a specific creature in its effects (such as a paladin's divine smite, or a slayer weapon) also affects fiends as though they were one of the target creatures.

Rapture's Guard

At 10th stage, you may use your reaction to increase ac by wis mod until the start of your next turn, emulating the shield spell in all aspects. This reaction can be done up to twice your wisdom modifier (min of 2) per long rest. Additionally, you may use a charge of this skill to reroll a skill check after you have seen the result, but before knowing whether it is a pass or fail.

Help from Above

At 11th stage, you gain the strength to call down your angel in times of need. Once per long rest, you may use your action to summon your angel, who uses a planetar's statblock. The angel will help as best it can, but will not act if it does not like what it has been asked to do.

Divine Ascension

Upon reaching the 12th stage, you gain the divine awareness feature as found in the planetar statblock. You also gain truesight to a distance of 60ft and add half of your proficiency modifier (rounded up) to all checks made to interact with people.

Path of the Rightful Ruler


a guide to obtaining your own kingdom
StageFeaturesRequirements to Reach
1stRuler's DomainAcquire a Golden Crown and become bonded
through the Ritual of Kings
2ndAdvisor to the KingUse your domain feature successfully 25 times
3rdIntegrity, FollowersUse Advisor to the King to succeed on 15 rolls
that would've otherwise failed
4thDomain FeatureEnter into the Ritual of Kings once more and
fight another copy of yourself
5thKing's Construction, Throne HallHave 15 NPCs swear fealty to you
6thThrone of the Regent, Diplomatic TendencyConstruct a bulding in your Throne Hall
7thRitual of KingsCommunicate with 25 creatures using Diplomatic Tendency
8thDomain FeatureEnter into the Ritual of Kings once more and
fight another copy of yourself
9thMilitiaFill 5 building spaces in your Throne Hall with rooms
10thDefense of the MonarchHave your Militia strike down 25 foes
11thLong Live the KingHave your Militia absorb 100 blows for you
12thDomain FeatureEnter into the Ritual of Kings once more and
fight another copy of yourself

Undergoing the Ritual of Kings

At stages 4, 8, and 12, you must undergo the Ritual of Kings once more. To do this, you must spend an hour setting up a ritual with the bones of a creature you have slain to prove your strength. The CR of this creature must be equal to your level-2, maximum of 20.

Ruler's Domain

All rulers must make a choice on how they wish to govern their subjects. At first stage, you make that choice. Each Domain gives different features, detailed at the end of this path. Choose between the three Domains: Monarch for working in harmony with your subjects, Regent for forging alliances and using diplomacy to get your way, or Tyrant for using absolute power to rule. Your chosen Domain gives you features at first, fourth, eigth, and twelfth stages. Also at first stage, choose between Intelligence, Wisdom, or Charisma. This score is your Ruler's Attribute, which you use with various things in the path.

Advisor to the King

Upon reaching second stage, your Golden Crown gains the ability to guide you and others in matters. You gain the Guidance cantrip. When you use Guidance, it rolls a d4 + half your Ruler's Attribute modifier, rounded up.

Followers

At third stage, you gain followers as an extension of your will. You have a number of followers equal to your one third your stage in the path. Followers act as permanent Unseen Servant spells with the following changes:

  • Followers are visible as slightly transparent humanoids.
  • Their Strength score is equal to your stage in the path.
  • They have no limit as to how far away from you they can move.
  • You can move them 30 feet instead of 15.
  • You can command all active followers with the same bonus action.
  • They have HP equal to 2x your stage in this path.

If a follower dies, you can summon it again as an action after you have taken a long rest.

Integrity

Also at third stage, you are able to keep your composure even in the most dire of times. You cannot be easily influenced by magics that would impede with your judgement. You have advantage on saving throws against being charmed, frightened or commanded to do something against your will.

King's Construction

At fifth stage, you gain the knowledge of kings past, and are able to build your own kingdom more efficiently. Your followers can help you build structures: Each follower helping construction adds 100 GP to the pace you build per day. This means each follower adds 500 GP to the amount you build in a work week.

Throne Hall

Also at fifth stage, you gain an extradimensional space. You may enter this space by reciting an oath that takes 1 minute to say and generates a stone archway as the entrance. This space has room for a number of building spaces equal to 3/4 your stage in this path rounded down, and can appear however you want it to, with the exception that no man-made structures can be present within it that you haven't constructed. You have free reign of the weather inside of your Throne Hall, however the weather cannot damage creatures, cause environmental effects, or otherwise effect creatures in any form. You may lock the archway as an action, causing no objects or creatures to be able to travel through it. However, you may not do this while creatures other than yourself or your servants are inside of the Throne Hall.

Throne of the Ruler

At sixth stage, you gain a number of benefits while inside your Throne Hall. You gain advantage on any Charisma checks made inside, as well as on Wisdom (Insight). In addition, creatures inside the Throne Hall must make a Charisma saving throw (DC 8 + your Proficiency Modifier + your Ruler's Attribute modifier) when they attempt to harm you. If they fail, they cannot attack you.

Diplomatic Tendency

Also at sixth stage, you learn that forging alliances is one the most important facets to being a ruler. To do this you must be able to properly communicate with those you meet. You are able to cast the spell Tongues on yourself a number of times per day equal to 1/4 your stage in this path. In addition, you learn two languages of your choice.

Ritual of Kings

At seventh stage, you learn how to construct a Golden Crown and induct a creature on the Ritual of Kings. You may spend 10 dtd to make a Golden Crown, which you may give to another creature to start them on the Ritual of Kings. The creature must then start the Ritual of Kings. They fall unconscious and must fight a copy of themselves in their mind. They start the fight as if they had taken a long rest. The copy uses their statistics, but is unaligned and has no magical items. Their mind is a featureless, flat plane that takes the form of a 60 foot radius cylinder that is 120 feet high. If they knock the copy unconscious, they are initiated into the path. If the copy knocks them unconscious, they must make death saving throws as normal.


You may only have one Golden Crown made at a time, if you make another, the prior one disappears in a golden flash.

Militia

At ninth stage, your Followers become a Militia. They now use the Militiaman statblock detailed at the end of the path, after the Domains. Elsewise, they follow the rules of followers. Militiamen act on your initiative.

Defense of the Ruler

At tenth stage, when you would be hit by an attack, a Militaman within 5 feet of you can expend its reaction to cause the attack to target itself instead.

Long Live the King

At eleventh stage, you become extremely difficult to put down for good. When you would be dropped to 0 hit points, you may instead be dropped to 1 and gain Temporary HP equal to 2x your stage in this path. You may do this once, and regain the ability to do so at the end of a long rest.

Domains

Monarch

The Monarch rules with a kind heart. Working in harmony with their subjects, they do what is best for the land and put their people first. A Monarch's will is absolute.

When you choose this Domain, you learn ways to help your allies and work in harmony.

Regal Aura

At first stage, your presence on the battlefield inspires those around you. As a bonus action you can activate your Regal Aura. Any allied creatures within a 30ft radius sphere centered on you gain a bonus to their attack rolls and saving throws equal to half your proficiency bonus rounded up. This aura lasts for a minute, and can be used a number of times equal to your proficiency modifier. You regain spent uses on a long rest.

Monarch's Watch

At fourth stage, you are always aware of your surroundings. You cannot be surprised.

Inspiring Presence

At eighth stage, your presence gives your allies confidence. When you or a creature within 30 feet of you makes an ability check, they can add 1d6 to it.

Symbol of Hope

At twelfth stage, you learn the secrets of Monarchs past. As an action you can transform yourself into a symbol of hope. For one minute you shed bright light in 60 ft sphere centred on yourself. All allies within this sphere get Temporary HP equal to your stage in this path at the start of your turns and they cannot be frightened. In addition, they can add half your proficiency modifier rounded up to any saving throws or attack rolls they make while in the aura. This lasts for a minute, and you may do this once, regaining the ability to do so on a long rest. Light created by this aura dispels magical darkness. You cannot activate Regal Aura during this time.

Regent

The Regent cares more about their kingdom than the people in it. That is not to say they don't care about their people, however. They focus on forging alliances and bringing harmony to their subjects.

When you choose this Domain, you learn new ways to forge alliances and settle disputes.

Regent's Word

At first stage, your word rings with the authority of a true ruler. When you would roll a Charisma (Persuasion), Charisma (Deception), Charisma (Intimidation), or Wisdom (Insight) check, you can choose to have the result be as if you had rolled 10. You can do this a number of times equal to your proficiency modifier, regaining spent uses on a long rest. At 5th stage, you gain a +2 on this while inside your Throne Hall. This feature can only be used against NPCs.

Will of the Regent

At fourth stage, your will can calm even the mightiest of rowdy disputes. You can cast Calm Emotions without expending a spell slot a number of times per day equal to half your stage in this path.

Diplomatic Excellency

At eigth stage, you learn to be even more diplomatic. When you use your Diplomatic Tendency, you have advantage on all Charisma checks and saving throws for one minute. If you decide to use your Regent's Word in this time, you have a +5 on the result.

Regent's Army

At twelfth stage, you gain more followers. You have Militiamen equal to half your stage in this path. In addition, they have proficiency in Insight and Persuasion, their Charisma is changed to a 16, and their Wisdom to a 14. They use your proficiency bonus to determine this, and also add your proficiency bonus to attack rolls.

Tyrant

The Tyrant crushes those who oppose them. Known for crushing insurrections, ruling with an iron fist, and putting themselves first, a Tyrant is feared by all of its subjects.

When you choose this Domain, you learn ways to command your subjects and demoralize your enemies.

Tyrant's Command

At first stage, you learn the secret to commanding creatures. You can cast the Command spell without expending a spell slot. The DC for this is 8+ your Proficiency Bonus + your Ruler's Attribute modifier. You may do this a number of times equal to your proficiency modifier, regaining any uses at the end of a long rest.

Oppressive Aura

At fourth stage, your very presence demoralizes your enemies. As a bonus action you can activate your Oppressive Aura. All hostile creatures within a 30ft sphere centered on you must subrtact half your proficiency bonus rounded up from their attack rolls and saving throws for the next minute. You may do this once, regaining the ability to do so at the end of a long rest. At 8th stage in this path, you may do this twice.

Improved Tyrant's Command

At eigth stage, your Command carries more weight. You may now issue a five word command with Tyrant's Command.

Weight of Oppression

At twelfth stage, your Oppressive Aura carries a heavy weight. Enemies within the aura have their speed halved, and subtract half your proficiency modifier from their AC.


Militiaman

Medium humanoid, your alignment


  • Armor Class 17
  • Hit Points 7x your stage in this path
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 6 (-2)

  • Condition Immunities charmed, frightened
  • Senses Passive Perception 10
  • Languages Can understand what its Ruler can understand, but cannot speak.

Loyalty. The Militiaman cannot suffer from any effect that would cause them to be controlled by any other creature than their Ruler, such as a ghost's Possession.

Sleepless. The Militiaman cannot sleep and does not require sleep to function. It can take a long rest by performing light activity as usual.

Actions

Protection. The Militiaman protects one creature it can see within 5 feet of it. The next attack against that creature made within the next round is made at disadvantage. If multiple Militiamen protect the same creature, this stacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) magical slashing damage.

Path of the Chaos Avatar


Star chart of the maddening beyond
StageFeaturesRequirements to ReachChaos Charges
1stChaos Spark Assimilate a Chaos Spark1d4
2ndSpread the Chaos Harness 7 chaos motes1d6
3rdControlled chaos (1) Harness 34 chaos motes1d8
4th- Harness 117 chaos motes2d4
5thLuck of the roll Harness 219 chaos motes1d10
6th- Harness 363 chaos motes1d12
7thControlled chaos (2) Harness 865 chaos motes2d6+1
8th- Harness 1343 chaos motes2d8
9thSacrifice of the Void Harness 2076 chaos motes3d6
10th- Harness 3172 chaos motes2d10
11thControlled chaos (3) Harness 4473 chaos motes2d12
12thChaos Avatar transformation Harness 6637 chaos motes4d6+1

Chaos Spark

A chaos spark, the ever burning paradox of a broken reality that could not reach the Fallen now resides within you. At the end of each long rest roll the chaos charges dice corresponding to your stage on this path as seen in the requirements table, the result will be the amount of times that you'll be able to activate your chaos spark for the day. When you finish a long rest all chaos charges acquired this way disappear, then you can roll again.


You can activate your chaos spark as a bonus action. When you do, roll the die corresponding to your stage as seen in the following table, check the chaos effects table and the effect corresponding to the number rolled will happen. +ca roll [stage]


Some notes to take into account when applying the effects rolled:

  • If you "are affected" by a spell you don't have to maintain concentration, but if you "cast" a spell you do.
  • Your force damage caused by features and effects of this path ignores resistances and immunities.
  • If any of this path’s effects require a creature to make a saving throw and the effect doesn't say otherwise the DC is 12 + your proficiency bonus, and if any require you to make a spell attack roll the spell attack bonus is 4 + your proficiency bonus.
  • To make your life easier, multiple parts of this path will be automated via the Bot of the Fallen. If there's a command for something it will be shown in a box like this one
Stage Die
1 1d8
2 1d16
3 1d25
4 1d33
5 1d41
6 1d50
7 1d58
8 1d66
9 1d75
10 1d83
11 1d91
12 1d100

Chaos motes

The air brims with chaotic energy every time you use your spark, and you can harness that energy. Every time you use your chaos spark you obtain a number of chaos motes equal to the number rolled. If you obtain the required amount of motes for your stage, you advance to the next stage and start again from 0 motes.

Elysium and all player estates are deadzones for chaotic energy. You can use your chaos spark freely in those areas but you will not obtain motes, you can only obtain motes in adventures.

Spread the Chaos

A number of times per day equal to your proficiency modifier you can let another willing creature roll on the chaos effects table, using your bonus action and one of your chaos charges and the effects applying to them instead of you.

Controlled Chaos

Once per long rest you can choose to roll twice instead of once when rolling in the chaos effects table and choose one of the two to take effect. You can use this feature two times per long rest at 7th stage and three times per long rest at 11th stage.

Luck of the roll

Whenever you roll your chaos charges dice after a long rest you can roll twice instead of once, using the higher result.

Sacrifice of the Void

You can sacrifice magic items to feed the chaos that wrestles within you. You can only sacrifice an item if you had it at least two weeks in your possession. You obtain 5 permacharges if you sacrifice a path item or a rare magic item, 10 if you sacrifice a very rare magic item, and 20 if you sacrifice a legendary magic item. Permacharges are like normal Charges but they don't go away after a long rest.


At stage 12 you have the option to obtain minutes for your Chaos Avatar transformation instead of permacharges. You obtain 1 minute if you sacrifice a path item or a rare magic item, 5 if you sacrifice a very rare magic item, and 10 if you sacrifice a legendary magic item.

Chaos Avatar transformation

You have a pool of minutes that starts from zero when you get this feature and that you can fill up with the highest rolls of the chaos effect table. You can use this feature at will as an action if you have more than zero minutes. When you do you transform into Chaos Avatar (statblock in the end of the path description) for one minute and you remove one minute from the pool. While you are in your Chaos Avatar form you can use this feature as a free action to extend its duration. If you die in the Chaos Avatar form you revert back to your original form with the HP that you had before transforming.

As Chaos Avatar you retain all your stats, saving throws, skills, and other proficiencies. You also keep your class' and race's features. In this form your body becomes buoyant and lightweight, it keeps its shape but it's now made of pure void energy and little sparks of chaos can be seen inside, making it resemble a starry night sky.

Avatar Effects table


Roll Effect
1 Fireworks appear around you for this round.
2 You are affected by Invisibility.
3 After the end of your turn and until your next turn your body breaks into a myriad of little spheres of void energy. Any attack roll against you while in the broken shape has disadvantage.
4 You can choose a creature within 120ft of you to make a strength saving throw or be pulled to melee range by a Void tentacle. A creature can willingly fail the saving throw.
5 A creature you can see must make a charisma saving throw or be teleported to a space on the ground that you can also see that’s no further than 120ft away from it. A creature can willingly fail the saving throw.
6 You can change your appearance once as if you were affected by Alter Self. This effect stays until you revert to your original form or you dismiss it as a free action.
7 Until your next turn you can move through other creatures and objects as if they were difficult terrain. You take 2d10 force damage if you end your turn inside an object.
8 A Void Blade appears in an empty hand, if you already have one you can choose to get another or to give +1 to attack and damage rolls to an existing one. A Void Blade is a martial weapon with which you are considered proficient with that deals 1d8 force damage and has the versatile (1d10) property.
9 You shoot a big laser of chaotic energy. Each creature in a 30ft line must make a dexterity saving throw, taking 8d10 force damage on a failure or half on a success.
10 Until the start of your next turn you become resistant to all damage types and your resistances become immunities.

Chaos effects table

Roll Effect
1 A cloud of green gas appears in a 5ft square just behind you. It has no effects other than producing a really bad smell in the area that lasts for 1 minute.
2 An iron statue worth 2 units of iron appears in front of you with a shape resembling the last thought you had in your mind.
3 Cheerful music starts playing from your belly. It lasts 10 minutes and while it lasts you have advantage on charisma checks to cheer up creatures that can hear it. You can stop or resume the music as a bonus action.
4 You are healed 2d8HP
5 1d10gp appear in front of you.
6 You get +1d4AC for 1 hour.
7 If you don't possess a Blast Stone, you obtain one with 1d6 damage. You can throw the Blast Stone at any point you can see up to 60ft away from you to force any creatures in a 20ft radius from that point to make a dexterity saving throw or take its damage as thunder damage on a failure or half on a success, subsequently destroying the Blast Stone. If you possess a Blast Stone its damage goes up by 2d6, but can't go higher than 10d6.
8 You obtain 1d10 temporary HP that disappear after 1 hour.
9 You puke a frog. The frog lasts for 1 hour and if you roll this while the effect is still active the hour resets. The frog is not considered a familiar, but you can control it as if it was summoned by the spell Find Familiar.
10 Flowers start growing and blooming in a 10ft radius area around you. Two plants with value can be found amongst the flowers, your DM will determine which by rolling in the herbs table of our crafting doc for the appropriate biome.
11 You cast a cantrip of your choice.
12 The next time you hit a creature with a weapon attack before the next long rest, that creature takes an extra 2d6 force damage.
13 You can shoot lasers from your eyes. As an action you can make a ranged spell attack against a target that's within 60ft of you, on a hit it takes 2d8 force damage. This damage increases by 1d8 when you reach 11th level (3d8), and 17th level (4d8). This lasts for 1 hour.
14 Choose one coin in your possession, it becomes magical. If you flip the coin and shows heads (1), a non-magical coin of the same value appears right next to it, and if the coin shows tails (2), the coin disappears forever. If and after it shows heads 20 times, the coin disappears.
15 A Goblin (MM) with its intelligence reduced to 2 appears on a point you can see within 120ft of you and starts madly attacking the closest hostile creature to him. If there is no hostile creature in sight it only defends itself to the best of its ability. The Goblin disappears when it drops to 0HP, dies or 1 minute passes.
16 You have advantage on the next attack roll you make that doesn't have advantage, or impose disadvantage on the saving throw of one creature affected by the next spell you cast, whatever comes first.
17 You are healed 4d8HP
Roll Effect
18 A rush passes through your whole body. This turn you can move an extra 1d8*5 feet and you don’t provoke attacks of opportunity.
19 Roll 1d2. On a 1 you have to make a charisma saving throw or become affected by the same effects of the Philter of Love potion but with its duration reduced to 10 minutes and the effect ending if you take any damage. On a 2 the closest creature to your right hand has to make the save or become affected by the same effect.
20 You can use the 1st stage features of one of the following paths for 1 hour as if you were on that path at 1st stage: Arcane Battery, Blood Fiend, Crimson Star, Primeval Warden, Steel Heart, Voidtouched, Cursed Mark or Enlightement.
21 You obtain 2d10 temporary HP that disappear after 12 hours.
22 You shoot a blast of chaos energy. Make a ranged spell attack, on a hit the target takes 2d6+5 force damage.
23 You have 120ft of darkvision for 12 hours if you didn't have more before.
24 A magic item in the form of a little box with shimmering dark runes inscribed around it appears in front of you. This box will disappear after 12 hours, and while it lasts anyone holding it can use a bonus action to transform it into any mundane object it desires by just thinking about the object and speaking the command word, which you choose when this effect is rolled. The object created cannot be bigger than a 5ft square and can never be more than one single object, if any part is detached from the main object that part disappears.
25 Roll again twice and choose one of the results.
26 You cast Fireball.
27 A floating greatsword appears and strikes twice at a hostile creature of your choice within 30ft with a +5 to hit and +3 damage, then disappears. If there is no hostile creature in range the sword falls to the ground as a mundane weapon without disappearing.
28 Coin of fate. You obtain a coin made of a strange shimmering dark purple metal that on the tails side (1) has a moon and on the heads side (2) has a sun. Any creature can flip the coin as a free action at the same time they make any roll. If you do, roll an extra 1d2 and 1d6 in the roll. If the 1d2 shows 1 it means it's tails and you substract the 1d6 result from the roll, and if the 1d2 shows 2 it means it's heads and you add the 1d6 result to the roll. This coin has 10 charges and disappears when the last one is used or 48 hours have passed.
29 You obtain two Chaos Permacharges. Permacharges are like normal Charges but they don't go away after a long rest.
30 All your attacks and spells deal an extra 1d4 force damage for 1 hour.
31 A 10ft radius sphere of pure void energy surrounds you. Any creatures except you that start their turn in the sphere must make a constitution saving throw, taking 2d6 void damage on a failure or half on a success. As an action you can move the sphere up to 60ft in any direction. The sphere disappears after 1 minute.
32 You grow a long tail, half your height in length. You cannot attack with it but you can pick up objects and try to shove a creature as a bonus action. This lasts until your next long rest.
33 If you don't possess a Blast Stone, you obtain one with 2d6 damage. You can throw the Blast Stone at any point you can see up to 60ft away from you to force any creatures in a 20ft radius from that point to make a dexterity saving throw or take its damage as thunder damage on a failure or half on a success, subsequently destroying the Blast Stone. If you possess a Blast Stone its damage goes up by 4d6, but can't go higher than 10d6.
34 You may instantly teleport up to 1d20*5 ft
35 All creatures within 120ft of you have a +5 bonus to their perception checks and to their passive perception. This effect lasts for 1 hour.
36 A tamed and saddled horse made of pure void energy appears next to you. It acts like a normal Riding Horse (MM) for all intents and purposes except it cannot attack. The horse lasts for 24 hours and then disappears.
37 The next time you hit a creature with a weapon attack before the next long rest, that creature takes an extra 4d6 force damage.
Roll Effect
38 You start sweating profusely. You have resistance to fire damage for 1 hour. If you already have resistance, all fire damage done to you is reduced by 3.
39 1d6 daggers, 1d4 shortswords and 1d2-1 greatswords appear in front of you and fall to the ground.
40 1d100gp appear in front of you.
41 You shoot 1d8 Magic Missile darts at any targets of your choice within range.
42 You are healed 6d8HP
43 A magic compass appears in front of you. This compass always points to the nearest inn in the current plane of existence and just spins wildly if there is none, then disappears when you enter the inn.
44 Until your next long rest you get one 1st, one 2nd and one 3rd level slot that you can fill with any spell from the sorcerer's spell list of that level or lower. This uses this path's spell save DC and spell attack bonus.
45 You cast Armor of Agathys at 3rd level.
46 Coin of sight. You obtain a platinum coin that on the tails side (1) has a closed eye engraved in it and on the heads side (2) it has a wide open eye. Any creature can flip the coin as a bonus action. If the result is tails the creature's senses' distances are divided by 4 and the normal vision becomes 120ft for 24h, and if the result is heads it instead obtains 60ft of truesight for 24 hours. This coin disappears when used or after 48h have passed.
47 You obtain 3d10 temporary HP that disappear after 24 hours.
48 The closest non-magical weapon to your left hand becomes magical.
49 You can make any simple weapon magically appear in your empty hand as a free action 10 times before your next long rest. Weapons created in this manner are mundane, permanent weapons.
50 Your eyes start shining like a beacon. They emit bright 60ft forward and dim light 30ft past that. This effect lasts for 1 hour and you can activate it and deactivate it as a reaction.
51 You cast Teleport
52 Two tentacles made of fire appear from your back and last for an hour. As a bonus action you can attack with both of them, they are considered whips for all calculations but deal fire damage instead of slashing.
53 A Rifle (Arcane Artillery) and 4 Cartridges (10 bullets each) appear in front of you. You are considered proficient with it until your next long rest.
54 Five chains appear and start swirling around you, falling under your telekinetic control. At any point for the next hour you can use an action to throw one of the chains at a target in an attempt to grapple it. The target must make a dexterity saving throw or be grappled by the chain, any creature grappled by the chain can use an action to try to break it via an athletics check with the same DC rolled as the saving throw. Regardless of the result of the save if a chain is thrown it cannot be recovered and disappears when it’s not grappling anybody. Additionally you have a bonus to AC equal to the number of chains remaining, and whenever you are hit with an attack one of the chains is destroyed.
55 Your body gets warmer and your skin turns to a more reddish color. You cannot get cold by any means, you have resistance to cold damage and are affected by the spell Dragon's Breath at 2nd level choosing fire. This lasts for 1 hour.
56 You cast Charm Person on the closest creature that could be affected by it.
57 You cast Command at two creatures you can see within range with the command "Dance".
58 You only need to rest half the time you would normally need for the next long rest.
59 Your jump distance is tripled for 24h
Roll Effect
60 Three Changelings (ERLW) spawn next to you, they will follow any orders you give them for the next 12 hours and will then disappear.
61 A 4ft wide, 6ft high semitransparent force wall appears 3ft away from you. This wall lasts for 10 minutes and you can move it in any way you want without action required as long as it always stays 3ft away from you. If you use it as cover it's considered 3/4 cover. The wall cannot move faster than 360° around you per round. The wall has an AC of 25 and it disappears if it takes any damage.
62 All durations of effects from this path that you have active refresh. If you don’t have any effects active you obtain two Chaos Permacharges. Permacharges are like normal Charges but they don't go away after a long rest.
63 The closest non-magical weapon to your left hand becomes a +1 magical weapon.
64 Your veins are filled with void energy and your mind with thoughts of eternal nights. You feel a big rush and are affected by the Haste spell.
65 You obtain 2d4 Chaos Permacharges. Permacharges are like normal Charges but they don't go away after a long rest.
66 Your chaos spark replicates, creating a new chaos spark that you can give to another to put them on this path. If you already have a second chaos spark you obtain 2d4 Chaos Permacharges instead. Permacharges are like normal Charges but they don't go away after a long rest.
67 You are healed 8d8HP
68 Choose a target or a point in space you can see within 60ft of you. You start spewing force bullets from your mouth at high velocity. Roll 1d100, that's how many bullets you spew, then roll a die with sides equal to the result and that's how many bullets actually hit your target. Each bullet deals 1 force damage.
69 Coin of life and death. You obtain a platinum coin that on the tails side (1) has a skull engraved in it and on the heads side (2) it has a tree. Any creature can flip the coin as a bonus action. If the result is tails the creature is automatically dropped to 1HP. If the result is heads the creature heals to full health and gets 20 temporary HP that last for 24 hours. The coin disappears when used or when 48h pass.
70 You are affected by the spell Tongues for 24h. If you roll this while you're still affected the timer resets.
71 You can attune to one extra magic item for 3 days. If you roll this while you're still affected by it from a previous roll, the effects stack and the timer resets.
72 Your flesh becomes soft and malleable, and you can stretch it and mold it at will. You can stretch your arms as a free action to have 10ft reach in all melee attacks, stretch your legs to have double your height and cast Alter Self at will. This lasts for 1 hour.
73 The white of your eyes turns into a deep void color, showing the stars as if there was a constellation inside your head. For 1 hour you know at all times all creatures that are within 60ft of you and their exact location. This may aid you in multiple different ways, like avoid being surprised, knowing where invisible creatures are, etc.
74 You are considered to have the Keen Mind feat for a week, the memory only taking effect from when you obtained this. If you roll this while the effect is still active the timer resets.
75 You have 60ft of blindsight for 12 hours if you didn't have more before.
76 You may instantly teleport up to 2d20*5 ft
77 You are considered to be fed for a week, so you don't need to eat nor drink if you don't want to.
78 You get a 60ft magical flying speed and Flyby for 1 hour.
79 Roll 1d2 for every one of your stats, the corresponding stat raises by the result for 1 hour.
80 You obtain 4d10 temporary HP that last until you lose them.
81 A creature you can see must make a constitution saving throw. On a failure it takes 4d10 force damage and then becomes vulnerable to force damage for 1 minute, and on a success it takes half damage and does not become vulnerable.
Roll Effect
82 For the next hour you can eat any non-magical object or money up to a value of 500gp in total. Note the objects and money you consumed if you consumed any, the next time you roll this effect instead of being able to eat you will puke everything you’ve eaten with this feature before and then puke it again, effectively doubling everything.
83 1d300gp appear in front of you.
84 A rush passes through your whole body. This turn you can move an extra 1d12*5 feet and you don’t provoke attacks of opportunity.
85 A feast of delicious looking food and drinks appear in front of you. This feast can feed up to 12 people for the day, and whoever eats from it obtains 10 temporary HP that last 24 hours and gain double the health from their rolled hit dice on the next short rest they take within those 24 hours.
86 You cast Eldritch Blast twice at your level, each blast looks like a shooting star.
87 You get +2d4AC for 1 minute.
88 If you have the spellcasting feature roll a dice with faces equal to your maximum spell slot level or 5, whichever is lower; you recover a spell slot of a level equal to the result or lower. If you don't have the spellcasting feature you can cast Fireball once before finishing a long rest.
89 You shoot a blast of chaos energy. Make a ranged spell attack, on a hit the target takes 4d6+8 force damage.
90 You become absurdly beautiful and your social skills evolve significantly. You obtain +4 charisma and your maximum charisma becomes 24 if it was lower. This lasts for 1 hour.
91 You are affected by both the Speak with Animals and Speak with Plants spells.
92 Roll two d6 and keep the highest one, you cast a spell of your choice of that level or lower without spending spell slots or using any material component.
93 A creature of your choice you can see within 120ft of you must make a dexterity saving throw. On a failure, the void itself envelops it. That creature is then immune to all damage and hold in suspended animation without being able to do anything for 1 hour or until you use an action, bonus action or reaction to free it.
94 You can cast Disguise Self, Alter Self, Invisibility, Major Image (at 3rd level) and Misty Step at will for 12 hours. If you make an attack or cast a spell that affects an enemy creature you can't use this effect again for 1 hour.
95 For 1 hour you have two reactions per round and can activate your chaos spark as a reaction instead of a bonus action.
96 You may transform into an exact copy of any non-PC creature up to CR18 you can see when you roll this for 1 hour. The transformation lasts for the duration, or until you drop to 0 hit points or die. Your game statistics, including mental ability scores, are replaced by the statistics of the chosen creature, but you retain your alignment and personality. When you revert to your normal form, you return to the number of hit points you had before transforming. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
97 For 1 hour you can forgo any amount of feet of your movement to teleport that same distance to a point you can see. This can be used any amount of times per round.
98 You obtain 1 minute for your Chaos Avatar Transformation feature.
99 You obtain 5 minutes for your Chaos Avatar Transformation feature.
100 You obtain 10 minutes for your Chaos Avatar Transformation feature.

Chaos Avatar

Large humanoid, your alignment


  • Armor Class 10 + DEX + CON
  • Hit Points 1
  • Speed 0ft., fly 50ft. (hover)

STR DEX CON INT WIS CHA
( - ) ( - ) ( - ) ( - ) ( - ) ( - )

  • Damage Vulnerabilities radiant
  • Damage Resistances cold, force, thunder
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities petrified, poisoned, prone, exhausted
  • Senses darkvision 120ft., blindsight 30ft.

Void's carcass. When you transform into Chaos Avatar you obtain 1d200+50 temporary HP that disappear when you revert back to your original form.

Actions

Avatar blast. Choose 1d10+2 5ft squares that you can see within 2d20*5 feet of you. Creatures in those squares must make a dexterity saving throw or take 4d10 force damage, or half on a successful save. +ca blast

Chaos shield. A creature of your choice that you can see within 30ft of you obtains 3d10 temporary HP until the start of your next turn.

Bonus Actions

Avatar Spark. Roll on the Avatar Effects table seen on the Chaos Avatar Transformation feature (1d10) and apply the corresponding effect. +ca avatarspark

Path of the Voidtouched


An otherworldly experience
Stage Features Requirements to Reach Void Mana limit
1st Void-Marked, Void Leap Encounter the Void Current 5
2nd Void Charms Teleport a total of 1,500 feet with Void Leap 10
3rd Winds of the Void Create your first Void Charm then spend 500 points of Void Mana 15
4th Voidshade Form Knock back 40 creatures through the use of Galeblast 20
5th Greater Void Leap Spend 500 Void Mana to maintain your Voidshade Form 25
6th Improved Void Charms Teleport a total of 2,500 feet with Greater Void Leap 30
7th Void Torrents Create your second Void Charm then spend 500 points of Void Mana 35
8th Swallowed by the Void Knock back 100 creatures through the use of Galeblast 40
9th Ultimate Void Leap Have 50 creatures bodies of CR 2+ disappear with Swallowed by the Void 45
10th Superior Void Charms Teleport a total of 5,000 feet using Ultimate Void Leap 50
11th Void Shockwave Create your third Void Charm, then spend 500 points of Void Mana 55
12th Voidborn Eminence Fuse with a Voidborn Heart within the Void Current 60

Void Marked

After finding a crack in reality, you have encountered a powerful current of energy from the void intersecting with the world. Coming into contact with this energy has warped you, giving you strange powers and making your eyes look like a starry night sky.


After fusing with the void energy there is a strange pliability to your body. You gain resistance to Force damage and a pool of Void Mana equal to 5 times your progress in this path, Void Mana regenerates at a rate of one per hour, which is doubled when you're resting. In addition you gain access to the Void Leap ability.

Void Leap

As a bonus action you may spend any amount of stored Void Mana to traverse the void temporarily. You teleport 5ft for each Void Mana spent to a point you can see. This ability needs a free hand to be used.

Void Charms

At second stage, you can begin to harness the boundless energy of the void to manifest small effects using charms wrought from bones. These charms require the bones of a creature with a CR equal to your current stage in the path as crafting material. Each charm takes 24 hours worth of work to create and is permanent, in addition you can only choose effects from your current path level. If a charm is lost or destroyed, you lose access to the ability until you can remake it. Remaking a charm doesn't allow you to change the effect you chose. Any and all stackable Void Charm effects will stack, with priority going to effects acquired earlier in the path. You can have 1 Void Charm at second stage, this upgrades later in the path. The effects you can choose from at second stage are listed below:

  • Acrobat: Gain a climbing speed of 10 feet or add 10 feet to an existing climbing speed.
  • Light as a Shadow: You may reduce distance fallen by 20ft for the purposes of damage calculation.
  • Tough Skin: Instances of non-magical bludgeoning, piercing, or slashing damage are reduced by 3 points.
  • Unnerving Target: Once per day, you may inflict a -5 penalty on a ranged attack roll being made against you.
  • Zephyr: Your movement speed increases by 5 feet.

Winds of the Void

At 3rd stage onwards, you gain the ability to channel the outer fringes of the Void Current for your own purposes, gaining the Galeblast ability.

Galeblast


  • Casting Cost: 5 Void Mana
  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S

Choose a point within range, a gust arises affecting all creatures within a 5*10 line from that point. Small or smaller creatures are pushed up to 10ft back, taking 2d6 Bludgeoning damage if pushed into a hard surface as a result of this spell. Medium creatures must make a Strength saving throw against your Void Save DC, which is calculated by 8 + your proficiency modifier + your charisma modifier. If they pass the throw they're not pushed, but are pushed if they fail. If as a result of a failed save a medium creature is pushed into a solid object, they instead take 1d6 bludgeoning damage. Large or or larger creatures are unaffected.

Voidshade Form

You may use a bonus action and 1 point of Void Mana to temporarily transform along with everything you're wearing and carrying, into a shadowy beast for the duration. The transformation ends if you drop to 0 HP. While in this form, your only method of movement is a walking speed of 30 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. This ability has a duration of 1 minutes, which may be extended further by spending more points of Void Mana at a rate of one point per minute. While in the form of a void beast, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells.

Greater Void Leap

At fifth stage, you are more adept in your traversal of the void-space, and can travel further than before. Every point of Void Mana spent for a Void Leap now moves you 10 feet instead.

Improved Void Charms

At 6th stage you gain the ability to forge another Void Charm, choosing from the effects below:

  • Falling Star: When landing within 5ft of an enemy after a fall, you may instead choose to land upon them and have them take up to 4d6 of your fall damage instead.
  • Hardiness: Upon taking this charm you gain HP equal to your character level, and upon leveling up gain an additional HP.
  • Iron Roots: You are resistant to moving against your will, forced movement effects are reduced by 10ft against you.
  • Snap Reaction: If you are surprised you can take a reaction at initiative count equal to your dex score.
  • Void Armour: You gain a +1 to your AC.

Void Torrent

At 7th stage your Galeblast ability improves. Medium creatures are now affected without a saving throw, as well as medium and smaller creatures taking increased damage. Small or smaller creatures now take 3d6 bludgeoning damage, and medium creatures now take 2d6. Large creatures must make a saving throw to avoid being affected. Huge or larger creatures remain unaffected. The area of effect has increased to a 5*20 line instead of a 5*10 line.

Swallowed by the Void

From 8th stage you can use the void to conceal the evidence of your killings. Any creature you cause to die who is unaware of your presence at the moment of their death is consumed by the void along with any non-magic items on their person. Magic items and any held objects remain behind.

Ultimate Void Leap

Once you reach the ninth stage in this path your mastery of void travel greatly increases. Your Void Leap ability now moves you 15 feet per point of Void Mana consumed.

Superior Void Charms

Upon reaching 10th level in this path you can twist the void into a third Void Charm, choosing from the effects below:

  • Bloodwasp Alchemy: Once per day, a ranged attack from a source you're not aware of is transformed into a small Bloodwasp Swarm (stats below)
  • Howling Shriek: Once per day you can shriek in emulation of the unspeakable horrors lurking in the void. All non-friendly targets that can hear you must make a wisdom saving throw against a DC of 8 + your proficiency modifier + your charisma modifier or be frightened of your for 1 minute.
  • Overpowering: You have advantage in strength contests against creatures the same size as you or smaller.
  • Void Channel: Your Void Mana capacity increases to 6 * the stage of this path you're on.
  • Void Surge: Whenever you use a Void ability, roll 1d100, and if the result is equal to your stage in this path or lower, no void mana is consumed. This ability resets on a long or short rest.

Void Shockwave

At 11th stage, your manipulation of the void winds is unparalleled, and you can use them to help you escape danger. When casting Galeblast, all creatures within 5 feet of you are affected in the same way the chosen area of effect is affected. The line area increases to 5*30 feet.


In addition you gain a mark on one of your palms that will aid in hunting the Voidborn. When a Voidborn is within 1,000 feet of you, the mark will pulse once per hour with a sense of the general direction of the Voidborn. Once per long rest you may scan the area with a radius of 10,000 feet around you, receiving a similar pulse if a Voidborn is present.

Voidborn Eminence

Upon being merged with the Void-heart, you leave mortality behind. You cease aging naturally and suffer no effects as a result of age. You gain access to the Demiplane spell, which you may cast once per day without expending a spell slot. This casting of Demiplane instead brings you to an island in the void where you can build a retreat for yourself. Your Swallowed by the Void feature now deposits all the belongings of those you kill unaware in a designated location on this island. This island has 16 building spaces, but you must manually move any required materials there yourself. In addition, once per 30 days, if you would be killed, you can instead escape into the void, arriving at your island. Your regeneration rate for Void Mana doubles.

Stat Blocks


Swarm of Bloodwasps

Medium swarm of tiny beasts, unaligned


  • Armor Class 12 (Natural Armour)
  • Hit Points 22(5d8)
  • Speed flying 20ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5)

  • Damage Resistances: Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Blindsight 10 Ft., passive Perception 8
  • Challenge 1/2 (100 xp)

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.

Actions

Sting (Swarm has more than half HP) Melee Weapon Attack: +3 to hit, reach 0ft., one target in the swarm's space. Hit: 4d4 Piercing damage. Sting (Swarm has half HP or less) Melee Weapon Attack: +3 to hit, reach 0ft., one target in the swarm's space. Hit: 2d4 Piercing damage.


Voidborn Template

Prerequisite: Sentient Humanoid or Undead


Statistics

  • Damage Resistances: Force

Traits

Voidborn. This creature doesn't age naturally, and suffers no ill effects as a result of age.

Void Escape. Upon being killed, this creature reforms in the void, leaving a portal in their wake.

Void Mana This creature has a pool of 60 Void Mana points that it can spend on void abilities, regaining them at a rate of 1 per hour.

Actions

Voidtouched. This creature can use the Ultimate Void Leap, Void Shockwave, and Voidshade Form abilities.

DM Note: There are and will only ever be 21 Voidborn

Each Voidborn was bestowed a title when they ascended, and the title is inherited by any player who merges with that heart. The titles have no mechanical properties and are as follows:

  • Judgement
  • Lust
  • The Legionnaire
  • The Boatman
  • The Witch
  • The Weeper
  • The Lord/Lady
  • Regret
  • The Urchin Prince
  • The Two-faced
  • The Hermit
  • The Artist
  • Cruelty
  • The Governor/Governess
  • The Noble
  • The Overseer
  • The Drowned Man
  • The Spymaster
  • The Emperor/Empress
  • The Worldly
  • Death

You may wish to make the nature of the Voidborn match the nature of the title, though it isn't mandatory as they're certainly not the first owners of those hearts, and likely will not be the last.

Path of the Curse Mark


Crash course on how to bring your tattoos to another level
Stage Features Requirements to Reach
1st Curse Mark, Inflict Curse Gain the mark
2nd Curse of Binding Successfully inflict a curse onto 15 unique creatures
3rd Empowering Presence Bind 20 creatures using the binding curse
4th Curse Breaker, Curse of Weakening Intimidate 30 creatures
5th Curse of Vitality Bestow 15 curses onto unwilling creatures
6th Curse of Wounding Transfer a total of 200 HP using your curse of vitality
7th Curse Consumption Kill 30 creatures using your curse of wounding
8th Curse of branding Remove 30 curses from non PC creatures
9th Assassin’s Curse Initiate 1 humanoid onto the path of the curse mark
10th Curse of Sickness Successfully poison 30 unwilling creatures
11th Changeling’s Curse Successfully inflict 15 diseases onto unwilling creatures
12th Curse of empowerment Using any of your curses effects, inflict 300 damage to unwilling creatures

Curse Mark

A human stands in the center of the street. His body blackened with an intricate tattoo. The tattoo separates itself from the body as it works with the human to kill his targets.
A sylvan forages in the forest when a bear begins to attack it. An intricate carving in his body deepens as the bear begins to shake before running away.
The lone lightless walks the void as he comes across a guard outpost. White streaks begin to form across his body like a lantern piercing the darkness. His body transforms as he takes the outpost to the ground.


No matter the story or the reasoning this is true. The curse mark embeds itself into the user’s body as well as their spirit. No matter the design or the goal, the curse mark expands and grows on the user’s body as they progress on this path.

Inflict Curse

At stage 1 you gain the ability to inflict a curse on the body of your enemies. You gain access to the inflict curse ability. This ability functions identically to the Bane spell, with the exception that you can only use this to target a single creature. This ability can be used a number of times equal to your Intelligence modifier. DC=8+proficiency bonus+intelligence mod. At stage 3 you can target 2 people with this ability. At stage 5 you can target three people. You regain all uses of this ability on a long rest.

Curse of binding

At stage 2 your curse latches onto the darkness within others. As an action you can cast the spell hold person, using intelligence as your casting ability. You can use this ability once before regaining it on a long rest. At stage 6 you can use this ability a number of times equal to your intelligence mod.

Empowering Presence

The curse grows and with it the power to overcome those who stand in your way. Gain prof in the intimidation skill. If you already have prof then double that prof in all skill checks made with it.

Curse Breaker

The curse mark feeds off of you and your surroundings. When you touch a cursed target you may cast remove curse with this feature. When you use this feature the curse comes out of the target and is absorbed by your curse mark. You can use this ability a number of times equal to your intelligence mod.

Curse of Weakening

Your curse mark feeds off the energy of other life forces. You are able to cast bestow curse as an action. You may do this a number of times equal to your intelligence mod. Regaining all uses on a long rest

Curse of Vitality

Your curse can now aid your allies at the expense of yourself. You may cast life transference a number of times equal to your intelligence mod. You regain all uses on a long rest.

Curse of Wounding

Your curse bites back. The curse can now separate itself from your body momentarily as it latches onto a target. You can cast inflict wounds at level 3 using this ability. You can do this a number of times equal to your intelligence mod.

Curse Consumption

Whenever you absorb a curse through your curse breaker feature you are considered to have eaten for that day.

Curse of branding

Your curse mark can now completely separate from your body and latch onto someone else’s body. When you target a willing creature with this ability they must make a Constitution saving throw. On a failed save they take 10d6 necrotic damage or half as much on a successful save. If they manage to bear the brand without falling unconscious the curse burrows under the skin. For the next 4 days the original owner of the curse mark loses all abilities to curse targets through this path. Within these 4 days they must spend time with the initiative to teach them to properly bear the mark. Each day the target takes 2d6 necrotic damage. This damage increases by 2d6 until on day 4 they take 8d6 necrotic damage. Should they survive the ordeal the curse mark is branded into them. From this the original curse owner regains their curse mark and all abilities that come with this. A unique curse mark is imprinted on the target through this ordeal and they are initiated onto the path of the curse mark.

Assassin’s Curse

You may now place a curse on any edible form of food. You may affect an amount of food or drink equal to 1 days rations. When you curse food you may choose between two poisons, Truth Serum or Assassin’s Blood. The DC for the poison is equal to your curse DC. You can do this a number of times equal to your intelligence mod.

Curse of sickness

The curse knows how to leave its mark on whatever it touches. At stage 10 you may cast the contagion spell a number of times equal to your intelligence mod. Regaining all uses on a long rest.

Changeling’s Curse

Your curse mark molds your face into that of a different humanoid. You may cast alter self on yourself a number of times equal to your intelligence mod. You cannot use this feature to cover up your curse mark or alter it.

Curse of empowerment

Your curse mark knows how to curse its own host, to attack and defend. Once per long rest you may cast tenser’s transformation, with the exception that the force damage is replaced by necrotic damage. If you fail the DC 15 save you gain 2 levels of exhaustion.

Path of the Enlightment


The adventurer's guide to Inner Peace
Stage Features Requirements to Reach
1st Enlightenment Survive the initiation, Drink tea made from the beautiful Dragon Lily
2nd Wolf's Nose Make peace or tame a CR 8+ Beast that was preparing to attack
3rd Peregrine's Talons Spare 8 creatures from death that you were not the cause of
4th Toad's Awareness Unveil 12 different creatures hiding in preparation to attack
5th Tiger's Palm Strikes Dissuade or tame a CR 10+ Elemental preparing to attack you or your allies
6th Rhino's Hide Discover and deactivate 15 traps before harm befalls you or your allies
7th Bear's Body Remain awake and vigilant for a full 72 hours while away
from any safe havens or resting places
8th The Ancient One's Teachings Share Dragon Lily tea with a CR 11+ undead enemy, bringing them peace
of mind and freeing them from their ties to the plane
9th Crane's Keenness Become allies or friends with a CR 13+ Fey, having it atone for its
trickster or violent ways and make peace with itself
10th Swallow's Strike Convince a CR 15+ Celestial to take you under their tutelage,
learning any type of proficiency from the creature
11th Lion Determination Heal 25 creatures from poison or diseases
12th Perfect Body Make peace with a CR 18+ Fiend, with the fiend willingly
allowing itself to return to it's own plane

Enlightenment

You have opened your mind to the world around you, becoming one with a sacred energy called Chakra. Upon gaining this path, You gain Proficiency in Perception and Investigation. If you already have proficiency you gain expertise instead. If you are proficient in both, choose only one to gain expertise.

Wolf's Nose

Upon reaching stage two of this path, you gain 10 ft worth of blindsight, if you already have blindsight for any reason, increase it by 10 ft. This number increases by 10 ft by 5th stage and 10 extra by 10th stage.

Peregrine's Talons

The Chakra within as become steadily more attuned to your body, allowing you to reinforce your body and make it become a sharpened weapon. As a bonus action, you may increase your range by expelling the chakra from your body, extending your reach by 10 ft as the energy extends your weapon of choice as well as making it a magical +1 up to a minute. You may do this a number of times equal to your Wisdom Modifier (Minimum 1).

Toad's Awareness

Your body is a temple that leaks the energy that is Chakra through your muscle, increasing your reflexes and awareness of the world. Surprise attacks now get disadvantage against you as long as you aren't incapacitated, the chakra senses the killer intent of the enemy before they can strike you down.

Tiger's Palm Strikes

When you take the attack action, instead of doing damage, you may target the enemies Chakra points instead and attempt to shut them down. This takes in three stages and increases a Stage on each consecutive hit.


  • 1. the creatures movement is halved
  • 2. the creature can not take reactions
  • 3. The creature has disadvantage to attack rolls

The creature may roll a Constitution Saving throw against your DC which is equal to 8+ Wisdom modifer + Proficiency modifier at the beginning of it's turn, reducing a stage on each success until it's cleared. The precise attacks cause muscles to slow down, making the target sluggish against your pin-point onslaught.

Rhino's Hide

You have learned to lessen strikes to the body when you most need it with your heightened sense. As a reaction, you may turn a critical hit against you into normal hit and may do this a number of times equal to your Wisdom modifier (Minimum 1).

Bear's Body

You no longer need to rest as long as you use to, the energy in your body supplying you with energy to move on longer in your journey. The amount you take to long rest is halved, while you rest, you may instead meditate for the time and you are still aware of your surroundings the entire time. On a short rest, you heal double the amount you've rolled in hit dice.

The Ancient One's Teachings

You have learned how to share this blessed energy with others, inducting them onto the path to bring balance into the world. You strike the seven Chakra points within the person's body, opening their mind, body and soul to the chakra to enter in a flood of power. The creature must begin making seven DC 15 Wisdom saving throws, Taking 3d6 Force damage on a failure and nothing on a success. Once the inductee passes at least four of the seven saves, the energy becomes one with their body and they immediately are set on the path. If not, they immediately fall unconscious with one level of exhuastion and must take a long rest to remove it.

Crane's keenness

Your mind is a steel trap, perfected by the Chakra within your body to battle against the forces that wish to send the world into imbalance. You gain Immunity against saving throws to be Charmed and Frightened, as well, you may expend a hit die for every ally you wish to give Advantage too against Charmed and Frightened effects.

Swallow's Strike

Your muscles have become one with the chakra inside your body, bringing you to the peak of movement and reflexes. As well, you can now expel the Chakra out of your weapons, by expending a hit die you may now make a Ranged weapon attack up to 60 ft, on a hit, the damage does a bonus 2d6 damage. The damage is increased by a 1d6 per hit die expended, to a maximum of your Wisdom modifier.

Lion Determination

You channel your Chakra to repair the damage your body has taken, refusing to fall to the world's evil in your quest for balance. Once per day, you may reinforce your body with your Chakra, gaining a set amount of Temporary Hit Points equal to Double your Wisdom modifier on each of your turns for one minute.

Perfect Body

Your third eye has fully awoken to the enchancement of the Chakra flowing through your veins. As you reach this stage, a third eye opens up upon your forehead and with it you gain 60 ft of Truesight and Advantage on Perception and Investigation checks.

Path of Black Ice


The Cryoweavers Guide to Glacial Etiquette
Stage Features Requirements to Reach Polar Vortex damage
1st Polar Vortex Absorb a Shard of Black Ice into your Heart 1d6
2nd Rimeskin Unlock another facet of your inner power 1d6
3rd Glacial Shackles Unlock another facet of your inner power 2d6
4th Cryoweaving, Improved Ice Magic 1 Unlock another facet of your inner power 2d6
5th Hoarfrost Shielding Unlock another facet of your inner power 3d6
6th Winters Heart Unlock another facet of your inner power 3d6
7th Pierce the Heart Unlock another facet of your inner power 4d6
8th Snowstrider, Improved Ice Magic 2 Unlock another facet of your inner power 4d6
9th Winters Guile Unlock another facet of your inner power 5d6
10th Arctic Bulwark Unlock another facet of your inner power 5d6
11th Winters Wrath Unlock another facet of your inner power 6d6
12th Eternal Winter Unlock another facet of your inner power 6d6

Polar Vortex

Your heart is still beating, but it has been consumed in a thin ever-growing layer of pitch black ice, chilling the blood in your veins, and rendering you cold to the touch. Your soul is freezing over, but not frozen, and the very sensation of it causes you pain and discomfort. Unleashing this newfound pain upon others is the only way to ease your Frozen Heart.


As a bonus action, you activate an aura of deep blue frost around yourself, encompassing a 10 ft radius and augmenting your attacks and spells. When you damage a creature with an attack/damaging spell, you can add 1d6 cold damage to the damage roll once per turn. This damage increases as you progress through this path as shown in the requirements table. The aura lasts for 1 minute, can be deactivated with a free action, can be activated a number of times equal to your constitution modifier, recharges on completing a long rest, and will gain a number of extra features as you progress through this Path.

Rimeskin

Your skin is like ice, just as cold, and can be just as tough if you wish it so. As a bonus action, you can cause a layer of ice to freeze over across yourself, granting you temporary HP equal to 5 times your stage in this Path. This can be done once per short or long rest.


Additionally, you gain resistance to cold damage.

Glacial Shackles

The ice around your heart grows thicker, moving in tandem to its beat, and your blood has begun to turn a dark, icy blue. More importantly, your Polar Vortex has begun digging into the joints of your targets. When a hostile creature is within your Polar Vortex, they suffer a penalty to their movement speed. This is -10 ft at stages 3-5, then -20 ft at Stages 6-8, then -30 ft at Stages 9-11, then -40 ft at Stage 12. Creatures cannot be slowed down to less than 10 ft of movement speeds.

Cryoweaving

Your control over ice and snow begins to become more finely tuned, and you learn how to snap freeze the moisture in the air, creating structures of solid ice. As an action you create a structure on a 30ft cube area you can see up to 90ft away from you, this ability can only be used to create simple structures such as pillars, walls, archways, ladders or bridges, and cannot be used to trap creatures. You can use this feature a number of times equal to your constitution modifier, being able to do so again after a long rest. Additionally you may use this ability for free through a one minute ritual.


All structures created by this ability have an AC of 8 + your stage in this path, a HP total of 5 x your stage in this path and vulnerability to fire. If you use the structure as cover it provides only half cover. One hour after it's created, the structure melts away completely.

Finally, you can use this ability to create a 30ft radius patch of icy difficult terrain as an action on a point of the ground you can see witin 60ft of you. If the terrain is subjected to fire of any kind it instantly melts away.

Improved Ice Magic

Your Polar Vortex increases by 5 ft in radius. Additionally, you ignore difficult terrain created by Ice, whether magical or otherwise. This does not apply to mounts or vehicles.

Hoarfrost Shielding

You have learned to shape your skinshield more finely, to harm anyone who dares to damage it. While your Rimeskin ability is active, you can use a reaction whenever a creature hits you with a melee attack to deal 1d6 cold damage to it. The damage improves to 2d6 at 7th stage and to 3d6 at 11th stage.


Additionally, while your Rimeskin is active, you gain a +2 to your Armour Class.

Winters Heart

The ice has consumed your heart entirely; it is an amalgam of blood and ice, working in unison with the rest of your body, and marking a point of no return on this Path. When your Polar Vortex is active, hostile creatures struck by your attacks/damaging spells suffer Blood Freeze, which is represented as Negative Temporary HP equal to 1/4 of the damage dealt to that creature. While a creature suffers from Blood Freeze, they suffer from the effects of Glacial Shackles even if they are not within your Polar Vortex, and healing effects will instead target the Negative THP, reducing it by the amount rolled on the healing dice. When the Blood Freeze reaches 0, it ends.

Pierce the Heart

You have learned to replicate the very same Shard that has bestowed this power onto you; it is time to anoint another with the Heart of Black Ice. As an action, you may create a Shard of Black Ice, an eternally cold metal found in the most frigid corners of the world. You may offer this to someone to stab themselves in the heart with; when the Shard is pierced into a creatures heart, the initiation begins, lasting for 1 minute. After 2 rounds from the starting point, the creature takes 2d6 cold damage, which cannot be reduced by resistances or immunities to cold damage. Every 2 rounds afterwards, the creature takes twice that (4d6 after 4 rounds, 6d6 after 6 rounds, 8d6 after 8 rounds, 10d6 after 10 rounds). Every round, the creature must roll a constitution saving throw against a DC of 15. 1 save and 1 fail against the burst of damage reduces it by half; 2 saves reduces it to zero. A Shard of Ice can be created every 7 days, and will fade into snow after 1 hour if not used by then.

Snowstrider

The cold becomes fiercer still, and Hunters of your Frosthearted Kin, The Icebreakers have labelled you as a top priority on their hitlist; its a shame they will never catch you.


As an action, you may evoke a mode of travel befitting yourself, courtesy of your Cryoweaving finesse. This can either be a set of digitigrade legs, molded to your own, skates of ice to let you glide along the ground with an ethereal ease, or an unearthly blizzard, carrying you wherever you will it. Either way, your movement speed on foot increases by 80 ft; however, you have disadvantage on perception checks, and it deactivates as soon as you cast a spell that affects a hostile creature, make an attack, or take damage from any source other than yourself.

Improved Ice Magic

The radius of your Polar Vortex increases further by 5 ft, and nonmagical fiery hazards are considered extinguished in your space while your Snowstrider ability is active, reigniting when you leave that space.

Winters Guile

Set upon by scores of Cannon Fodder, sent by the Icebreakers, the Witch Hunters that hunt you down at your every step, it is time to set a trap for them and make them pay dearly. As a bonus action, you may expend a hit die to infuse a Cryoweaved Structure, within 60 ft, with Explosive Power, set to trigger on destruction or on your command. When destroyed either by having its HP reduced to zero, or being detonated as a bonus action, it deals damage equal to your Polar Vortex Damage Die within a 10 ft radius. The damage from this ability does not apply Glacial Shackles.

Arctic Bulwark

You have learned to use your Vortex to defend yourself, even when it is but a subtle aura on yourself, creating translucent shields of ice to protect yourself from harm; this increase in your power has begun to draw attention however, as your very presence lowers the ambient temperature no matter where you go, and can cause significant discomfort to any humanoid creature close to you. Passively, you have a +4 bonus to your AC at all times. When you are hit by a damaging attack or spell, you lose this AC bonus, and must last 2 rounds without getting hit before you regain this bonus.

Winters Wrath

You have harnessed your Cryoweaving to an extent when you can detonate the ice that slows your opponents, damaging them further. As a bonus action, you can detonate the ice on creatures affected by Glacial Shackles within a 30 ft radius, removing the movement debuff and dealing 1/3rd of your Polar Vortex Damage Die (2d6 cold damage). This damage does not re-apply Glacial Shackles to the affected creature.

eternal Winter

You have reached the pinnacle of your control over this mythic ice with your soul intact, and your mind your own. Your Polar Vortex can now be activated at will, the radius of Polar Vortex increases by 10 ft to a maximum of 30 ft, and you are considered to be immune to cold damage.

Path of the Forsaken


I Reject my Humanity, Joseph!
Stage Features Requirements to Reach
1st Torn Form, Consumption Fight a Forsaken Beast, and kill it with less than 50% of your health remaining
2nd Corpus Furem Consume creatures whos total CR equals 10
3rd Revivification Consume creatures whos total CR equals 26
4th Man or Monster? Consume creatures whos total CR equals 50
5th Unshackled Consume creatures whos total CR equals 80
6th Novum Modum Consume creatures whos total CR equals 125
7th Humanity Destroyed Consume creatures whos total CR equals 175
8th Feast of Flesh Consume creatures whos total CR equals 250
9th Resurrection Consume creatures whos total CR equals 325
10th Sphaera Interitus Consume creatures whos total CR equals 400
11th Forgotten Methods Consume creatures whos total CR equals 475
12th Ultimate Form Consume creatures whos total CR equals 550 and Consume an Original Forsaken

Torn Form

When you gain the path of the Forsaken, your form begins to tear, revealing a new, monstrous form underneath. You gain a natural weapon, which you attack with using your Constitution modifier. This weapon deals 1d8 bludgeoning damage, and has your choice of two of the following properties: Unarmed, Reach, Forceful, Overwhelm, Versatile (1d10).

Consumption

At 1st stage, you gain a hunger for the flesh of the powerful. You can eat the corpse of a creature that has died within the last hour over the course of a minute. When you do so, you regain hit points equal to 1d10 + your stage in this path + your Constitution modifier. You can no longer eat humanoid food, and must eat corpses to survive. One corpse sustains you for a day per CR. You cannot eat constructs, elementals, or oozes. Creatures under CR 1 sustain you for 1 day.

You can Consume a magic item to transfer its effects to your natural weapon. You can only have one weapon eaten at a time, and when you Consume a new one, the previous weapon is permanently destroyed.

Corpus Furem

At 2nd stage, your form begins to shift further, becoming mutable. When you consume a creature, you may, as part of that action, cast the spell Alter Self, using Constitution as your spellcasting modifier, without expending a spell slot. While you are under the effects of Alter Self, your natural weapon deals additional damage equal to your Constitution modifier / 2, for a total of 1d8 + 1.5 x your Constitution mod.

Revivification

At 3rd stage, your body can repair even the most grevious wounds. Your Consumption feature now restores 1 HP for every uninterrupted round you spend eating a creature. In addition, you can call upon your Forsaken nature as a bonus action, giving yourself temp HP equal to 1d10 + your Constitution modifier. You can do this a number of times equal to your Constitution modifier, regaining the ability to do so on a short or long rest. Once per long rest, you can recharge this feature when you Consume a creature of a CR equal or greater to your level. You lose all temporary hit points gained from this feature at the end of your next long rest.

Man or Monster?

At 4th stage, the line is blurred between your humanity and your monstrous nature. Your creature type is monstrosity, rather than humanoid.

Unshackled

At 5th stage, your form begins to escape the shackles of its flesh. You can make an attack with your natural weapon as a bonus action. In addition, you have advantage on Intimidation checks as your ghastly form lends well to fear.

Novum Modum

At 6th stage, your monstrousness takes on a nature of its own. Choose between Aberrant, Bestial, Celestial, Draconic, Elemental, Mercurial, Fiendish, Giantkin, Mutated, Gelatinous, Vegetal, and Undead. The effects are detailed on the next page.

Aberrant

Forbidden Form. Your creature type is both monstrosity and aberration.

Mind Lash. Your natural weapon now does psychic damage instead of bludgeoning damage.

Slippery Skin. You have advantage on checks to initiate or escape a grapple.

Forgotten Mind. Your thoughts cannot be read by any means.

Bestial

Monster of the Woods. Your creature type is both monstrosity and beast.

Claws of the Land. Your natural weapon now does magical slashing damage instead of bludgeoning damage.

Bestial Fur. Your thick hide and warm fur gives you resistance to cold damage.

Celestial

Spawn of the Old Gods. Your creature type is both monstrosity and celestial.

Hands of Smiting. Your natural weapon now does radiant damage instead of bludgeoning damage.

Word of Healing. A number of times per day equal to your Constitution modifier, as a bonus action, you can heal yourself or a creature within 30ft for 1d6 hitpoints.

Draconic

Power of the Wyrm. Your creature type is both monstrosity and dragon.

Claws of the Sky. Your natural weapon now does magical slashing damage instead of bludgeoning damage.

Wings of the Wyrm. You have a flying speed equal to your walking speed, as monstrous wings burst out of your back.

Elemental

Primordial Warrior. Your creature type is both monstrosity and elemental.

Elemental Power. Your natural weapon now deals force damage instead of bludgeoning damage.

Armor of Elements. You can cast Absorb Elements a number of times per day equal to your constitution modifier without expending a spell slot.

Mercurial

Voice of the World. Your creature type is both monstrosity and fey.

Mercurial Lash. Your natural weapon now does poison damage instead of bludgeoning damage.

Heckling Words. When you deal damage to a creature with your natural weapon, it has disadvantage on its next attack roll against you.

Fiendish

Underworld Scion. Your creature type is both monstrosity and fiend.

Burning Core. Your natural weapon now does fire damage instead of bludgeoning damage.

Deadly Deals. You may cast Hex once per long rest without expending a spell slot. You may also cast Hellish Rebuke once per long rest without expending a spell slot.

Giantkin

Song of Old Ostoria. Your creature type is both monstrosity and giant.

Giant's Might. Your natural weapon now deals thunder damage, and has a range of 10 feet, or 15 if you chose Reach as one of its properties.

Giant Form. Your size is now Large. You follow the rules outlined in the Jotungard document.

Mutated

Elite Monstrosity. Your pure nature gives you resistance to damage from effects that only effect monstrosities, such as a monstrosity bane weapon.

Mutation. Your natural weapon now deals magical piercing damage, instead of bludgeoning.

Monstrous Nature. You have a +2 to AC when under the effects of Alter Self.

Gelatinous

Oozemind Elite. Your creature type is both monstrosity and ooze.

Psuedopod. Your natural weapon now deals acid damage instead of bludgeoning damage.

Amorphous. You can move through spaces as small as 1 inch without squeezing. When a creature hits you with a melee attack from within 5 feet, they take 1/2 your stage in this path as acid damage.

Vegetal

Druid's Friend. Your creature type is both monstrosity and plant.

Viny Grasp. Your natural weapon now deals magical bludgeoning damage. When you hit a creature with it, you can initiate a grapple, escape DC 8 + your Athletics score.

Deep Roots. When you're below 1/4 your hp and start your turn in sunlight or fresh water, you regain your Constitution modifier in HP.

Undead

Minilich. Your creature type is both monstrosity and undead.

Withering Strikes. Your natural weapon now deals necrotic damage instead of bludgeoning damage.

Stolen Vitality. Your natural weapon critically strikes on a roll of 19-20. When you critically strike with your natural weapon, gain half the damage dealt as temporary HP.

Humanity Destroyed

At 7th stage, you have rejected your humanity, and become a Forsaken Beast in your own right. You can initiate a willing creature aware of what initiation entails on the path of the Forsaken by attacking them as an action. This special attack reduces their HP to 0, and destabilizes them. They must pass their death saving throws with no outside assistance, stabilizing themselves, to gain the path of the Forsaken.

Feast of Flesh

At 8th stage, your Consumption becomes a true feast of flesh. You can Consume a creature as a bonus action. When you do so, you only regain HP equal to 1d6 + your stage in this path, and you cannot recharge any abilities by doing this.

Resurrection

At 9th level, your form runs eternal. As a ritual lasting an hour, and costing 150 GP in material components such as incense and rare herbs, you can designate a room as your resting space. When you are killed, your body melts away, leaving all your equipment behind, and 1d4 days later you reform in your resting space with all your HP, three levels of exhaustion, and no equipment. Every time you reform, you must repeat the ritual. If you do not, you may not resurrect again until you do.

Sphaera Interitus

At 10th stage, your very form brings decay upon those near you. As a bonus action, for a minute, you can activate your Sphaera Interitus - your Sphere of Decay. Any non-undead creature within 10 feet of you must make a Constitution saving throw or take a number of d6s equal to your proficiency modifier in necrotic damage at the start of their turns, or when they move into the area for the first time on a turn. An affected creature's speed is halved while in the area, regardless of whether or not they succeed on the saving throw. You may use this ability once per long rest.

Forgotten Methods

At 11th level, you've unearthed the secrets of the Forsaken before you. You know the location to the nearest Original Forsaken at all times. In addition, your skin hardens in anticipation of the coming battle. You gain a permanent +1 to AC, and your natural weapon gains +1 to hit and damage.

Ultimate Form

At 12th stage, your Consumption of an Original Forsaken has unleashed your true potential. Your natural weapon gains a permanent +2 to hit and damage, for a total of +3, and you can unleash your Ultimate Form as a bonus action for 1 minute, giving you the following effects. You can do this once, regaining the ability to do so on a long rest.

  • Your Sphaera Interitus is activated.
  • Each creature that can see you within 120 feet must make a Wisdom saving throw, DC equal to 8 + your Constitution modifier + your proficiency bonus. On a failure, they become frightened of you for 1 minute. They may repeat the saving throw at the end of each of their turns, ending the condition on a success.
  • When you attack with your natural weapon, you may make 2 attacks if you could only make 1. This includes your bonus action attack.
  • Your natural weapon deals 1d12 damage, or 1d12+1d4 with two hands if you chose versatile.
  • You immediately gain the effects of Alter Self if you did not already have them.
  • Your attacks critically strike on an 18-20, or a 17-20 if you are an Undead.
About this path's progression

Unlike many other paths, this path's progression is accumulative. That means that, in practice, you have a pool of CR of monsters you consume; every time you consume a monster its CR is added to that pool, and you obtain stages in the path every time that said CR pool hits the values shown in the requirements table.



Original Forsaken

Large monstrosity, chaotic evil


  • Armor Class 20 (22 w/ Alter Self)
  • Hit Points 250 (20d10+140)
  • Speed 35ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 24 (+7) 6 (+2) 12 (+1) 12 (+1)

  • Condition Immunities frightened, charmed, exhaustion
  • Damage Resistances bludgeoning, piercing, and slashing; damage from a creature on the Path of the Forsaken
  • Senses passive Perception 11
  • Languages None
  • Challenge 18

Sphaera Interitus. The Original Forsaken can use Sphaera Interitus.

Ultimate Form. The Original Forsaken can use Ultimate Form.

Consumption. The Original Forsaken can use Consumption as a bonus action, receiving full benefit.

Thief of Many Forms. The Original Forsaken can cast Alter Self on itself at will.

Original Power. The Original Forsaken regains 10 HP at the start of each of its turns..

Resurrection. If it is not Consumed, the Original Forsaken regenerates within 1d10 miles of the creature that killed it at the next dawn.

Original Armor. The Original Forsaken gains +2 AC while under the effects of Alter Self.

Actions

Multiattack. The Original Forsaken makes 3 attacks, or 4 while under the effects of Ultimate Form.

Forsaken Maw. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit 19 (1d12 + 12) bludgeoning damage plus 7 (2d6) necrotic damage.


Template: Forsaken Beast

any Beast


  • Armor Class +2
  • Hit Points + 5 HD
  • Speed +15 ft.

STR DEX CON INT WIS CHA
+4 (+2) +2 (+1) +6 (+3) -2, min 1 (-1) +0 (+0) +0 (+0)

  • Condition Immunities frightened, charmed, exhaustion
  • Senses darkvision +60 ft.
  • Languages None
  • Challenge +2

Consumption. When the Forsaken Beast deals damage with a natural weapon, it heals for 1/2 the damage dealt.

Monstrous. The Forsaken Beast counts as a monstrosity, as well as a beast.

Path of the Soothing Tide


How to patch up leaky faucets and people
Stage Features Requirements to Reach Droplet pool (max per turn)
1st Droplets, Fish Flippers Swallow a Droplet Soul without suffocating 4 (2)
2nd Tidal Burst Consume a total of 20 Droplets to heal people 8 (3)
3rd Ebb And Flow Activate Tidal Burst 20 times 12 (3)
4th Hydro Bomb Push or pull enemies or allies a total of 140 feet 16 (4)
5th Enhanced Tidal Burst Deal a total of 200 damage with Hydro Bomb 20 (4)
6th Seadweller Consume a total of 50 Droplets to heal people 24 (5)
7th Droplet Soul Consume a total of 70 Droplets to heal people 28 (5)
8th Water Form Successfully initiate someone on the path 32 (6)
9th System Shock Consume a total of 100 Droplets to heal people 36 (6)
10th Jet Stream Consume a total of 120 Droplets to heal people 40 (7)
11th Enhanced Water Form Use Jet Stream a total of 25 times 44 (8)
12th Uplifting Surge Consume a total of 200 Droplets to heal people 48 (9)

Droplets

You have begun to understand the flow of the tides and know how to use them to mend the wounds of yourself and your allies. You start with a pool of Droplets equal to 4 times your stage in this path. You may spend 1 droplet to cast Cure Wounds. This can be upscaled by spending 1 additional Droplet per level. The amount of Droplets you have can be found in the requirements table, and the amount of Droplets you may use per turn is displayed in brackets. Your droplets recharge on a long rest. You do not gain path progress if you do not heal at least 1 HP and you can only gain progress on an adventure.

Fish Flippers

You gain a swim speed of 20 feet and gain advantage on any checks involving swimming against the flow of water. If you already had a swim speed, it is increased by 20 feet. You learn the Shape Water cantrip, and you can spend 1 Droplet to cast Create/Destroy Water, which you may upcast by spending 1 additional Droplet per level. Additionally, you gain proficiency in Athletics. If you already have proficiency, you gain Expertise.

Tidal Burst

As a bonus action, you can activate a Tidal Burst, increasing your healing by a number equal to your stage in this Path, lasting for 1 minute. This healing increase applies to any other form of magical healing, be it from spells, feats, traits, etc. Additionally, while Tidal Burst is active, the range of your Cure Wounds becomes 10 feet. Spell Sniper can improve this range. You can use this ability a number of times equal to your Intelligence, Wisdom, or Charisma modifier, whichever is the highest. You recharge all uses on a long rest. You may spend 4 Droplets to cast Lesser Restoration.

Ebb And Flow

Your knowledge of the tides flows more and more, and as such you’ve learned to manipulate water in such a way you can move your enemies away from your allies or to deliver your allies out of harm’s way. This ability costs 4 droplets to use and a bonus action. When you use it, you may either push or pull a target enemy or ally in any horizontal direction you wish (meaning you cannot push someone upwards), towards you, or away from you up to 20 feet. An unwilling target must make a Dex Save equal to 10 + your stage in this path. A failed save will move the target in the desired direction. If Tidal Burst is active, the DC increases by 3. The target can be pushed into hazardous terrain. You may only use this twice before needing to recharge on a long rest.

Hydro Bomb

While you understand the tides are meant to revitalize, you have also learned it can be used to destroy. As an action, you may cast Fireball, with the exception that it deals magical acid damage. This costs 3 Droplets to cast and may be upcast at the cost of one additional Droplet per level. The spellcasting DC will be 8 + your proficiency modifier + Intelligence/Wisdom/Charisma (whichever is the highest).

Enhanced Tidal Burst

When using your Tidal Burst, your healing bonus now increases by twice your stage, and your Cure Wounds can now be used up to 20 feet away. In addition, while your Tidal Burst is up, you and your allies gain 2 AC and resistance to one damage type of your choice on allies up to 60 feet away from you. While using Tidal Burst, you may spend 5 Droplets to cast Mass Cure Wounds and you may upcast this using 1 additional Droplet per level.

Seadweller

You are beginning to become one with the ocean itself and have learned how to breathe underwater. You can now breathe underwater, have a swim speed up to your highest speed, and you are immune to difficult terrain while in water. Additionally, you understand marine life and can communicate with them. Your voice also becomes more watery, your eyes will shift to a hue of blue, and your blood will become pure water if you have blood.

Droplet Soul

You have become adept in your water manipulation to the point you can create the very Droplet Soul that started you on this journey. You may spend 7 days to create a Droplet Soul which then can be given to another person to initiate them on the Path Of The Soothing Tide. They will be deprived of air as if underwater for 1 minute and must roll a Con Save DC 15 every 2 rounds. During this trial, the amount of air the creature will have is 2 minutes, regardless of their Constitution modifier. A failed save will reduce their air by 30 seconds. The effects of Water Breathing only serve to cut the penalty in half, meaning 15 seconds will be used up instead. If the creature uses up all their air, they will fall unconscious and the trial will end. Failing will prevent the target from attempting again for seven days.

Water Form

With your mastery of the ocean, your body can now move as if it were water itself, being able to squeeze into spaces as small as an inch. If you lose a limb, you can reform it by focusing on it for 1 minute. If you are beheaded, your head will reform automatically after 1 minute and you can continue on as if you still had a head. While you are headless, you are blinded and deafened and cannot speak through means other than telepathy. While using Tidal Burst, your healing bonus is now three times your level in this path, and at the cost of 8 Droplets, you can cast Greater Restoration while in this form. Also, the AC bonus given by your Tidal Burst goes up to 3 and you may choose to have two damage types to gain resistance against.


System Shock

Your water mastery extends as far as even controlling the temperature of the water in another creature’s body. This ability costs 5 Droplets per use and your action. A target must make a Constitution Save equal to 8 + your proficiency + your Intelligence/Wisdom/Charisma modifier, whichever is higher. On a failed save, the target takes 2d8 fire damage if you chose to heat or 2d8 cold damage if you chose to cool at the start of each of their turns. The target may roll another Con save at the start of their turn to end it, but falling to do so increases the damage by 1d8 each time. This ability lasts for 1 minute or until you successfully afflict someone else with it.

Jet Stream

Three times per long rest, you may cast Haste for free. This lasts for 1 minute and requires concentration as if you were concentrating on a spell.

Enhanced Water Form

Your Tidal Burst now causes terrain in a 30 foot radius of you to become difficult terrain for creatures hostile to you and your allies. In addition any ally within this radius will automatically receive the maximum amount of healing you can give out using Droplets and you can now cast Cure Wounds with a 60 foot range. You can now, as an action, dissolve into a puddle and hide in other bodies of water. Hiding in this way counts as being invisible, along with being immune to being Grappled, Paralyzed, Petrified, Poisoned, Prone, or Restrained and you are immune to all nonmagicial forms of damage. However, while in this form, ground speed is reduced to 15 feet. You can take no actions except the Dash, Disengage, and Hide options. You can end the form at any time as a bonus action.

Uplifting Surge

Your attunement to water has reached its final stage. At will, you can cast Control Water and Water Walk. Additionally, your Hydro Bomb can now deal your Intelligence/Wisdom/Charisma modifier x 2 extra damage, and if an creature within 60 feet falls to 0 HP, you may choose as a reaction to spend an amount of Droplets plus 5 Droplets to heal them as if you had used a Cure Wounds at that level. (Eg. A 9th level Cure Wounds would cost 9 droplets plus 5 for a total of 14 Droplets.). If you see a creature within 60 feet die, you may expend all of your Droplets for the week to bring them back to life at 1 HP.

Path of the Venostorm


Lesale's Toxicological Arcanum
Stage Features Requirements to Reach Sacs
1st Poisonous Prodigy,
Sincerest Flattery
Imbibe a corrupted Bloodstone and survive 5
2nd Toxitongue Poison 10 different targets using Poisonous Prodigy 5
3rd Caustic Spray Identify 25 different creatures that react to Toxitongue 6
4th Cut Above,
Subtle Application
Hit a total of 30 different creatures with Dragon's
breath using Caustic Spray
6
5th Truly Toxic Deal a total of 500 poison damage to targets 7
6th Stockholm Syndrome Successfully poison 40 different foes without
their notice using Subtle Application
7
7th Spread the love Hit more than 1 target with a single poison spray or
Dragon's breath 60 times
8
8th Irresistable Successfully infect 5 or more creatures during a
single use of Spread the Love
8
9th Prevention beats a cure Initiate another creature on the path of the Venostorm 9
10th Adaptability Successfully apply 4 different custom poisons using
all of their delivery methods
9
11th Toxicity Unbound Deal a total of 1000 poison damage to targets Unlimited
12th Alchemical Anarchy Successfully kill a cr16+ creature using only poison damage Unlimited

Poisonous Prodigy

At 1st stage upon obtaining this path, a pair of venom glands begin to develop within your body. If you are humanoid, they develop at the top of your neck, just beneath your jaw. Otherwise, they develop within your teeth themselves. Non-organic creatures such as constructs cannot obtain this path. These venom sacs slowly grow more potent over time, capable of storing more and more powerful toxins, represented by the 'Sacs' column on the path table. When prompted to use a variable number of Sacs on an ability, you may spend up to half the total Sacs rounded down.

Sincerest Flattery

Also at 1st stage, you gain access to one custom poison of your choice, found at the end of this path. You gain access to another poison each time you gain an additional Sac. At 11th stage, you gain access to any poisons you do not already have. These poisons ignore resistance to poison, and deal half damage to those with immunity. You are considered one step above immune to your own poisons due to the antidote constantly flowing within your veins.

Toxitongue

At 2nd stage, your mind begins to warp, granting you understanding that no mortal should hold. Upon seeing a creature, you immediately and psychicly know whether it has poison resistance or immunity, as well as whether it uses poisons. Additionally, you gain advantage on checks to discern whether someone has been poisoned and what poison may be affecting them.

Caustic Spray

At 3rd stage, the vestiges of your glands begin to bloom, granting you the ability to spit poison at your enemies. You learn the poison spray cantrip if you do not already have it, with dexterity as the modifier for the spell. When cast in this way, you may add one of your custom poisons to the effects of the spell. Finally, you may cast the Dragon's Breath spell once per short rest using this feature, using dexterity as your save modifier. When used in this manner, you may choose the damage type, but only between Acid and Poison.

Cut Above

At 4th stage, your glands no longer need to contact a specific creature in order to work. You may instead use a bonus action and a free hand to coat a weapon (including natural weapons) in a custom poison of your choice. Poisons last a minute or until an attack successfully lands, whichever comes first.

Subtle Application

Also at 4th stage, a small syringe-like digit appears on one of your fingers, on your tail or on another part of the body. This digit may be used to apply custom poisons using a special action. You may, as an action, make an attack against a creature within 5ft (or 10ft if used on a prominent tail, such as a dragon or mousefolk's) of you, using dexterity as your attack modifier. If the creature's passive perception is lower than your Passive Sleight of hand, you gain advantage on the attack. If the attack beats (not meets) the target's AC, they are afflicted with the poison and have disadvantage on a save to resist its effects. Additionally, you may choose to have your poison not deal any damage and make a sleight of hand check to hide that you have attempted to administer poison, even in plain sight.

Truly Toxic

At 5th stage, your poisons grow more deadly and somewhat arcane in nature, ignoring immunity to poison and the poisoned condition. This feature does not give your poisons a magical quality, meaning that they do not show up when the Detect magic spell is used.

Stockholm Syndrome

At 6th stage, your toxins begin to take on a new shape entirely. Any creature afflicted with one of your poisons is also charmed by you for its duration so long as you are out of combat, acting as a fear when used in combat, seeing you as a superior who may well end its life at any time. Should the effect end, the creature will take any necessary jumps in logic to rationalise this fear. You may also, as an action, end a poison afflicting any creature within 5ft, whether you were the source of it or not. You gain advantage on charisma checks to interact positively with a target you have cured.

Spread the love

At 7th stage, the liquid death you deal begins to seep into the surroundings. As a bonus action, you may spend Sacs to cause a target to release poisonous gas within a radius equal to the number of Sacs spent x 5, with a minimum of 5ft. Every creature besides yourself within this area must make the appropriate save or suffer the effects of the poison, without taking any damage.

Irresistable

At 8th stage, your venom sacs develop an incredibly unusual ability, the ability to spread. As an action, you may target a willing creature with a special venom, one that takes root within the target's heart and begins to pump venom through their body. The target must make a series of constitution saving throws with a DC of 14, once per round for 1 minute, taking 1d8 unresistable poison damage each time. Every time a save is failed, the damage dice taken increases by 1. Should they remain conscious for the entire minute, they are considered to have begun on the path of the Venostorm.

Prevention beats a cure

At 9th stage, you learn how to manipulate your toxins in just the right manner to cure a friend. For 1.5x (Round up, min 1 extra) the cost of the normal method, you may inflict a willing ally just as you might inflict a foe. However, when done in this manner, the damage dice instead heal your ally for half of the value rolled (round up) and instead cure the condition associated with it. If an ally is at full hp, they instead gain thp equal to 1/4 the value rolled (round up). If there is no condition afflicting them, they gain immunity to the condition associated for 1 minute.

Adaptability

At 10th stage, your glands once again twist in ways unnatural and unusual, allowing you to, during a long rest, change the method of delivery for your custom poisons, deciding what stat you use to inflict them upon a foe or ally.

Toxicity Unbound

At 11th stage, your venom sacs engorge once more, granting you the capability to produce sacs endlessly. The maximum number of sacs you can spend on a single ability is now 10, rather than the incremental value used thusfar. Your healing ability may now be done up to your proficiency bonus x2 times per long rest.

Alchemical Anarchy

At 12th stage, you have reached your peak. You may now use 2 types of poison at once in your coated or natural weapon attacks, using the higher number of the first poison's dice plus half the second poison's. Should both poisons require a save, they are made independently of one another. Should a target fail the first save, they have disadvantage on the second save.

Custom Toxins


One of the big parts of this path are the custom toxins. They can be found listed below. Any level requirement refers to character level, as opposed to stage. Additional effects do not change when utilised this way. All poisons have a range of 5ft unless otherwise stated.


Each poison is delivered via the attack action and may only replace one attack per round.

Assassin's Spite

Cost: 1 Sac
This classic staple of the rogue genre is a must have for any killer new to the business.
Damage: 2d6 Poison
Additional Effects: None
Save: None
Delivery: Strength, Dexterity, Constituion, Intelligence, Wisdom, Charisma

Othur's Spit

Cost: 2 Sacs
A more potent form of othur fumes, this poison lingers even once the damage is done.
Damage: 1d6 Poison
Additional Effects: Deals the initial damage again at the start of the target's turn until 3 successful saves have been made, which ends the effect.
Save: 10+stage Constitution
Delivery: Dexterity, Constitution, Wisdom

Crawler mucus

Required: 13th level
Cost: 4 Sacs
A faithful replication of the carrion crawler's self defence mechanism, this sticky contagion will leave target speechless and more.
Damage: 2d8 Necrotic
Additional Effects: Paralyses the target for 1 minute. The save may be repeated at the end of the turn to end the effect early. Range of 30ft.
Save: 8+stage Constitution (if dealt with str, dex or con), Wisdom (if dealt with int, wis or cha)
Delivery: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma

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Drider Poison

Required: 10th level
Cost: 1 Sac
A secret once known only to the drow, now weaponised against them.
Damage: N/A
Additional effects: Poisoned for 1 hour on failure, a fail of 5 or more renders the target unconscious until they take damage or an action is taken to wake them up.
Save: 10+Stage Constitution
Delivery: Dexterity, Wisdom

Etheric Fumes

Required: 10th level
Cost: 1 Sac
A gaseous form of etheric essence, sure to get deep into your target's system.
Damage: N/A
Additional effects: Target is rendered unconscious for 8 hours on a fail until damage is taken or an action is taken to wake them up. Range of 30ft.
Save: 8+Stage Constitution
Delivery: Strength, Constitution, Intelligence, Charisma

Malefiscence

Required: 13th level
Cost: 5 Sacs
A real eyesore, this one is. If you ever need to get the drop on a beholder, this is your go-to.
Damage: 2d8 Radiant
Additional effects: Blinds target for 1 minute on a failed save.
Save: 10+stage
Delivery: Dexterity, Constitution, Wisdom, Charisma

Midnight Sorrow

Required: 13th level
Cost: 2 Sacs
A real nailbiter for those not striking near the moon's peak, a fun game to play with targets.
Damage: 15d6 Poison
Additional effects: Target does not take damage until they begin a rest of any kind, or midnight hits, until which time they are poisoned(But unaware of its effects).
Save: 10+Stage Wisdom
Delivery: Dexterity, Wisdom

Oil of Datura

Cost: 3 Sacs
Works like a flashbang! It'll shock them to their core and then some.
Damage: 2d6 Lightning
Additional effects: Stunned until the end of your next turn on a failed save. Target is immune for 1 minute on a successful save.
Save: 12+stage Wisdom
Delivery: Strength, Dexterity, Constitution


Tincture of the white

Required: 10th level
Cost: 2 Sacs
Much like Etheric fumes, it sticks to the lungs, but this time it carries a nasty enhancement.
Damage: 2d8 Necrotic
Additional effects: Target takes initial damage again at the start of its turn until 3 successful saves are made, during which time it is poisoned. Damage dealt by this poison cannot be healed until a healing spell of 5th level or higher is cast.
Save: 10+stage Constitution
Delivery: Strength, Dexterity, Intelligence, Wisdom

Violet Wurm Poison

Required: 13th level
Cost: 3 Sacs
a cult classic amongst those brave enough to take it, the purple worm's more violent cousin from the wastes.
Damage: 8d6 Poison
Additional effects: N/A
Save: N/A
Delivery: Strength, Dexterity

Viper Venom

Cost: 2 Sacs
yet another staple of would-be assassins everywhere, easy to harvest and easy to use.
Damage: 3d6 Poison
Additional effects: N/A
Save: N/A
Delivery: Dexterity, Wisdom, Charisma

Lethia

Required: 10th level
Cost: 5 Sacs
all or nothing, I like it! It doesn't work all the time, but when it does you'll be happy you tried.
Damage: N/A
Additional effects: On a failed save, target is incapacitated for the next minute. target becomes immune to effect for 1 minute on a successful save
Save: 10+Stage Constitution
Delivery: Strength, Intelligence

Path of the Nightmare Hydra


Sneaky Sibilance of Scaled Sorcery
Stage Features Requirements to Reach
1st Bloodline Fusion, Primordial Vitality Absorb the bloodline of the Nightmare Hydra
2nd Hydra Scales Use your heightened life-force to withstand a fatal blow 3 times
3rd Toxin Production Neutralise 50 points of damage with your scales
4th Minor Polycephaly Deal 75 poison damage to enemies
5th Nightmare Essence Have a head manifested for a total of 30 minutes
6th Initial Atavism Consume hearts of hydra, snake or adjacent creatures whose CR totals 10+
7th Primordial Adaptivity Temper your body by taking 100 cold damage and 100 fire damage
8th Bloodline Theurgy Use your newfound adaptability to ignore 50 fire or cold damage
9th Superior Polycephaly Deal 150 poison damage to enemies
10th Nightmare Eater Regrow nine heads
11th Primeval Body Deal 100 damage through dream
12th Atavistic Evolution Consume hearts of hydra, snake or adjacent creatures whose CR totals 30+

Bloodline Fusion

Upon assimilating the Nine-Head Nightmare Hydra bloodline your body shifts and changes, drawing upon the powerful energy within the blood. Your eyes warp to become more snakelike, granting you thermal vision out to 30ft.

Some of the features of this path allow you to cast spell-like abilities. These spell use your Bloodline save DC and Bloodline attack modifier in lieu of a spell save DC or spell attack modifier, which can be calculated as follows:

Bloodline Save DC = 8 + your proficiency bonus +

your Constitution modifier

Bloodline attack modifier = your proficiency bonus +

your Constitution modifier

Primordial Vitality

At the first stage in this path you gain a far more resilient life force, your maximum hit points increase by an amount equal to your stage in this path. In addition, once per long rest, when you would be reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Hydra Scales

At the second stage of this path, you can begin to manifest the reinforced body of the Nightmare Hydra. Once per long rest, you may use this feature to shroud yourself in spectral scales; gaining temporary hit points equal to 5 times your stage on this path.


This activates automatically if you suffer a single instance of damage that is over half your maximum hit points. The triggering damage is not reduced by these temporary hit points.

Toxin Production

At 3rd stage, you inherit a fraction of the Nightmare Hydra’s poisonous capabilities. You know the poison spray cantrip and can cast chromatic orb three times per long rest, choosing only poison as the damage type.

You also gain resistance to poison damage and can produce a vial’s worth of Hydra Blood once per long rest; making a second vial while one already exists causes the first vial to become inert.


Doses of this poison vary in potency. It is a contact/injury poison that deals 1d6 poison damage per path stage you had when the poison was created. Any exposed to the poison other than yourself must succeed a Constitution saving throw against your bloodline save DC or take the damage and suffer the poisoned condition for 12 hours.

Minor Polycephaly

At 4th level your bloodline matures, granting you the ability to call upon the aspect of the Nightmare Hydra as an action. You can manifest a number of spectral hydra heads equal to your stage on this path minus three. These heads:

  • Can be manifested for 3 * path stage minutes, each head is tracked separately from the others
  • Grant +30ft thermal vision for each head manifested
  • Grant Perception proficiency when 3 are manifested, Perception expertise when 6 are, and advantage on perception rolls when all 9 are manifested.

Nightmare Essence

At 5th stage, you acquire part of your bloodline ancestor’s sway over the realm of dreams. You may cast dream once per long rest requiring no material components; though you may only choose to appear as a Giant Snake. This form isn’t considered monstrous/terrifying to the target unless you wish it to be.

Initial Atavism

At 6th stage, your bloodline matures, increasing your vitality. Primordial Vitality now grants a maximum of 2 hit points per path stage. Additionally, your spectral Hydra Scales now grow into real scales all over your torso, arms, legs, and neck; and grant you a permanent +1 to your AC, so long as you are not wearing heavy armor.

Primordial Adaptivity

At 7th stage, you grow immune to detrimental weather-based effects; such as high and low temperatures. Additionally, you gain resistance to fire and cold damage.

Bloodline Theurgy

At 8th stage, your toxic abilities evolve once more. You can now cast prismatic spray once per long rest, chromatic orb at will, and produce a vial’s worth of Hydra Blood once per short rest; you can have a number of vials equal to your Constitution modifier, making a new vial past this limit causes the oldest vial to become inert.

Superior Polycephaly

Upon reaching 9th stage on this path, the manifested heads from your Polycephaly feature lose their spectral appearance. These heads constantly watch out for you, granting you half cover from ranged attacks.

Each head grants you a separate pool of hit points, equal to 3 times your stage on this path. Whenever you would take damage, you can choose to have a head take the damage instead; if the damage would reduce a head to 0 hit points, you take the excess damage and cannot resummon that head for nine days. The heads have resistance to cold and fire damage and share no other resistances or immunities with you.

Nightmare Eater

At 10th stage, your power over dreams increases. Now when your dream spell deals damage you gain hit points equal to the damage dealt; if this would heal you to your maximum hit point total, you gain any excess damage as temporary hit points. Additionally, you can cast the dream spell twice per long rest and it deals 5d6 instead of 3d6.

Primeval Body

Upon reaching the 11th stage of this path, your body mutates further in preparation for your coming evolution. Your eyes warp further, now allowing you to see through magical darkness; and the AC boost provided by Initial Atavism is now +2.

Atavistic Evolution

You now have the pure bloodline of the Nine-Head Nightmare Hydra running through your veins. Your Primordial Vitality feature now increases your maximum of 3 hit points per path stage.

You gain the ability to take on a facsimile of its form; once per day, you can cast the shapechange spell, but only to assume the form of the Nine-Head Nightmare Hydra (shown below). If you manifest all 9 heads of the Superior Polycephaly feature while in this hydra form, you gain the ability to cast prismatic wall once with the following changes:

  • The red and blue walls have 60 hit points
  • The orange wall is destroyed by gale-force winds
  • The yellow wall has 95 hit points
  • the indigo and violet walls require the requisite spells to be cast at 5th level or higher

Casting prismatic wall this way disintegrates all 9 hydra heads, which cannot be resummoned for 9 days as normal.



Nine-Head Nightmare Hydra

Gargantuan monstrosity, Same as User


  • Armor Class 21 (natural armour)
  • Hit Points 315 (18d20 + 189 )
  • Speed 40ft., swim 40ft.

STR DEX CON INT WIS CHA
27 (+8) 20 (+5) 25 (+7) 12 (+1) 17 (+3) 10 (0)

  • Saving Throws Str+14 Con+13
  • Skills Perception + 15
  • Damage Resistances non-magical bludgeoning, piercing, and slashing.
  • Damage Immunities acid, poison
  • Condition Immunities poisoned, unconscious
  • Senses thermal vision 300ft., passive perception 25., any special senses user has prior to transformation.
  • Languages Same as User

  • Poison Absorption. Any poison damage that would be dealt to the Nightmare Hydra is instead treated as healing.

  • Hold Breath. The Nightmare Hydra can hold its breath for up to an hour.

  • Dreamforce. The Nightmare Hydra never needs to sleep, and cannot be forced to by any means.

  • Scaled Progenitor. Snake creatures that spend long periods of time in proximity to the Nightmare Hydra have a chance of evolving into Giant Snakes, then eventually into Hydras. This doesn't apply to Yuan-ti or Player Characters. Evolved creatures bear no malice but will not ally themselves with the Nightmare Hydra.

  • Sorcerous Bite. Bite attacks count as magical for the purposes of overcoming resistance.

  • Multiple Heads. The hydra has nine heads. While it has more than one head, the hydra has advantage on Saving Throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious. Whenever the hydra takes 50 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken radiant damage since its last turn. The hydra regains 20 Hit Points for each head regrown in this way.

  • Reactive Heads. For each pair of heads the Nightmare Hydra has, it gains an extra reaction, that can only be used for opportunity attacks.


Actions

Multiattack. The Nightmare Hydra makes 4 bite attacks, one of which can be substituted for Nightmare Vortex if available.

Bite attack. Melee +14 to hit, 15ft range, one target. Hit 4d8+8 piercing damage.

Nightmare Vortex Recharge 10 (1d10) The Nightmare Hydra forces all hostile creatures able to see it to suffer the effects of the phantasmal killer spell. Any creatures that has taken damage from or made the save against this feature is immune for 24 hours.

Path of the Metahierophant


Theories, Subchannels, and Technology, all at your fingertips
Stage Features Requirements to Reach
1st Subchannel Activation Bond with a Metaverse Deck
2nd Metaverse Warp Travel a total of 5000 feet using Subchannel Activation
3rd Tarot Channel, Theories Defeat creatures totaling CR 30 while in the Metaverse
4th Party Bonds Receive the effect of 10 separate Tarot readings
5th Metawakening Activate the effects of 10 different Theories
6th Metaself Have your Metacreature land the killing blow on 20 creatures of CR 4 or above
7th Shuffle Spend a total of a week in your Metaself form
8th Metatheory Recieve all Major Arcana benefits while in this stage
9th Ultra Charge Activate 5 different Metatheories
10th Quantum Rearrangement Activate Ultra Charge twice
11th String Theory Kill a creature of CR 15 or greater with Quantum Rearrangement
12th Metaverse Evolution Deal a total of 300 damage using String Theory

Subchannel Activation

When you gain this path, you gain the ability to sense and travel using the subchannels of the world. Every hour, you gain the ability to travel up to 50 feet using a Subchannel, which stacks, capping at 500 feet. As a bonus action, you can activate a subchannel, teleporting a number of feet up to your stored distance. Only distance teleported during adventures counts for path progression.

Metaverse Warp

At 2nd stage, your Deck allows you to warp surrounding creatures into the a subsection of the Metaverse, a space entirely comprised of consciousness. As an action once per long rest, you twist off a knot in the Metaverse, which lasts one minute, creating a circular battlefield with a flat plane for a floor and no cover. The battlefield can range in size from a minimum of 60 feet circular to a maximum of 30 x your stage in this path feet in diameter. When you create this knot, you can transport yourself and up to 10 other creatures within 120 feet of you to this plane. An unwilling creature can make a Charisma save to avoid this effect, with a DC equal to 8 + your Intelligence, Wisdom, or Charisma modifier + your proficiency bonus. If they succeed, they remain where they are. If they fail, they are transported to the Metaverse knot until you leave. You can dismiss this as an action, shunting all the creatures to their prior positions in real space.

Tarot Channel

At 3rd level, your Deck unlocks, allowing you to channel the powers contained. At the end of a long rest, roll 1d22, consulting the Major Arcana table. You gain the benefit corresponding to the number you rolled.

Theories

Also at 3rd stage, you gain access to complex Theories. Theories activate when certain conditions are met. For more, see the Theories section. The effects of a Theory last for 4 rounds.

Party Bonds

At 4th stage, you gain access to Party Bonds. When you activate a Theory, choose up to 4 creatures, including yourself, within 60 feet of you to gain the benefits of a Party Bond. There are three possible effects, and each Subtheory details whether it is an Attack Bond, Defense Bond, or Agility Bond. The effects are detailed below. A Party Bond lasts until the end of your next turn. All effects round down.

Attack Bond. A creature effected by an Attack Bond deals additional damage with each attack equal to 1/2 your proficiency bonus. This damage type is the same type as the attack.

Defense Bond. A creature effected by a Defense Bond reduces damage dealt to it. When it takes damage, it reduces it by 1/2 your proficiency bonus.

Agility Bond. A creature effected by an Agility Bond is harder to hit. It increases its AC by 1/3 your proficiency bonus.

Metawakening

At 5th stage, you awaken to your Metapowers. When you enter the Metaverse, a Child of Theory is summoned to aid you. You may either summon a Child of Wrath, a Child of Fear, or a Child of Care. You decide each time you use Metaverse Warp. The Child may not leave the Metaverse knot, and it acts at the end of your turn. You may only summon each Child once per long rest.

Metaself

At 6th stage, you awaken to your Metaself, the you hidden within your subconscious. Make another character at the same level as you, with the same paths as yourself. This is your Metaself. At the end of every long rest, you can choose whether to be your Metaself or yourself. If your Metaself dies, you die.

Shuffle

At 7th stage, fortune smiles upon you. You can roll twice when you roll your tarot for the day, and pick the result you prefer. If you roll either the Fool or the World, you must choose that one. If you roll both, you must choose the World.

Metatheory

At 8th stage, your theories evolve into Metatheories. Metatheories activate when you activate a Subtheory for a certain Theory while a prior Subtheory from that Theory is active, and are detailed in the Metatheories section. The effects of a Metatheory last until the end of your next long rest.

Ultra Charge

At 9th stage, your Party Bonds heighten when confronted with a Metatheory. When you activate a Metatheory, choose up to 4 creatures, including yourself, within 60 feet of you to gain the benefits of Ultra Charge. Ultra Charge confers the benefits of every Party Bond at once. Ultra Charge lasts until the end of your next turn.

Quantum Rearrangement

At 10th stage, you learn that everything exists within a state of flux... left or right... arcane or divine... living or dead. A number of times equal to your proficiency modifier per long rest, as an action, you may attempt to quantum shift a living creature you can see within 120 feet of you to be dead. To do so, make an Intelligence, Charisma, or Wisdom check against a DC equal to 1/2 the current HP of the creature, rounded up. On a success, the creature instantly dies. if you fail the check, the target understands that its life is threatened and knows that you are threating it if it can see you, or knows the direction where you are if it cannot see you. The DM does not tell you the DC of this check.

String Theory

At 11th stage, you learn how to connect everything. As an action, choose two creatures within 120 feet of you. An unwilling creature may make a Charisma saving throw, DC same as your Metaverse Warp DC, to resist this effect. On a failed saving throw, the creatures are quantum linked. When one of them takes damage, the other takes the same amount of damage as force damage. This lasts for a minute, and you may do this once, regaining the ability to do so at the end of a long rest.

Metaverse Evolution

At 12th stage, your Metapowers evolve. When you enter the Metaverse, a Quantum Child is summoned to aid you instead of a Child of Theory. The Quantum Child follows the same rules as a Child of Theory. The Quantum Child has no limit on the number of times it can appear.

Major Arcana
1d22 Arcana Bonus
1 Fool While under the sign of the Fool, you have advantage on saving throws against magical effects.
2 Magician While under the sign of the Magician, all creatures within 120 feet of you have advantage on spell attacks.
3 High Priestess While under the sign of the High Priestess, whenever a creature within 120 feet of you regains hit points, they regain an additional 5 HP.
4 Empress While under the sign of the Empress, all creatures within 120 feet of you have advantage on saving throws versus the charmed and frightened conditions.
5 Emperor While under the sign of the Emperor, all creatures in your party are immune to exhaustion. However, when you begin combat, 1 random enemy is given the effects of the Haste spell for 1 round. It is not lethargic when the effect ends.
6 Heirophant While under the sign of the Heirophant, your party can speak all languages. However, none of you can read anything but Common.
7 Lovers While under the sign of the Lovers, all creatures within 120 feet of you are immune to the Charmed condition.
8 Chariot While under the sign of the Chariot, all creatures within 120 feet of you receive a +20 foot bonus to their movement speed.
9 Strength While under the sign of Strength, all creatures within 120 feet of you have advantage on weapon attacks.
10 Hermit While under the sign of the Hermit, all creatures within 120 feet of you have blindsense out to 30 feet.
11 Wheel of Fortune While under the sign of the Wheel of Fortune, all creatures within 120 feet of you gain the benefit of the Lucky feat, but they may only use it once.
12 Justice While under the sign of Justice, all creatures within 120 feet of you have disadvantage on all attack rolls.
13 Hanged Man While under the sign of the Hanged Man, you have advanatage on initiative checks and no creature within 120 feet of you can be surprised.
14 Death While under the sign of Death, all creatures within 120 feet of you have vulnerability to all damage.
15 Temperance While under the sign of Temperance, all creatures within 120 feet of you have resistance to all damage.
16 Devil While under the sign of the Devil, all creatures within 120 feet of you are immune to the Frightened condition.
17 Tower While under the sign of the Tower, all creatures within 120 feet of you cannot teleport. This does not effect Subchannel Activation or Metaverse Warp.
18 Star While under the sign of the Star, all creatures within 120 feet of you are immune to fire and cold damage.
19 Moon While under the sign of the Moon, all creatures within 120 feet of you are invisible.
20 Sun While under the sign of the Sun, all creatures within 120 feet of you cannot become invisible, and all creatures in that area count as shedding 5 feet of sunlight.
21 Judgement While under the sign of Judgement, all creatures within 120 feet of you cannot deal damage.
22 World While under the sign of the World, you have disadvantage on saving throws against magical effects.

Theories

Each Theory has one trigger. When you activate a Trigger, you may choose one subtheory from the table below to activate.

Fool

Trigger: Have no allied creature within 30 feet of you and at least one enemy at the start of a round.

Subtheories
Name Effect Bond Type
Path of Learning Add 1d6 to every saving throw Defense
Distracted Defense Add 1d6 to your AC Attack
Journey's Beginning Gain +20 feet to your speed Agility

Magician

Trigger: You or an ally within 120 feet cast two spells in one round.

Subtheories
Name Effect Bond Type
Wizard's Tower Effects of Haste on one ally within 120 feet Attack
Curved Spell +1d6 to spell attack rolls Agility
Painful Lesson Regain 15 HP Defense

High Priestess

Trigger: You or an ally within 120 feet restores 20 or more HP in a round.

Subtheories
Name Effect Bond Type
Burning Balm The next attack made by a party member deals +5 damage Attack
Warpriest's Word The next healing spell cast by a party member heals double Defense
Curved Spell +1d6 to spell attack rolls Agility

Empress

Trigger: Be hit with an attack that reduces you to 1/2 your max HP or lower.

Subtheories
Name Effect Bond Type
Ruler's Word Gain +1d6 to saving throws Agility
Embraced Lesson Regain 15 HP Defense
Burning Balm The next attack made by a party member deals +5 damage Attack

Emperor

Trigger: Charm 2 or more creatures.

Subtheories
Name Effect Bond Type
Ruler's Word Gain +1d6 to saving throws Agility
Distracted Defense Add 1d6 to your AC Attack
Held Line All allies within 5 feet of you, including gain +1d4 AC Defense

Heirophant

Trigger: Succed on a Persuasion check by 5 or more.

Subtheories
Name Effect Bond Type
Warpriest's Word The next healing spell cast by a party member heals double Defense
False God's Love Regain 5 HP a round Attack
Death's Garden You have advantage on death saving throws Agility

Lovers

Trigger: Teleport 200 or more feet.

Subtheories
Name Effect Bond Type
False God's Love Regain 5 HP a round Attack
Ruler's Word Gain +1d6 to saving throws Agility
Lover's Gate Gain 50 feet of Subchannel Activation Defense

Chariot

Trigger: Kill a creature.

Subtheories
Name Effect Bond Type
Warpriest's Word The next healing spell cast by a party member heals double Defense
Death's Garden You have advantage on death saving throws Agility
Sinner's Embrace All creatures, including yourself, within 10 feet of you take 10 damage a round Attack

Strength

Trigger: Take damage you're resistant to.

Subtheories
Name Effect Bond Type
Test of God Gain immunity to a damage type you resist Attack
Painful Lesson Regain 15 HP Defense
Death's Garden You have advantage on death saving throws Agility

Hermit

Trigger: Have no creatures within 30 feet in combat.

Subtheories
Name Effect Bond Type
Separation Anxiety Gain +20 feet to your speed Agility
False God's Love Regain 5 HP a round Attack
Warpriest's Word The next healing spell cast by a party member heals double Defense

Wheel of Fortune

Trigger: Roll a nat 20.

Subtheories
Name Effect Bond Type
Lucky Break Advantage on ability checks Defense
Unlucky Streak Advantage on attack rolls Agility
Test of God Gain immunity to a damage type you're resistant to Attack

Justice

Trigger: Deal 20 or more radiant damage in a round.

Subtheories
Name Effect Bond Type
Test of God Gain immunity to a damage type you're resistant to Attack
Lucky Break Advantage on ability checks Defense
Death's Garden You have advantage on death saving throws Agility

Hanged Man

Trigger: Roll a nat 1.

Subtheories
Name Effect Bond Type
Uneven Edge +1d4 to all attack rolls made by party members within 30 feet of you Attack
Unlucky Streak Advantage on attack rolls Agility
Warpriest's Word The next healing spell cast by a party member heals double Defense

Death

Trigger: Two creatures die within a round of each other within 120 feet of you

Subtheories
Name Effect Bond Type
Death's Garden You have advantage on death saving throws Agility
Sinner's Embrace All creatures, including yourself, within 10 feet of you take 10 damage a round Attack
Painful Lesson Regain 15 HP Defense

Temperance

Trigger: Be in a straight, connected line with at least 2 allied creatures in combat.

Subtheories
Name Effect Bond Type
Healing Balm The next attack made by a party member within 30 feet deals +5 damage Attack
Held Line All allies within 5 feet gain +1d4 AC Defense
Ruler's Word Gain +1d6 to saving throws Agility

Devil

Trigger: Take fire damage.

Subtheories
Name Effect Bond Type
Sinner's Embrace All creatures, including yourself, within 10 feet of you take 10 damage a round Attack
Unlucky Streak Advantage on attack rolls Agility
Flames of Hell Deal 10 fire damage to a creature of your choice within 120 feet Defense

Tower

Trigger: Move 20 or more feet over difficult terrain in 1 turn.

Subtheories
Name Effect Bond Type
Traveler's Bane Your party is unaffected by difficult terrain Attack
Held Line Two allies of your choice within 30 feet gain +1d4 AC Defense
Separation Anxiety Gain +20 feet to your speed Agility

Star

Trigger: Take exactly 3 attacks in a round.

Subtheories
Name Effect Bond Type
Test of God Gain immunity to that damage type Attack
Ruler's Word Gain +1d6 to saving throws Agility
Heaven's Attention Gain 1d4+1 AC Defense

Moon

Trigger: You or an ally goes first in a round, including lair actions.

Subtheories
Name Effect Bond Type
Uneven Edge +1d4 to all attack rolls made by your party Attack
Unlucky Streak Advantage on attack rolls Agility
Heaven's Attention Gain 1d4+1 AC Defense

Sun

Trigger: Succed on a Persuasion check by 5 or more.

Subtheories
Name Effect Bond Type
False God's Love Regain 5 HP a round Attack
Separation Anxiety Gain +20 feet to your speed Agility
Flames of Hell Deal 10 fire damage to a creature of your choice within 120 feet Defense

Judgement

Trigger: Deal 40 or more damage in a round.

Subtheories
Name Effect Bond Type
False God's Love Regain 5 HP a round Attack
Lucky Break Advantage on ability checks Defense
Separation Anxiety Gain +20 feet to your speed Agility

World

Trigger: Can only be activated while you are attuned to the World Arcana through Tarot Channel.

Subtheories
Name Trigger Effect Bond Type
Walked the Path Constant You gain a Sprite familiar as if through pact of the chain. Can activate as a BA. Defense
Learned the Lesson Constant You gain +1d4 on saving throws. Can activate as a BA. Attack
Journey's End All party members die. +1d6 to attack rolls, AC, and damage Agility

Metatheories

Fool

New Beginnings. Cast Bless on every party member. Concentration is not needed.

Magician

Powerful Magic. All party members gain +2 to spell attacks and DC.

High Priestess

Healing's Speaker. All party members regain an additional 10 HP when they regain HP.

Empress

Word of the Queen. All party members have advantage on Charisma checks and saving throws.

Emperor

Hand of the King. All party members have +2 to hit and damage with weapon attacks.

Hierophant

False Praise. All party members gain the Divine Smite class feature and, if they did not have a spell slot, gain 2 first level spell slots.

Lovers

Group Love. All party members cannot be damaged by other party members, or effects that originated from other party members.

Chariot

Charge of the Chariot. If a party member moves 20 feet or more and makes an attack, they deal 1d8 more damage. This applies to spell attacks as well.

Strength

Strength of the Gods. All party members have advantage on Strength checks and saving throws.

Hermit

Away from Here! All party members cannot be moved against their will, and their Shove actions can shove twice the distance.

Wheel of Fortune

Lucky Break. All party members can get advantage on three rolls of their choice, chosen before the roll.

Justice

Retaliation. All party members gain the following ability: When you are attacked, as a reaction, you can deal 1d8 radiant damage to the attacker.

Hanged Man

Hanged Man's Fortitude. All party members have advantage on Constitution checks and saving throws, and are immune to poison damage and the poisoned condition.

Death

Deathless. All party members have advantage on death saving throws.

Temperance

Perfect Abstinence. All party members are immune to exhaustion and the charmed and frightened conditions.

Devil

Devil's Deal. All party members gain resistance to fire, cold, and poison damage, and can see through magical darkness.

Tower

Travelling in Style. All party members have their speed doubled.

Star

Star's Smile. All party members can cast a spell as if they were in another party member's space.

Moon

Crescent Blade. All party members critically hit on a 19-20.

Sun

Sun's Fury. All party members are immune to psychic damage and resistant to physical damage.

Judgement

Intense Judgement. All party members cannot have disadvantage on attack rolls or saving throws.

World

A Long and Plentiful Journey. You have advantage on attack rolls and saving throws, and no longer have disadvantage on saves versus magic. This only triggers once Journey's End triggers.


Child of Wrath

Medium elemental, neutral


  • Armor Class 16
  • Hit Points 70 + 5x your stage in this path
  • Speed 25ft. fly

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2)

  • Condition Immunities none
  • Senses passive Perception 11
  • Languages None

Child of Theory. The Child cannot be controlled by magic or possession.

Actions

Wrathful Attack. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 11 (1d12 + 4) + 14 (4d6) psychic damage.


Child of Fear

Medium elemental, neutral


  • Armor Class 16
  • Hit Points 60 + 5x your stage in this path
  • Speed 25ft. fly

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 18 (+4) 19 (+4) 14 (+2)

  • Condition Immunities none
  • Senses passive Perception 14
  • Languages None

Child of Theory. The Child cannot be controlled by magic or possession.

Actions

Chains of Fear. Ranged Spell Attack: +8 to hit, range 30ft., one target. Hit target is grappled and restrained (escape DC 18).


Child of Care

Medium elemental, neutral


  • Armor Class 16
  • Hit Points 50 + 5x your stage in this path
  • Speed 25ft. fly

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 18 (+4) 13 (+1) 19 (+4)

  • Condition Immunities none
  • Senses passive Perception 11
  • Languages None

Child of Theory. The Child cannot be controlled by magic or possession.

Actions

Caring Embrace. One creature the Child can see within 30 feet of it regains 2d6 HP.



Quantum Child

Large elemental, neutral


  • Armor Class 18
  • Hit Points 70 + 10x your stage in this path
  • Speed 50ft. fly

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 16 (+3) 18 (+4) 19 (+4) 19 (+4)

  • Damage Resistances psychic; bludgeoning, piercing, and slashing
  • Senses passive Perception 14
  • Languages All

Child of Theory. The Child cannot be controlled by magic or possession.

Quantum State. The Child cannot be affected by any conditions besides exhaustion.

Actions

Quantum Actions. The Child makes one Hateful Attack, one Chains of Obligation, and one Dutiful Embrace.

Hateful Attack. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 18 (2d12 + 4) + 14 (4d6) psychic damage.

Chains of Obligation. Ranged Spell Attack: +10 to hit, reach 5ft., one target. Hit target is grappled and restrained (escape DC 18). The creature must suceed on a DC 18 Wisdom saving throw or fall asleep for 1 minute. The target may repeat the saving throw at the end of each of its turns, waking up on a success.

Dutiful Embrace (5/Long Rest). One creature the Child can see regains 4d6 HP.

The Realm

of the Fallen

D&D

Only on Discord

This document was made specifically for the text based dungeons and dragons discord server, the Realm of the Fallen.

I hope all that use this document enjoy the presentation and enjoy our game.

~ RotF Staff team

Credits

Original document
Desmon

2019 Rewrite
Winged

New paths approval
Homebrew Police team



New path authors

Winged
Path of the Loremaster
Path of Grimhollow
Path of the Everison (Remake)
Path of the Chaos Avatar

Skai
Path of the Forbidden Contract
Path of Domineering
Path of the Last Bastion
Path of Divine Intervention
Path of the Venostorm

Dominion
Path of the Shadow Monarch
Path of the Voidtouched
Path of the Nightmare Hydra

Variety & Milk
Path of the Rightful Ruler

Random
Path of the Curse Mark

RoyMcHunter
Path of the Enlightment

Nuclear Rage Battery
Path of Black Ice

Variety
Path of the Forsaken
Path of the Metahierophant

Mado
Path of the Soothing Tide

Path Template


Subtitle
Stage Features Requirements to Reach
1st - -
2nd - -
3rd - -
4th - -
5th - -
6th - -
7th - -
8th - -
9th - -
10th - -
11th - -
12th - -

Feature

Description

 

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