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# July - Early Levels Month -25
#### Ammunition Case of Reloading *Wondrous item, common*
This light, ornately carved case can store up to 20 arrows or crossbow bolts, and can be clipped to the frame of a bow or crossbow. While the case contains suitable ammunition, loading the weapon does not require a free hand - the case helps load ammunition into the weapon for you. Whenever the case loads a piece of ammunition into a weapon, it can be heard, faintly, saying "*pew*". #### Bag of Vacuuming *Wondrous item, common (requires attunement)*
This tiny pouch has a carrying capacity of 5 cubic inches or 2lbs of material. The bag has 3 charges. As a bonus action, you can expend a charge to have the bag suck up all dust and objects of tiny size or smaller in a 10 foot cube centered on it. It does so until it reaches its full capacity, and cannot suck up objects that are held or otherwise restrained. Its contents must be emptied (which takes 1 action) before a charge can be used again. The bag regains 1d3 charges daily at dawn. If you attempt to expend a charge while the bag has no charges, it instead coughs up a burst of soot. #### Bag of Being Held *Wondrous item, common*
This bag looks almost identical to a *bag of holding*, though a successful DC 15 Wisdom (Perception) check reveals that the phrase “Bag of Being Held” has been sewn into its underside. The bag is a simple hemp pouch, and can carry 15 pounds, not exceeding 1 cubic foot. While this bag is being worn or carried, a creature must succeed on a DC 20 Strength check to let go of the bag or take it off. #### Cantrip Ammunition *Ammunition (any), common*
This ammunition stores the effects of any damaging cantrip. A target hit by this ammunition suffers the cantrip's effects and damage. The cantrip is cast at its lowest level. The ammunition then loses its magic. #### Drow Sun Lotion *Wondrous item, common*
This tub of greyish-blue cream contains 1d12 + 12 doses, and its label says "Made with whole spiders". You can spend 1 minute massaging a dose into your skin to gain the following benefits for the next 24 hours.
* You have advantage on saving throws to resist hot weather. * If you have the Sunlight Sensitivity trait, you ignore it. annoyingly this has been done before - I didn't know that when I wrote this lol #### ~~Extendable Hilt~~ *Wondrous item, common*
This magic hilt is mounted to a short nonmagical blade. When you attack with the blade, you can twist it to make it extend or retract as part of the attack. While extended, the blade functions as a nonmagical spear. While retracted, the blade functions as a nonmagical dagger. \columnbreak #### ~~Glamoured Mask~~ *Wondrous item, common*
As a bonus action while you are wearing this mask, you can redistribute the inky-black streaks of paint on it, creating any shape, sketch, or image you like. #### Ball of Adherence *Wondrous Item, common*
This squishy sphere of putty instantly adheres to any inanimate object or surface touching it. The putty can be prised off a single object or surface by making a successful DC 11 Strength check as an action or bonus action. The putty doesn't adhere to creatures or to living matter. #### Harpoon *Instrument (harp), common*
This lightweight handheld harp is mounted to a crossbow firing mechanism, that allows its strings to be used as a nonmagical light crossbow as well as a harp. When you attack with the Harpoon, you can expend your bonus action to strum the harp harmoniously, using the attack to fire a magical crossbow bolt in the shape of a musical note. Hit or miss, the crossbow bolt vanishes after the attack is made. The harpoon then loses its magic until the next dawn. #### Hat of Luck *Wondrous item, common (requires attunement)*
The hat of luck is a towering monstrosity among headgear, rendered in a sickly gold and decked out in gaudy tassels, fronds, and the occasional strand of tinsel. When you make an ability check while wearing the Hat of Luck, you may roll an additional 1d20. On a roll of 19 or lower, nothing happens, and the hat loses its magic until the next dawn. On a roll of 20, you use the 20 as your roll for the ability check, a kazoo sound plays, and the Hat of Luck vanishes, dissolving into confetti. #### Jump Mat *Wondrous item, common*
This brightly coloured circular mat has a bullseye pattern emblazoned upon it. The mat can be unfurled to cover a 5 foot square of ground as an action. When a creature moves into the area covered by the mat for the first time on a turn, it must succeed on a DC 10 Dexterity saving throw or be flung 10 feet into the air. The creature can choose to fail this saving throw. \pagebreakNum #### Katana of Edge *Weapon (shortsword), common*
This nonmagical katana's hilt is enchanted with a simple illusion spell that makes it play sardonic quips in a brooding, smoky voice. Whenever you score a critical hit with the *katana of edge*, or reduce a creature to 0 hit points with an attack that uses it, roll 1d10 on the Edgy Quips table to determine what it says. ##### Edgy Quips |d10|Quip |:-:|:-| |1|"Chh... While you joked around, I studied the blade." |2|"Pfft... Pathetic..." |3|"Ahahaha! You've fallen prey to my ultimate trap!"|it'll be yeeeears |4|"Oh, is this just a game to you? Such a weak mindset..."|"Bah! I could do that with my eyes closed - in fact, I have been blindfolded this entire time..." |5|"Ngh... The pain inside my tortured soul... I musn't let the bloodlust take over..." |6|"Unh. Almost made me unleash the demon within." |7|"Hah, you made me use one percent of my power!" |8|"Grrrh! If the world chooses to become my enemy, I will fight like I always have!" |9|"Heh. Nothing personal, kid." |10|"Hmph, guess we really do live in a society." #### Magic Drumsticks *Instrument (drum kit), common*
Waving these two drumsticks through the air, you distinctly feel them colliding with something - the drumsticks manifest an intangible, invisible set of bass drums, tom-toms, mounted cymbals, and snare drums. These drums are centered on the drumsticks' wielder at all times. While holding the magic drumsticks you can use them to play the set of drums, striking the drums and cymbals, and tapping your feet to operate the hi-hat and bass. #### My First Toolkit *Tool (any), common*
This simple, smooth polymer tool kit has rounded edges to avoid accidental harm. All creatures are considered proficient with the tool kit when they use it. #### Pet Rock *Ammunition (sling bullet), common*
This tiny, smooth grey stone has a dwarvish name scratched onto it, and can sometimes be heard humming very quietly to itself. Any creature that touches the *pet rock* becomes attuned to it instantly if able, unless another creature is already attuned to the *pet rock*. **Rocky Relationship (Requires Attunement).** If the pebble is ever more than 30 feet from you, it immediately returns to your posession, reappearing in your bags, pockets, or similar, as determined by the DM. If you place the *pet rock* on the ground and say “I'll be right back”, you can make a DC 10 Charisma (Deception) check. On a success, your attunement ends. \columnbreak #### Rusted Armament of the Hero *Weapon (any melee), common, requires attunement by a creature of 3rd level or lower.*
This gruff-looking weapon is nonmagical for purposes of resistance and immunity. It ages with you over your travels, proving a stalwart companion. You remain attuned to it even if you no longer meet its requirements. Once you reach 5th level, your speed increases by 5 feet while you wield the weapon, and it becomes a magic weapon. You can feel the ragged old weapon gently waver in your hand, and it brings you a feeling of calm determination as you hold it. Whenever you miss with an attack with the weapon, it lets out a determined "hmph". Once you reach 9th level, whenever you score a critical hit wit the weapon, it shines with a gentle golden glow as wind seems to bluster around you from all directions. Until the end of your next turn, whenever you make an ability check or saving throw, the weapon grants you advantage. Once you reach 13th level, the rust finally flakes from this weapon as it rediscovers its lost youth, leaving it shining and glorious. Whenever you fail a saving throw with a particular ability score, you can call upon a specific memory from your journey with the weapon. For the next hour, you become proficient with saving throws of that type. The weapon then loses its magic until the next dawn. #### Spellbook for Her *Wondrous item, common* This fluffy, pink, unnecesarily gendered spellbook is adorned with cheap silver sequins that spell out the phrase "Choose happy every day!" It is magically bound to a flamingo-pink quill topped with a pom-pom. While holding the book, you can speak its command word to make the quill teleport into your free hand. The book is enchanted with a simple illusion spell that makes it play life-affirming aphorisms in an upbeat, cheeky voice. When you finish preparing spells from the spellbook, roll 1d10 on the Life-Affirming Aphorisms table to determine what it says. ##### Life-Affirming Aphorisms |d10|Aphorism |:-:|:-| |1|"Dance... Like nobody's watching!" |2|"You go, honey!" |3|"This girl can!" |4|"Is it wine O'clock already?" |5|"You're one yummy mummy!" |6|"Did someone say... chocolate??" |7|"Manifesting positive vibes for you!" |8|"Woke up like this!" |9|"Every day you're sparkling!" |10|"Remember to purchase additional copies of the Spellbook for Her for all of your empowered girlfriends! Choose happy, every day!" \pagebreakNum #### Sworn Vengeance *Weapon (Dagger), uncommon, requires attunement.*
It's rumoured by some that the myriad magical daggers known as *sworn vengeance* are shards of a single, legendary blade shattering throughout time itself to bring justice to those who deserve it. *Sworn vengeance* can only be crafted using the ashes of a fallen and beloved companion, slain in cruelty. As you attune to this dagger, you must choose a single creature for your ire, such as "the leader of the Howling Hatred" or "whoever killed my son". If this attunement is broken, you can't attune to it again. If you are reduced to 0 hit points by the chosen target, you can call upon the dagger's magic to immediately teleport to an unoccupied space within 5 feet of the target, regain 6d8+6 hit points, and take an action of your choice. The dagger is then permanently destroyed. #### Thunderstone *Wondrous item, common*
As an action, you can throw the thunderstone up to 20 feet. Make a ranged attack against a creature or object, treating the stone as an improvised weapon. If the attack hits, each creature within 10 feet of the point it struck must succeed on a DC 14 Constitution saving throw or become deafened for 1 minute. The thunderstone is then destroyed. A creature deafened in this way has disadvantage on initiative rolls, and can repeat the saving throw at the end of each of its turns, ending the effect on a success. #### Unsettling Sketch *Wondrous item, common*
I am a tiny, mysterious drawing of a child on a sheet of clear parchment, who can only be referred to in the first person. I appear to be looking away from whoever drew me, facing a wall, and I bear unsettling similarities to a long forgotten childhood friend. Charisma (Intimidation) checks made against creatures that are holding me have advantage. #### Wand of Precision *Arcane focus (wand), common*
This wand has a rectangular grip and haft, with a dram of clear, bubbling liquid trapped in a clear vial inlaid into its core. While resting on a perfectly vertical or flat horizontal surface, the liquid glows a bright green. Additionally, as an action while you are touching the wand, you can cause it to create a brief, bright blip of red light centered on the surface that it is pointing directly at, as long as that location is within 300 feet. #### Wand of Sparkles *Arcane focus (wand), common*
This light, supple wand is covered in cheap silver glitter. The of this wand is a five-pointed star, with a single tiny bulb at each point. While holding this wand, you can wave it to cast *prestidigitation.* When you do so, a tinny-sounding arcanomechanical speaker plays a sparkly whoosh sound, and the bulbs flash yellow and blue. Intelligence is your spellcasting modifier for the spell. \columnbreak #### Knitted Jumper of Warm Hugs *Wondrous Item, common*
Hundreds of these jumpers exist, in all sorts of different woolen patterns. Whenever a creature wearing one of these jumpers hugs themselves or another creature, they fill another random creature wearing a *knitted jumper of warm hugs* with a sensation of fuzziness. The jumper then loses this ability until the next dawn. The jumpers always allocate their hugs effectively: while wearing the jumper, once each day, you'll receive a hug. #### Bonk Stick *Weapon (club), common*
Whenever this stick makes contact a surface, it lets out a satisfying bonk sound. #### *Wondrous item, common*
\pagebreakNum #### Fighter ## Shifter Malleable and everchanging, shifters are combatants that alter themselves with the power of beasts. Their forms are as fluid as their movement combat, able to adapt themselves to any foe's aggression with intermittent bursts of animalistic alacrity. #### Spellcasting When you choose this subclass at 3rd level, you learn magic that lets you alter your own form by force of will. **Cantrips.** You learn three cantrips from the sorcerer spell list. You learn an additional cantrip once you reach 10th level in this class. **Spells Known of 1st-Level and Higher.** The Shifter Spellcasting table shows how many spell slots you have to cast sorcerer spells. To cast one of your sorcerer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest. You prepare the list of sorcerer spells that are available for you to cast, choosing from the Sorcerer spell list. When you do so, choose a number of sorcerer spells equal to your Charisma modifier + half your fighter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots, and all but one of these spells must be transmutation or abjuration spells (one can be from any school of magic). Once you reach 8th level, you can prepare up to two spells from any school of magic, increasing to three at 14th and four at 20th. For example, if you are a 7th-level fighter, you have two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include five spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell jump, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. **Spellcasting Ability.** Charisma is your spellcasting ability for any spells you learn using this feature, since you learn and cast spells using the force of your own spirit. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast using this feature, and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
##### Shifter Spellcasting
| Fighter
Level | Cantrips
Known |Shifter Magic
Slots | Slot Level |:---:|:---:|:---:|:---:| | 3rd | 3 | 1| 1 | | 4th | 3 | 2 | 1 | | 7th | 3 | 2 | 2 | | 10th | 4 | 2 | 2 | | 13th | 4 | 2 | 3 | | 19th | 4 | 2 | 4 | \columnbreak #### Ferocious Strike At 3rd level, you can convert your magic into brief bursts of swiftness. Once on each turn, when you make an attack while one of your hands is empty, you can expend a 1st level spell slot to make one unarmed strike or one attack with a natural weapon as part of the same action. Alternately, you can decrease the level of one of your Shifter Magic slots by 1 (from 4th to 3rd, 3rd to 2nd, or 2nd to 1st) to use this feature. The reduction lasts until you expend the spell slot or finish a short or long rest. #### Natural Weapon Fighting Beginning at 3rd level, you grow natural weapons, choosing one of the options below. You can change your choice of natural weapon whenever you finish a long rest. **Light Claws.** Your feet and hands are natural weapons with the finesse property, that you can use to make unarmed strikes. They deal 1d4 slashing damage, rather than the piercing damage associated with unarmed strikes. Additionally, you can deliver powerful kicks. You don’t need a free hand to use your feral strike. **Quill Darts.** You grow short, flexible spines or quills that you can pull off painlessly with a free hand, as if drawing a weapon. These quills are natural weapons with the statistics of a dagger, and regrow steadily when plucked. Additionally, a creature grappling you takes 2d4 piercing damage at the end of each of its turns. **Iron Hide.** Your hide grows thick, furry, or leathery. While you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. If you have the Defense fighting style, it instead equals 14 + your Dexterity modifier. Additionally, you can unsheath the armor plating on your arms as a shield. You can don or doff this shield as a bonus action. #### Shifter Magic Beginning at 7th level, when you cast a transmutation spell at 1st or 2nd level that targets only yourself, you can integrate it into your form. Once you do, the spell lasts until dispelled or until you use this feature again, and it doesn’t require concentration. For the duration, your unarmed strikes and natural weapons are treated as magical for the purposes of overcoming resistance and immunity. #### Active Camouflage Once you reach 10th level, you can quickly cloak yourself to match your surroundings. As an action while you’re within 5 feet of a surface, you can press yourself against that surface and modify the colour of yourself and anything you’re wearing and carrying to match its pattern. This camouflage persists until you move or take an action other than the Dodge, Hide, or Search action. While you’re camouflaged in this way, you are invisible to all creatures that aren't within 15 feet of you. #### Animal Pounce Once you reach 15th level, you gain a feral pounce. When you move 15 feet towards target and hit it with an attack, you can attempt to shove the target as part of the same attack. #### Everchanging Form At 18th level, you learn to use your shifting magic at will. You no longer need to expend spell slots to cast your transmutation spells of 1st or 2nd level, as long as you target yourself. \pagebreakNum #### Abjure Object *Abjuration cantrip, Artificer* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Up to 1 hour --- An ideal spell for the clumsy, or those who wish to protect their material possessions. When you cast this spell as an action, you choose an object within range of medium size or smaller, and you protect it with one of the following magical effects: - The object is surrounded by an ethereal gelatin that smells faintly of anko. For the duration, it has resistance to all damage. - The object is warded with a glamour that makes it hard to look at directly. For the duration, creatures attempting to spot the object have disadvantage. - The object floats slowly. For the duration, the object is immune to falling damage, and floats towards the ground at a rate of 60 feet per round. This effect is suppressed while the object supports anything other than its own weight. - The object is warded from magic. For the duration, any creatures other than you that attempt to target the object directly with a spell must first succeed on a check with their spellcasting modifier against your Spell Save DC. - When a creature other than you moves the object, it alerts you by making a loud trumpeting sound audible to creatures within 300 feet of it. The spell then ends. If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action. #### Nauseate *Necromancy cantrip, Cleric, Druid, Warlock, Sorcerer* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S, M (A brussel sprout) - **Duration:** 1 round --- Your hand momentarily appears to fester as you gesture towards a creature within range. The target must succeed on a Constitution saving throw or become poisoned until the start of your next turn. #### Savage Strike *Enchantment cantrip, Bard, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 round --- You enchant a friendly creature within range with a faint echo of their weaponry, letting you improve a harmful blow. For the duration, when the target damages a creature with a weapon attack, you can use your reaction to reroll any number of the attack’s damage dice. You must use the new results. The spell then ends. \columnbreak #### Thicket Wall *Conjuration cantrip, Druid* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute --- You choose an area on the ground within range, up to 20 foot by 5 foot in dimensions, and raise a tangle of plant life there, such as kelp or knotted grass. The thicket lasts for the duration, and is difficult terrain. Each 5 foot by 5 foot section of the thicket can be destroyed by dealing 5 slashing damage to it (AC 10). #### Startle *Illusion cantrip, Warlock, Wizard* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (A white sheet with two holes cut into it) - **Duration:** Instantaneous --- You create a brief, alarming, illusory vision in the mind of a creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and become stunned until the end of the current turn. A surprised creature automatically fails this saving throw. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Corrosive Spit *Evocation cantrip, Druid, Sorcerer, Wizard* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute --- You spew a glob of corrosive jelly that adheres to its target. Make a ranged spell attack against a creature or object within range. On a hit, the target takes 1d6 acid damage and is coated in acid for the duration. You can use your action to intensify the acid again, dealing 1d10 acid damage to the coated target. Any creature can use its action to clean the acid off itself or an affected target, ending the spell. The spell's initial damage, and the damage you can deal on subsequent turns both increase by 1d6 and 1d10 respectively when you reach 5th level (2d6 and 2d10), 11th level (3d6 and 3d10) and 17th level (4d6 and 4d10). \pagebreakNum # Aug - 17? ### Gloves of the Potioneer *Wondrous item, uncommon, requires attunement by an Alchemist Artificer* These safe, rubbery gloves make you uniquely adept at handling your potions: you can administer an elixir to yourself, or to a willing or incapacitated creature within 5 feet of you as a bonus action. ### Belt of Relentless Fury *Wondrous item, uncommon, requires attunement by a Path of the Berserker Barbarian* When you suffer a level of exhaustion while wearing this thick hide belt, the belt lets out a loud bellow, and the exhaustion is removed. This effect can't occur again until the next dawn. Additionally, frightened creatures within your reach have their movement reduced to 0. ### Spiked Shoulder Plates *Wondrous item, common, requires attunement by a Path of the Battlerager Barbarian* These cumbersome, barbed pauldrons allow you to fight as if you were wearing spiked armor, but can be worn in combination with any armor or clothing (or lack of it) that you wish. ### Weapon of Storms *Weapon (any), uncommon, requires attunement by a Path of the Storm Herald Barbarian* As an action, you can invoke this magic weapon's stormy power and expend charges from the weapon to cast a spell from the table below. Your options depend on the environment you chose for your Storm Aura feature. You can cast and concentrate on a spell in this way even while you are raging. When you cast a spell with this weapon, the Spell Attack bonus is equal to 4 + your Proficiency bonus, and the Spell Save DC is equal to 12 + your Proficiency bonus. |Environment| Spell Options| |:-:|:-| |Desert| *thunderwave* (1 charge),
*ray of enfeeblement* (2 charges)
*blinding smite* (3 charges) |Sea| *fog cloud* (1 charge),
*misty step* (2 charges),
*call lightning* (3 charges) |Tundra| *armor of Agathys* (1 charge),
*silence* (2 charges),
*sleet storm* (3 charges), This item has 1 charge, and regains all charges whenever you finish a short or long rest. The number of charges increases by 1 when you reach 5th, 10th, 15th and 20th level in the Barbarian class. \columnbreak ### Animal Totem *Wondrous item, uncommon, requires attunement by a Path of the Totem Warrior Barbarian* While you are raging, you gain additional benefits based on your choice of totem at 3rd level: **Bear.** Your voice can be heard up to 300 feet away. **Eagle.** When a creature misses you with an attack, you can use your reaction to move up to half your speed. **Elk.** On your turn, as long as your speed is greater than 0, you ignore all effects that reduce your speed (such as difficult terrain, or grappling a creature). **Tiger.** The first time you hit a creature with a weapon attack on each of your turns, as long as you've moved at least 20 feet since your last turn, you deal an additional 1d6 damage. **Wolf.** If an affected creature gains advantage from your Totem Spirit feature, and already has advantage from another source, it rolls one additional die and takes the highest result. ### Hairband of Luscious Locks *Wondrous item, uncommon, requires attunement by a College of Glamour Bard* While wearing this hairpin, your fringe is trimmed stylishly and the rest of your hair grows full, rich, and glamorous until it reaches your elbows. As long as you are concentrating on an enchantment spell, your Mantle of Majesty doesn't require concentration. Additionally, you can expend a spell slot of 3rd level or higher to regain a use of your Mantle of Majesty (no action required). ### Veil of Befuddlement *Wondrous item, uncommon, requires attunement by a Trickster Cleric* You can use your action to change the faint pattern on this gossamer veil's fabric however you like. You can activate any of your Channel Divinity features as a bonus action. If you do so, your Channel Divinity lasts for 1 minute or until you dismiss it as a bonus action (without requiring concentration). Additionally, when you move, you can spend 5 feet of movement to exchange places with an illusion of yourself that you can see. ### Arcane Quiver *Wondrous item, uncommon, requires attunement by an Arcane Archer Fighter* This item has the properties of a *quiver of ehlonna*. Additionally, you can activate this item's magic as a bonus action to regain one use of your arcane shot. When you do so, the next time you make a ranged attack roll before end of your next turn, you roll one additional d20 and use the highest result rolled. Once you've used this feature twice, this item loses this property until the next dawn. \pagebreakNum ### Banneret of Allegiance *Weapon, uncommon, requires attunement by a Banneret or Purple Dragon Knight Fighter* While mounting this banneret on your back, you gain one additional use of your Second Wind feature, which recovers whenever you finish a short or long rest. Additionally, when you affect a prone creature with your Second Wind, it can use its reaction to stand up. ### Helm of Might *Wondrous item, uncommon, requires attunement by a Champion Fighter* This stalwart iron helm has 6 charges, and regains 1d6 charges each day at dawn When you make an ability check or saving throw that uses Strength, Dexterity or Constitution, you can expend a charge to replace the result with your score in that attribute. ### Bracers of the Hungry Elements *Wondrous item, uncommon, requires attunement by a Way of the Four Elements or Way of the Sun Soul Monk.* When you force a creature to make a saving throw against an effect that deals acid, cold, fire, lightning, or thunder damage, you can choose any number of creatures that failed the saving throw and spend 1 ki point for each. Each target is stunned until the end of your next turn. Additionally, when you spend 5 or more ki in a single turn, you regain all of your ki at the end of that turn. This item then loses its magic until the next dawn. ### Periapt of Pacifism *Wondrous item, uncommon, requires attunement by a Redemption Paladin.* Your sworn pacifism allows you to incapacitate your foes with peaceful ease. When you hit a creature with an unarmed strike, you can choose to forego all the attack's damage. If you do, roll 2d8 and add your Charisma modifier. For the next minute, if the target's health drops below that total, it falls asleep, unconscious. You can expend a spell slot to empower this effect: for each level of the spell slot expended, you roll an additional 1d8. ### Beastplate Armor *Armor (any), requires attunement by a Beastmaster Ranger's Animal Companion.* This mighty, supple armor adjusts elegantly to the form of any beast who dons it, and can't be worn by creatures that aren't beasts. Once an animal companion attunes to it, it also grants the benefits described below. The companion regains a minimum of 3 hit dice whenever it finishes a long rest, and if the companion has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher to return it to life with all its hit points restored after 1 minute. Additionally, you can sacrifice one of your attacks when you take the Attack action to command the companion to take an action of your choice. \columnbreak The armor has 6 charges, and regains 1d6 charges each day at dawn. The beast can expend these in the following ways: * When a creature ends its turn within 5 feet of the beast, it can expend a charge and use its reaction to either make an attack against the creature, or to move up to its movement without provoking opportunity attacks. * When the beast fails a saving throw against a magical effect, it can immediately expend a charge as a reaction to gain a +10 bonus to the saving throw, potentially turning it into a success. > #### Other Beastmaster Loot > Consider allowing the player to gain exotic animal companions of a higher CR, or of a size larger than medium, if they wish to. This works extremely well with the mechanics of the core beastmaster ranger - which limit its power enough to make it totally sensible. Use the following table to determine the approximate strength of the beast. >|Beast CR| Equivalent Item Rarity| >|:-:|:-| >|0 - 1/2| Common >|1 - 2| Uncommon >|3 - 4| Rare >|5 - 6| Very Rare >|7+| Legendary ### Pouch of Mighty Swarms *Component pouch, uncommon, requires attunement by a Swarmkeeper Ranger of 11th level or higher.* The component pouch is attached to a light wooden block carved ornately to resemble a hive dotted with tiny holes. The holes lead to a comfortable and well-furnished magical demiplane that is only accessible to your swarm. Whenever you take the Attack action, if you haven't yet moved on your turn, you can choose a number of hostile creatures up to your Wisdom modifier. Each target must be within 5 feet of you, or within 5 feet of an effect created using your Swarmkeeper Magic feature. Each target takes 1d8 piercing damage from your swarm. ### Death's Veil *Wondrous item, uncommon, requires attunement by an Assassin Rogue.* This black cloak lets you get the drop on foes with ease. While wearing this cloak, you can flick its gossamer veil over your face as an action to meld faintly with your surroundings. For the next hour, your movement makes no sound, and you are invisible to creatures more than 30 feet away from you. The cloak then loses its magic until the next dawn. \pagebreakNum ### Spectacles of Insight *Wondrous item, uncommon, requires attunement by an Inquisitive Rogue.* These ornate octagon-lensed spectacles highlight your foes' subtle tells and facial cues in stark purple-green contrast. While you wear these glasses, you have advantage on Wisdom (Insight) checks, and whenever you roll initiative, you can immediately use your Insightful Fighting on a creature you can see that isn't incapacitated. ### Cane of the Mastermind *Wondrous item, uncommon, requires attunement by a Mastermind Rogue.* This ornate cane is capped with a bust of a crow's head with a ruby inlaid in its left eyesocket. The cane has six charges, and regains 1d6 charges each day at dawn When you help a creature, you can expend a charge and choose Dash, Disengage, or Hide. On its next turn, the target of your help gains an additional action which it can use only to take the action you specified. ### *Wondrous item, uncommon, requires attunement by a Pact of the Chain warlock.* >## Notable Absences >##### War Clerics >There's a common complaint that *spiritual weapon* is stronger than the War Priest feature. However, virtually any magic weapon will make a war cleric function nicely. I suggest the *mace of disruption.* It's also a fantastic multiclass. > >___ > >##### Wild Magic Sorcerer >Make a note to yourself to use Tides of Chaos every single time it is possible to do so. \pagebreakNum ### Find Animal Companion *2nd-level conjuration, Ranger* ___ - **Casting Time:** 10 minutes - **Range:** 10 feet - **Components:** V, S, M (A morsel of food) - **Duration:** Instantaneous --- You summon a spirit that assumes the form of a loyal and powerful animal companion, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the companion takes on a form that you choose: it can be any beast of medium size or smaller, with a CR of 1/4 or lower, such as a panther, a wolf, or a giant frog (your DM might allow other animals to be summoned as animal companions). The companion copies the statistics of the chosen form, though it is a fey instead of a beast. The companion has a +3 bonus, called its companion bonus, that it adds to its attack rolls, damage rolls, ability checks and saving throws, as well as to its AC. The companion has a number of d6 hit dice equal to your ranger level, and calculates its hit points accordingly. The companion obeys your commands as best as it can. In combat, it takes its turn on your initiative. On your turn, you can verbally command the companion where to move (no action required by you). When you take the Attack action, you can sacrifice one of your attacks to verbally command it to take an action presented in its stat block (other than Multiattack), or to take another action. If you don't issue a command, the companion takes the Dodge action. \columnbreak If you are incapacitated or absent, your animal companion acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack. Its attacks are treated as magical for the purpose of overcoming resistance and immunity. When the animal companion drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your animal companion at any time as an action, causing it to disappear. In either case, casting this spell again summons the same animal companion, restored to its hit point maximum. You can't cast this spell if you have another creature bonded by this spell. As an action, you can release the companion from its bond, causing it to disappear into the wilderness. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the beast's companion bonus increases by 1 for each level above the 2nd, to a maximum of +6. Additionally, it gains a larger hit die: a d8 for a 3rd level slot, a d10 for a 4th level slot, or a d12 for a slot of 5th level or higher. \pagebreakNum # old abandoned content please dont read lmao ## The Traditional Ranger + #### Natural Learning *Optional 1st-level Ranger feature, enhances Favoured Enemy and Natural Explorer.* By spending 8 hours exploring a particular terrain, you can add it to your list of Favoured Terrains. Additionally, by spending 8 hours in close contact with a creature from a particular creature type, you can glean enough information to add it to your list of Favoured Enemies. #### Primeval Foresight *Optional 6th-level Ranger feature, fills a power vacuum left at 6th level* Starting at 6th level, whenever you finish a long rest, you can choose a number of Ranger spells equal to twice your Wisdom modifier (minimum of 2). The spells must be of a level that you can learn, and must be from the Divination school of magic. You learn the chosen spells, and can cast them using your spell slots until you next finish a long rest. You can also cast the chosen spells as rituals if they have the ritual tag. #### Hide in Plain Sight You gain this feature at 1st level. At 10th level, you instead gain an additional Ability Score Increase. \pagebreakNum ## Beast Master Revamped --- This isn't a fix, just a medium-strength alternative designed for fans of customisation. If you want a pet lion, a cool new mount, early shared spells, a pocket monster team, multiple beasts, or simply the of the original Beast Master and the UA Beast Master on a reasonably simple shell, this is the Pact of the Chain knockoff rework for you. If the new features aren't to your liking, feel free to ignore them! #### Ranger's Companion At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. You learn the *find familiar* spell, and you can cast it as a ritual. The spell doesn't count against your number of spells known. You can cast the spell to gain the service of a resilient, powerful and loyal familiar known as an animal companion. Your animal companion is a beast, and can be any beast that is no larger than Medium of CR 1/4 or lower. Alternatively, you can select a companion from among the following additional animals: an **ape**, a **black bear**, an **axe beak,** or a **reef shark**. This familiar comes forth from the wild, so your DM might pick an animal for you, based on the surrounding terrain and on what types of creatures would be present in it. Your animal companion acts on your initiative count, and it is able to attack make opportunity attacks. It can't take an Attack action of its own accord, though it can take other actions as normal. When you take the Attack action, you can forgo one of your own attacks to allow an animal companion to make one attack as an action. Add your proficiency bonus to the companion’s AC, attack rolls, damage rolls, and saving throws, as well as to any skills it is proficient in. Your animal companion has a 1d8 hit die for each level you have gained in this class, and it calculates its hit points accordingly. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion shares your alignment, and might have a trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” |d6| Trait| |:-:|:-| |1| I’m dauntless in the face of adversity. |2| Threaten my friends, threaten me. |3| I stay on alert so others can rest. |4| People underestimate me. I use that to my advantage. |5| I have a knack for showing up in the nick of time. |6| I put my friends’ needs before my own in all things. |d6| Flaw| |:-:|:-| |1 |If there’s food left unattended, I’ll eat it. |2 |I’m distractable, and I often wander off |3 |Any time is a good time for a belly rub. |4 |I’m deathly afraid of water. |5| My idea of hello is a flurry of licks to the face. |6 |I jump on creatures to tell them I love them. \columnbreak >##### Two-Weapon Beast Fighting >Since you now forgo one of the attacks you make when you take the attack action, you can now use the companion's attack in conjunction with two-weapon fighting and Extra Attack. #### Wild Tactician Beginning at 7th level, your animal companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, you gain one of the following features: **Beast’s Defense.** While your companion can see you, it has advantage on all saving throws. **Exceptional Training.** Your companion can take the Dash, Disengage, Dodge, or Help action as a bonus action. **[New] Falconeer.** If the companion’s CR is 0, it can take the Attack action even if you haven’t instructed it to do so. When it attacks uninstructed, it can’t add your proficiency bonus to any damage rolls. #### Bestial Fury At 11th level, you gain one of the following features: **Multiattack.** When you command your animal companion to take the Attack action, the animal can make two attacks, or it can take the Multiattack action if it has that action. Alternately, when you command it to take the Attack action, it can can use its action to make melee attacks against any number of creatures within 5 feet of it, with a separate attack roll for each target. **[New] Powerful Companions.** You can adopt any beast of CR 1 or lower as an animal companion, even if it’s Large in size. Additionally, all your companions’ hit dice increase to d12s, and their hit points increase accordingly. **[New] Twin Companions.** You summon up to two animal companions at a time with *find familiar*, rather than one. You control both companions. If one companion makes an attack, the other companion can't attack until the start of your next turn. #### Beast Defender Once you reach 15th level, you gain one of the following features: **[New] Pack Bond.** While you and your animal companion are within 10 feet of each other, neither of you can be reduced below 1 hit point unless you are both at 1 hit point or lower. **[New] Companions in Arms.** When an attacker you can see hits your companion with an attack, you can use your reaction to instantly teleport to an unoccupied space within 5 feet of your companion. If you do, you halve the attack’s damage against it. **Spell Sharing.** When you cast a spell targeting yourself, you can also affect one animal companion with the spell if it is within 30 feet of you. \pagebreakNum
##### Eligible Animal Companions This is a list of all available companions from the Monster Manual, tabulated by challenge rating, with attack roll and damage roll values updated to reflect the subclass' effects. The table is also completely accurate for the original beast master subclass, from the Boar onwards. |Beast|CR|Size|Speed|Features|AC|Attack Roll|Damage Roll and Effects |:-:|:-:|:-:|:-:|:-|:-:|:-:|:-:| |Ape|1/2|Medium| 30ft., climb 30ft. |Athletics, Perception|14|+7| 1d6+5 bludgeoning, Melee or Ranged (25/50) |Black Bear|1/2|Medium|40ft., climb 30ft. | Perception, Keen Smell |13| +6| 2d4+4 slashing |Reef Shark|1/2|Medium|0 ft., swim 40 ft. |Perception, Pack Tactics, Water Breathing, Blindsight 30 ft.|14|+6| 1d8+4 piercing |Axe Beak|1/4|Large| 40 ft.|-|12|+5| 1d8+4 bludgeoning |Boar|1/4|Medium|40 ft.|Charge, Relentless|13|+5| 1d6+3 |Giant Badger| 1/4|Medium|30ft., burrow 10ft. | Keen Smell, Darkvision 30 ft.|12|+3| 2d4+3 slashing |Giant Centipede|1/4|Small|30ft., climb 30ft. |Blindsight 30ft. |15|+6| 1d4+4 piercing + 3d6 poison (DC 11 Con) |Giant Frog|1/4|Medium|30ft., swim 30 ft. |Perception, Stealth, Amphibious, Standing Leap, Darkvision 30 ft.| 13|+5| 1d6+3 + grapple (DC 11 Str), Swallow |Giant Poisonous Snake| 1/4|Medium|30ft., swim 30ft. |Blindsight 10ft.|16|+8| reach, 1d4+6 piercing + 3d6 poison (DC 11 Con, half on success) |Giant Wolf Spider|1/4|Medium|40 ft., climb 40 ft. | Perception, Stealth, Spider Climb, Web Sense, Web Walker, Blindsight 10ft., darkvision 60ft. |15| +3| 1d6+3 piercing + 2d6 poison (DC 11 Con, half on success) | Panther| 1/4|Medium|50 ft ., climb 40ft. | Keen Smell, Pounce|14|+6| 1d6+4 Piercing |Pteranodon| 1/4| Medium|10ft., fly 60ft. | Perception, Flyby|15|+5| 2d4+3 piercing |Wolf|1/4|Medium|40 ft.| Perception, Stealth, Keen Hearing and Smell, Pack Tactics|13| +6| 2d4+4 piercing + prone (DC 11 Str) |Blood Hawk|1/8|Small|10ft., fly 60ft. |Keen Sight, Pack Tactics|14|+6| 1d4+4 |Flying Snake|1/8|Tiny|30 ft.,fly 60 ft., swim 30ft. |Flyby, Blindsight 10 ft.|16|+8| 3 piercing + 3d4 poison |Giant Crab|1/8|Medium|30ft., swim 30ft. |Stealth, Amphibious, Blindsight 30ft. | 17|+5| 1d6+3 bludgeoning + grapple (DC 11 Str) |Giant Rat| 1/8|Small|30ft.|Keen Smell, Pack Tactics, Darkvision 60ft. |14| +6| 1d4+4 piercing |Giant Rat (Diseased)| 1/8|Small|30ft.|Keen Smell, Pack Tactics, Darkvision 60ft. |14| +6| 1d4+4 piercing + disease (DC 10 Con) |Giant Weasel|1/8|Medium| 40 ft.|Perception, Stealth, Keen Hearing and Smell|15|+7| 1d4+5 piercing| |Mastiff|1/8|Medium|40 ft.|Perception, Keen Hearing and Smell|14|+5| 1d6+3 piercing + prone (DC 11 Str)| |Mule|1/8|Medium|40 ft.|Beast of Burden, Sure-Footed|12|+4| 1d4+4 bludgeoning |Poisonous Snake|1/8|Medium|30ft., swim 30ft. |Blindsight 10ft.|16|+7| reach, 3 piercing + 2d4 poison (DC 11 Con, half on success) |Pony|1/8|Medium|40 ft.|-|12|+4| 2d4+4 bludgeoning |Stirge|1/8|Tiny|10 ft., fly 40 ft.|Darkvision 60 ft. |16|+7| 1d4+5 + Blood Drain (1d4+3)
\pagebreakNum
##### Eligible Animal Companions |Beast|CR|Size|Speed|Proficiencies and Features|AC|Attack Roll|Damage Roll and Effects |:-:|:-:|:-:|:-:|:-|:-:|:-:|:-:| |Baboon|0|Small|30ft., climb 30ft. | Pack Tactics | 14|+3| 1d4+1 piercing |Badger|0|Tiny|20ft., burrow 5 ft. | Keen Smell, Darkvision 30ft |12 |+4| 3 piercing |Bat|0|Tiny|5 ft., fly 30ft. | Echolocation, Keen Hearing, Blindsight 60ft.| 14|+2| 3 piercing |Cat|0| Tiny|40ft., climb 30ft.|Perception, Stealth, Keen Smell|14|+2| 3 slashing |Crab|0|Tiny|20 ft. , swim 20ft. |Stealth, Amphibious, Blindsight 30ft.|13|+2| 3 bludgeoning |Deer|0|Medium|50ft.|-|15|+4| 1d4+2 piercing |Eagle|0|Small|10 ft., fly 60 ft. |Perception, Keen Sight|14|+6| 1d4+4 slashing |Frog|0|Tiny|20ft., swim 20ft. |Perception, Stealth, Amphibious, Standing Leap, Darkvision 30 ft.|13|-|- |Giant Fire Beetle|0|Small|30 ft.| Illumination, Blindsight 30ft.| 15| +3| 1d6+1 slashing |Goat|0|Medium|40ft.|Charge, Sure-Footed|12|+5| 1d4+3 bludgeoning |Hawk|0|Tiny|10ft., fly 60ft. |Perception, Keen Sight|15|+7| 3 slashing |Hyena|0|Medium|50ft.|Perception, Pack Tactics|13|+4| 1d6+2 piercing |Jackal|0|Medium|40ft.|Perception, Keen Hearing and Smell, Pack Tactics|14|+3| 1d4+1 piercing |Lizard|0| Tiny|20ft., climb 20ft.|Darkvision 30ft.|14|+2| 3 piercing |Octopus|0|Small|5 ft., swim 30ft. |Perception, Stealth, Hold Breath,
Underwater Camouflage, Water Breathing, darkvision 30ft.|14|+6| 3 bludgeoning + grapple (DC 10 Str), Ink Cloud |Owl|0|Small|5 ft., fly 60 ft. |Perception, Stealth, Flyby, Keen Hearing and Sight, Darkvision 120ft.|13| +5| 3 slashing |Quipper|0|Tiny|0 ft., swim 40ft. |Blood Frenzy, Water Breathing, Darkvision 60 ft.|15|+7| 3 piercing |Rat|0|Tiny|20ft. | Keen Smell, Darkvision 30ft. | 12|+2| 3 piercing |Raven|0|Tiny|10ft., fly 50 ft. | Perception, Mimicry|14|+6| 3 piercing |Scorpion|0|Tiny|10ft. | Blindsight 10ft.|13|+4| 3 piercing, 1d8 poison
(DC 9 Con, half on success) |Sea Horse|0|Tiny|0 ft., swim 20ft. |Water Breathing|13|-|- |Spider|0|Tiny|20 ft., climb 20 ft. | Stealth, Spider Climb, Web Sense, Web Walker, Darkvision 30ft. |14| +4| 3 piercing + 1d4 poison
(DC 9 Con) |Vulture|0|Medium|10ft., fly 50ft. |Perception, Keen Sight and Smell, Pack Tactics|12|+4| 1d4+2 piercing |Weasel|0|Tiny|30 ft.|Perception, Stealth, Keen Hearing and Smell|15|+7| 3 piercing
\pagebreakNum ## Way of the Elementalist This rework is another effort in wish fulfilment, designed with the aim of futureproofing the subclass, maintaining its mechanics, adding better noncombat options, opening it up to free experimentation with every element-esque spell ever printed, and empowering its evocations at 6th and 11th level. It also removes the original unique elemental disciplines, for simplicity. ##### Way of the Elementalist | Monk Level | Feature | |:----:|:-------------| | 3rd | Elemental Spellcasting, Elemental Attunement | | 6th | Quickened Casting | | 11th | Elemental Ward | | 17th | Magical Flurry #### Elemental Spellcasting When you choose this tradition at 3rd level, you learn to convert ki into spell slots to cast elemental magic. **Cantrips.** You learn four cantrips from the wizard spell list. **Ki Spell Slots.** You do not have any innate spell slots. Whenever you wish to cast a spell, you spend ki points to create one spell slot. Creating the spell slot costs a number of ki points equal to the slot’s level. The created spell slot vanishes once the spell is cast. The maximum number of ki points you can spend at a time to create a spell slot in this way is determined by your Monk level, as shown in the Maximum Ki per Spell column of the Way of the Four Elements Spellcasting table. When you cast a spell with this feature, you ignore its material components. **Spells Known of 1st-Level and Higher.** You know three 1st level spells, all of which must be element-like spells. The Spells Known column of the Way of the Four Elements Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be element-like spells. The spell must also be of a level equal to or lower than your Known Spell Level, as shown in the Way of the Four Elements Spellcasting table. Whenever you gain a level in this class, you can replace one of the spells you know with another element-like spell of your choice. The new spell must be of a level equal to or lower than your Known Spell Level. **Element-Like Spells.** An element-like spell is any spell of 1st level or higher that satisfies the following two conditions. First, the spell's description must reference at least one of the following damage types: **acid**, **bludgeoning**, **cold**, **fire**, **lightning,** or **thunder**. Second, the spell's description must not reference any other damage types. All spells obeying these restrictions are listed below. **Spellcasting Ability.** Wisdom is your spellcasting ability for any spells you learn using this feature, since you learn spells using your Ki. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Ki save DC when setting the saving throw DC for a spell you cast using this feature, and you use your Wisdom modifier when making an attack roll with one.
**Spell attack modifier** =
your proficiency bonus +
your Wisdom modifier
\columnbreak ##### Way of the Elementalist Spellcasting | Monk Level | Spells Known | Known Spell Level | Maximum Ki per Spell| |:---:|:---:|:---:|:---:| | 3rd | 3 | 1 | 1 | | 4th | 4 | 1 | 1 | | 5th | 4 | 1 | 2 | | 6th | 4 | 1 | 2 | | 7th | 5 | 2 | 2 | | 8th | 6 | 2 | 2 | | 9th | 6 | 2 | 3 | | 10th | 7 | 2 | 3 | | 11th | 8 | 2 | 3 | | 12th | 8 | 2 | 3 | | 13th | 9 | 3 | 4 | | 14th | 10 | 3 | 4 | | 15th | 10 | 3 | 4 | | 16th | 11 | 3 | 4 | | 17th | 11 | 3 | 5 | | 18th | 11| 3 | 5 | | 19th | 12 | 4 | 5 | | 20th | 13 | 4 | 5 | #### Elemental Attunement Beginning at 3rd level, you can use your action to briefly control elemental forces within 30 feet of you, causing one of the following effects of your choice: * Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone. * Instantaneously light or snuff out a candle, a torch, or a small campfire. * Chill or warm up to 1 pound of nonliving material for up to 1 hour. * Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute. #### Quickened Casting Starting at 6th level, you can use a spell slot you created by spending ki points to cast a spell with a casting time of 1 action as a bonus action. Once you use this feature, you must finish a short or long rest before you use it again. #### Elemental Ward At 11th level, you can protect your allies from your surges of elemental power. Whenever you see a creature within 60 feet of you take acid, cold, fire, lightning or thunder damage, you can use your reaction to grant the target resistance to damage of that type until the start of your next turn. #### Magical Flurry Starting at 17th level, when you take the Cast a Spell action on your turn, you can make an unarmed strike as a bonus action or use your Flurry of Blows. \pagebreakNum ## Element-Like Spells
#### Player's Handbook ##### Cantrips (0 Level) - Acid Splash - Blade Ward - Chill Touch - Dancing Lights - Fire Bolt - Friends - Light - Mage Hand - Mending - Message - Minor Illusion - Poison Spray - Prestidigitation - Ray of Frost - Shocking Grasp - True Strike ##### 1st Level - Armor of Agathys - Burning Hands - Hellish Rebuke - Searing Smite - Thunderwave - Witch Bolt - Wrathful Smite ##### 2nd Level - Flame Blade - Flaming Sphere - Melf's Acid Arrow - Scorching Ray - Shatter - Heat Metal ##### 3rd Level - Call Lightning - Elemental Weapon - Fireball - Lightning Arrow - Lightning Bolt - Meld into Stone - Protection from Energy - Sleet Storm ##### 4th Level - Control Water - Evard's Black Tentacles - Fire Shield - Ice Storm - Wall of Fire #### Xanathar's Guide to Everything ##### Cantrips (0 Level) - Control Flames - Create Bonfire - Frostbite - Gust - Infestation - Mold Earth - Shape Water - Thunderclap - Toll the Dead ##### 1st Level - Absorb Elements - Catapult - Earth Tremor - Ice Knife ##### 2nd Level - Aganazzar's Scorcher - Dust Devil - Maximilian's Earthen Grasp - Pyrotechnics - Snilloc's Snowball Swarm \columnbreak ##### 3rd Level - Erupting Earth - Flame Arrows - Melf's Minute Meteors - Tidal Wave - Thunder Step - Wall of Water ##### 4th Level - Elemental Bane - Storm Sphere - Vitriolic Sphere
\pagebreakNum ## Optional Features #### All Martial Classes ## Versatile Attack *7th-level optional feature for barbarian, fighter, monk, paladin, ranger. 11th-level optional feature for rogue.* --- When you use your action to Dash, Disengage, Help, Hide, Search or Use an Object, you may make one weapon attack as part of the same action. Also, when you improvise an action, you may make one weapon attack as part of that action. #### Monk ## Dancing Strikes *5th-level optional monk feature (replaces Stunning Strike)* --- Whenever you hit a creature with a melee weapon attack, you can spend 1 ki point to activate one of the following effects. Once a creature fails a saving throw against one of these effects, you can’t target it with any of these effects until the start of your next turn. **Dazing Uppercut.** The target must succeed on a Constitution saving throw. On a failed save, it has disadvantage on attack rolls and ability checks for the next minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. **Gut Punch.** The target must succeed on a Strength saving throw. On a failed save, the attack deals an additional 2d6 damage and the target is pushed 10 feet directly away from you. **Pressure Points.** The target must succeed on a Constitution saving throw or be incapacitated until the end of its next turn. While it's incapacitated, its speed is reduced to 5 feet. **Whirlwind of Fists.** Each target of your choice that you can see within 5 feet of you must succeed on a Dexterity saving throw or take damage equal to your martial arts die and fall prone. \columnbreak #### Sorcerer ## Burst Magic *2nd-level optional sorcerer feature (replaces Font of Magic and sorcery points)* --- Burst sorcerers like to start combat with a bang. You tap into a deep wellspring of magic within yourself, represented by sorcery points, which allow you to create a variety of magical effects. #### Mana Battery You channel energy within you, unleashing it in flashy bursts. If you cast a spell on your first turn of combat, you can cast it with any number of your metamagics applied to it. You don't have to spend any sorcery points on these metamagics, but the total sorcery point cost of the metamagics can't exceed your proficiency bonus. #### Limited Sorcery Points You have a number of sorcery points equal to half your level in this class (rounded up). You regain all spent sorcery points when you finish a long rest. #### Sorcerous Mastery When you cast a spell with a spell slot, you can spend 1 sorcery point to increase the slot's level by 1. You can't increase the slot's level above 5th level in this way. Once you reach 7th level, you can now spend 1 or more sorcery points to increase the slot's level by 1 for each sorcery point expended. You can't increase the slot's level above 5th level in this way. ## Channeled Magic *2nd-level optional sorcerer feature (replaces Font of Magic and sorcery points)* --- Channel sorcerers freely enchant all spells they cast at higher levels. You tap into a deep wellspring of magic within yourself, represented by sorcery points, which allow you to create a variety of magical effects. #### Channel Magic Whenever you cast a spell using a higher level slot, the first metamagic you apply to the spell costs 1 less sorcery point. #### Limited Sorcery Points You have a number of sorcery points equal to half your level in this class (rounded up). You regain all spent sorcery points when you finish a long rest. #### Metamagic Knowledge As a bonus action, you can expend 1 sorcery point and choose a metamagic. Until you next refresh your sorcery points, you know the chosen metamagic. ## Sorcerous Recovery *6th-level optional sorcerer feature* --- Your sorcery points now recover when you finish a short or long rest. Additionally, you learn a metamagic of your choice. Once you gain this feature, whenever you create a spell slot using Font of Magic, the slot vanishes when you finish a short or long rest. \pagebreakNum ## Warlock ### Pact of the Trinket You receive a pact trinket - a spellcasting ingredient brought into being by your patron. The pact trinket grants exclusive access to certain cantrips. It might be a beautifully engraved arrowhead, a swiveling eye in a jar, or an iron-wrapped ruby housing a damned soul. You also choose two eldritch blast cantrips: *eldritch blast*, *burst eldritch blast*, *chain eldritch blast*, *dancing eldritch blast* or *feeding eldritch blast*. You learn the chosen cantrips, and they don't count against your number of cantrips known. As a bonus action while you're holding the pact trinket, you can replace one eldritch blast cantrip you know with another eldritch blast cantrip of your choice. If you ever lose your pact trinket, you can destroy it and receive a new one by completing a 1 hour ritual. A pact trinket is also destroyed if you die. Any eldritch invocations that apply to *eldritch blast* (except eldritch spear) apply to all of the eldritch blast cantrips. #### Burst Eldritch Blast *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (A pact trinket, which must be provided) - **Duration:** Instantaneous --- A beam of explosive energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage. Additionally, other creatures within 5 feet of the target take 1d4 fire damage. *(For the purposes of Agonizing Blast, this doesn't count as being hit)* The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Chain Eldritch Blast *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S, M (A pact trinket, which must be provided) - **Duration:** Instantaneous --- You make a melee spell attack against any number of creatures you can touch within 5 feet of you. On a hit, a target takes 1d4 lightning damage. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Dancing Eldritch Blast *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** M (A pact trinket, which must be provided) - **Duration:** Instantaneous --- A beam of mischievous energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage and you immediately teleport into an unoccupied space of your choice within 10 feet of them. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Feeding Eldritch Blast *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (A pact trinket, which must be provided) - **Duration:** 1 round --- A beam of leeching energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 necrotic damage and you gain an equal number of temporary hit points. These temporary hit points last until the start of your next turn. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Eldritch Invocation: Shaped Blast *Prerequisite: 12th level, Pact of the Trinket* --- As an action, you can emit an instantaneous shockwave of your patron's energy. The blast can take the shape of a 15 foot cube originating from you, a 30-foot cone originating from you, or a 10 foot sphere originating from a point you can see within 60 feet of you. The blast hits all creatures within this area. Each creature hit by the blast must succeed on a Dexterity saving throw against your spell save DC, taking 3d10 force damage on a failed save, or half as much on a success. Any eldritch invocations that apply to eldritch blast (except eldritch spear) apply to this feature. \pagebreakNum #### Balance ##### Dancing Strikes sacrifices power for options. Stunning Strike is essentially a 1 ki point *command* (choosing the grovel option) with the added bonus of costing zero actions, bypassing magic resistance, removing the target’s reaction, and offering advantage on all attacks against the target for its duration. Because of this, I have a large amount of breathing room. So I’ve replaced command with different 1st-level spells, and made the effects weaker than the spells rather than stronger. - Dazing Uppercut adds *cause fear* but with poison rather than frightening (a weaker condition). - Gut Punch is a weaker version of *thunderwave*. - Pressure Points is a weaker version of Stunning Strike - Wild Swing is a short range, mildly stronger *earth tremor*. The limitation "Once a creature fails a saving throw against one of these effects, you can’t target it with any of these effects until the start of your next turn." is important because this is also true of Stunning Strike (i.e. you gain no benefit from successfully stunning something twice in the same turn). ##### Burst Magic and Channeled Magic Both of these features halve your sorcery points (favourably), but make them do more and recover faster. Rewards new players for doing what they want to do (upcast big fireballs and make them huge). Better early levels, and roughly equal later. **Metamage** gives sorc a sweet little niche and reduces the competition for sorcery points. Intended to overcompensate for the reduced quantity of sorcery points available. **Metaknowledge** gives something for sorcery points to do at 2nd level. It could be substituted for "when you reach 2nd level you learn a metamagic of your choice. The metamagic must cost 2 sorcery points or fewer." **Channeler** has a similar effect to metamage but synergises with expensive metamagics rather than cheap ones. **Sorcerous Mastery** replicates the impact of Font of Magic's flexible casting. Could be substituted for Metaknowledge etc.
### Flexible Spell Slots *10th-level optional sorcerer feature that i deleted from Sorcery because it's a bit janky*
You can interconvert your spell slots at will. You can use an action and expend one or more spell slots to recover one or more of your expended spell slots. The new spell slots must have a combined level equal to or less than the total level of the slots expended. For example, you could expend three 1st level slots as an action to recover an expended 3rd level slot. Alternately, you could expend a 1st and 3rd level slot to recover two 2nd level spell slots. #### Alternate Metamage Whenever you cast a 1st level spell with a spell slot, the first metamagic you apply to the spell costs 1 less sorcery point. This benefit extends to higher level spells as you gain levels in this class - to 2nd level spells at 10th level, and 3rd level spells at 14th. #### New Spell: Multispell *3rd-level enchantment, Sorcerer* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (calcite worth 50gp, which the spell consumes) - **Duration:** Instantaneous ___ *Multispell* allows you to cast two spells at once. Choose two different 1st-level spells with a casting time of 1 action that you know. You cast both the chosen spells at their lowest level as part of the action used to cast this spell. You must provide the components for both spells. If both spells require concentration, you concentrate on both simultaneously, and you can end concentration on one of the spells while maintaining concentration on the other. If your concentration is broken by any other means, you cease concentrating on both spells. **At Higher Levels.** When you cast this spell using a slot of 5th level or higher, the spells you choose can have a level equal to or lower than half the slot level expended. #### Bladed Eldritch Blast *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, M (A pact trinket, which must be provided, and a melee weapon worth at least 1 sp) - **Duration:** 1 round --- You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes enrobed in enfeebling energy until the start of your next turn. While the energy persists, the target has disadvantage on Strength and Dexterity checks. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d10 necrotic damage to the target on a hit. This damage roll increases by 1d10 at 11th level (2d10) and again at 17th level (3d10). When you temporarily dismiss your animal companion, you can have it momentarily cease to be your companion. When you do this, as part of the same action, you can call upon a beast of a different variety that you have dismissed in the same way. That beast appears in an unoccupied space within 5 feet of you, immediately becoming your companion. You have six uses of this feature, and you regain any expended uses when you finish a long rest. #### The Elementalist ##### Cantrips - Snow Flurry ##### 1st Level - Aqua Jet - Elemental Defense - Fire Seeds ##### 2nd Level - Burrow - Charge Lightning ##### 3rd Level - Conjure Pit - Poison Sting