Soren's Spotlight

by SilentSoren

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Bardic School: College of the Reaper

Bards of the College of the Reaper use the power of song to assist them in helping the souls of the dead to move on. Their songs often take a unique style which involves speaking passionately and rhythmically in complex phrases known as rapping, which is often mistaken as death chants and curses. When instrumentation is included it is often simple beats of percussion instruments or light instrumentation meant to be secondary to their strange song.

From souls trapped by a necromancer that need to be freed to punishing a wicked criminal that took the life of the innocent, Reapers set out to ensure the cycle of life and death continues as it should.

Dead Beat

3rd level College of Reaping feature
You gain proficiency with medium armor, shields and martial weapons.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Could You Please RIP

3rd level College of Reaping feature
As a bonus action, you can expend one use of your Bardic Inspiration to perform one of your deadly verses for a creature within 60ft. of you that can hear you, cursing the creature for one minute. Until the curse ends you gain the following benefits:

  • You gain a bonus to your first attack roll against the cursed target on your turn. The bonus equals your Charisma modifier.

  • Your damage rolls against the cursed target deal 2 bonus necrotic damage. This damage increases by 1 when you reach the 5th, 9th, 13th and 17th Bard level.

  • If the cursed target dies, you roll your bardic inspiration die and recover hit points equal to the result.

Extra Attack

6th level College of Reaping feature
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Live Again

14th level College of Reaping feature
When your hit points are reduced to 0 and you are not killed out right, the music of your soul rings out and fills you with life. As a reaction, you may expend one Bardic Inspiration die to instantly heal yourself. You roll the expended Bardic Inspiration Die, gaining hit points equal to the result + your Charisma modifier.


Artist Credit: @KeeUUU_ on Twitter

Rogue Archetype: Investigator

Investigators are rogues for hire who take on a wide array of cases in search of truth and knowledge for their clients. With a sharp mind backed by a selection of alchemic concoctions, investigators will do anything to come out on top.

Detective's Eye

3rd level Investigator feature
As a bonus action, you are able to make Intelligence (Investigation) or Wisdom (Perception) skill checks.

Watson's Concoctions

3rd level Investigator feature
You gain proficiency with alchemist supplies. While in possession of alchemist supplies during a long rest you may create a number of concoctions equal to your Intelligence ability modifier. Each concoction you create costs 1 gold in supplies. Your concoctions are completed when you complete the long rest and remain effective for 24 hours after completion.

You decide the delivery method of each concoction: Contact (as an ointment), Ingested (as a dissolvable tablet) or Injury (as poison applied to weapons). When applied to a weapon, the concoction will stay potent for one minute. After you strike a creature with the weapon, the concoction’s effect fades from the weapon. A creature experiencing exposure to your concoction must make a Constitution saving throw equal to:

Concoction Save DC= 8 + your proficiency bonus + your Intelligence modifier

When you create a concoction, you select one of the following effects:

  • Paralysis: The affected creature suffers the paralyzed condition for 1 minute on a failure. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.

  • Poison: The affected creature takes #d6 poison damage and suffers the Poisoned condition for 1 minute on a failure and resists the poison and takes half as much damage on a success. # is equal to half your rogue level rounded up.

  • Sleep: The affected creature falls Unconscious for 1 hour. The creature wakes up if it takes damage or if another creature uses its action to shake it awake.

Sharpened Skills

9th level Investigator feature
When you make a Wisdom (Perception) check or Intelligence (Investigation) check as an action, you make the check with advantage.

Additionally, you may create supportive concoctions to assist yourself and your allies. You can create concoctions that give the following spell effects: Cure Wounds, Darkvision, Enhance Ability (you decide the improved ability score at the time of creation) and False Life.

Spell effects with concentration are not subject to concentration checks when you take damage but end if you are knocked unconscious. Intelligence is your spell casting ability for these effects and these effects last their entire duration.

Watson's Special Menu

13th level Investigator feature
When creating concoctions, you are able to create a concoctions with the following spell effects: Fear, Haste, Hypnotic Pattern, Slow, or Water Breathing.

Zooming Production

17th level Investigator feature
You've become exceptionally quick at mixing your concoctions. You are now able to create twice the number of concoctions you normally can create in 8 hours at half the cost.

Additionally, you can create a number of concoctions equal to your Intelligence modifier over the course of a short rest. You may create concoctions in this expedited way once, use of this feature refreshing after completing a long rest.


Artist Credit: @j_cstr on Twitter

Sacred Oath: Oath of the Phoenix

Paladins who take the Oath of the Phoenix vow to be a force of good in the world. They offer their souls to be reborn time and time again to continue their quest to act as shining beacons of compassion and justice for the world. Though they maintain hazy memories of their past lives, they feel their hearts compelled to uphold their vow in all their future lives.

Tenets of the Phoenix

The Tenets of the Phoenix push paladins to be a shining light for all they encounter in the world.

Passion. Live a life full of energy and optimism and enthusiasm, and strive inspire this feeling in others.

Compassion. Embrace everyone with a warm heart and reach out to all with a kind hand.

Hope. No matter how bad the situation, you can rise again and overcome it.


Artist Credit: @hukeweb on Twitter

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Burning Hands, Feather Fall
5th Scorching Ray, Gust of Wind
9th Fireball, Fly
13th Freedom of Movement, Wall of Fire
17th Flamestrike, Reincarnate

Channel Divinity

3rd level Oath of the Phoenix feature
You gain the follow two Channel Divinity options.

Phoenix Feather. As an action, you spend at least 5 hit points from your Lay on Hands pool to create a magical feather which lasts for 1 minute. A creature that is reduced to 0 hit points but is not killed outright while in possession of the feather recovers hit points equal to the number of hit points spent to create it. After a creature recovers hit points in this way the feather fades away.

Ashen Flames. As a reaction when you are reduced to 0 hit points and are not killed outright, you release a burst of flames in a 10ft. radius around you. All creatures in the area make a Dexterity saving throw against your spell save DC, taking 2d10 fire damage on a failure and half as much on a success. This damage is increased by 1d10 at the 5th, 9th, 13th and 17th levels.

Aura of Shelter

7th level Oath of the Phoenix feature
You and friendly creatures within 10ft. of you are protected from negative effects due exposure to a cold environment. Additionally, when a creature protected by Aura of Warmth takes damage, you may use your reaction to reduce the damage by your proficiency bonus.

At the 18th level, the range of this aura increases to 30ft.

Rise from Ashes

15th level Oath of the Phoenix feature
When you use your Ashen Flames channel divinity option, you gain 1d10 hit points.

Phoenix Form

20th level Oath of the Phoenix feature
You are able to imbue yourself with the power of a Phoenix for 1 minute, cloaking your body in flames and sprouting wings of fire from your back. You gain the following benefits:

  • At the start of each of your turns you regain 10 hit points
  • You gain a fly speed of 60ft.
  • Any hostile creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
  • Your weapon attacks deal bonus fire damage equal to your Charisma modifier.
  • You gain immunity to fire damage.

Once you use this feature, you can't use it again until you complete a long rest.

Warlock Patron: The Ancient Ones

You've formed a pact with The Ancient Ones, mysterious beings who left behind magical tomes granting those who discover them great power in return for becoming their priests and priestesses.

Expanded Spell List

The power of the ancient ones allows your power to bring madness or serenity to your foes.

Spell Level Spells
1st Command, Dissonant Whispers
2nd Calm Emotions, Phantasmal Force
3rd Enemies Abound, Waterbreathing
4th Confusion, Evard's black tentacles
5th Synaptic Static, Telekinesis

Form of the Ancient Ones

1st level The Ancient Ones feature
As a bonus action, you are able to unleash the power of the ancient ones, allowing a mass of large tentacles to grow from your back. While your tentacles are unleashed, as an action, you may make a melee spell attack with a reach of 10ft. using them. This attack deals 1d4 magical bludgeoning damage + 1d6 + your Charisma modifier psychic damage. The tentacle’s psychic damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Your tentacles last for 1 minute or until you are knocked unconscious. You may summon your tentacles a number of times equal to your Charisma modifier. You regain uses of Form of the Ancient Ones when you complete a short or long rest.

Otherworldly Gift

6th level The Ancient Ones feature
Your tentacles offer you greater mobility while present. You gain a the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing and swimming speed equal to your walking speed.

Additionally, you can use your Charisma in place of your Strength for Athletics Checks.

Ancient Might

10th level The Ancient Ones feature
The range of your tentacle's melee spell attack is increased to 15ft. When a creature of large size or smaller is struck by your tentacle, the creature must make a Strength saving throw against your Spell Save DC, or be restrained by the tentacle. The creature may reattempt the save as an action during their turn. On your turn, if you have a creature restrained by your tentacle, you can use your action to deal the tentacle's damage to the target automatically.

Additionally, when you are attacked by a melee or ranged attack, as a reaction you may spend one Warlock spell slot to gain a +5 bonus to AC, including against the triggering attack, until your next turn.

Chosen of the Ancients

14th level The Ancient Ones feature
When you unleash your tentacles, you are able to maintain them for 1 hour and you gain temporary hit points equal to your Charisma score. When you choose to use your action to attack with your tentacles, you may make two tentacle attacks.

On your turn, you may use your bonus action to make one tentacle attack. If you do so, you cannot use your action to make additional tentacle attacks. If you have used your action to make a tentacle attack, you may not use your bonus action to make an additional tentacle attack.


Artist Credit: @zaku6584 on Twitter


Artist Credit: @yamikazunori_1 on Twitter

Warlock Patron: The Karibu

You've formed a pact with the kindly deity begrudgingly worshiped by a group of cultists. Bestowing her druidic powers that reflect her nothern home in the snowy forests, the Karibu's followers gain great power in return for defending her lands.

Expanded Spell List

The Karibu lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Entangle, Ice Knife
2nd Barkskin, Spike Growth
3rd Plant Growth, Sleet Storm
4th Grasping Vine, Ice Storm
5th Commune with Nature, Wrath of Nature

Bonus Cantrips

1st level The Karibu feature
At 1st level, you learn the Druidcraft and Frostbite cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

The Karibu's Blessing

1st level The Karibu feature
Using druidic magicks you can heal wounds. You have a pool of healing power that replenishes when you complete a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Warlock level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of The Karibu's Blessing, expending Hit Points separately for each one.

This feature has no Effect on Undead and Constructs.

Cult of Personality

6th level The Karibu feature
You have taken on the traits of the Karibu and have begun to develop the traits of the beloved cult leader. You gain advantage on saving throws against being frightened or charmed. Additionally, you gain proficiency in the Deception (Charisma) and Persuasion (Charisma) skills.

When you make a skill check using these skills, you may expend a number of hit points up to a number equal to your Charisma ability modifier from your healing pool to lace your words with magicks. For every two hit points spent, you gain a +1 bonus to your skill check. You can wait until after you roll The D20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails.

Timmies Run

10th level The Karibu feature
You have learned to harness the power of the Karibu to provide for others. As an action you can magically create small baked goods or beverages which can be consumed as an action. When you create a baked good or beverage in this way, you spend a number of hit points from your healing pool up to a number equal to your Charisma multiplier.

When consumed, a creature recovers hit points equal to the number of hit points spent from your pool to create the item. The creature is also provided with enough nourishment to sustain them for one day. These baked goods and beverages lose their effectiveness 8 hours after their creation.

Yandeere

14th level The Karibu feature
When faced with a adversity you allow unbridled power of the Karibu to flow through you temporarily. When you would be be reduced to 0 hit points and not killed outright, you may spend a number of hit points from your healing pool up to a number equal to your Charisma modifier.

Instead of falling unconscious you gain hit points equal to the number spent. Until the end of your next turn, you again a bonus on attack rolls, damage rolls and saving throws you make equal to the amount of hit points you recovered.

You may also force yourself into this state of mind as a bonus action during your turn.

You may only use this feature once, use of the feature recovering when you complete a long rest.

 

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