DungeonVoice's Player Options

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DungeonVoice's
Player Options

Artificer

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as an artificer. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Transfer Magical Essence

2nd-level artificer feature

Whenever you finish a long rest, you can touch a magic item that isn't an artifact or of legendary rarity and transfer its properties to a similar, non-magical object. For example, you can transfer the properties of a magic sword to any other non-magical melee weapon, and the properties of a magic ring to any other piece of non-magical jewelery.

After you use this property, the original magic item becomes mundane, its magical essence transferred to the new magic item.

Artificer Specialist

The pursuits of artificers can take many forms. At 3rd level, an artificer gains the Artificer Specialist feature, which offers you the choice of a subclass. The Technician is available to you when making that choice.

Technician

Artificers who specialize as Technicians create wonders suffused with ion energy, the primal, electrical energy of Aqqw. Whether the Technician is an aqqwí who has come from Aqqw themselves, or has learned the trade from an aqqwí, they are capable of creating electrical wonders beyond the comprehension of many.

Tool Proficiency

3rd-level Technician feature

You gain proficiency with jeweler's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Technician Spells

3rd-level Technician feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Technician Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Technician Spells
Artificer Level Spell
3rd alarm, shower of sparks
5th forked lightning, pyrotechnics
9th call lightning, lightning bolt
13th locate creature, Mordenkainen's private sanctum
17th Rary's telepathic bond, scrying

Ionic Whirligigs

3rd-level Technician feature

You've learned how to create a spinning object of near-perpetual motion powered by electricity. Using jeweler's tools, you can use your action to create a Tiny ionic whirligig, which you can throw to an unoccupied space within 30 feet of you as part of this action. The whirligig must be in contact with a solid surface after it is deployed, otherwise it is destroyed.

You can create a number of whirligigs equal to your proficiency bonus. After which, you can't create another until you finish a long rest, or until you expend a spell slot to create one. You can only have one whirligig active at a time, but this amount increases at higher levels: two at 6th level and three at 15th level. You cannot have two of the same type of whirligig active at the same time. If you attempt to create one more than your maximum amount of whirligigs, your oldest whirligig is destroyed.

A whirligig is a magical object. It has an AC of 18, but it cannot be destroyed unless it takes any amount of lightning damage (lightning damage you deal or it deals has no effect on it), or a creature uses its action to attempt to destroy it. The creature makes either a Strength (Athletics) check against your spell save DC to attempt to crush it, or an Intelligence (Investigation) check to attempt to overload it. If successful, the whirligig is destroyed. You can instantly destroy any number of whirligigs within 60 feet of you as an action.

When you create a whirligig, you determine which type it is, choosing from the options in the Ionic Whirligig table. You also choose whether the whirligig is in an active or inactive state. If you place it in an inactive state, it produces no effect until you activate it, but its functional duration does not elapse. Once activated, the whirligig remains in an active state until it is destroyed or its functional duration elapses.

You can use a bonus action to cause any amount of inactive whirligigs to activate if you are within 60 feet of them. Each whirligig effects a 15-foot sphere centered on itself. Alternatively, you can activate any amount of inactive whirligigs as a reaction to a creature entering or moving within a whirligig's area.

A whirligig with the Reactive property doesn't produce a continuous effect while active, but must be activated as if activating an inactive whirligig. If a reactive whirligig is activated from an inactive state, the whirligig immediately produces its effect. Reactive whirligigs can only create their effect once per round.

A whirligig functions for the duration listed in its description or until it is destroyed. When a whirligig is either destroyed or stops functioning, it shatters into unusable and worthless metallic shards.

Electromagical Enhancement

5th-level Technician feature

You learn how to infuse weaponry with cables and tubes housing ionic energy. When you finish a long rest, you can use jeweler's tools to enhance either a melee or ranged weapon, turning it into an ion weapon. This weapon may not have an enchantment that deals additional damage dice on a hit (such as a Flame Tongue). You may only have one ionic weapon active at a time. The electronic network otherwise lasts indefinitely. You can apply both an item infusion and this enhancement to a single weapon.

Ion weapons are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When a creature hits with one, it can deal an additional 1d8 lightning damage once per turn.

Overclocked Whirligigs

9th-level Technician feature

Every Ionic Whirligig you create becomes more potent, as outlined in the Overclocked Whirligigs table. Additionally, as a bonus action (or part of the same bonus action you use to command a whirligig), you can direct one active whirligig to walk or climb up to 15 feet to an unoccupied space.

Ionic Mastery

15th-level Technician feature

Your work dealing with electrical energy has granted you both an affinity for it and resistance to it. You gain resistance to lightning and thunder damage.

Additionally, you can cast the chain lightning spell without expending a spell slot, without preparing the spell, and without material components, provided you use jeweler's tools as the spellcasting focus. Once you cast this spell with this feature, you can't cast it again until you finish a long rest.

Ionic Whirligigs
WHIRLIGIG EFFECT
Pulse Mine The whirligig pulses a hazardous ionic field around itself upon activation. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 2d8 lightning or thunder damage on a failed save, or half as much damage on a success. Surprised creatures automatically fail this saving throw and the damage dice you roll against them are doubled. Reactive. Lasts 1 minute.
Anion/Cation Diffuser The whirligig pulses either exhilarating or dulling ionic energy around itself upon activation. All creatures in the area either have their speed increased by 10 feet or decreased by 10 feet (your choice) until the end of your next turn. Affected creatures must succeed on a Constitution saving throw against your spell save DC to avoid the speed reduction. Reactive. Lasts 1 minute.
Magnetic Shield Generator The whirligig creates a localized magnetic field around itself. Creatures in the area have resistance to lightning damage. Additionally, when the whirligig is created, all creatures in its area receive a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). Lasts 1 minute.
Ionic Condenser The whirligig creates a localized convection cell around itself. The area becomes heavily obscured, as clouds fill the space. Lasts 1 minute.
Electromagical Firewall The whirligig creates a localized area of interference around itself. Creatures in the area can't be targeted by divination spells, nor can sensors created by divination spells appear in, see through, or enter the area. Lasts 10 minutes.
Neuromuscular Polygraph The whirligig creates an electrically charged area that minutely manipulates minds and bodies around itself. Creatures that enter the area for the first time on a turn or start their turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. Lasts 10 minutes.
Overclocked Whirligigs
WHIRLIGIG EFFECT
Pulse Mine The whirligig's damage increases to 3d8 lightning or thunder damage.
Anion/Cation Diffuser You can choose which creatures in the area of the whirligig you want to receive either the speed increase or decrease. You can still only choose one of these effects per use.
Magnetic Shield Generator The whirligig cannot be destroyed by lightning damage, and you can choose which creatures in the area receive the temporary hit points and resistance.
Ionic Condenser You can choose up to a number of creatures equal to your Intelligence modifier that you can see within 30 feet of the whirligig when you create it, allowing them to see through the heavily obscured area for the duration.
Electromagical Firewall Creatures cannot teleport into or out of the area around the whirligig, nor attempt planar travel while within it.
Neuromuscular Polygraph You know whether each creature in the area of the whirligig succeeds or fails on its saving throw. Additionally, the whirligig will produce an audible alarm that can be heard within 60 feet of it if a creature lies within its radius.

Barbarian

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Tireless Warrior

6th-level Berserker barbarian feature

Your intimate relationship with exhaustion through your frenzied rage allows you to recover from exhaustion at a superhuman rate. You recover one point of exhaustion after finishing a short rest, and all points of exhaustion after finishing a long rest.

Additionally, you suppress the effects of exhaustion while you are raging, regardless of whether or not you are in a frenzied rage.

Primal Path

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The Path of the Colossus is available to you when making that choice.

Path of the Colossus

Barbarians who walk the Path of the Colossus carry within them strength far beyond what their bodies boast outwardly, allowing them to singlehandedly hold even giants in place. With this strength, they are also capable of both standing their ground and causing mayhem in the thick of combat. Immovable and unstoppable, these warriors are feared the world over.

Immovable Object

Starting when you choose this path at 3rd level, you count as one size larger for the purposes of grappling or shoving a creature, for moving a creature you are grappling, for creatures attempting to grapple or shove you, and for features gained later in this subclass that reference your size.

Wild Abandon

At 3rd level, your rage fills you with might, letting you shove your enemies around with ease. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target's previous position, costing you no movement. If the creature is more than one size larger than you, it does not move. The creature also takes bludgeoning damage equal to twice your Rage Damage, regardless of whether it succeeds or fails on the saving throw.

At 6th level, the damage you deal with this feature counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unstoppable Force

At 6th level, the strength of your rage intensifies, allowing nothing to stop you from reaching the subject of your ire. If you are subject to a condition that would prevent you from using your bonus action to rage, such as the stunned or paralyzed conditions, you can use your bonus action to rage regardless.

Additionally, for the duration of your rage, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that is grappling you. Finally, being underwater imposes no penalties on your movement or attacks.

Brutal Combatant

At 10th level, the havoc that you create when you wade into armies of foes increases substantially. You can attempt to grapple or shove a creature as a bonus action. Additionally, any creature that you are grappling is restrained until the grapple ends. Additionally, you can move a creature you are grappling that is one or more sizes smaller than you without your movement speed being halved.

Soul of the Colossus

At 14th level, you count as two sizes larger for the purposes outlined by your Immovable Object feature.

Bard

Bard College

At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The College of the Desperado is available to you when making that choice.

College of the Desperado

Bards of the College of the Desperado are called desperadoes — as is in the name — and they entertain through daring feats of gunslinging prowess. Desperadoes perform miraculous trick shots, such as shooting fruit off of the heads of volunteers, shattering a dozen clay pigeons with a handful of shots, and landing bullseyes on small targets from impossibly long ranges. Though they use their weapons to entertain, it would be a mistake to underestimate them as marksmen.

Desperadoes often begin their careers as loners, but find solace in allies as they expand their influence. Oftentimes, they can be found wandering from town to town, playing their music, singing their songs, and entertaining crowds with their trick shots. In the same trip, however, they may visit the local law enforcement office to turn in completed bounties or pick up new ones. The most famous desperadoes are known for both for their showmanship and brutal efficiency.

Desperadoes who abandon either aspect of their lives often run into trouble. A desperado who gives up their entertainment career lose the one aspect of themselves that law enforcement finds palatable, and often get arrested for vigilantism, fall in with criminal syndicates, or live life as an adventurer, staying out of the influence of larger cities. Those who cease their bounty hunting are often targeted by organized criminals or individuals seeking revenge for imprisoned or killed companions. Nevertheless, they live big lives, tend to die spectacularly, and are rarely forgotten.

Bonus Proficiencies

When you join the College of the Desperado at 3rd level, you gain proficiency with medium armor and firearms. You can use a firearm as a spellcasting focus for your bard spells.

Fighting Style

At 3rd level, you adopt a fighting style to augment your gunslinging prowess. Choose one of the following options. You can change your Fighting Style whenever you gain the Ability Score Increase feature in this class.

Gunslinger

When you are wielding a single firearm and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Crack Shot

You gain a +2 bonus to attack rolls you make with firearms.

Guns Akimbo

When you use the Attack action and attack with a light firearm, you can use a bonus action to attack with another light firearm you are holding.

Gun Tricks

At 3rd level, you learn to perform impressive gunslinging displays, which you can use to augment your skills in combat. You learn two of the following Gun Tricks options, and you gain an additional Gun Tricks option at 6th and 15th level. When you level up, you can choose to swap one of your Gun Tricks for another one.

If you hit a creature with a weapon attack using a firearm, you can use one of the Gun Tricks options you know. You can use only one Gun Tricks option per turn.

Debilitating Shot. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. The target must also subtract this number from the next attack roll, ability check, or saving throw it makes within the next minute.

Defensive Volley. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also gain a number of temporary hit points equal to the number rolled.

Fan the Hammer. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit and to a number of creatures of your choice equal to your proficiency bonus within the firearm's normal range. The damage equals the number you roll on the Bardic Inspiration die. This Gun Trick consumes one additional piece of ammunition per target.

Gun Juggling. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You then can immediately stow the firearm you just hit with, and draw a different weapon you aren't wielding.

Parting Shot. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can then move up to half your speed without provoking attacks of opportunity.

Showboating. You can expend one use of your Bardic Inspiration to cause the firearm to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. Additionally, a creature of your choice that can see or hear you within 60 feet of you can add the number rolled to the next saving throw it makes within the next minute.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Bullet

At 14th level, you gain the ability to weave together your spellcasting and gunslinging to an impressive degree. When you use your action to cast a bard spell, you can make one attack with a firearm you are holding as a bonus action.

Cleric

Divine Domains

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The Innovation Domain and the Travel Domain are available to you when making that choice.

Innovation Domain

Society's desire for progress is without limit. Deities who preside over the domain of Innovation bless those who dream of the world of tomorrow with the knowledge, expertise, and skill to shape the world to their liking — though, depending on their disposition, may or may punish those who use this power to subjugate the downtrodden.

Clerics who serve these gods receive momentary flashes of inspiration at moments they need them most, allowing them to nudge the path of history in a positive direction. These clerics also gain an understanding of how to operate complex machinery, such as firearms.

Domain Spells

You gain domain spells at the cleric levels listed in the Innovation Domain Spells table. See the Divine Domain class feature for how domain spells work.

Innovation Domain Spells
Cleric Level Spells
1st grease, snare
3rd borrowed knowledge, pyrotechnics
5th lightning arrow, tiny servant
7th fabricate, summon construct
9th creation, skill empowerment

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with martial weapons, firearms, and tinker's tools.

Flash of Inspiration

Starting at 1st level, you can entreaty your god for a momentary flash of inspiration. When you make an ability check, you can choose to reroll it after you see the result, but before you know whether it succeeds or fails. You gain a bonus to this roll equal to your Wisdom modifier (minimum of 1). You must keep the result of this new roll, even if the new roll's total is lower than that of the original roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Inspiring Innovator

At 2nd level, you can use your Channel Divinity to become an inspiration to those around you.

As an action, you present your holy symbol and surround yourself with a faintly glowing aura, accentuating your inspiring qualities. You can choose for this aura to be visible to a number of creatures equal to your Wisdom modifier (minimum of 1). Once per turn, a creature that can see the aura can roll a d6 and add the result to an attack roll, ability check, or saving throw it makes. The aura remains for 1 minute, or until you are incapacitated or die.

Pursuit of Progress

At 6th level, your pursuit of progress increases the capacity of your inspiration. You can extend the capabilities of your Flash of Inspiration to attack rolls and saving throws you make. You can also use your reaction to apply your Flash of Inspiration to a willing creature you can see within 30 feet of you that makes an attack roll, ability check, or saving throw.

Divine Strike

At 8th level, you gain the ability to infuse your weapons with divine energy, improving their efficiency in your hands. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Reliable Innovator

At 17th level, your skill and intellect is fit to guide the world toward tomorrow. You gain the following benefits:

  • You gain proficiency in Intelligence saving throws.
  • Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Travel Domain

Gods whose portfolios include the Travel domain are patrons of travelers and explorers, whether by sea or land. Travel gods send their priests wandering throughout the world as itinerant preachers, or as guides to those who travel the roads, rivers, wilds, and seas of the world. Followers of Travel gods worship at small roadside temples or self-made shrines at important junctions, and often make quick friends with those they meet on the roads and ships they call home.

Teleportation is the highest form of travel, so the gods of this domain often bestow such capabilities to their followers. Clerics of Travel may also be stewards of portals or teleportation circles.

Domain Spells

You gain domain spells at the cleric levels listed in the Travel Domain Spells table. See the Divine Domain class feature for how domain spells work.

Travel Domain Spells
Cleric Level Spells
1st expeditious retreat, longstrider
3rd find steed, misty step
5th haste, phantom steed
7th dimension door, freedom of movement
9th teleportation circle, far step

Bonus Proficiencies

At 1st level, you gain proficiency with land and water vehicles, as well as navigator's tools. You also learn one language of your choice, and gain proficiency in one of the following skills of your choice: Athletics, Animal Handling, or Survival.

Traveler's Endurance

Starting at 1st level, your walking speed increases by 5 feet, and you have advantage on saving throws to avoid exhaustion. These benefits extend to creatures you mount.

Channel Divinity: Traveling Companion

Starting at 2nd level, you can use your Channel Divinity to share beneficial magic with a traveling companion.

When you cast a spell that can only target one creature at the spell's current level, doesn't have a range of self, or deal damage, you can use your Channel Divinity to also target yourself with the same spell.

Channel Divinity: Divine Transposition

Starting at 6th level, you can use your Channel Divinity to reposition yourself and others.

As an action, you can use your Channel Divinity to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. An unwilling creature must succeed on a Charisma saving throw or you both teleport, swapping places.

Potent Spellcasting

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

Guided Teleportation

At 17th level, you gain the teleport and gate spells, which count as cleric spells for you, and don't count against the number of spells you can prepare each day. When you cast teleport, you can treat your familiarity with the destination as very familiar, unless it is a false destination.

Additionally, when you teleport a friendly creature via any means, they are granted the effects of a freedom of movement spell for 1 minute after arriving at their destination. This spell is considered cast at its lowest level, and it doesn't require concentration.

Credits

The Travel Domain cleric subclass is a slightly modified take on CaelReader's version of the cleric subclass.

Errata

Unlike optional features, the changes to the features listed here are not opt-in. If you wish to use a Cleric subclass with errata material, you must use them with these changes. The changes to the following abilities are italicized.

Emboldening Bond

1st-level Peace Domain cleric feature

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. A creature cannot add this d4 to their roll if they choose to add another d4 from the bless or guidance spells or similar magic, and this feature immediately ends if a bonded creature willingly harms another bonded creature or themselves.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Protective Bond

6th-level Peace Domain cleric feature

When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first and who can see them can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The reacting creature magically takes that damage, instead of the creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way, nor can another creature in the magical bond use this feature to take this damage.

Channel Divinity: Twilight Sanctuary

2nd-level Twilight Domain cleric feature

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell). Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.

Druid

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Paragon Summoner

6th-level Circle of the Shepherd druid feature — addition to Mighty Summoner

Creatures you summon with your spells that don't have hit dice gain a number of hit dice equal to the spell's level.

Druid Circle

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The Circle of Growth is available to you when making that choice.

Circle of Growth

All druids channel and command magic of life and nature but perhaps none more so than those of the Circle of Growth. Druids of the Circle of Growth are intimately connected with the elements and compounds in the earth beneath their feet, and are able to produce miracles of growth in even the most desolate lands. As a druid of the Circle of Growth, your charge is to walk the thin line between aiding a land in distress, while not dooming it to runaway overgrowth.

Circle Spells

You have a deep connection with the earth and plants around you. Your link with these aspects of nature grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Growth Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Growth Spells
Druid Level Spell
1st ensnaring strike, goodberry
3rd enlarge/reduce, Maximilian's earthen grasp
5th erupting earth, plant growth
7th aura of purity, grasping vine
9th tree stride, wrath of nature

Enrich Earth

Starting at 2nd level, you can suffuse an area with magical, nourishing enrichment. As a bonus action, you can expend one use of your Wild Shape feature to enrich a patch of land or an area of water in a 10-foot radius sphere centered on a point you can see within 60 feet of you, causing it to temporarily sprout magical plants. The enriched area remains for 10 minutes, and is difficult terrain for creatures that are hostile to you. Additionally, when creatures you choose within the area take damage from an attack or spell for the first time on a turn, they take an additional 1d4 magical piercing damage. You can move this patch of enrichment up to 30 feet as a bonus action.

Starting at 10th level, the area increases to a 20-foot radius. Additionally, the additional damage dealt by this feature increases to 1d6 when you reach 10th level in this class, and 1d8 at 14th level.

Verdant Bloom

At 6th level, you learn to shape sentient flora within the land you enrich. As a bonus action, you can summon a sentient plant in an unoccupied space within the area of your Enrich Earth feature, and it can make an attack against a creature of your choice within 5 feet of it. This form uses the Protective Growth stat block.


Protective Growth

Medium plant


  • Armor Class 10 + PB (natural armor)
  • Hit Points twice your druid level
  • Speed 30 ft. (30 ft. swim if created in water)

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 12 (+1) 4 (-3) 10 (0) 3 (-4)

  • Damage Vulnerabilities fire
  • Damage Resistances poison, necrotic
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages understands the languages you speak
  • ChallengeProficiency Bonus (PB) equals your bonus

Innate Pesticide. The plant has advantage on saving throws it makes to avoid or end the poisoned condition on itself.


Actions

Multiattack. When you reach 14th level in this class, the plant makes two slam attacks.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + PB bludgeoning damage.

The plant then acts on your initiative, obeying your verbal commands. The plant remains in your service until it is reduced to 0 hit points, you summon another plant, or your Enrich Earth feature expires: at which point, it crumbles into pleasant-smelling mulch.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tend and Nurture

At 10th level, the creatures you conjure are reinforced with the strength and protection of the earth. Any Beast, Fey, or Plant (including your Protective Growth) summoned or created by your spells or class features gains the following traits:

Magical Pesticide. The creature has immunity to necrotic and poison damage, and to the poisoned condition.

Magic Weapons. The creature's weapon attacks are magical.

Return to the Earth. When the creature is reduced to 0 hit points, it explodes in a burst of razor-sharp seeds. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take magical piercing damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it. Plants native to your current location grow in the affected area after 1d12 days.

Return to the Earth Damage
CR Damage
1/4 or lower 1d4 piercing damage
1/2 1d6 piercing damage
1 or higher A number of d8s of piercing damage equal to the creature's challenge rating
No CR A number of d6s of piercing damage equal to your proficiency bonus

Life-Giving Growth

At 14th level, your body becomes suffused with the protective, life-giving growth you grant to the plants you tend. You gain resistance to poison and necrotic damage, and you become immune to the poisoned condition.

Additionally, you can use your bonus action to grant a creature of your choice within the area of your enriched earth a number of hit points equal to your proficiency bonus.

Credits

The Circle of Growth druid subclass is a different take on the Circle of the Blighted druid subclass, created by Matthew Mercer and Darrington Press and featured in the Tal'dorei Campaign Setting Reborn book.

Fighter

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Firearm Specialist

1st-level Fighter feature

You gain proficiency with firearms.

Fighting Style Options

1st-level Fighter feature

When you choose a fighting style, the following styles are added to your list of options.

Gunslinger

When you are wielding a single firearm and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Crack Shot

You gain a +2 bonus to attack rolls you make with firearms.

Guns Akimbo

When you use the Attack action and attack with a light firearm, you can use a bonus action to attack with another light firearm you are holding.

Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The Tactician is available to you when making that choice.

Tactician

Tacticians are cunning warriors who study the battlefield and coordinate with their allies to put their side at a tactical advantage. Tacticians understand that no single combatant's might or prowess matters when swords clash. Rather, the effort of every boot on the ground is essential to victory.

In battle, a lone tactician is still as fearsome a warrior as any other, but their true strength shines when leading a squadron of allies. Their prowess inspires their allies to press on, and snatch victory from the jaws of defeat.

Strategical Affinity

When you choose this archetype at 3rd level, you adopt a preferred strategy that you use to gain a tactical advantage in various situations. You gain proficiency in one of the following skills of your choice: History, Insight, Intimidation, or Persuasion.

Battle Tactics

At 3rd level, you learn how to strategically command your allies and inspire them to fight past their limits. As a bonus action, you can choose one of the following effects. You can issue a number of Battle Tactics equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Any given creature can only be subject to one Battle Tactic at a time.

Rallying Tactic. You inspire your allies to rally at your command. Choose a number of creatures other than yourself within 60 feet of you that can see or hear you, or who are unconscious, up to your proficiency bonus. Those creatures regain hit points equal to 1d10 + your proficiency bonus. You can also issue this Battle Tactic as part of the bonus action used with your Second Wind feature.

Defensive Tactic. You order an ally to take a defensive position behind you. Choose one creature other than yourself within 5 feet of you. That creature gains a bonus to its AC equal to your proficiency bonus. This bonus lasts for 1 minute, or until the creature is more than 5 feet away from you. A creature subject to the benefits of your Defensive Tactic can use its reaction to move with you up to its speed if you willingly move, maintaining this feature if it ends its movement within 5 feet of you.

Strategical Mastery

At 7th level, you master your preferred tactical strategy. Your proficiency bonus is doubled for any ability check you make that uses the skill you chose with your Strategical Affinity feature.

Further Tactics

At 10th level, you gain two additional Battle Tactics.

Attack Tactic. You issue a forceful order to an ally, allowing them to strike on your command. Choose one creature other than yourself within 30 feet of you that can see or hear you. On each of your turns, or as part of issuing this Battle Tactic, you can use your bonus action to command that creature to attack. The creature can use its reaction to make an attack with a melee or ranged weapon. You can also issue this Battle Tactic or command your chosen creature when you use your Action Surge feature. This tactic lasts for 1 minute, until your chosen creature is more than 30 feet away from you, or until you lose your concentration (as if you were concentrating on a spell).

Assisting Tactic. You assist an ally with completing a task, or create a distraction to open up a tactical opportunity for your allies. You use the Help action. If you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Solidarity

At 15th level, you lead your allies into the fray, and inspire them to press on no matter what obstacles lay in their path. Either as an action or when you use your Indomitable feature, you can choose a number of creatures other than yourself within 60 feet of you that can see or hear you, up to your proficiency bonus. Those creatures gain a bonus to their saving throws equal to your proficiency bonus, and they cannot be frightened. This feature lasts for 1 minute or until your concentration is broken (as if you were concentrating on a spell).

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

Mastered Tactics

At 18th level, you can target two creatures when you use either your Defensive Tactic or your Attack Tactic, following all other requirements the tactic stipulates. Additionally, when you roll initiative, you regain one expended use of your Battle Tactics feature.

Errata

Unlike optional features, the changes to the features listed here are not opt-in. If you wish to use a Fighter subclass with errata material, you must use them with these changes. The changes to the following abilities are italicized.

Fighting Style

1st-level Fighter feature

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with bows and crossbows.

Monk

Monastic Traditions

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The Way of the Inquisitor and the Way of the Unseen Fist are available to you when making that choice.

Way of the Inquisitor

Driven either by the pursuit of knowledge or worship of a god of knowledge, archives of knowledge guarded by monks following the Way of the Inquisitor stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across Ferath. The ranks of these monks are often occupied by young people seeking the clarity of truth and the strength of knowledge. They pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become an inquisitor is to give one's self to the quest for unveiling life's mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.

Monks of the inquisition are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent's body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.

Mystical Erudition

Upon choosing this tradition at 3rd level, you've undergone extensive training with a repository of knowledge, teaching you extensively in history or lore from its collected volumes. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, or Religion.

You gain an additional language and an additional skill proficiency from the above list at 11th and 17th level. If you already have proficiency in one of the listed skills at 11th or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

Extract Aspects

Starting at 3rd level, you can strike pressure points to extract crucial information about your foe. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

Extort Truth

At 6th level, you can hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you hit a creature with an unarmed attack, you can spend 1 ki point to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration. You know if they succeeded or failed on their saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

Preternatural Counter

Beginning at 6th level, your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature.

Mind of Mercury

Starting at 11th level, you've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you may spend 1 ki point to take an additional reaction. You can only use one reaction per trigger.

Debilitating Barrage

Upon reaching 17th level, you've gained the knowledge to temporarily lower a creature's fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 ki points to cause the creature to suffer a vulnerability to a damage type of your choice for 1 minute, or until the end of a turn in which it has taken damage of that type.

If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours.

Credits

The Way of the Inquisitor monk subclass is a setting-neutral variant of the Way of the Cobalt Soul monk subclass, created by Matthew Mercer and Darrington Press and featured in the Tal'dorei Campaign Setting Reborn book — though this version is based on the playtest version of the subclass shared by Matthew Mercer on Dropbox.

Way of the Unseen Fist

From the tantalizing false oases of the desert to an illusory reality created by an archfiend, illusions are a powerful form of magic that can fool and disorient even the most strong-willed of individuals. Monks that follow the Way of the Unseen Fist meditate on the nature of illusions and their impact on the world. Such reflection allows them to become both as illusive and as deadly as a mirage on the horizon.

Veiled Threat

Upon choosing this tradition at 3rd level, you've undergone training to both understand and weave illusions. You gain the following benefits:

Glamour Weaver. You gain proficiency in one of the following skills of your choice: Deception, Insight, or Sleight of Hand. Additionally, you gain the minor illusion cantrip if you don't already know it, but you can only create illusory images with it.

Unveiled Eye. You have advantage on ability checks made to discern the true nature of an illusion.

Path of the Mirage

Starting at 3rd level, you learn how to cloak yourself in a mirage that masks your position. You gain the following benefits:

Illusory Ambush. When you are hit by an attack, you can use your reaction to impose a penalty on the roll equal to one roll of your Martial Arts die, potentially turning the hit into a miss. Whenever you turn a successful hit into a miss, you can make an unarmed strike against the creature that attacked you as part of the same reaction.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again.

Trick of the Light. You can spend 2 ki points to cast the mirror image spell.

Kaleidoscopic Barrage

At 6th level, your internal reservoir of ki becomes suffused with the essence of illusory magic, allowing you to augment your ki-infused flurry of strikes with illusory flair. Whenever you use your Flurry of Blows feature, you can make your additional unarmed strikes from a distance of up to 15 feet, as you barrage your foes with a series of ethereal strikes. The damage dealt by these ethereal strikes is psychic damage instead of the bludgeoning damage normal for an unarmed strike.

The range of your Kaleidoscopic Barrage increases to 20 feet at 11th level, and 30 feet at 17th level.

Unseen Feint

At 11th level, your knack for deception allows you to improvisationally turn a missed attack into a potent feint. Once on each of your turns when you miss with an attack with a monk weapon or unarmed strike, you can make another unarmed strike as part of the same action.

Infinite Horizon

At 17th level, your mastery over the seen and the unseen has gained infinite potential. You gain the following benefits:

Fata Morgana. You can spend 5 ki points to cast the hallucinatory terrain spell, with a casting time of 1 action. Once you cast this spell in this way, you can't cast it again until you finish a long rest.

Master of the Unseen. You can automatically detect visual illusions and succeed on saving throws against them within 10 feet of you, and you can see the original form of shapechangers or creatures transformed by magic within the same range.

Mirrored Strike. When you use your Flurry of Blows feature, you can spend an additional 1 ki point to make a third unarmed strike as part of the same bonus action. This unarmed strike must be an ethereal strike, as outlined by your Kaleidoscopic Barrage feature.

Paladin

Sacred Oath

At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The Oath of Archival is available to you when making that choice.

Oath of Archival

Knowledge is power. Like all sources of power, it must be protected and prevented from falling into the wrong hands. Paladins who swear an oath of archival are usually in the service of a library or archive, or are part of the faith of a god of knowledge. These paladins hold knowledge as the highest virtue of all — as knowing the history of the world keeps one from repeating history's worst mistakes.

A paladin sworn to an oath of archival may not necessarily be found at every library in the world. They instead protect the halls of the largest repositories of knowledge in the world's many realms, or guard sacred or cursed artifacts not meant for mortal hands.

Tenets of Archival

A paladin who takes the Oath of Archival swears to safeguard knowledge from those who may misuse it.

Knowledge is Power. Knowledge is the greatest source of power there is. Do not give those who would abuse it or destroy it any quarter.

Kindle the Flame of Knowledge. Always be willing to teach those who are willing to learn, and be an advocate for those who are not.

Act with Wisdom, but Act. Always take the successes and failures of those who came before you into account when making a decision, but never hesitate when decisive action is necessary.

The World is the Wisest Teacher. Despite your wisdom or intellect, the world is perpetually teaching its denizens. Always accept the lessons it teaches you graciously.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Archival Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Archival Spells
Paladin Level Spell
3rd comprehend languages, identify
5th borrowed knowledge, locate object
9th glyph of warding, intellect fortress
13th arcane eye, Mordenkainen's private sanctum
17th legend lore, scrying

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Body of Research. As an action, you can use your Channel Divinity to augment your intellectual capabilities. You grant yourself a +5 bonus to either Intelligence (Arcana) or Intelligence (History) checks for the next hour.

Divine Revelation. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Divinity as a bonus action to receive a revelation about that creature. Alternatively, you can choose one creature affected by your Divine Sense feature that you can see. You learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, Condition Immunities, Saving Throw Proficiencies, and Senses.

Aura of Inspiration

At 7th level, you emanate an aura that heightens the senses of you and your companions within 10 feet of you. You and friendly creatures within 10 feet of you gain a bonus to Intelligence (Investigation) and Wisdom (Perception) checks equal to your Charisma modifier while you're not incapacitated.

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

Peace of Mind

At 15th level, your mental fortitude becomes inexorable. You gain proficiency in Intelligence saving throws.

Divine Precognition

At 20th level, your commitment to the preservation of knowledge grants you the ability to temporarily peer behind the very fabric of reality. As an action, you can awaken your mind to the mysteries of the universe, temporarily granting yourself precognitive abilities. You gain the following benefits for 1 hour:

  • You gain truesight out to a range of 120 feet.
  • You cannot be surprised.
  • You emanate an aura of foresight in a 30-foot radius. The first time any creature of your choice enters the aura or starts its turn there, that creature must succeed on a Wisdom saving throw against your paladin spell save DC or have disadvantage on attack rolls against you until it leaves the aura. You also have advantage on attack rolls against creatures that fail the saving throw until they leave the aura. Creatures that fail the saving throw and leave the aura become subject to this feature's effects, as if they failed the saving throw again, if they re-enter the aura. Creatures that succeed are immune to this feature's effects until you use this feature again.

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

Ranger

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Firearm Specialist

1st-level Ranger feature

You gain proficiency with firearms.

Fighting Style Options

2nd-level Ranger feature

When you choose a fighting style, the following styles are added to your list of options.

Gunslinger

When you are wielding a single firearm and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Crack Shot

You gain a +2 bonus to attack rolls you make with firearms.

Guns Akimbo

When you use the Attack action and attack with a light firearm, you can use a bonus action to attack with another light firearm you are holding.

Ranger Archetype

At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The Dunewalker is available to you when making that choice.

Dunewalker

Dunewalker rangers call the harshest, most arid regions their one true home. They are grizzled explorers and navigators capable of traversing vast deserts, and guiding those who seek their aid between various oases of safety. Dunewalkers are among the most formidable survivalists in the world, and they can channel the might and mysteries of the desert in combat.

Dunewalker Magic

Starting at 3rd level, you learn the minor illusion cantrip if you don't already know it. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Dunewalker Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Dunewalker Spells
Ranger Level Spell
3rd silent image, minor illusion
5th blur
9th major image
13th hallucinatory terrain
17th mislead

Arid Strikes

At 3rd level, you can infuse your weapon attacks with the arid heat of the desert. Once on each of your turns, you can deal an additional 1d6 fire damage to a creature you hit with a weapon attack.

Desert Survivalist

At 3rd level, you become accustomed to the intense heat of the desert. You become naturally acclimated to the extreme heat of hot climates. Additionally, you only require half a pound of food and half a gallon of water each day, and hot climates don't increase the amount water you need to drink each day.

Dancing Mirage

At 7th level, you can channel the dancing heat that weaves desert mirages. You gain resistance to fire damage. Additionally, you can use your action to change the nature of an illusion that you created and can see. The modification must remain within the illusion's normal parameters.

Wrath of the Dunes

At 11th level, the damage of your Arid Strikes increases to 1d8. Additionally, when you apply your Arid Strikes feature to a creature, you can choose to create one of the following additional magical effects:

  • A localized sandstorm appears around the target. Creatures of your choice within 10 feet of the target (excluding the target) take an additional 1d6 magical slashing damage.
  • The target must succeed on a Constitution saving throw against your ranger spell save DC or become blinded until the end of your next turn.
  • You create an illusion following the parameters of the silent image spell within 5 feet of the target that lasts until the end of your next turn. This spell is considered cast at its lowest level, and you do not need to concentrate on it.

You can create one of these magical effects a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mirage Afterimage

At 15th level, you can silently slip away from danger, using a mirage to cover your tracks. When an attack misses you, you can use your reaction to become invisible until the end of your next turn, and teleport to an unoccupied space you can see within 30 feet of you. You also leave behind a mirage of your form. The mirage is an illusion, and it looks and acts identically to you. The mirage disappears if a creature attacks it, but it otherwise remains in your original space until end of your next turn or until you dismiss it, which you can do freely.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Errata

Unlike optional features, the changes to the features listed here are not opt-in. If you wish to use a Ranger subclass with errata material, you must use them with these changes. The changes to the following abilities are italicized.

Fighting Style

2nd-level Ranger feature

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with bows and crossbows.

Rogue

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Modern Buccaneering

3rd-level Swashbuckler rogue feature

You gain proficiency with flintlock pistols and hand cannons.

Roguish Archetype

At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The Deadeye is available to you when making that choice.

Deadeye

With a long rifle in hand, deadeye rogues are silent killers who deliver death without needing to get their hands dirty. While other assassins prefer the personal touch of a dagger in the back, or the thrill of poisoning a mark's drink, deadeyes are satisfied with picking their targets off from five rooftops away, quietly escaping in the ensuing panic. However, they are no strangers to the blade, as the time often comes where they have to defend themselves up-close and personally.

Silent Gunner

When you choose this archetype at 3rd level, you gain proficiency with firearms. Additionally, any firearm you attack with ignores its thunderous property.

Target Isolation

At 3rd level, when you attack, you can use your Sneak Attack against a target that has no other creatures, including yourself, within 10 feet of it. You can use this property even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

Target Acquisition

At 9th level, your senses become heightened, allowing you to quickly spot hidden creatures. You can use the bonus action granted by your Cunning Action to take the Search action. If you are trying to find a creature, and you are hidden from it, you can make your Wisdom (Perception) or Intelligence (Investigation) check at advantage.

Suppressive Fire

At 13th level, you can quickly retreat from danger if your position is compromised. When you are hit by a melee attack, you can use your reaction to teleport up to 30 feet to an unoccupied space you can see after you take the attack's damage. As part of this reaction, you can make an attack with a ranged weapon against the creature that hit you after you arrive at your new space.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Deadly Aim

At 17th level, you can blindside creatures trying to hide from your gunfire. When you spot a hidden creature using the Search action, a creature moves behind half-cover or three-quarters cover, or a creature that you can see attempts to hide and rolls lower than your passive Wisdom (Perception), you can use your reaction to make an attack with a ranged weapon against the creature. This attack ignores the benefits of cover, and can benefit from your Sneak Attack even if you have already used it this turn.

Sorcerer

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Bloodline Spells

1st-level sorcerer feature

You learn additional spells when you reach certain levels in the Sorcerer class, as shown on the following tables. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. You cannot replace these spells. You can find these spells below.

Divine Spells
Sorcerer Level Spell
1st detect evil and good
3rd aid, augury
5th revivify, spirit guardians
7th divination, guardian of faith
9th commune, dispel evil and good
Draconic Spells
Sorcerer Level Spell
1st absorb elements, identify
3rd dragon's breath*, locate object
5th fear, glyph of warding**
7th Leomund's secret chest, polymorph
9th summon draconic spirit, legend lore

*(The exhalation can only deal damage of the type associated with your bloodline)

**(Explosive Runes can only deal damage of the type associated with your bloodline)

Shadow Spells
Sorcerer Level Spell
1st false life, inflict wounds
3rd shadow blade
5th bestow curse, vampiric touch
7th death ward, shadow of moil
9th negative energy flood, mislead

Additional Dragon Ancestors

1st-level Draconic Bloodline sorcerer feature

The type of dragon you can select for your Dragon Ancestor feature expands to additional dragon types.

Expanded Draconic Ancestry
Dragon Damage Type
Dragon Turtle Fire
Platinum Thunder
Yellow Fire
Divine Radiant
Fell Necrotic
Iron Fire

Break in the Weave

15th-level Wild Magic sorcerer feature — addition to Wild Magic Surge

At 15th level, your magic has become so powerful that you can break the flow of magic in an area. You learn the reality break spell. This spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you cast this spell, you must immediately roll twice on the Wild Magic Surge table, rerolling duplicate effects and ignoring your Controlled Chaos feature, as the ambient magic in the area breaks and warps around you.

Storm Spells
Sorcerer Level Spell
1st fog cloud, shower of sparks
3rd gust of wind, skywrite
5th call lightning, gaseous form
7th control water, storm sphere
9th control winds, maelstrom
Wild Spells
Sorcerer Level Spell
1st chaos bolt, color spray
3rd fortune's favor, mirror image
5th blink, enemies abound
7th confusion, hallucinatory terrain
9th synaptic static, temporal shunt
15th reality break

Sorcerous Origins

At 1st level, a sorcerer gains the Sorcerous Origins feature, which offers you the choice of a subclass. The Phoenix Heart and the Arcane Bloodline are available to you when making that choice.

Phoenix-Heart

The heart that beats within your chest is suffused with the immortal flame of the legendary phoenix. You or one of your ancestors may have aided a phoenix in a time of need, or the blood of one such a creature may run through your veins — either through a blessing or genealogy.

Like a phoenix, you have the ability to call upon the destructive power of fire magic, as well as its innate rejuvenation. However, you lack the wisdom to know when to burn and when to cauterize. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can't bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

While you may not share the immortal wisdom of your phoenix kin, you potentially have eons of existence in front of you. Perhaps that wisdom will come with time.

Ash and Flame

Your heritage has granted you mastery over fire magic. You learn additional spells when you reach certain levels in this class, as shown on the Phoenix Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Unlike your other spells, these spells cannot be replaced when you gain a level in this class.

Phoenix Spells
Sorcerer Level Spell
1st burning hands, detect evil and good, produce flame
3rd flaming sphere, lesser restoration
5th phoenix dive, revivify
7th fire shield, wall of fire
9th flame strike, greater restoration

Additionally, when you die, your body disintegrates, leaving behind an egg-shaped cinder. Anything you were carrying or wearing drops to the ground within 5 feet of you. This effect takes precedence over effects that would alter the form of your body upon death, such as the disintegrate or finger of death spells. The cinder is warm to the touch, immune to all damage, and sheds dim light in a 10-foot radius. The cinder counts as your whole body for the purposes of resurrection.

If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster ignores any limitations imposed by the spell regarding the time since your death. If you died from old age, you revive automatically after 1d6 days, and your new physical age upon revival is equal to 1d10 + 12.

Heart of the Phoenix

At 1st level, you can unleash the destructive fire raging within you. As a bonus action, you invoke the fiery power within your heart, temporarily wreathing yourself in a cloak of flame. For 1 minute or until you are incapacitated, you gain the following benefits:

  • You shed bright light in a 30-foot radius, and dim light for an additional 30 feet.
  • If a creature hits you with a melee attack, touches you, or ends its turn within 5 feet of you, that creature takes fire damage equal to your Charisma modifier.
  • When you cast a spell that deals fire damage, you can add your Charisma modifier to one damage roll of that spell.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Rise from the Ashes

Starting at 6th level, your control over your cycle of life and death is heightened, allowing you to rise from your ashes in a fervor of flame. You gain the following benefits:

  • You gain resistance to fire damage.
  • When you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead. Each creature within 10 feet of you must succeed on a Dexterity saving throw against your sorcerer spell save DC, taking fire damage equal to your sorcerer level + double your Charisma modifier on a failed save, or half as much damage on a success. Once you use this feature, you can't use it again until you finish a long rest.

Cauterizing Flame

Starting at 14th level, your phoenix-fire gains the ability to heal as well as harm. When you expend a spell slot to cast a spell that deals fire damage, you regain hit points equal to the slot's level + your Charisma modifier.

Additionally, if a creature would take damage from your Heart of the Phoenix feature by ending its turn within 5 feet of you, or from your Rise from the Ashes feature, you can instead heal that creature for a number of hit points equal to the half the fire damage it would normally take.

Heart and Soul

Starting at 18th level, the roaring flame in your heart mingles with your very soul, heightening your connection to your phoenix bloodline. When you invoke your Heart of the Phoenix, you gain the following additional benefits for the duration:

  • You sprout a pair of fiery wings, granting you a flying speed equal to your walking speed, and you can hover.
  • You gain immunity to fire damage.
  • If you use your Rise from the Ashes feature, creatures in its area automatically fail their saving throw against it.

Arcane Bloodline

While magic is a commonplace phenomenon, especially in modern Ferath, it is often granted a respectful fear by those who know its depth of destructive might and power. Such destruction is epitomized by an extremely rare event known as a ley storm. While Ferath's ley lines are often safely contained beneath the earth, their flow can sometimes breach the surface and shower massive areas with a destructive amount of arcane magic. Those who survive such an event, or children reared shortly afterwards, often gain an innate mastery over pure magical energy.

Unlike many other sorcerers, the power afforded to a sorcerer with an arcane bloodline is often very well controlled. Violent outbursts for such magical practitioners are often relegated to their younger years, when they awaken to their power for the first time. Beyond that, they display a fine-tuned control over their magic, rivaling even the strongest of masters.

Arcane bloodline sorcerers can weave their innate arcane talents to both protect their allies, and unleash the destructive wrath of a ley storm upon their enemies.

Ley Line Conduit

Your heritage allows the knowledge of the arcane to flow through you like breathing air. You learn additional spells when you reach certain levels in this class, as shown on the Ley Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Unlike your other spells, these spells cannot be replaced when you gain a level in this class.

Ley Spells
Sorcerer Level Spell
1st magnify gravity, shield
3rd Nystul's magic aura, vortex warp
5th glyph of warding, pulse wave
7th arcane eye, gravity sinkhole
9th Bigby's hand, wall of force

Additionally, you gain proficiency in the Arcana skill, and you can add your Charisma modifier to Intelligence (Arcana) checks.

Ley Aegis

Starting at 1st level, raw, arcane magic flows through your blood, cloaking you in a protective sheen of ley energy. Whenever you finish a short or long rest, you gain temporary hit points equal to your sorcerer level. Additionally, When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Arcane Augmentation

Starting at 6th level, you can utilize your innate arcane potential to bolster your capabilities in a pinch. Whenever you make an ability check or saving throw and fail, you can use your reaction to reroll it and take the second result. Once you use this feature, you can't use it again until you finish a long rest. While you have no uses available, you can spend 1 sorcery point to use this feature again.

Unseal Arcana

Starting at 6th level, you can subtly manipulate the ley lines to reveal glyphs and enchantments around you. As an action, you can spend 1 sorcery point to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 minute.

You have advantage on Intelligence (Arcana) checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language you can't read, you can understand them as if you knew that language for the duration.

Arcane Torrent

Starting at 14th level, you can channel the raw, destructive power of the arcane to suffuse your spells with overwhelming force. When you cast a spell of 1st level or higher that deals damage, you can cause the spell to deal force damage instead of its usual damage type. Additionally, all creatures targeted by the spell must succeed on a Strength saving throw against your sorcerer spell save DC. Creatures that fail are either knocked prone or pushed up to 15 feet away from the spell's point of origin (your choice).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Arcane Exemplar

Starting at 18th level, you can use a bonus action and spend 6 sorcery points to magically transform your body into pure magical energy for 1 minute, entering your exemplar form. In this form, you gain the following benefits:

  • You gain a flying speed equal to your walking speed, and you can hover.
  • You have advantage on saving throws against spells and other magical effects.
  • You have resistance to damage from spells.
  • Whenever you cast a spell of 1st level or higher, you regain hit points equal to the spell's level.

Credits

The Arcane Bloodline sorcerer subclass is a different take on the Runechild sorcerer subclass, created by Matthew Mercer and Darrington Press and featured in the Tal'dorei Campaign Setting Reborn book.

Warlock

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a warlock. Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Additional Pact of the Chain Options

3rd-level warlock feature—addition to Pact Boon: Pact of the Chain

When you cast the find familiar spell as part of your Pact of the Chain feature, you can summon additional familiar options. Below are the additional options, as well as their source and recommended patrons to use them with:

The Celestial
  • Lantern Archon (Stillwater's Travelogue to Ferath)
The Fathomless
  • Amphisbaena (becomes Small; Ghosts of Saltmarsh)
The Genie
  • Dust Mephit (Dao or Djinni; Monster Manual)
  • Ice Mephit (Djinni or Marid; Monster Manual)
  • Magma Mephit (Dao or Efreeti; Monster Manual)
  • Mud Mephit (Dao or Marid; Monster Manual)
  • Smoke Mephit (Djinni or Efreeti; Monster Manual)
  • Steam Mephit (Efreeti or Marid; Monster Manual)
The Great Old One
  • Flumph (Monster Manual)
  • Gazer (Volo's Guide to Monsters)
The Undead and The Undying
  • Topi (The Tortle Package)
The Waldhexe
  • Crag Cat (becomes Small; Storm King's Thunder)
  • Pest Mascot (Strixhaven: A Curriculum of Chaos)
  • Tressym (Storm King's Thunder)

Hex Warrior

3rd-level warlock feature—addition to Pact Boon: Pact of the Blade

You have proficiency with martial weapons. Additionally, whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. Every pact weapon you conjure also benefits from this feature.


Lantern Archon

Tiny celestial, lawful good


  • Armor Class 13
  • Hit Points 7 (2d4+2)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 15 (+2)

  • Skills Medicine +4, Perception +4
  • Damage Resistances radiant, poison
  • Condition Immunities exhaustion, petrified, prone
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Understands Common and Celestial but can't speak them
  • Challenge 1 (200 xp)

Innate Spellcasting. The lantern archon's innate spellcasting ability is Charisma (spell save DC 12). The lantern archon can cast the following spells, requiring no somatic or material components:

At will: light

1/day: continual flame (lasts 24 hours), daylight (self only), detect good and evil

Celestial Resilience. The lantern archon has advantage on saving throws against poison, as well as spells and other magical effects.

Illuminated. The lantern archon perpetually sheds bright light around itself in a 20 foot radius, and dim light for an additional 20 feet. This effect is suppressed if the archon is within darkness created by a spell or magical effect, and it dies if it spends a number of minutes greater than 1 + its Constitution modifier in such an area.


Actions

Light Ray. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 4 (1d4+2) radiant damage and the target must succeed on a DC 12 Constitution saving throw or shed dim light in a 5 foot radius for 1 minute or until the lantern archon's concentration ends (as if concentrating on a spell). While the target sheds this light, it has disadvantage on all Wisdom (Perception) checks relying on sight and it cannot benefit from being invisible. The lantern archon can choose whether or not to apply this effect on a hit.

Archon Transposition. The lantern archon opens a small, instantaneous rift to the upper planes around itself and in an unoccupied space it can see within 60 feet, teleporting to that space. Both spaces must be in bright light.

Otherworldly Patrons

At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The Wyrmlord and the Waldhexe are available to you when making that choice.

The Wyrmlord

You have entered a pact with a dragon whose power extends beyond that of even the most ancient of their kind — the wyrmlord. Wyrmlords are dragons that, either through age or sheer power, have the capacity to grant boons to mortals that they believe will be useful to them. Is this wyrmlord patron a benevolent figure, who wants to use your skills and mobility to spread order throughout the realms? Or are they a malevolent figure, who seeks to sew only chaos and destruction at your hand?

Those who forge pacts with wyrmlords come from myriad backgrounds. There are powerful dragon cults who follow the will of their wyrmlord master, whether for good or ill, as well as adventurers — or regular people — who stumble upon the lair of a reclusive wyrmlord by happenstance. Whatever the reason for your pact or by what means it was drawn, your wyrmlord master's will and power flows through you.

Entities that can be considered wyrmlord patrons are typically draconic gods or their servants, greatwyrms, or powerful draconic mages.

Expanded Spell List

The Wyrmlord 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, along with the spells associated in the table with your patron's elemental affinity.

Wyrmlord Expanded Spells (Common Types)
Spell Level Wyrmlord Spells Acid Spells Cold Spells Fire Spells Lightning Spells Poison Spells
1st command Tasha's caustic brew frost fingers burning hands shower of sparks ray of sickness
2nd dragon's breath Melf's acid arrow Rime's binding ice scorching ray forked lightning blindness/deafness
3rd wind wall acidic corrosion Stillwater's interposing ice Ashardalon's stride lightning bolt stinking cloud
4th Leomund's secret chest vitriolic sphere ice storm wall of fire storm sphere grasping vine
5th summon draconic spirit acid storm cone of cold immolation control winds cloudkill
7th draconic transformation
Wyrmlord Expanded Spells (Uncommon Types)
Spell Level Wyrmlord Spells Force Spells Necrotic Spells Psychic Spells Radiant Spells Thunder Spells
1st command magic missile inflict wounds dissonant whispers guiding bolt thunderwave
2nd dragon's breath vortex warp wither and bloom Nathair's mischief moonbeam knock
3rd wind wall pulse wave life transference motivational speech daylight blink
4th Leomund's secret chest gravity sinkhole Mordenkainen's faithful hound phantasmal killer aura of life thunderous pulse
5th summon draconic spirit Bigby's hand destructive wave modify memory dawn destructive wave
7th draconic transformation

Emissary of the Wyrmlord

Starting at 1st level, you gain the ability to speak, read, and write Draconic. Additionally, choose the type of dragon you made a pact with in the Wyrmlord Patron Table below, and their associated damage type.

Additionally, spells you learn from the Wyrmlord's Expanded Spell List that do not deal your chosen damage type, offer you a choice of damage types, or deal multiple damage types, (excluding bludgeoning, piercing, or slashing damage), instead only deal the damage type associated with your patron, even if the spell is normally incapable of doing so. Spells you learn from the standard warlock spell list or from another source are not affected by this feature.

Wyrmlord Patron
DAMAGE TYPE SUGGESTED OPTIONS
Acid Black Dragon, Copper Dragon, Dracohydra
Cold Dracohydra, Ghost Dragon, Sea Serpent, Silver Dragon, White Dragon
Fire Brass Dragon, Dracohydra, Dragon Turtle, Gold Dragon, Iron Dragon, Red Dragon, Yellow Dragon
Lightning Blue Dragon, Brass Dragon, Dracohydra
Poison Dracohydra, Green Dragon
Force Amethyst Dragon, Eyedrake
Necrotic Fell Dragon, Shadow Dragon, Topaz Dragon
Psychic Elder Brain Dragon, Deep Dragon, Emerald Dragon, Moonstone Dragon
Radiant Crystal Dragon, Divine Dragon, Hollow Dragon, Moonstone Dragon
Thunder Platinum Dragon, Sapphire Dragon

Frightful Presence

Starting at 1st level, your patron grants you the ability to summon an illusory duplicate of itself when you attack, invoking fear within the creatures you wound. Once during each of your turns, when you deal damage with an attack or a spell, you can force a number of creatures of your choice up to your Charisma modifier who took the damage and are within 30 feet of you to make a Wisdom saving throw against your warlock spell save DC. If a creature fails the saving throw, that creature is frightened of you until the end of your next turn. If you can attack multiple times in a turn with a weapon, any number of creatures of your choice that you deal damage to must make the saving throw, provided the number of creatures you damage doesn't exceed your Charisma modifier.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Elemental Awakening

Starting at 6th level, your affinity for your patron's innate element grows. When you deal damage with the eldritch blast cantrip or a pact weapon, you can choose to deal damage of the damage type associated with your patron instead of the spell or weapon's usual damage type.

Additionally, when you roll a 1 on a damage die of the damage type associated with your patron, you can reroll it. You must keep the result of this new roll, even if the new roll is a 1.

Draconic Resilience

Starting at 10th level, you don a spectral cloak of dragon scales. You gain resistance to the damage type associated with your patron. Additionally, whenever you finish a short or long rest, you gain a number of temporary hit points equal to your warlock level + your Charisma modifier. While you have the temporary hit points granted by this feature, you have immunity to the damage type associated with your patron instead of resistance.

Lair Projection

Starting at 14th level, you can call upon your patron's power as an action, temporarily suffusing the area around you with a portion of the magical energy of your patron's lair. The projection encompasses a 60-foot sphere centered on you, and spreads around corners. The lair projection remains in its position for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

When you summon the lair projection, a controlled burst of elemental energy springs forth from the center of the lair projection towards a number of creatures up to your Charisma modifier (minimum of 1) that you choose within the lair projection. Those creatures must succeed on a Dexterity saving throw against your warlock spell save DC or take 8d6 of the damage type associated with your patron, or half as much damage on a success.

While the lair projection is active and you are within the lair projection's area, you know the precise location of any creature within its range, and the exact value of any treasure within its range. Additionally, if you are within the lair projection, you can produce one of the following effects as a bonus action on each of your turns, each affecting one creature within the lair projection. You can't use the same effect two rounds in a row:

  • An effect associated with your patron lashes out at a creature, and attempts to pull or push them. The creature must succeed on a Strength saving throw against your warlock spell save DC or be moved up to 15 feet in a horizontal direction of your choice.
  • An effect associated with your patron attempts to harry a creature's balance. The creature must succeed on a Dexterity saving throw against your warlock spell save DC or be knocked prone.
  • A localized cloud containing an effect associated with your patron interferes with a creature's senses. The creature must succeed on a Constitution saving throw against your warlock spell save DC or become blinded until the end of your next turn.

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

The Waldhexe

You have made your pact with the most powerful of the hags — a waldhexe. These foul, yet powerful creatures live to torment the denizens of the multiverse by tricking them into unfavorable deals with the promise of powerful boons. Unlike other hags, waldhexen always work alone. However, it is believed by some that a coven of waldhexen control the fate of reality itself.

As a servant of one of these creatures, some of their powerful curse-granting magic has extended to you, though the details of the pact you have forged are up to you and your DM. Were you tricked into your pact? Did you forge it willingly, despite the consequences you may face in the future? Regardless, your patron will take a keen interest in how you interact with the world around you in her name.

Expanded Spell List

The Waldhexe 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.

Waldhexe Expanded Spells
Spell Level Waldhexe Spells
1st bane, Tasha's caustic brew
2nd augury, fortune's favor
3rd bestow curse, Leomund's tiny hut
4th arcane eye, phantasmal killer
5th contagion, reincarnate

Insidious Curse

Beginning at 1st level, you gain the ability to place a baleful hex on someone. As a bonus action, choose one creature you can see within 60 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you can regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dark Bargain

Starting at 6th level, you can entreaty your patron for aid, granting you or one of your allies luck in a pinch, but with the cost of suffering an unavoidable, untimely fate. When you or a creature you can see within 30 feet of you fails an ability check or saving throw, or misses an attack roll, you can choose to replace the result of their roll with the minimum needed to succeed if the creature is willing. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can replace the result of a successful attack roll, ability check, or saving throw made by the creature that accepted the bargain with either one less than the minimum needed to succeed, or the sum of having rolled a 1 on the die. You then regain the use of this feature.

Reversal of Fortune

Starting at 10th level, you can reverse the good fortune of the subject of your hexes. If the target cursed by your Insidious Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Tithe of Flesh

Starting at 14th level, you gain the ability to summon a ghostly apparition of your patron to consume a portion of a creature's vitality or psyche. As an action, choose one creature you can see within 60 feet of you. That creature must succeed on a Wisdom saving throw against your warlock spell save DC. Fey, fiends, and creatures that are already cursed by this feature automatically succeed on this saving throw, and the subject of your Insidious Curse makes this saving throw at disadvantage. On a failed save, the creature takes 8d8 psychic damage and becomes the subject of one of the following curses of your choice.

Curse of the Mind. The creature has disadvantage on Wisdom saving throws and Intelligence checks made to recall information.

Curse of the Eye. The creature has disadvantage on Dexterity saving throws and Wisdom (Perception) checks.

Curse of the Heart. The creature has disadvantage on Constitution saving throws and Charisma checks made to interact socially with a creature.

On a success, the creature takes the damage, but does not suffer a curse. The curse can be removed if a remove curse spell is cast on the target, and the curse ends early if you die. Otherwise, the curse lasts indefinitely.

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

Eldritch Invocation Options

When you choose eldritch invocations, you have access to these additional options.

Arms of the Otherworldly Warrior

Prerequisite: Pact of the Blade feature

You gain proficiency with medium armor and shields.

Embrace of Black Powder

Prerequisite: Pact of the Blade feature

You gain proficiency with firearms. You can use any firearm you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, firearms summoned in this way gain a +1 bonus to attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a flintlock pistol, hand cannon, hunting rifle, pistol, revolver, or carbine rifle.

Wizard

Arcane Tradition

At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The School of Arcanomancy is available to you when making that choice.

School of Arcanomancy

While many wizards choose to focus their studies on a particular school, tradition, or discipline of magic, students of arcanomancy, known as arcanists, focus their efforts on understanding the entire spectrum of magic as a singular concept — like a prism with many facets. Arcanists by their very nature are not masters of any particular aspect of magic, but they instead draw strength from a selection of the eight schools of magic simultaneously — as if tilting and orienting the prism in a specific manner to achieve a desired outcome.

Savant of the Eight Forms

Beginning when you select this order at 2nd level, the gold you must spend to copy a spell of any school into your spellbook is halved.

Arcane Facets

Starting at 2nd level, you begin to draw minor power from all eight schools of magic. When you finish a long rest, you can focus on particular aspects of the arcane spectrum, known as Arcane Facets. Your focus empowers you with minor abilities from one of the eight schools of magic until you finish another long rest, at which point you can choose to continue focusing on your previous selection or focus on a new selection of facets. Choose two of the following. At 6th level, you can choose three. At 10th level, you can choose four.

Abjurative Facet

You gain a +1 bonus to your AC if you aren't wearing armor or holding a shield.

Conjurative Facet

When you fail a Dexterity saving throw, you can use your reaction to conjure an obstruction between you and the effect, granting you half cover against it. Once the effect resolves, the obstruction immediately crumbles to dust.

Divining Facet

When you roll initiative, you can roll a d6 and add the number rolled to the total.

Enchanting Facet

When you make an ability check to interact socially with a creature, you can roll a d6 and add the number rolled to the total.

Evoking Facet

When you cast a cantrip that deals damage, you can add an additional 1d4 force damage to one damage roll of that spell.

Illusory Facet

When you make a Dexterity (Stealth) check, you can roll a d6 and add the number rolled to the total.

Necromantic Facet

When you finish a short rest, and when you focus on this facet after finishing a long rest, you gain temporary hit points equal to your Intelligence modifier + your proficiency bonus.

Transmutative Facet

When you cast a wizard spell that deals acid, cold, fire, lightning, or thunder damage, you can replace that damage type with one of the other damage types listed in this feature.

Recollective Study

Starting at 6th level, when you finish a short rest, you can replace a wizard spell you have prepared with a different spell from your spellbook that you don't have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of an equal or higher spell level.

Flawless Intuition

Starting at 10th level, you begin to understand the most minute complexities of the arcane spectrum. When you finish a long rest, choose one of the Arcane Facets you selected after finishing a long rest. You gain a greater understanding of it, empowering it into a Flawless Arcane Facet until you finish another long rest.

Flawless Abjurative Facet

You gain an additional +1 bonus to your AC, for a total of +2.

Flawless Conjurative Facet

When you create cover, it instead becomes three-quarters cover.

Flawless Divining Facet

In addition to the effect of your Divining Facet, you cannot be surprised.

Flawless Enchanting Facet

You can extend the effect of your Enchanting Facet to creatures of your choice within 10 feet of you.

Flawless Evoking Facet

The effect of your Evoking Facet extends to your wizard spells as well as your cantrips.

Flawless Illusory Facet

In addition to the effect of your Illusory Facet, when a creature hits you with an attack roll, you can use your reaction to roll a d6 and subtract the number rolled from the total, potentially turning a hit into a miss.

Flawless Necromantic Facet

The number of temporary hit points you gain from your Necromantic Facet increases by an amount equal to your wizard level.

Flawless Transmutative Facet

In addition to the effect of your Transmutative Facet, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Fundamental Mastery

Starting at 14th level, you attain a fundamental mastery of arcane form. When you cast a wizard spell of 4th level or lower, and the spell fails to take effect, you can choose to immediately regain the spell slot used to cast it. A spell that fails to take effect, for the purposes of this feature, is a spell that is nullified by an effect such as counterspell, or has all of the following occur on the turn the spell is cast:

  • The spell you cast requires you to make an attack roll or another creature to make a saving throw.
  • All of the spell's attack rolls, if any, miss their targets.
  • All creatures targeted by the spell succeed on their saving throws, if any.
  • The spell does not deal damage to or an inflict a condition on a creature, object, or the environment after a successful saving throw or a missed attack roll.
  • No persistent effect remains after the spell is cast.
  • You are not concentrating on the spell after it is cast.
  • A creature does not use its Legendary Resistance feature to succeed on its saving throw against the spell.

You can only use this feature once per round. You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.

Weapons

In the world of Ferath, there are a number of unique weapon types not seen in other worlds. These mainly include various setting-specific types of firearms, but a number of martial melee weapons can be counted amongst them. These weapons include the saber—a nimble slashing sword, and the cudgel—a lightweight bludgeoning weapon.

Firearms are a unique type of weaponry only developed within the last 70 years of Ferath's history. They are the favorite weapon of outlaws and criminals in the Southern Maka Desert, but are also used within all of the world's nations.

Firearm proficiency is limited to artificers, fighters, rangers, certain character subclasses, or through taking a feat. Only specialists of the gunslinging form are capable of handling firearms properly.

Martial Weapons
Weapon Cost Damage Weight Properties
Cudgel 10 gp 1d6 bludgeoning 4 lbs Light, special*
Saber 25 gp 1d8 slashing 3 lbs Finesse

*If you have the Sneak Attack feature, it can be applied to damage rolls with this weapon like a finesse weapon, otherwise following all other rules of the feature. Rogues gain proficiency with this weapon at base level.

Basic Firearms
Weapon Cost Damage Weight Properties
Flintlock Pistol 15 gp 1d6 piercing 5 lbs Ammunition (range 30/90), light, loading, point-blank, thunderous 300
Hand Cannon 20 gp 1d8 piercing 5 lbs Ammunition (range 40/120), loading, point-blank, thunderous 300
Hunting Rifle 25 gp 1d10 piercing 10 lbs Ammunition (range 80/240), loading, thunderous 600, two-handed

Advanced Firearms
Weapon Cost Damage Weight Properties
Pistol 50 gp 1d6 piercing 5 lbs Ammunition (range 50/150), light, point-blank, reload 10, thunderous 300
Revolver 100 gp 1d8 piercing 5 lbs Ammunition (range 40/160), light, point-blank, reload 6, thunderous 300
Carbine Rifle 120 gp 1d10 piercing 10 lbs Ammunition (range 150/600), reload 5, thunderous 600, two-handed
Ion Pistol 300 gp 1d8 lightning 5 lbs Ammunition (range 50/150), light, point-blank
Ion Rifle 720 gp 1d10 lightning 5 lbs Ammunition (range 150/600), two-handed

Spells

Spells
Level Spell School Conc. Ritual Class
5 acid storm Conjuration Yes No Druid, Sorcerer, Wizard
3 acidic corrosion Conjuration No No Sorcerer, Wizard
2 cold snap Evocation No No Druid, Sorcerer, Wizard
5 divine bolt Evocation No No Cleric, Paladin
2 forked lightning Evocation No No Sorcerer, Wizard
2 gale strike Conjuration No No Ranger
5 Mardiga's message mirror Divination Yes No Cleric, Wizard
3 phoenix dive Conjuration No No Ranger, Sorcerer, Wizard
2 power word shield Abjuration No No Bard, Cleric, Paladin
1 primeval awareness Divination No NO Druid, Ranger
C sand burst Conjuration No No Artificer, Druid, Sorcerer, Warlock, Wizard
1 shower of sparks Evocation No No Sorcerer, Wizard
1 Stillwater's frigid frostfire Evocation Yes No Artificer, Sorcerer, Wizard
3 Stillwater's interposing ice Conjuration Yes No Wizard
5 Stillwater's spell safeguard Abjuration Yes No Wizard
1 summon familiar Conjuration No Yes Wizard
4 thunderous pulse Evocation No No Bard, Sorcerer, Wizard
4 vacuum-breathing Transmutation No Yes Ranger, Sorcerer, Warlock, Wizard

Spell Details

Acid Storm

5th-level conjuration

Casting Time: 1 action

Range: 300 feet

Components: V, S

Duration: Concentration, up to 1 minute

Acid rain begins falling within a 40-foot-radius, 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Dexterity saving throw or take 8d4 acid damage and become covered in acid, or half as much damage while not becoming covered in acid on a success. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. The acid remains for the duration, or until a creature uses its action to scrape or wash the acid off itself or another creature.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.

Acidic Corrosion

3rd-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You conjure a globule of highly corrosive acid, which you hurl at a target within range. The target must make a Dexterity saving throw. On a failure, the target takes 8d4 acid damage and becomes covered in acid, or half as much damage while not becoming covered in acid on a success. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. The acid remains for 1 minute, or until a creature uses its action to scrape or wash the acid off itself or another creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 3rd.

Cold Snap

2nd-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Three motes of frigid-cold air appear in your hand, which you can hurl at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each mote. On a hit, the target takes 1d12 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional mote for each slot level above 2nd.

Divine Bolt

5th-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

The very heavens themselves open and unleash a bolt of divine lightning at a target you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the bolt dissipates without effect.

The target must make a Constitution saving throw. On a failed save, the target takes 4d8 lightning damage, 4d8 radiant damage, and is stunned until the start of your next turn. On a successful save, the creature takes half as much damage and isn't stunned.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage or the radiant damage (your choice) increases by 1d8 for each slot level above 5th.

Forked Lightning

2nd-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Three arcs of lightning run down your forearm, which you can hurl at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

Gale Strike

2nd-level conjuration

Casting Time: 1 action

Range: Self, (30-foot line)

Components: S, M (a melee weapon worth at least 1 sp)

Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike forward like the wind in a line 30 feet long and 5 feet wide. Make a melee weapon attack against up to three creatures in the line, using the to hit modifier of the weapon used in the casting. On a hit, a target takes 3d8 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 1st.

Mardiga's Message Mirror

5th-level divination

Casting Time: 1 minute

Range: Self

Components: V, S, M (a reflective focus worth at least 1000gp, such as a crystal ball, a silver mirror, or a font filled with holy water)

Duration: Concentration, up to 10 minutes

You create a two-way link of divination magic between you and a creature you are familiar with that is on the same plane of existence as you. During the casting of this spell, the target becomes aware that you are trying to contact it, and can choose to cause the spell to fail, wasting the spell slot.

The spell creates a magical, rippling pool that appears in the air in front of the target. The pool moves with the target, remaining within 5 feet of it for the duration. You and creatures of your choice within 5 feet of you can see and hear through the pool as if you were there, using the material component you used to cast the spell as a communication focus. The target and creatures of its choice within 5 feet of it can see and hear through their end of the pool in the same manner. Any creatures not targeted by the spell can only see a faint outline of the pool, unless they are capable of seeing invisible objects, though they cannot see or hear anything within the pool.

When the spell ends, both sensors ripple and fade like pebbles dropped into a pond, and the images dissipate.

Phoenix Dive

3rd-level transmutation

Casting Time: 1 action

Range: Self

Components: V

Duration: Instantaneous

You surround yourself with a cloak of phoenix-fire and leap to an unoccupied space that you can see within 60 feet of you. This jump doesn't cost movement or provoke opportunity attacks. The path between you and the space must be unobstructed, and your speed cannot be 0: otherwise, the spell fails. You can bring along objects as long as their weight doesn't exceed what you can carry.

Immediately after you arrive at your new space, your cloak of flame explodes out from you. Each creature within 15 feet of you must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Power Word Shield

2nd-level abjuration

Casting Time: 1 reaction, which you take when you see a creature other than you get hit by an attack or be targeted by the magic missile spell

Range: 30 feet

Components: V, S

Duration: 1 round

You speak a word of power that summons a barrier to protect an ally from harm, which appears around a creature of your choice within range. Until the start of that creature's next turn, it has a +4 bonus to AC, including against the triggering attack, and it takes no damage from magic missile. This spell counts as the shield spell for the purposes of combining magical effects.

Primeval Awareness

1st-level divination

Casting Time: 1 action

Range: 1 mile

Components: S, M (a clump of earth, sand, or ice)

Duration: 1 minute

You focus your awareness on the region around you. For the duration, you can sense whether the following types of creatures are present within range: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration and range increase by 1 minute and mile respectively for each slot level above 2nd.

Sand Burst

Conjuration cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You hurl a small cloud of sand toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 piercing damage, and has disadvantage on Wisdom (Perception) checks that rely on sight until the end of its next turn. This spell can also target and extinguish small, unprotected flames.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shower of Sparks

1st-level evocation

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous

A wide shower of sparks erupts from your outstretched fingers. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Stillwater's Frigid Frostfire

1st-level evocation

Casting Time: 1 action

Range: Self (30-foot line)

Components: V, S, M (an ice cube and a candle wick)

Duration: Concentration, up to 1 minute

A stream of burning cold emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Constitution saving throw or be covered in burning ice for the spell's duration or until a creature uses its action to put itself or another creature out. A creature covered in the fire and ice takes 1d4 fire damage and 1d4 cold damage at start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, both the fire damage and the cold damage increase by 1d4 for each slot level above 1st.

Stillwater's Interposing Ice

3rd-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a handful of ice shavings, which the spell consumes)

Duration: 1 minute

You create three shields made of ice that appear in your space and circle around you for the duration. Each shield has a maximum number of hit points equal to 5 times your spellcasting ability modifier, are vulnerable to fire damage, and resistant to cold damage.

When you are hit by an attack roll, you can use your reaction to interpose one of the shields between you and the attacker, causing it to take the damage instead of you. Regardless of the amount of hit points the shield has after being used to interpose an attack, the shield shatters. If the damage done by the attack roll is greater than the amount of hit points the shield has, you take any remaining damage. These shields cannot be used to block effects that target an area, but they can be damaged and destroyed by them. Once the last shield is destroyed, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional shield for every two slot levels above 3rd.

Stillwater's Spell Safeguard

5th-level abjuration

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S, M (a thin sheet of lead)

Duration: Concentration, up to 1 minute

You create a ward of antimagic interference that you shape around creatures of your choice. When you cast the spell, choose any number of creatures within range. Those creatures are warded against your spells, taking no damage from them and automatically succeeding on any saving throws they impose if they are cast at 5th level or lower.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, your allies are warded against the damage and saving throws from your spells of one level higher for each slot level above 5th.

Summon Familiar

1st-level conjuration (ritual)

Casting Time: 1 hour

Range: 10 feet

Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

Duration: Until dispelled

You gain the service of a familiar, who manifests in an unoccupied space that you can see within range. A familiar is a spirit that takes a corporeal form to serve you. This corporeal form uses the Familiar stat block. When you cast the spell, choose an environment: Air, Land, or Water, as well as the spirit type: Aberration, Celestial, Elemental, Fey, or Fiend. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block, and its creature type is whichever spirit type you chose. The creature disappears when it drops to 0 hit points or when the spell ends, but you can choose to summon the same spirit by casting the spell again.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Alternatively, you can dismiss it forever, allowing you to summon a new spirit type.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose another environment. Your familiar's statistics and animal form change to reflect its new appearance, but its spirit type remains the same.


Familiar

Tiny or Small Aberration, Celestial, Elemental, Fey, or Fiend, Any Alignment


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 40 ft. (Water only)

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 11 (+0) 4 (-3) 14 (+2) 5 (-3)

  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Understands the languages you speak
  • Challenge

Familiar. Your familiar can't attack, but it can take other actions as normal.

Eyes and Ears. While you are within 100 feet of your familiar, you can see through your familiar's eyes and hear what it hears until the start of your next turn by using your action. You gain the benefits of any special senses or bonuses that the familiar has, but use your own Intelligence and Wisdom scores to complete sensory ability checks. During this time, you are deaf and blind with regard to your own senses.

Limited Telepathy. Your familiar can magically communicate simple ideas, emotions, and images telepathically with you while you are within 100 feet of it.

Withdraw. Your familiar doesn't provoke opportunity attacks when it moves out of an enemy's reach.

Mundane Appearance. Your familiar gains a bonus to its Dexterity (Stealth) checks equal to your proficiency bonus.

Keen Senses. Your familiar has advantage on Wisdom (Perception) checks that rely on sight, hearing or smell.

Climber (Land Only). Your familiar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Amphibious (Water Only). Your familiar can breathe air and water.

Reactions

Spell Delivery. When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell using its reaction. Your familiar must be within 100 feet of you to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Thunderous Pulse

4th-level evocation

Casting Time: 1 action

Range: Self (30-foot cone)

Components: V, S

Duration: Instantaneous

You create a shockwave of thunderous force in a 30-foot cone. Each creature in that cone must make a Constitution saving throw. A creature takes 5d8 thunder damage on a failed save, or half as much damage on a successful one. Every creature that fails the save is pushed 20 feet away from you. In addition, unsecured objects that are completely within the cone are likewise pushed the same distance.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 and the distance pushed increases by 5 feet for each slot level above 4th.

Vacuum-Breathing

4th-level transmutation (ritual)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a vial filled with breathable air)

Duration: 24 hours

This spell grants up to ten willing creatures you can see within range the ability to breathe in environments without air until the spell ends. Affected creatures also retain their normal mode of respiration. Additionally, you are immune to the damage dealt by standing in the vacuum of space without adequate protection.

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