#### Soul of a Hundred At 9th level, you manifest your will through your other selves, regardless of distance. You can communicate telepathically with your duplicate and perceive through your duplicate’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your duplicate’s senses, you can speak through your duplicate in your own voice, and you can command it to act even if you're absent. #### Inheritance of One At 13th level, your other selves have surpassed you in their own way, they can be called your peers. When you create a duplicate, it has a hit point maximum equal to your rogue level and gains one of the following features of your choice. **Acceleration.** The duplicate has doubled walking speed. **Aviation.** The duplicate has a flying speed of 30 feet. Duration. The duplicate lasts for 8 hours instead of 1 hour. **Expansion.** The duplicate is Large and has advantage on Strength checks and Strength saving throws. **Explosion.** If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and explode, each creature within 10 feet of it takes 4d6 fire damage. **Salvation.** If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and gain temporary hit points equal to the amount lost. **Suppression.** The duplicate is invisible until it attacks or until its concentration ends. **Teleportation.** If the duplicate is within 120 feet of you, you can use your action to reduce it to 0 hit points and teleport to where it was. Once a duplicate gains a feature, you can't create a duplicate with that feature until that duplicate vanishes. #### Legacy of All At 17th level, you have ceased to differentiate yourself from yourself, all of you are you. You regain all your expended uses of Body of a Hundred when you finish a short or long rest. Additionally, when you create a duplicate, you can replace the tool proficiency that it gained from Mind of a Hundred with another tool proficiency.
### Imposing Glance You can strike fear into the hearts of the weak willed. Starting at 9th level, you can use a bonus action to make a Charisma (Intimidation) check against a target within 30 feet of you, contested by the target's Wisdom (Insight) check. If you succeed, the target is frightened of you until the start of your next turn, and you have advantage on the first attack roll you make against that target before the start of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest. ### Nerves of Steel Fear is a weapon to be used against cowards and the weak willed, and you are not so easily intimidated. Beginning at 9th level, you are immune to the frightened condition. ### Dodge and Counter You can twist the force of your enemies' blows against them. Starting at 13th level, when a Large or smaller creature within your reach misses you with a melee attack, you can use your reaction to force them to make a Dexterity saving throw. The save DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, you choose weather the creature is knocked prone or grappled by you. You must have at least one free hand in order to grapple a creature with this feature. ### Ruthless Strike You can draw upon a creature's fear of you to strike with ruthless efficiency. Beginning at 17th level, when you hit a creature that is frightened of you with a weapon attack, you can choose to treat the attack as an automatic critical hit. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
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## Druid Subclass
### Circle of the Spiritlords
Ages ago, nature priests with a greater connection to
the spirit realm believed the world itself to be formed
from a group of elemental and primordial spirits, each
specifically charged to harness one of the major elements
of creation. This band of tribal druids developed a set
of ritual practices that allowed them to summon these
spirits, whose essence now resides in every rock, tree,
and breath of air, controlling the ebb and flow of nature
not only in their homeland, but in all lands beyond. This
order of priests were known as spiritlords.
Spiritlords begin their journey with the rites handed
down by those before them, specifically, the ritual to
create a special mask from an ironwood tree. This mask
allows the spiritlord to play host to the spirit-elementals
roaming this world.
As the spiritlord grows in power and gains a heightened
level of attunement to the spirit world, their mask
transforms along with them, being altered with new
carvings, ritual paints, and brands that symbolize the
bond between the druid and the spirits they carry within.
#### Circle of the Spirits Features
| Druid Level | Feature |
|:---:|:-----------:|
| 2nd | Spirit Bond |
| 6th | Empowered Conduit |
| 10th | Vigilant Spirits |
| 14th | Honored Host |
#### Spirit Bond
When you choose this circle at 2nd level, you choose one
spirit-element to bond with your mask from the Spirit
Bond table below and you learn the cantrip associated
with your spirit-element’s feyling conduit, which counts
as a druid cantrip for you, and doesn’t count against your
number of cantrips known. You can select one additional
spirit-element at 6th level and again at 10th level.
Additionally, you can cast the *find familiar spell*, which
bears features similar to your chosen spirit-element
(glowing skin, fiery eyes, a thorny tail, etc.). Once you
cast find familiar using this feature, you can't cast it again
until you finish a long rest.
You can only have one mask at a time and once this
bond is formed, you can’t change the spirit-element within
your mask. If the mask is lost or destroyed, creating
a new mask for your spirit-element takes 8 hours of
uninterrupted time, which you can accomplish during a
long rest.
\columnbreak
#### Spirit Bond | Spirit Type | Feyling Conduit | Empowered Conduit | Damage Type | |:-:|:-|:-|:-| | Earth | Mold Earth | Magic Stone | Poison | | Fire | Control Flame | Create Bonfire | Fire | | Water | Shape Water | Frostbite | Cold | | Wind | Gust | Thunderclap | Lightning | | Light | Dancing Lights | Sacred Flame | Radiant | | Shadow | Minor Illusion | Chill Touch | Necrotic | #### Empowered Conduit At 6th level, your mask channels the destructive powers of your spirit element. You gain the cantrip in the Empowered Conduit column on the Spirit Bond table. Further, when your connection with the spirit realm strengthens enough to host an additional spirit-element, you can switch between them with an action. When you do, you gain the benefits of the mask's current bond and your familiar can take on a similar appearance. No matter how many spirits inhabit your mask, you can only ever call on the aid of one at a time. #### Vigilant Spirits Starting at 10th level, you add your Wisdom modifier to the damage you deal with any druid cantrip and, each time you switch to a different spirit-element within your mask, you gain resistance to that damage type. #### Honored Host At 14th level, you have become a beacon for the spirits who wish to affect the world through you. You gain access to all of the spirit-elements listed on the Spirit Bond table, and can switch between them with a bonus action, and your spells ignore resistance and immunity to that damage type.
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# The Alternate Ranger
Rough and wild looking, a grizzled man silently moves through the forest. He'd been tracking the band of orcish raiders that had crossed into the farmland he protected. Clutching a shortsword in each hand, he leapt out from
the cover of the forest, preying on the orcs when they topped to rest. In a flash, he became a whirl of steel.
After tumbling away from a blast of freezing air, the thin female elf found her feet and drew her bow, and let loose another arrow at the white dragon. She shrugged off the wave of fear that emanated from the beast, and released her final arrow. With a piercing roar the terrible monster plummeted to the ground and laid motionless.
Holding his hand high, a young dwarf whistled, and the hawk circling high above returned to the side of its master. The dwarf whispered instructions and pointed to the owlbear they'd been tracking. In a blur, the dwarf and hawk moved as one, and before the owlbear could react to the assault, it lay dead at the feet of the warrior.
Far from the bustle of cities and villages, past the hedges that shelter the most distant farms from the terrors of the wild, amid the densely packed trees of trackless forests and across empty plains, rangers keep their unending, and often thankless, watch.
### Deadly Hunters
Warriors of the wilderness, rangers specialize in tracking and hunting the monsters that threaten the edges of civilization; groups of raiders, rampaging beasts, terrible giants, and deadly dragons. They track their quarry as a predator does, moving stealthily through the wilds and
hiding themselves in brush and rubble. Rangers focus on mastering devastating techniques and styles of combat.
They often focus these abilities on one creature, aiming to slay their foe before they have a chance to retaliate.
Rangers learn to draw upon the power of the natural world to produce minor spells that enhance their tracking and hunting skills and provide aid and respite to their allies.
### Wild Adventurers
Though a ranger might make a living as a hunter, a guide, or a tracker, their true calling is to defend the outskirts of civilization from the ravages of the wild. In some places, rangers gather in secretive orders or join forces with druidic circles. Many rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, they may be the first, and possibly last, line of defense.
Their fierce dedication makes rangers well suited to adventuring. Accustomed to life far from the comforts of a dry bed and a hot bath, they make excellent guides for adventuring parties that have no experience in the wild.
\columnbreak
### Creating a Ranger Consider the nature of your training. Did you train with a mentor, wandering the wilds together, or did you forge a magical connection to nature in your own way? No matter their background, most rangers choose to adventure to impart their knowledge of the wilds on to the next generation, securing the safety of civilization for years to come. #### Optional Rule: Multiclassing If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the ranger as one of your classes. ***Ability Score Minimum.*** As a multiclass character, you must have at least a 13 in both Dexterity (or Strength) and Wisdom to take a level in this class, or to take a level in another class if you are already a ranger. ***Proficiencies Gained.*** If ranger isn't your initial class, you gain proficiency in light and medium armor, shields, simple and martial weapons, and one skill from the ranger class list. #### Quick Build You can make a ranger quickly by using the following suggestions. If you wish to focus on ranged attacks or hunting, make Dexterity your highest ability score, followed by Wisdom. Second, choose the Outlander background. If you wish to focus more on skirmishing or fighting your foes head-on (like with dual-wielding), make Strength your highest ability score, followed by Constitution. Second, choose the Mercenary background.
\pagebreakNum
**Saving Throws:** Strength, Dexterity **Skills:** Choose three from Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, and Survival. \columnbreak ##### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) chain shirt and a shield or (b) leather armor * (a) two shortswords or (b) two simple melee weapons * (a) a longbow and 20 arrows or (b) a martial weapon * (a) a dungeoneer's pack or (b) an explorer's pack ### Survivalist Knacks During your time in the wild you have gathered bits of primal knowledge, known as Survivalist Knacks. These Knacks bolster your exploration, hunting, and tracking skills. At 1st level, you learn two Knacks of your choice from the list at the end of this class description. As you gain levels in this class, you learn additional Knacks, as shown in the Knacks Known column of the Ranger table. Each time you gain a level in this class, you can choose one of the Knacks you know and replace it with another Knack of your choice.
\pagebreakNum
#### Explorer I
You have spent your life learning the ways of the wilderness. You have advantage on Wisdom (Survival) checks to navigate the wilderness, forage for food and water, identify plants and animals, and avoid getting lost.
#### Explorer II
Prerequisite: 6th level ranger, Explorer I
At the end of each long rest, you can attune to your present environment. Examples include, but are not limited to: arctic, coast, desert, forest, grassland, mountain, or swamp. While in your attuned environment you gain the following benefits:
You have advantage on Intelligence and Wisdom checks related to the native plants, animals, or ecosystem.
You find twice as much food when foraging or hunting.
You cannot be surprised unless you are incapacitated.
You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of 1).
Herbalist I
You have a deep knowledge of plants and their healing properties. You have advantage on Intelligence (Nature) checks to identify the medicinal properties of plants, and Wisdom (Medicine) checks made to stabilize creatures.
#### Herbalist II
Prerequisite: 3rd level ranger, Herbalist I
You have learned to use the fruits of the earth to create healing poultices. You gain proficiency with the herbalism kit.
At the end of a long rest, you can use a herbalism kit and local plants to create one potion of healing. This potion retains its potency for a number of days equal to your proficiency bonus, after which it spoils and becomes inert.
#### Herbalist III
Prerequisite: 6th level ranger, Herbalist I, II
You can use your knowledge of local plant life to soothe your allies. If you, and up to five creatures who you touch, spend at least one Hit Die to regain hit points at the end of the short rest, each of those creatures regains an extra 1d8 hit points.
#### Natural Regeneration
Prerequisite: 14th level ranger
You can draw on the surrounding environment to replenish your mystical power. At the end of a short rest, you can choose to recover expended spell slots of a combined level equal to or less than your Wisdom modifier (minimum of 1).
Once you use this feature you must complete a long rest before you can use it again.
#### Slayer I
Prerequisite: 3rd level ranger
Once you have a quarry in your sights it is rare that they escape. You have advantage on any Wisdom (Perception) and Wisdom (Survival) checks to track your favored foe.
\columnbreak
#### Slayer II
Prerequisite: 6th level ranger, Slayer I
Your tracking abilities have become supernaturally accurate. You always know the exact direction of your favored foe while you are on the same plane of existence.
#### Slayer III
Prerequisite: 14th level ranger, Slayer I, II
Once per turn, when you hit your favored foe with a weapon attack, you can force it to make a Constitution saving throw in addition to the normal damage of the attack. On a failed save, it is blinded, deafened, frightened, poisoned, or restrained (your choice) until the start of your next turn.
#### Stalker I
You are a master at covering your tracks. While moving at a normal pace you, and up to five other creatures you are traveling with, produce no tracks or scent, and you cannot be tracked by mundane means unless you wish to be.
#### Stalker II
Prerequisite: 3rd level ranger, Stalker I
You have learned to hunt your prey while remaining unseen. You can take the Hide action as a bonus action on your turn.
#### Stalker III
Prerequisite: 9th level ranger, Stalker I, II
You can conceal yourself from even the most advanced magic. You are always under the effects of the nondetection spell, and you cannot be tracked divination magic or other magical means unless you wish to be.
#### Stalker IV
Prerequisite: 14th level ranger, Stalker I, II, III
You can ward yourself with nature magic to briefly disappear from sight. When you take the Hide action on your turn, you, along with anything you are wearing, carrying, or have equipped, becomes invisible until the start of your next turn.
This invisibility ends early if you attack or cast a spell.
#### Strider I
There are few natural obstacles that you cannot overcome, or guide others through safely. You ignore the effects of difficult terrain imposed by natural environments, such as forest undergrowth, snow drifts, swamp, or marshlands.
Also, you, and up to five other creatures you are traveling with, do not have your travel slowed by difficult terrain.
#### Strider II
Prerequisite: 3rd level ranger, Strider I
Once in your sights, you pursue your quarries relentlessly. You can take the Dash action as a bonus action on your turn.
#### Strider III
Prerequisite: 6th level ranger, Strider I, II
You can surmount almost any obstacle that would block your path. Your base movement speed increases by 10 feet, and you ignore the effects of difficult terrain imposed by spells, magical phenomena, and any other magical effects.
\pagebreakNum
#### Strider IV
Prerequisite: 14th level ranger, Strider I, II, III
You move through the world unhindered by even the most powerful magic and restraints. You are always under the effects of the freedom of movement spell while conscious.
#### Survivor I
Prerequisite: 6th level ranger
Your time in the wilds has hardened your body, and you can brace yourself to absorb incoming blows. As a bonus action on your turn, you can grant yourself temporary hit points equal to your Constitution modifier (minimum of 1).
#### Survivor II
Prerequisite: 9th level ranger, Survivor I
You have trained your body to recover more rapidly than most. When you expend Hit Dice to regain hit points at the end of a short rest, you gain a bonus to each Hit Die roll equal to your Wisdom modifier (minimum of 1).
#### Survivor III
Prerequisite: 14th level ranger, Survivor I, II
You persevere even in the face of death. When you make a death saving throw you gain a bonus to the roll equal to your Wisdom modifier (minimum of 1). If this increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
#### Trapper
You are a master of laying unseen traps. You learn the snare spell, and it becomes a ritual spell for you. You always have it prepared, but it doesn't count against the total number of spells you can prepare each day. You can have a number of active snares equal to your proficiency bonus. Setting an additional snare causes the oldest snare to disappear.
#### Wild Insights I
You have a natural way with the wild animals of the world. You can communicate simple ideas to beasts using sounds and gestures, and you have advantage on any Wisdom (Animal Handling) checks you make that target animals or beasts that are already friendly towards you.
#### Wild Insights II
Prerequisite: 3rd level ranger, Wild Insight I
Your familiarity with the natural world has allowed you to bond you with a minor spirit of nature. You learn the find familiar spell. It counts as a ranger spell for you and you always have it prepared, but it doesn't count against the total number of spells you prepare each day. When you cast this spell your familiar is a fey creature.
\columnbreak
## Ranger Subclass
### Beast Master
Rangers who develop intense bonds of trust with the wild have been known to attract the attention of guardian nature spirits known as primal beasts. These shapeshifting defenders of the wilderness join forces with rangers that they perceive as worthy. Primal beasts fight side by side with their partner, taking the best shape to face the challenges at hand.
### Primal Companion
At 3rd level, you gain a primal beast companion with marks that indicate its mystical origin. It is friendly to you and obeys your commands. You choose the form it takes, selecting one of the stat blocks below: Beast of the Cave, Beast of the Land, Beast of the Sea, or Beast of the Sky. The stat block uses your proficiency bonus (PB) in several places.
In combat, your primal beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you used your bonus action to command it to take an action from its stat block, or another action. . You can also sacrifice one of your attacks when you take the Attack action to command your primal beast to take the Attack action. If you are incapacitated, your primal beast takes any action it chooses.
If your primal beast has died within the last hour, you can touch it and expend a spell slot of 1st-level or higher. After 1 minute, it returns to life with all its hit points restored.
When you finish a long rest, you can cause your primal beast to take on a new form, choosing a new stat block and appearance. Your primal beast vanishes if you die.
#### Beast Master Magic
You gain certain spells at the ranger levels noted in the Beast Master Spells table. They count as ranger spells for you, you always have them prepared, but they don't count against the total number of spells you can prepare each day.
| Beast Master | Spells |
|:---:|:-----------:|
| 3rd | beast bond, speak with animals |
| 5th | beast sense, warding bond |
| 9th | haste, protection from energy |
| 13th | death ward, freedom of movement |
| 17th | awaken, commune with nature |
\pagebreakNum
#### Exceptional Training
The bond between you and your primal beast has grown. Starting at 7th level, both you and your primal beast can use your reaction to grant the other advantage on any saving a they are forced to make, so long as you can see each other.
Also, your primal beast's attacks count as magical for the sake of overcoming resistances to non-magical attacks.
#### Bestial Fury
Your presence inspires primal fury within your companion. Beginning at 11th level, when you command your primal beast to take the Attack action, it can make two attacks with its natural weapons as part of the same action.
#### Primal Bond
The connection between primal beast and ranger has reached its apex. Starting at 15th level, when you cast a spell targeting yourself, you can choose to grant your primal beast the effects of the spell, without expending an additional spell slot, as long as they are within 30 feet of you.
In addition, your primal beast can change its form at the end of a short or long rest.
### Beastmaster Ranger Quirks
The following are some optional quirks for a player of this Conclave to choose from - these can be either preexisting, signaling their fated path toward this Conclave, or appear after they've acquired their Companion.
| d6 | Quirk |
|:---:|:-----------:|
| 1 | You hold conversations with animals... without necessarily casting *speak with animals* first. |
| 2 | You value animal life as considerably more important than humanoid life. Particularly fluffy animal life. |
| 3 | When you cast *speak with animals*, you speak animal in a serious of barks, growls, and sniffs. |
| 4 | You have little value for silverware or table manners. |
| 5 | You are convinced your animal companion would never do anything wrong. |
| 6 | You refer to any vaguely animal like monster or beast as "cute". |
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### Animal Companion Quirks
| d6 | Quirk |
|:---:|:-----------:|
| 1 | It thinks it is a small sized creature. It is not a small sized creature. |
| 2 | It will climb mountains and fight dragons for ear scritches. |
| 3 | Any food is clearly food for it. |
| 4 | There is a problem, you were not paying attention to it. It solves that problem. |
| 5 | It has a tendency to fetch things. Many things. Surely you wanted this thing. |
| 6 | Sunlight makes it sleepy. |
___
> ## Beast of the Land
>*medium beast, neutral*
> ___
> - **Armor Class** 13 + PB (natural armor)
> - **Hit Points** 5 + five times your ranger level (the beast has a number of hit dice [d8s]
> - **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|14 (+2)|15 (+2)|8 (-1)|14 (+2)|11 (+0)|
>___
> - **Senses.** darkvision 120 ft., passive Perception 12
> - **Languages.** understands the languages you speak
> ___
> - **Charge** If the beast moves at least 20 feet toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d8 slashing damage. If the target is a Large or smaller creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
> - **Primal Bond** You can add your PB to any ability check or saving throw that the beast makes.
> ___
> ### Actions
> ***Maul*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 +2 +PB piercing or slashing damage (your choice).
___
\pagebreakNum
## Ranger Subclass
### Nightstalker Archetype
The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt
#### Nightstalker Features
| Ranger Level | Feature |
|:---:|:-----------:|
| 3rd | Shadow Familiar, Nightstalker Magic |
| 7th | Shadowy Transposition |
| 11th | Dark Sentinel |
| 15th | Midnight Bulwark |
#### Shadow Familiar
At 3rd level, you gain the ability to summon a creature of shadow to serve you. As a bonus action on your turn, you can conjure or dismiss your shadow familiar, which takes the form of a spectral creature that cannot be targeted or damaged. You choose the form you can create when you select this subclass.
When you conjure your shadow familiar, it appears in an unoccupied space within 30 feet of you. As long as it is conjured, you can forgo one or more of your attacks when you use the Attack action to have your shadow familiar make attacks of its own, which use your Ranger spell attack modifier for their attack rolls, have a reach of 5 feet, and trigger any spells or features that would trigger from your own weapon attacks (such as Hunter’s Mark).
\columnbreak
The familiar makes one melee weapon attack for each attack you forgo. While within 120 ft of your familiar, you can command it to move (no action required). The speeds and attacks of the three forms are listed below.
***Cat.*** This form has a walking speed of 30 feet. On a hit, its attack deals 1d4 + your Wisdom modifier slashing damage, and causes the next attack made against the target by a creature other than you or the cat before the end of your next turn to be made at advantage.
***Raven.*** This form has a flying speed of 90 feet, and a walking speed of 10 feet. On a hit, its attack deals 1d10 + your Wisdom modifier piercing damage.
***Wolf.*** This form has a walking speed of 40 feet. On a hit, its attack deals 1d6 + your Wisdom modifier piercing damage, and causes its target to have disadvantage on the next attack roll it makes before the end of its next turn.
#### Nightstalker Magic
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, based on the form you chose above, as shown in the Nightstalker Spells table. The spell counts as a ranger spell for you, but doesn’t count against your spells known.
#### Nightstalker Spells
| Ranger Level | Cat Spells | Cat Spells | Cat Spells |
|:-:|:-|:-|:-|
| 3rd | feather fall | thunderwave | cause fear |
| 5th | invisibility | gust of wind | darkness |
| 9th | haste | call lightning | fear |
| 13th | greater invisibility | storm sphere | sickening radiance |
| 17th | seeming | control winds | contagion |
#### Shadowy Transposition
Starting at 7th level, whenever you cast a ranger spell of 1st level or higher, you can choose to swap locations with your familiar immediately before or after casting the spell.
#### Dark Sentinel
At 11th level, whenever a creature leaves the reach of your shadow familiar, you can use your reaction to have it make an attack against that creature. The disengage action and other effects that prevent opportunity attacks prevent this reaction.
#### Midnight Bulwark
Beginning at 15th level, whenever a creature within reach of your shadow familiar makes an attack against you, you can use your reaction to have the familiar make an attack against that creature.
Additionally, whenever you command your familiar to make an attack using your reaction and the attack hits, the target’s speed is reduced to 0 until the end of the target’s current turn.
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## Cleric Subclass
### Travel Domain
The world is wide and the roads are dangerous. To help
guide and guard the mortals who travel. The deities of
travel - including Raei, Sehanine, Hermes, Zephyros, The Traveler, and Tefnar - teach the proper ways of journeying across the world They are
mostly benevolent and often chaotic. Many serve their
fellow gods as messengers or guides.
Most wish mortals to travel so as to discover, learn, and live a full life, but some are more ambivalent, representing the mysteries, angers, and secrets waiting on the horizon. When they aren't exploring new places or acting as messengers for
important matters between the churches of other gods,
clerics of this domain usually wander.
#### Travel Domain Features
| Druid Level | Feature |
|:---:|:-----------:|
| 1st | Bonus Proficiency, Blessed Steps |
| 2nd | Channel Divinity: Safe Passage |
| 6th | Messenger of the Gods |
| 8th | Potent Spellcasting |
| 17th | Radical Freedom |
#### Travel Domain Spells
| Cleric Level | Spells |
|:-:|:-|
| 1st | Comprehend Languages, Longstrider |
| 3rd | Locate Object, Misty Step |
| 5th | Fly, Haste |
| 7th | Freedom of Movement, Locate Creature |
| 9th | Far Step (XCE), Soar (new) |
#### Bonus Proficiency
When you choose this domain at 1st level, you learn the
*message* cantrip, which is a cleric cantrip for you and
doesn't count against the number of cantrips you can
know as a cleric. You also gain proficiency with one of
the following tools of your choice: navigator's tools, land
vehicles, or water vehicles.
#### Blessed Steps
Also at 1st level, your journey is blessed by holy purpose.
You can use a bonus action on your turn to disengage,
dash, or attempt to escape from a grapple.
You can also use a bonus action to touch another
willing creature and lend it your blessing. At the start of
its next turn, it can either dash, disengage, or attempt to
escape from a grapple without using an action.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once} You regain
all expended uses when you finish a long rest.
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#### Channel Divinity: Safe Passage
Starting at 2nd level, you can use your Channel Divinity
to secure magical safe passage.
As an action, you present your holy symboL and you
teleport one willing creature that you can see within 30 feet of you up to 60 feet to an unoccupied space that you
can see.
Until the end of your next turn, attack rolls are
made against it with disadvantage, and it has resistance
to bludgeoning, piercing, and slashing damage dealt by
nonmagical weapons. If the target makes an attack,
casts a spell that affects an enemy, or deals damage to
another creature, the effect ends immediately.
#### Messenger of the Gods
At 6th level, the spirit of travel fills you and carries you
further. You are always under the effects of a *Longstrider*
spell and you have advantage on all ability checks and
saving throws made to escape from a grapple.
In addition, at the end of each of your turns, if you are
at least 30 feet away from where you were at the start of
the turn, you gain a + 1 bonus to AC and Dexterity saving
throws until the end of your next turn.
#### Potent Spellcasting
Starting at 8th leveL you add your Wisdom modifier to
the damage you deal with any cleric cantrip.
#### Radical Freedom
At 17th level you have advantage on saving
throws against being charmed, and your speed increases
by 10 feet.
Also, you are always under the effects of a freedom of
movement spell You can temporarily suppress this effect
to cast freedom of movement without expending a spell
slot or requiring components, unless the effect is already
suppressed You can use a bonus action to end the spell
early. The effect remains suppressed until the spell ends.
> #### Playing a Sea Paladin on Land > A sea paladin might feel cut off from their deity or domain and may exhibit signs of anxiety, nervous ticks, or irritated behavior. And as a player, you might feel like you’ve been cut off from the very thing that makes your character unique. > > However that is very much not the case. Sea paladins’ expanded spell list can be used in any body of water, or barring that, create their own water with their spells. > > Water is everywhere. It is in the plants that surround you and the very air you breathe. When you use your abilities, come up with cool ways to draw forth water, even when it seems like it isn’t there. > > There are many unique ways to use your features, even if you find yourself completely landlocked. The limits are only your imagination.
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# The Bard
Bards are spellcasters that weave Arcane Magic through song, speach and music. They are very similar to wizards but they use magic in a more practical way instead of how wizards require knowledge to study magic.
Most people do not do not come from the lineage of magical users who have developed magic as their bloodlines lack the capability to use Arcane Magic.
Bards can be able to use Arcane Magic by:
- **Acquiring a Magic Item.** Arcane Magic can be extracted from a magical items to be able to cast magic. These magic item may have varying potency or power depending on how much magic was initially given to the item.
Most magic items used by Bards are musical instruments.
- Another way is by **Attending a Bardic College**
as there, they are taught on how to use their innate magic from their bloodlines to be able to compose Arcane Magic but bards born of non-magical lineages most often have a hard time casting.
- **Coming from a bloodline of family that ISN'T part of the Cerberus Assembly,** awakening of Arcane Magic that has laid dormant from decades may have happened in your family and this is a common way of being a bard, unlocking your dormant magic through practice. The Golden Grin (or Grinners) especially advocate this and made bardic colleges to discover Arcane Magic in people to make more bards.
- **Coming from one of the mage houses in the Cerberus Assembly.** Most magic-users came from one of the houses in the Order. They are typically very powerful magic users.
> ### Arcane Magic
> Arcane Magic is present only to people who've awakened it in their bloodlines. This is why sorcerers are the most common spellcasters in Vouri although their numbers are still limited.
>
> Awakening the Arcane Magic lying dormant in ones body coming from a non-magical bloodline is still possible but it is very rare such is why people seeking magic tend to take other alternatives.
\columnbreak
### Countercharm (buffed)
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a reaction, you can start a performance that lasts until
the end of your next turn. During that time, you and any friendly creatures within 30 feet of you that are frightened or charmed lose the condition temporarily.
A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
When the performance ends, the condition that was suppressed will go back to the creature that had been inflicted by it.
### College of Requiem Quirks
The following are some optional quirks for a player of this College
| d6 | Quirk |
|:---:|:-----------:|
| 1 | The living are unworthy, you perform for them only begrudgingly. |
| 2 | You insist on sending off any who die, friend or foe. |
| 3 | You hum mournful dirges. Particularly when people annoy you. |
| 4 | You perform best at night. Preferably with a full moon. While sitting on a gravestone. |
| 5 | Lesser souls often swirl about your feet, awaiting your next performance. |
| 6 | You are frequently mistaken for undead. |
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## Bard Subclass
### College of Requiems
Bards of the College of Requiem are not peddlers of entertainment to the living, but those that play to a far more more challenging audiance - the dead. Laying them rest or inciting them a last act of retribution, these bard's weave a Performance that enthralls the souls of the departed.
Some such souls are filled with compassion and can grant succor to the living, while others are filled with wrath existing only to violent rebuke those that have not yet joined their lifeless ranks; this college's members weave and ply those spirits to act, tormenting their foes and bringing salvation to their allies.
#### College of Requiems Features
| Bard Level | Feature |
|:---:|:-----------:|
| 3rd | Requiem's Call, Death's Lullaby |
| 6th | Dance of Souls |
| 14th | The Final Verse |
#### Requiem's Call
When you join the College of Requiems at 3rd level, you can expend a use of Bardic Inspiration as a bonus action to draw a soul of the departed to your side until the end of your next turn. You can have a number of souls by your side equal to half your Charisma modifier (rounded up).
The souls by accompying you from this feature grant you several benefits:
* When you roll damage for Psychic or Necrotic damage, you can add a d4 for each soul by your side to the damage dealt for one target.
* You gain 1 temporary hit point at the start of your turn for each soul accompying you.
* The souls form an aura with a radius of 5 feet for each soul following you. As a reaction to a creature entering or starting their turn in this radius, you can cast *bane* on that creature without expending a spell slot. This effect does not require concentration to maintain, but this effect ends if the creature ends their turn outside of the radius.
While you have at least one soul by your side, you can make a Charisma (Performance) check as a bonus action to maintain the presence of the souls until the end of your next turn. The DC is 10 + the number of souls at your side. As part of this action, you can expend a use of Bardic Inspiration to draw a new soul to you side.
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#### Death's Lullaby
Additionally at 3rd level, you learn the spell *gentle repose* and can cast it without expending a spell slot.
#### Dance of Souls
At 6th level, you gain additional service from the souls that gather to your call. While you have at least soul by your side from Requiem's Call, you can cast *healing spirit* or *spirit guardians* as Bard spells. When cast this way, you deal necrotic damage with *spirit guardians* regardless of your alignment.
Additionally, while you have at least two souls by your side from Requiem's Call you gain advantage on Concentration saving throws to maintain *healing spirit* or *spirit guardians*.
#### The Final Verse
At 14th level, the requiem you wield is eventually conducts to shuffle from this mortal coil, and it's final verse takes a toll upon those that would hear its true nature. The third time expend a use of Bardic Inspiration on Requiem's Call or you pass a check to maintain souls with it on consecutive turns, you can complete the final verse as an action.
A number of creatures of your choice (up to your Charisma modifier) within 60 feet must make a Charisma Saving throw. On failure, they take 4d6 + your Bard level psychic and become frightened of you until the end of their turn. Undead creatures make this save with disdavantage, and do not benefit from any resistance immunity to psychic damage from this effect.
All souls currently following you depart after you deal damage, but if this damage kills any target, their soul's are added to your Requiem's Call.
Once you use this ability, you cannot use it again until you complete a short or long rest.
#### Most bards perform in taverns while others perform to crowds or nobles. These ones are performers to a harder to please audiences - the dead. #### Hopefully, they get payed well too.
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Bonus | Sorcery
Points | Features | Cantrips
Known | Spells
Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | — | Spellcasting, Sorcerous Origin | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | 3 | Metamagic | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | 6 | Sorcerous Origin feature, Metamagic | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | 7 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | 10 | Metamagic | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | 13 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | 14 | Sorcerous Origin feature, Metamagic | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | 17 | — | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | 18 | Sorcerous Origin feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | 20 | Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
**Saving Throws:** Constitution, Charisma **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - Two daggers ### Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. #### Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. #### Spell Slots The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either spell slot. \columnbreak #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charimsa is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. **Spell Save DC** = 8 + your proficiency bonus + your Charisma modifier **Spell attack modifier** = your proficiency bonus + your Charisma modifier #### Spellcasting Focus Your body itself is a spellcasting focus. You must have at least one free hand to cast spells that require somatic or material components, and you must provide material components that are consumed by the spell or have a required gold cost. ### Sorcerous Origin At 1st level, you choose one of Sorcerous Origins for your power. Alternate Rules for the Draconic Bloodline, Wild Magic, Divine Soul, Shadow Magic, Aberrant Mind, and Clockwork Soul, are also included at the end of this class description. Your Sorcerous Origin grants you features at 1st level, and again when you reach 6th, 14th, and 18th level in this class. #### Origin Spells Each Sorcerous Origin has a list of Origin Spells that you learn at the sorcerer levels noted in your Origin's description. These spells count as sorcerer spells for you, but they don't count against your total number of Spells Known.
\pagebreakNum
### Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
#### Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
#### Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
***Creating Spell Slots.*** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
##### Creating Spell Slots
| Spell Slot Level | Sorcery Point Cost |
|:----:|:-------------|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
### Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain two more at 6th, 10th, and 14th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
#### Augmented Spell
When you cast a spell that forced a creature to make a saving throw to resist its effects, you can spend 4 sorcery points to change the first saving throw required for one target of the spell. If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from the group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one.
\columnbreak
#### Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
#### Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
#### Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage die up to your Charisma modifier (minimum of 1). You must use the new rolls.
You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell.
#### Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
#### Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
#### Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
#### Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
#### Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, *magic missle* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are.
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### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Sorcerous Mastery
At 20th level you've unlocked the apex of your potential, granting you unprecedented control over your bloodline maximizing your spells.
Every metamagic option you know with a sorcery point cost greater than 1 has has its cost reduced by 1. In addition, any metamagic option you know that originally cost 1 sorcery point can now be used at will without expending any, though you can still only use one at a time unless specified otherwise.
## Sorcerer Subclass
### Draconic Bloodline
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
#### Draconic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Draconic 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or an abjuration spell from the sorcerer, warlock, or wizard spell list.
| Level | Spell |
|:---:|:-----------:|
| 1st | Absorb Elements, Cause Fear |
| 3th | Dragon's Breath, See Invisibility |
| 5th | Fear, Fly |
| 7th | Elemental Bane, Freedom of Movement |
| 9th | Control Winds, Legend Lore |
#### Dragon's Fury
Starting at level 6, any spells that casted using sorcery points will have the ability to change the damage type into one of the other listed types: (acid, cold, fire, lightning, poison, thunder)
\columnbreak
### Divine Soul
#### Divine Magic
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Divine 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be on the cleric spell list.
| Level | Spell |
|:---:|:-----------:|
| 1st | Detect Evil and Good, Divine Favor |
| 3th | Aid, Lesser Restoration |
| 5th | Beacon of Hope, Revivify |
| 7th | Divination, Guardian of Faith |
| 9th | Dispel Evil and Good, Greater Restoration |
#### Dues Ex Machina
When you cast a spell using your sorcery points that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's future force.
You can choose a number of those creatures up to your Charisma modifier (minimum of one creature).
A chosen creature automatically succeeds on its saving throw against that spell.
### Shadow Magic
#### Shadow Magic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Shadow Magic 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion or a necromancy spell from the sorcerer, warlock, or wizard spell list.
| Level | Spell |
|:---:|:-----------:|
| 1st | False Life, Inflict Wounds |
| 3th | Pass Without Trace, Silence |
| 5th | Feign Death, Hunger of Hadar |
| 7th | Shadow of Moil, Death Ward |
| 9th | Negative Energy Flood, Seeming |
#### Shadowfell's Touch
Starting at level 6, when you Cast a Spell that has a range of 5 feet or greater using your sorcery points, you can double the range of the spell.
When you Cast a Spell that has a range of touch using your sorcery points, you can make the range of the spell 30 feet.
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### Storm Magic
#### Storm Magic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Storm Magic 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.
| Level | Spell |
|:---:|:-----------:|
| 1st | Create or Destroy Water, Thunderwave |
| 3th | Gust of Wind, Levitate |
| 5th | Lightning Bolt, Tidal Wave |
| 7th | Storm's Sphere, Watery Sphere |
| 9th | Control Winds, Maelstorm |
#### Roaring Storm
Starting at level 6, when you roll damage for a spell you casted using your sorcery points, you can reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
### Wild Magic
#### Wild Magic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Wild Magic 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an enchantment or a transmutation spell from the sorcerer, warlock, or wizard spell list.
| Level | Spell |
|:---:|:-----------:|
| 1st | Chaos Bolt, Color Spray |
| 3th | Enlarge/Reduce, Mirror Image |
| 5th | Enemies Abound, Hypnotic Pattern |
| 7th | Confusion, Polymorph |
| 9th | Animate Objects, Mislead |
#### Hasted Havoc
Starting at level 6, when you Cast a Spell using your sorcery points that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.
\columnbreak
## Sorcerer Subclass
### Phoenix Spark
Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix's power dwells within you.
That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. 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.
### Phoenix Magic
#### Phoenix Spells
Starting at 1st level, 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must deal only fire or radiant damage, from any class's spell list.
| Sorcerer Level | Spell |
| :------------: |:-----:|
| 1st | burning hands |
| 3rd | flaming sphere |
| 5th | fireball |
| 7th | fire shield |
| 9th | immolation |
#### The Spark
When you choose this Origin at 1st level, the spark within you ignites and begins to burn more brightly when you use your magic. When you cast a spell of 1st level or higher that deals fire or radiant damage, the spark awakes and begins to blaze.
Upon casting the spell, you regain hit points equal to the level of the spell slot expended, and regain that many hit points minus one at the start of your next turn, repeating until it would restore zero hit points and the flame returns to its dormant state. If you are reduced to zero hit points, the spark immediately goes dormant.
If you cast a spell that sets the spark ablaze while it is already ablaze, you regain hit points equal to the level of the spell and you can reset the hit points it restores to the level of the spell you cast if it is higher than the level the spark currently would restore at the start of your next.
#### Ignition
Additionally at 1st level, you learn the cantrip *burn*. This is a sorcerer spell for you.
## The Warlock Warlocks are seekers of the knowledge that lies in the fabric of the other Planes. They make pacts with otherwordly beings and unlock Eldritch Magic through their contract with them. Eldritch Magic is very similar to Divine Magic but it does not need to have a Seal as the contract is already bounded to the warlock's soul but often not easily manipulated like Arcane or Divine Magic.
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## Pact Boon Option
When you gain the Pact Boon feature at 3rd level, you can choose the following additional option.
#### Pact of the Skin
Your patron gives you a new body. You decide the appearance of your new body, including its race, age, and sex. If your race changes, you replace your original racial traits with the traits of your new race (see chapter 2 of the *Player's Handbook* for race options). If you have missing body parts, you can restore them. None of your other game statistics change.
Your new body gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). If the armour you wear would leave you with a lower AC, you can determine your AC using this feature. You can still gain this benefit while using a shield. In addition, when you spend a Hit Die to heal during a short rest, you can use the maximum value for each die.
> #### Your Pact Boon
> Your new body's appearance may reflect the nature of your patron. The following provides inspiration for a warlock with the Pact of the Skin.
>
> ***The Archfey.*** Your appearance might change to reflect a certain season, like summer or winter. You might become inhumanly beautiful, or alternatively, wither until you seem an old, wizened hag.
>
> ***The Fiend.*** Your skin might turn red or leathery, and you might grow horns or a tail. Your teeth may sharpen, and your body might become unnaturally warm (or cold) to the touch.
>
> ***The Great Old One.*** You might lose colour in your eyes, hair, or blood, or seem faintly translucent. You might be more comfortable submerged in water, or never seem to blink or shut your eyes.
## Eldritch Invocations At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for warlocks with the Pact of the Skin feature, in addition to the options in the *Player's Handbook.* If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
#### Eldritch body *Prerequisite: Pact of the Skin* ____ You can use a bonus action to grow a natural weapon from part of your body, which you are proficient with and can use to make melee weapon attacks. It lasts until you use a bonus action to dismiss it, or until you use this feature again. Each time you create a natural weapon, you determine its appearance, such as claws or a pair of horns, and whether it deals bludgeoning, piercing, or slashing damage. On a hit, it deals damage equal to 1d10 + your Strength modifier, and you can push the target up to 10 feet away from you. When you cast a spell that requires a melee weapon, such as *green-flame blade*, you can use a weapon you create using this feature in place of the weapon required by the spell.
## The Wizard Wizards cast their spells by acquired knowledge and experience instead of raw Arcane Magic from their bloodlines. Most wizards do not do not come from the lineage of magical users who have developed magic as their bloodlines lack the capability to use Arcane Magic. Wizards can be able to use Arcane Magic by: - Acquiring a Magic Item. Arcane Magic can be extracted from a magical items to be able to cast magic. These magic item may have varying potency or power depending on how much magic was initially given to the item. > Most magic items used by wizards are **arcane focuses and spellbooks.** Zemnian Magic Items are staple sources of magic used by people from the Zemni Fields long ago. - Another way is by attending a magic school as they are taught the different schools of magic and how to awaken Arcane Magic that lies dormant by studying and making runes, rituals and spellbooks BUT wizards are regarded as hardworkers for their mastery in Arcane Magic because most of them come from non-magical lineage. - There are also mages known as Hedge Wizards who've learned Arcane Magic on their own, not going to a magic school at all. Some of them self-taught and others are taught by other mages.
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## Wizard Subclass
### Hedge Magic
While almost all wizards study in formal schools under the tutelage of a wise master, some wizards reject traditional arcane schooling and strike out into the world to learn by doing. These rare few who hone their craft out in the wilds are referred to as Hedge Wizards. Though their methods are frowned upon by formal wizarding schools, any archmage worthy of his station will reluctantly recognize that Hedge Wizards are the true masters of the low magics.
Regardless of their background, all Hedge Wizards reject the traditional methods of wizardry. When creating your Hedge Wizard consider how your spellcasting and spellbook may differ from a wizard who attended a formal school.
#### Hedge Magic Features
| Bard Level | Feature |
|:---:|:-----------:|
| 3rd | Requiem's Call, Death's Lullaby |
| 6th | Dance of Souls |
| 14th | The Final Verse |
### Cantrip Savant
Beginning when you select this school at 2nd level, you have
devoted yourself to the diligent study of fundamental magics.
You learn three cantrips of your choice from any class's
spell list (each can come from different lists). Each time you
would learn a new wizard spell from gaining a level in this
class, you can instead learn two cantrips in this way.
Cantrips learned in this way count as wizard cantrips for
you.
### Foundational Magic
At 2nd level, your heightened study of cantrip magic is shown
by the ease with which it is maintained and dismissed.
You can simultaneously concentrate on a cantrip and one
other spell.
Further, you can dismiss any number of your cantrips or
cantrip effects as a bonus action.
### Arcane Expansion
At 6th level, well-practised cantrips benefit from your
considerable expertise, honed to the verge of perfection.
Whenever you cast a cantrip, you can choose one of the
following benefits to apply to it:
- If the cantrip has a range other than self, you can double
its range. If its range is touch, it becomes 10 feet.
- If the cantrip has a duration of at least 1 minute, you can
choose to either double its duration to a maximum
duration of 24 hours, or increase its duration to 1 hour.
- The cantrip's targets have disadvantage on saving throws
made against it, and you have advantage on the first attack
roll made with it until the start of your next turn.
- If the cantrip's effects would end when you cast it again,
they instead end when you cast it again while you already
have two or more instances of that cantrip active.
- The cantrip doesn't need any verbal, somatic or material
components.
### Swift Cantrip
At 10th level, casting basic magic becomes second nature to
you, no more trying than a terse word or wave of a hand.
When you cast a cantrip that has a casting time of 1 action,
you can cast it with 1 bonus action instead. If you do, you can
still cast non-cantrip spells with your action during the
current turn.
Any spell cast in this way, or attack made while casting that
spell or as part of that spell's effects, deals half damage and
can't grant you resistance to damage.
### Master of Fundaments
At 14th level, your perfected mastery over the fundamentals
of wizardry extends even to 'proper' magic.
You can cast any 1st level wizard spell you have prepared at
its lowest level without expending spell slots. If you do, that
spell counts as a cantrip for the purpose of this subclass's
features. Each such spell can only be cast in this way once
between rests.
Further, when casting a cantrip, you can now choose up to
two of Practice Made Perfect's effects to apply to it instead of
one.
> #### Third Party Subclasses:
> More Wizard subclasses that are related to the setting could be found in other Third Party Books such as:
>
> **Wizard Arcane Traditions:** *Graviturgy Magic and Chronomancy Magic* which is present in *Explorer's Guide To Wildemount*.
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#### As wizards not coming from a noble family are uncommon, needing a fortune to attend to a magic school with the difficulty of casting magic from non-magical backgrounds.
#### Some wizards resort to ancient magic items to siphon magic while some became hedge wizards who practice low magics. Being a wizard is very expensive, take it from me.