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Orianna's Tome of Lost Adventurers
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# PART I ##### Table of Contents
##### Table of Contents | Page # | Content | |:---:|:---| | 1 | [Cover Page](#p1) | | 2 | [Part I: Table of Contents](#p2) | | 3 | [Part II: World Lore](#p3) | | 6 | [Part III: Aquatic Races](#p6) | | 23 | [Part IV: Backgrounds](#p23) | | 28 | [Part V: Subclasses](#p28) | | 66 | [Part VI: Weapons Tables](#p66) | | 59 | [Changelog](#p59) | | 60 | [Back Page](#p60) |
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# PART II ##### World Lore
# Introduction The following heroes come from a plethora of magical and strange worlds, both of my own and other's creation. These worlds all lie on the crux of Abyssal destruction, threatened by beings of their own creation or of the demons and aberrations of the endless Deep Trenches which connect them. The following heroes all come from these fabled, magical worlds, and therefore use terminology and reference parts of those worlds. This section is meant to explain where the following player options come from, and is a simple guide to running games with similar structures. ## Worlds of Corruption One theme which runs through all the worlds that are described in this document is the threat of Abyssal corruption. Most often, trenches in the ocean or in far flung corners of the world, called Deep Trenches, connect to layers of the Abyss. This corruption seeps through the land and causes strife and chaos magic to run afoul- and they also connect all these worlds through the hazardous Deep Layers of the Abyss. ### The Abyssal Deep The Infinite Layers of the Abyss is a malicious, world-eating confluence of chaos magic that corrupts and destroys the worlds it touches. This is most evident in the layers of the Abyss known as the Abyssal Deep, which are all submerged in miles of murky, crushing water. The Abyssal Deep, often just called the "Deep" by most worlds, burrows into worlds and begins to burst from the oceanic or Underdark crust of multiple worlds and planes, spreading Abyssal Corruption and chaos magic, but also connecting these worlds in strange ways. Wastriliths, Aboleths, Krakens, and similar fiends and aberrations spawn in the Abyssal Deep and flow into other worlds through it. Old and powerful beasts of this nature often bring slaves, items, or magic from other worlds connected to the Abyssal Deep, introducing more chaos into any given world. #### Deepdiver Colonies The Deepdivers are colonies Tritons, Aquatic Elves, or other Merfolk that surround and stop the Deep Trenches from extending beyond the trench. \columnbreak #### The Shinsu Tower Amongst the Deepdivers, who understand the connection between worlds and planes due to the Abyssal Deep, there is a group of adventurers known as the Shinsu Tower. The Shinsu Tower, lead by otherworldly Administrators, lies within the Abyssal Deep, with headquarters spread throughout each world. Every soldier of the Shinsu Tower utilize the chaos magic of the Abyssal Deep, known as "divine water", or "Shinsu". The Shinsu Tower uses this Shinsu to fuel unique magical powers and build expedition parties that delve into the Abyssal Deep and travel between these worlds. They are often used as messengers or sages of the Abyssal Deep, but are rarely trusted in any world they enter, and have only a tentative alliance with the Deepdiver colonies. ### The Known Connected Worlds The Abyssal Deep is infinitely large, and ever-expanding to new worlds and planes. As such, only a few worlds have been logged as connected to it, but there are certainly more worlds with Deep Trenches out there, in the murky water. These known worlds are the worlds of *Kivuli*, *Kria*, and *Penumbra*. There are also fragments of other worlds that have been consumed by the Abyssal Deep, but they are only listed in lost memories. #### Bridging Worlds and Planes The Abyssal Deep connects many Planes within the same world, especially any plane of elemental water, the material plane, or a plane of fiendish nature. However, it also bridges different Worlds, which are distinct from Planes in this aspect. Worlds are an individual Cosmology- such as the Great Wheel of the Forgotten Realms, which is mirrored to an extent in Kria. Therefore, you can only access different Worlds via the Abyssal Deep, not via *plane shift* spells or *astral projection*. > ##### Worlds Inspired by Media > > Subclasses here are heavily inspired by the following settings- the *Dark Souls* and *Bloodborne* video game series; the *Tower of God* Webtoon comic by Slave in Utero; and the *Mistborn* book series by Brandon Sanderson. \pagebreakNum # Kivuli, the Great Shield The world of Kivuli is a wild world of kingdoms, plagues, and explorers. Chaos magic has begun to seep into every aspect of life, and caused disease and famine all throughout the territories, forcing mass-migrations and warfare. Adventurers who find their way to Kivuli almost always become entangled in the sticky affairs of corrupt, noble mages and their many underlings. ## A World of Chaos Kivuli has been thrown into magical chaos of late- even more so than it always has been. The world is scarred by the remnants of giants or dragons. The corpses of gargantuan elementals seed new mountain ranges or lakes, and magic can accidentally manifest when objects, ideas, or words are arranged in a specific pattern. Defined by this chaos magic, the world of Kivuli requires adventurers who can help right the path of history, and guide misguided chaos away from civilization. ### The Humors of Io'mar When the ancient Giant Sorcerers warred against the Dragons and Dwarves of Iomitan, the magical fallout was buried deep in those frozen lands. These living, discarded spells festered and multiplied within the crust of that frozen world, becoming terrible spirits of chaos known as Humors. The Humors were said to have been released when the greedy princess of the Iron Dwarves- Pandora Frostbreaker- ordered her people to mine deeper into the burial cairns beneath the great Dwarven City of Io'mar. When the Humors broke the surface, however, they made the fears and dreams of the mining dwarves material in the world, and the city fell quickly into madness, and was lost. As the Humors fled the city, they spread magic and chaos throughout the Dwarven Citadels of Iomitar and the Lyon Penninsula- their abberant magic making nightmares material, and cursing nobility with a greed for magical power. #### Origin of the Supernatural It is said the Humors are the source of most magical creatures, especially demons and devils. they are the first things to produce Portals to other Planes. The Humors have largely sunken back into the shadows of Kivuli now, although a Humor may possess a particularly greedy ruler or mage. ### The Advent of Divinity When the Humors plagued the world- a century spanning age known as colloquially as the Age of Dwarven Madness- a young girl pleaded to the gods to deliver them from the demons she had dreamed up. As legend goes, a great, winged lion appeared before the young girl, and the demon clinging to her was obliterated. From then on, she was able to produce divine miracles- attributed to her belief in this lion-entity, now known as the *First Warrior*. Thus, clerical magic was created, and the first Church of the Lion was established. #### The Sybil Link The young girl who was visited by the First Warrior soon became a quick study in divine magic. She was known as *the Sybil Link*, a prophetess who could tell frighteningly accurate predictions of future events. Yet, divine magic would not be left only in her hands. It is not completely known why, but other gods and divine beings began to send messages to other prophets and clerics after the Sybil Link discovered the practice. Clerical researchers believe that the First Warrior had opened the way for other divine messengers to bestow clerical power on their deity's faithful, but that is not confirmed. But, in the years after the First Warrior first visited the Sybil Link, dozens of faiths cropped up around the world, all following a plethora of deities. ## Adventure Locations While there is tentative stability in the Lion Penninsula is the seat of humanity, the rest of the world is quickly falling to darkness and civil war. A scourge of the Marked Undead has arisen in the West, and the Elves of the Eastern Oases have been driven out in mass migration, fleeing a terrible, magic-eating blight. Goblinoid kings rule the Gro'hitan wastes, and contact with the once-prosperous Dwarven Citadels has stopped entirely. Mercenaries are in high demand on the Lion Coast- and the adventure is near endless. ### The Lyonmar Empire The Lyonmar Empire is controlled by a magocracy known as the *Lion's Peerage*, where nobles have magical tattoos that prevent them from being effected by spells cast by a noble of a lower ranking. The Church of the Lion is also a powerful institution that makes its base out of the heart of the Lyonmar Empire. \pagebreakNum ## Underwater World Assumptions ### Preface This document assumes many things about your world while describing how your characters behave underwater. This section aims to address some of those assumptions. ### The Unexplored Depths As hinted in many of the Subrace's flavor text, Aquatic Races are assumed to be a rare sight to land-walkers. As such, it is assumed there is a cultural or physical barrier between the two, as reflected in the seperate Pantheons and suspicion around many subraces. This can easily be changed for a world without much impact on the mechanics of the classes. Additionally, this document also assumes that the oceans, like the wilderness on land, are littered with monsters, beasts, and ruins, and that ancient civilizations (such as the ruined Aboleth Empires) contain magical items and ancient monsters inside. It is assumed that all these magical items will work underwater, even if their land-based counterpart does not. ### Verbal Spellcasting Restrictions At several point in this document, it refers to the inability of creatures to cast spells underwater, even if they are magically able to breathe it. This is to pose some danger for mages fighting underwater, since they are not inhibited by ill-suited armor or weapons. This restriction also works the opposite way, with Aquatic creatures finding it difficult to speak clearly above water if they cannot breathe air at that time. They must find some way to speak properly, such as finding a way to breathe air or using a nearby water source. ### The Deep One of the largest assumptions of this document is that after 4 or more miles of depth underwater you enter a realm known as the Deep. The Deep is inky black, where no light can pass to, and many terrible things lurk in the shadows. There are several restrictions while in the Deep. Creatures who do not have the Deep Acclimation trait are afflicted with Deep Pressure (see Sidebar). There is usually no sunlight at all in the Deep. \columnbreak > ##### Condition: Deep Pressure > While in the Deep, the cold and pressure close in around you. > > * If you are using a method other than the spell Water Breathing to breathe water, you must spend 4 minutes of air for every 1 minute spent in the Deep. If you have a supply of air that is greater than 48 hours before you enter the Deep, it instead is considered to be 24 hours of air. If you have an Indefinite amount of air, that Indefinite amount becomes 1 week for the duration of your stay in the Deep. > > * Whenever you would attempt something that requires intricate or wide movement and handwork, such as a Sleight of Hand check, making an attack that benefits from a feat (like Sentinel or Great Weapon Master) or casting a spell with a Somatic component, you must make a DC 10 Strength saving throw before attempting the action or you immediately fail on that action. Spells lost in this way do consume the spell slot. In the deepest parts of the world, this DC increases, reaching DC 20 in Abyssal lairs. \pagebreakNum
# PART III ##### Aquatic Races
## Conversion of Land Races When starting out in the watery depths of Penumbra, or in any other aquatic campaign, a character might choose to become an aquatic version of a race in the Player’s Handbook, either out of necessity or preference. While it is possible for a standard land race to survive underwater for long periods of time, especially with the aid of magic, it can be difficult for low level adventurers to explore underwater environments. As such, DMs can choose to apply the Universal Subrace Features to all aquatic PCs and NPCs, and give each player their choice of one Constant Subrace Feature. This way, you may create a "Mer" version of any race- even if you are using the statistics from the Player's Handbook. ## Nomenclature and Culture There are unique names for every creature and subrace, as well as different descriptions for their appearance, features, and some other traits. DMs can make their own to fit their own setting as they see fit, as the ones here are just suggestions. When naming certain subraces (Dwarves, the Magma Elves, and some others) I used the syllables and meanings of words in the Forgotten Realms setting- which shares linguistic similarities with the Penumbra and Kivuli worlds. ## Universal Features Every aquatic race has these properties. This includes Triton and Sea Elves, which are in officially published books. ### Aquatic This race can breathe fresh and salt water and survive 2-3 miles of watery depth without being damaged by pressure (when inside the Deep, which is 4 or more miles beneath the waves, they are subject to the *Deep Pressure* affliction, described in *Part II: World Lore* on *Penumbra*). They can move their regular swimming speed (as determined by their Constant Subrace Feature) and can speak and understand others while underwater. Verbal components for spells can be spoken underwater. Unless stated otherwise by another feature, a creature who is Aquatic cannot breathe air without magical or technical support. \columnbreak
### Mer Weapon Fighting While you are fighting with a weapon you are proficient in that was crafted for underwater combat, there is no penalty to attacks or range using that weapon. Most Mer weapons are forged of coral, driftwood, or other light materials that don’t rust. ## Constant Subrace Features Every aquatic race has at least one of these features, with the exception of Triton and Sea Elves. ### Mer Tail *Required for Merfolk, Kamograft, Draketails, Nereids, and Brightfin Halflings (who do not have Tentacles)* You have a long, fish-like tail instead of legs. You have advantage on checks that would knock you prone or forcibly move you while you are swimming. Your swimming speed is 30 feet, but your walking speed without legs is 10 feet. However, to walk on land you must focus to perform a 1 minute transformation ritual, which gives you two legs instead of your tail. While you have these legs, you can breathe clean air and your walking speed is 25 feet. You are clumsy with your transformed feet, and any Stealth or Acrobatics check you make with these legs are at disadvantage. You maintain these legs for a number of hours equal to your level. If you are touched by more than a liter of water while you have maintained feet, you must make a Constitution saving throw with a DC equal to (20 - your level) or 10, whichever is higher, or you immediately revert to your aquatic form. *Dispel Magic* immediately reverts you back to your aquatic form. Once you use this transformation ability, you cannot use it again until you complete a short or long rest. \pagebreakNum ### Tentacles *Required for Deepbound and Brightfin Halflings (who do not have *Mer Tail*)*
You have 6 (1d4 + 4) octopus or squid-like tentacles instead of legs which propel you forwards in small bursts. Your swimming speed is 30 feet, and your walking speed half of your swimming speed. If a tentacle is severed, it will regrow in 1d4 days provided that you are not dead or prevented from healing. While a tentacle is severed, your swimming speed is reduced by 5 feet for each tentacle severed, to a minimum of 10 feet. With an action, you can use your tentacles to grab onto a steady surface, granting you advantage on any checks to avoid being moved or knocked prone. You can breathe air and water equally, although spending more than a few days out of water might make you begin to accrue exhaustion depending on if you are submerged in water for any length of time while above ground. ### Webbed Limbs *Required for Ocean, Lake, and Deep Dwarves; for River, Ocean, and Magma Elves; Bogling and Tidedrifter Gnomes; for Sahuagin and Kuo-Toa**
You have webbed hands and feet which allow you to swim through the water and land with relative ease. Your swimming speed is 30 feet, and your walking speed is 30 feet. You can handle most objects easily with your arms. If your arms are preoccupied (such as holding something in both hands or having them tied up), your swimming speed is reduced by 5 feet. You can breathe air and water equally, although spending more than a few days out of water might make you begin to accrue exhaustion depending on if you are submerged in water for any length of time while above ground. \pagebreakNum ## Aquatic Subraces Overview When playing in an aquatic campaign, you may choose one of the optional subraces listed below instead of the normal options for your subrace. These subraces are for the races presented in the PHB- Dwarves, Elves, Halflings, Humans, Dragonborn, Gnomes, Half-Elves, Half-Orcs, and Tieflings. While some of these PHB races do not have "subraces", these options are instead a variant set of racial traits that replace some of the PHB traits that player would normally get. ### Dwarves The ***Wurnxoth***, or Ocean Dwarves, are deep, ocean dwelling dwarves who delve into the ancient mountain ranges near ancient trenches. Wurnxoth are known for their craftsmanship and strength in battle, as well as their ability to manipulate tides and the silt of the ocean floor. The ***Glordelvar***, or Lake Dwarves, are a freshwater race who live simultaneously on land and in the lakes or fens of their homeland, traveling through these small bogs into expansive, underwater cistern-kingdoms. They are known to be more lighthearted than most dwarves, with a similarity to halflings and an affiliation with nature, although they are also master jewelers in their own rights. They are one of the few Dwarf races who are also culturally adept with wooden weapons and furniture. The ***Norughlor***, or Deep Dwarves, are a race of Duergar who have adapted to sunken caverns and fell shipwrecks who are known for working with feral sahuagin and taming terrible creatures such as Dire Deepfish and large squids to hunt for them as they travel nomadically along the inky darkness of the Deep. ### Elves The division of elves into High, Wood, and Dark elves on the surface did not occur the same way in the Mer holds, leading to all subspecies of Mer elves being more friendly with each other than on the surface. The Mer elves evolved differently solely due to their locations, forging three different subraces- the Naiads, the Oceanids, and the Fetekeyrm. The ***Naiads***, or River Elves, were a race of elves who lived amongst the rivers and lakes of the islands, often confused with nymphs and other fey creatures. They have much in common with the Eladrin, and often worship Ler or other nature gods. The ***Oceanids***, or Ocean Elves, are a race of elves who live on the continental shelf, often alongside Merfolk. These creatures have webbed fingers and feet, with slitted blue or purple eyes and gills filtering salt water through their necks. Oceanids are often worshipers of the Eadro or Deep Sashalas, and are lore-keepers who are adept at religious magic. The ***Fetekeyrm***, or Magma Elves, are rather different when compared to the other two Aquatic Elves. Often found deep in the ocean, they thrive near volcanic vents at the bottom of the ocean floor and Deep trenches, with pale skin and a single, opaque color for their eyes, usually black or red. Fetekeyrm build great cities alongside the Maggavor Gnomes, combining pyromantic magic and gnomish technology to craft constructs powered by the steam vents. ### Halflings The ***Undine***, or Primordial Halflings, are partially combined with the water around them, their light blue or white hair often fading slightly into the ocean, with either green or blue tinged skin and webbed fingers and feet. Undine, like many aquatic halflings, are known as trickster creatures, but they are also known to be fearless warriors and friendly to most. There is some academic speculation that Undine are related to the similarly primordial Tritons. The ***Brightfin Halflings***, also known as Coral Halflings, are more akin to Merfolk than the Undine, with their legs being replaced either by brightly colored fish fins or several octopus-like tentacles they can use to propel themselves through the coral reefs they call home. Their hair and faces are often colored bright purple, red, or pink to blend into the Coral around them, and they are known to vividly change colors with powerful emotions. ### Humans The conversion of humans to ***Merfolk*** was a blessing by Eadro, some say. Some say it was Makara who gave them their similar fins before she was trapped, or others say that it is the beginning of a horrible racial transformation, like the monster Scylla. Regardless of origin, it is known that Merfolk are the most common creature in the Grand Oceans of Penumbra. They come in all shapes and sizes, but they all have a few features in common- they have human torsos, gills on their necks, and two human hands, although some have some fish-like features such as frills along their heads or spines. Merfolk are known to be able to transform back to their human form for a time, but they are clumsy and soon fall back into their hybrid forms. Merfolk often live in the Mer holds alongside Brightfin Halflings and Oceanids, creating large trade networks underneath the ocean. > ##### Penumbra Lore: Nomenclature > There are different names for every creature and subrace, as well as different descriptions for their appearance, languages, and some other features. Players can make their own, but here are some suggestions. When naming certain races (Dwarves, the Magma Elves, and some others) I used the syllables and meanings of words in the Forgotten Realms setting, and they are not set in stone if you wish to call them by another name. \pagebreakNum
### Dragonborn The sea drakes are all but extinct, but their blood still percolates through the ranks of the Merfolk. Occasionally a Merfolk is born with serpentine scales and a long tail betraying a draconic heritage. Known as ***Draketails***, they are often feared by others in Mer society, especially if their scales betray a chromatic heritage. Draketails often take up adventuring more than other races, either to prove themselves or to leave their hometowns. Many find their way to Coralhold, either by coincidence or to fight the Deep. ### Gnomes Tricksters and illusionist at heart, ***Bogling Gnomes*** are usually not any serious issue. They live in freshwater lakes and rivers, building their small, barnacle-like homes clustered lax oxbows or armored against the rushing rapids above them. Adept swimmers, Boglings are small even for gnomish standards, with copper or black skin and usually bright green or blue eyes. Like many aquatic races, they have webbed feet and hands, but also often craft small claw-like extensions to their boots to clutch onto rocky floors of rivers. Conversely, the nomadic ***Tidedrifter Gnomes*** live near the surface of the ocean water, building cities onto giant pieces of drifting algae or the underbellies of ancient, complacent dragon turtles. Tidedrifters are rare to see, and often they never leave their closely knit communities, only leaving if exiled or if their city is destroyed. Tidedrifters have tanned skin with bleached white or blond hair that is usually laced with seashells and coral jewelry, with a penchant for crafting jewelry and quick contraptions due to their life on the move. Deep under water, the third race of gnome lives, a race of svirfneblin who found their way to sunken caverns on the ocean floor the much like Norughlor did. They quickly found themselves wanting for allies, and found one in the Fetekerym elves, who had lived there for millenia. These gnomes, now known as ***Maggavor Gnomes***, live with incredible ingenuity, creating constructs and golems to protect their domed cities from the terrors of the Deep. Maggavor Gnomes often tailor mechanical suits to help them traverse the deep waters, since they have not developed webbed hands or feet like other races. ### Half-Elf When a Merfolk has a child with one of the Elves, the half-elf born is known as a ***Nereid***. Beautiful combinations of elf and human, nereids can magically morph between their Merfolk tail and elven legs at ease, and retain some similarities to both parents. \columnbreak ### Half-Orc There once was a group of orcs who came in contact with a strange shrine, glowing with a sickly magic. In the fell light of this shrine to Sekolah, the trespassing orcs were transformed into half-orc, half-shark hybrids, with feral instincts and dreadful teeth. They usually have shark tails similar to a Merfolk’s fishtail. These half-orcs are known as the ***Kamograft***. Most Kamograft stay in their own tribal, nomadic societies, preferring to worship Sekolah or Gruumsh as they always have, and using their feral abilities to raid the Mer Holds. However, some come to the Mer holds, preferring to redeem themselves from their ancestors' savage ways. These often follow the shark god Kamohoalii, who was said to have saved those who were shipwrecked or lost at sea. ### Tieflings No one is quite sure where the ***Deepbound*** come from, although they seem to have a curse of demonic or devilish heritage upon their blood. From afar, they appear to be monsters, their strangely colored skin and pale horns protruding from their heads, and the eight long, squid-like tentacles that replace their legs. Long markings sprawl across their bodies, portraying their binding with a creature of the Abyss or the Nine Hells, or worse, their binding to the chained god of the Deep, Tharizdun. Many Deepbound are incredibly cold to the touch, and they have no issue staying at the bottom of the ocean. Despite their appearance, Deepbound are not inherently evil, although the prejudice of Mer society often forces them away from civilized waters. \pagebreakNum
## Aquatic Dwarves "Have you ever heard a low song, echoing through the waves *when you thought you were alone? Or have you seen them strange lights glimmering deep beneath the waves?" The old sailor leaned back in his seat, addressing the bustling tavern. "Well, you've then sailed over a kingdom of the Dwarves, you have."* *"Pah, that's likely. What kind of would Dwarves live in the ocean? The same that breed unicorns and trade in sweet rolls?" The young man laughed as he pulled his drink back towards his sodden beard.* *"Aye, aye, laugh all you want, kid. But when them Dwarves drag your ship to the Drowner because you trespassed over their sunken city, you'd be wishing you listened to me."*
Dwarves on land are industrious and gruff, living on mountains and hills, mining and forging away. But the Dwarves in the water are different. They are split from their worship of Moradin and the Dwarven Pantheon, often mining only to expand their underwater kingdoms. While equally gruff and very isolated as their land-dwelling counterparts, some Aquatic Dwarves never see another race or even another type of dwarf for the entirety of their lifetime. Despite this schism, Aquatic Dwarves usually look upon other races with curiosity rather than caution. ### Wurnxoth, The Ocean Dwarves As an Ocean Dwarf, you’re intelligent and hard-working. Years of working underwater and mining in high pressure areas have made you shorter than most dwarves, but definitely stockier and of stronger build. You would have lighter skin than most dwarves, with deep blue or grey eyes and hair tones. ***Ability Score Increase.*** Your Intelligence Score increases by 1. ***Minesense.*** You can sense tremors and movements in mines and similar caverns, tracking the movement of the earth and water currents. You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks while inside a cavern or mine. ### Glordelvar, the Lake Dwarves As a Lake Dwarf, you’re charismatic and kind. The lax life of a Glordelvar has shown with very tan skin and tall stature (for a dwarf). You spend time learning crafts and creating things that other dwarves often do not have the time for, working with what is nearby and what comes in through land trade. ***Ability Score Increase.*** Your Charisma Score increases by 1. ***Natural Artisan.*** You have proficiency in either Woodcarver’s Tools or Jeweler’s Tools. Using these tools, you can spend some gold creating a single simple wooden weapon or a simple piece of jewelry, granted you have access to materials or you can find and purchase materials. The amount of gold spent crafting is equal to the gp cost of the weapon or jewelry - (2 x your Intelligence modifier), to a minimum cost of 5 silver pieces. The time required to craft a single item is 1 hour. \columnbreak ### Norghlor, the Deep Dwarves As a Deep Dwarf, you’re cunning and hardy. Raiding and the life of the pirating Norghlor often scars a dwarf and ensures only the largest survive, as well as being adapted to endure the treks along the Ocean floor. ***Ability Score Increase.*** Your Strength score increases by 1. ***Superior Darkvision.*** Your darkvision has a radius of 120 feet. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight. ***Deep Acclimation.*** Due to your familiarity with the Deep, you are not effected by the *Deep Pressure* condition (see *Part II: World Lore*). However, the pressure difference in air or shallow water (to a depth of 100 feet), will eventually harm you. After every 24 hours in shallow water or air, you must make a DC 10 Constitution saving throw or gain 1 level of exhaustion. ***Depth Stalker.*** You can cast *Invisibility* once per long rest using this trait, and you make no sound while moving with *Invisibility* this way. Constitution is your spellcasting modifier for this spell. \pagebreakNum
## Aquatic Elves "Okay, you can come out now!" Jennifer waited
*for a while by the riverside, calling for her friend
to come of the river. "Come on, Faen."* *"I knew it. You'd just imagined this Faen, Jen. Naiads don't exist, least of all here." The red haired girl spun around. "I'm heading home. There's no reason to chase after a fairy tale."* *"Wait, Mary..." Jennifer stopped in place, looking at her reflection on the water. She knew that she saw the Naiad here- his lithe form forming out of the river waters. Maybe she was mistaken.* *After all, what fool looks for elves in a riverbank?*
The Aquatic Elves of Penumbra are rare creatures who are linked to the Feytides, the mysterious realm that connects the Material Plane with the Feywild's waterways. The Sea Elf subrace in Mordenkainen's Tome of Foes can also be representative of any Aquatic Elf in Penumbra. Most Aquatic Elves live far away from society, but, unlike land Elves, have no hard feelings towards any other type of elf. ### Naiads, the River Elves As a River Elf, you’re light-hearted and bound with the nature around you, with the beguiling influence of the Feytides infused in your speech. You swim with languid manipulation of tidal magics. Most River Elves have fair skin and hair with tinges of blue or green. Generally, Naiads are skittish and careful around humans, rarely revealing themselves to them and using their Water Step to stay hidden. ***Ability Score Increase.*** Your Charisma Score increases by 1. ***Naiad Weapon Training.*** You have proficiency with the net, blowgun, spear, and pike. ***Water Step.*** As an action, you can disappear and reappear in a body of water within 30 feet of you that you can see. This movement still provokes attacks of opportunity if you teleport away from someone within melee range of you. You can use this ability a number of times equal to your Charisma modifier, to a minimum of once. You regain all uses of this ability after completing a short or long rest. ### Oceanids, the Ocean Elves As an Ocean Elf, you have an aura of regality around you only paralleled by the land-walking High Elves and the deep-dwelling Tritons. Ocean elves are often integrated into Mer society as lore-keepers and esteemed clerics. An Ocean Elf’s skin is generally a deep blue, purple, or green, with webbed feet and hands and gills sprouting on either side of your neck. ***Ability Score Increase.*** Your Wisdom Score increases by 1. ***Oceanid Weapon Training.*** You have proficiency with the spear, trident, light crossbow, and heavy crossbow. ***Lore Keeper.*** As an Oceanid, you gain proficiency in 2 skills, choosing from Arcana, History, Religion, Nature, Investigation, and Medicine. \columnbreak
***Blessed Cantrip.*** You know one cantrip of your choice from the Cleric spell list. Wisdom is your spellcasting ability for it. ### Fetekeyrm, the Magma Elves As a Magma Elf, you have pale skin, usually with streaks of obsidian-black pigment through your veins, and a single, opaque color for your eyes, usually a deep red or black. You have webbed hands and feet, and many Magma Elves shake their heads constantly to blow away silt from the gills on their necks. Adept at pyromancy and manipulation of the steam vents, Magma Elves are always seeking out more vents to build their cities around. ***Ability Score Increase.*** Your Constitution Score increases by 1. ***Fetekeyrm Weapon Training.*** You have proficiency with the war pick, sickle, hand crossbow, and longbow. ***Superior Darkvision.*** Your darkvision has a radius of 120 feet. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, your target, or whatever you are trying to perceive is in direct sunlight. ***Deep Acclimation.*** Due to your familiarity with the Deep, you are not effected by the *Deep Pressure* condition (see *Part II: World Lore*). However, the pressure difference in air or shallow water (to a depth of 100 feet), will eventually harm you. After every 24 hours in shallow water or air, you must make a DC 10 Constitution saving throw or gain 1 level of exhaustion. ***Pyromancy.*** You know the *Control Flames* cantrip. When you reach 3rd level, you can cast the *Burning Hands* spell once per day. When you reach 5th level, you can also cast the *Scorching Ray* spell once per day. Constitution is your spellcasting ability for these spells. \pagebreakNum ## Aquatic Halflings
"I was searching for yer pearls, out in the reef nearby, you *see? And when I did, I found myself a black pearl near the bottom, when a little halfling did come and snatch it away, you see-"* *The rich man held his hand up, interrupting the diver. "Wait, halfling? I've not seen halflings who live in reefs before."* *"Well, you see, this wasn't a normal halfling. She was, um, like bright pink and blue, with tentacles instead of legs?"* *The man looked down at the pearl hunter with a scything look of disdain. "Of course you did. I should have never trusted you divers." He said as he walked away.* *"Bu-but its true, milord, I swear it!" Of course, who would believe that?*
Aquatic Halflings are almost unheard of. Only distantly related to their comfort-loving kin, Aquatic Halflings were forced to live in the harsh conditions of the continental shelves, drastically changing to fit their environment. ### Undine, the Primordial Halflings As a Primordial Halfling, you have small manipulation of water and tides at your side, and parts of your body will occasionally fade into the water around you. You’re more serious than other Halflings, switching between two modes- the merry trickster and the brave warrior. Undine often have blue or green skin, and their hair and ends of their feets fade into the water around them, although they appear if they are taken out of the water. ***Ability Score Increase.*** Your Strength Score increases by 1. ***Fade Into Water.*** So long as you are
surrounded by water that isn’t
brightly lit, you can
attempt to hide. This
includes natural
and magical
phenomena such as
mist or heavy rain. \columnbreak ### Brightfin, the Coral Halflings As a strange and brilliant Brightfin Halfling, you are merry and light-hearted illusionists who live amongst the bright coral reefs which dot the Grand Ocean and the Shadowed Shelf. Brightfin Halflings have more in common with Merfolk than the Undine, as they have their legs replaced either by a brightly colored fish’s tail or by several similarly colored, short octopus tentacles. You can choose either Mer Tail or Tentacles for this subrace. A Brightfin’s skin is usually a brilliant red, purple, or pink, although their skin color changes whenever the Brightfin feels a strong emotional change, making some of them exceptionally bad liars. ***Ability Score Increase.*** Your Intelligence Score increases by 1. ***Colorful Charm.*** Due to your natural colorations, you can choose to flare up your inherent colors and create very minor illusions to reroll any Persuasion or Intimidation check you make, and you must use the second roll. You can choose to use this feature after you know your score but not after you know the result of the roll. The creature you are conversing with must not be immune to charm or the attempt fails. Once you use this feature, you have disadvantage on any Deception checks you make for 1 minute, as your colorations show very vibrantly whenever you are lying. You cannot use this ability again until 1 minute has passed. \pagebreakNum
## Human Variant: Merfolk The fish-folk of Sondor's Landing are not the savage animals *that the fishermen have made them out to be. They are beautiful craftsmen, with a culture and hunger for trade not unlike our own. They believe in the holy power of coral and their goddess Eadro- and their temples are a sight to behold. So long as you respect the Merfolk's traditions, and do not present them with metal objects, it is likely that you shall find them quite amiable.* – *Guide to the Shadowed Shelf*, by Tyriok the Cartographer
Merfolk are widely thought to have been humans at one point, but at some point in their long history they were transformed into the half-fish, half-human hybrids they are known as today. Most believe it to be a blessing of Eadro, the goddess they pledge fealty to, but others find that an arcane explaination is more applicable- and they dedicate their lives to searching for it. Regardless of origin, Merfolk are very much like their land-walking counterparts. Ambitious and relatively short-lived, they often do not have the ability to make large cities, although the great Mer Holds are an exception. Their societies are largely theocratic, with most authorities deferring to the High Priestess of Eadro. Clerics, although rare, make up leading members of the Merfolk's caste system. Merfolk have a variety of appearances, but they all share in common their human torso and head and their long, fish-like tail. Some cases have found that the human torso retains some fish-like features, such as deep blue skin, scales and frills down the back of thier spine. ### Merfolk, the Transformed People Most Merfolk are adept at magical power and crafting of coral weapons and objects. This is due to their unnatural distrust for metallic weapons and armor and the blessings of their High Priestess. When using this variant, you replace the Ability Score Increase of the Human with these traits. ***Ability Score Increase.*** Your Wisdom Score increases by 2, and a score of your choice increases by 1. ***Traditional Training.*** You gain proficiency in either 2 tool sets of your choosing or 3 simple or martial weapons. You do not gain proficiency from this feature if the kit or weapon you are using is made of metal. ***Magical Adept.*** You know one cantrip of your choice from any spell list. Wisdom is your spellcasting modifier for that spell. \pagebreakNum
## Dragonborn ## Variant: Draketail "Alright men, I've got three rules on this here ship. First, no *one's to shirk their duties while on deck. Second, you eat what cook gives you. No complaining if it squeals.* *"And thirdly, any mutineers will be thrown overboard, where ye can be food for them Draketails of Blackpearl Bay. You understand? Good."*
Dragonborn of the surface world are born of True Dragons, powerful beings who take to the skies and mountains. While there are no True Dragons who dwell in the oceans, there are the ancient Sea Drakes, who supposedly went extinct long ago. ### Draketail, the Ancient Dragonborn From the water came many things. Even the great winged dragons which roam the landscape today came from the waves- from giant serpents of the sea known as Sea Drakes. These ancient incarnations of dragons had no elemental breath, but were mythically powerful and inspired fear in those who encountered them, before they were hunted to presumed extinction by the Fishermen. Their blood, however, still lingers in the genes of Merfolk today, and Draketails are a consequence of that. If you use this “subrace” for Dragonborns, you would replace the Charisma point increase, the Draconic Ancestry, Breath Weapon, and Damage Resistance with the features listed below. ***Ability Score Increase.*** Your Constitution Score increases by 1. ***Drake Ancestry.*** You have Drake ancestry, granting you a modicum of effects listed below. Additionally, your terrifying visage gives you proficiency in the Intimidation skill. ***Powerful Tail.*** Your tail is reminiscent of the drakes of old, granting it great strength. Your movement speed while underwater is 40 feet (or higher, if you have another ability which grants you a higher swimming speed), and you cannot be knocked prone while conscious and in the water. ***Dread Aura.*** As an action, you exude a pulse of bone-chilling energy. Any creature within 15 feet of you must make a Wisdom saving throw with a DC equal to 8 + your proficiency modifier + your Constitution modifier, or be afraid of you for 1 minute. If you are in the water and the creature is at least one size smaller than you, they make the saving throw at disadvantage. A creature affected by this fear may re-make the saving throw at the end of their turn. On a successful saving throw, the effect ends for that creature and they cannot be affected by your Dread Aura again for another 24 hours. You can use this feature once, regaining your ability to do so when you complete a long rest. \pagebreakNum
## Aquatic Gnomes The pearl necklace rested on my dresser, its strange designs *of coral and black seaweed, had washed up on my doorstep two years ago. It was three weeks after a giant Dragon Turtle had passed by our small hamlet, and that was such an event I had forgot entirely about the piece of jewlery. Perhaps now I should get it appraised?* *But the jewler wasn't making any sense. "Cast it back into the ocean." He'd said. "The Gnomes won't tolorate theives. Give it back."* *But Gnomes don't live in the Ocean. However, when I'd placed the necklace back into the bay, I'd found a gold coin lying by my doorstep. I wonder...*
Gnomes are elusive tricksters, and that is ever more true for their Aquatic kin. Living in inhospitable conditions, Gnomes do not adapt physically to their surroundings, but adapt with thier wits and natural improvisation. ### Bogling, the River Gnome As a River Gnome, you are used to danger and the swift movement of the river rapids from your home. You are intelligent and strong to withstand the rapids, granting you some modicum of survival instincts. Boglings have webbed hands and feet, and they often craft claw-like contraptions for their feet to cling onto rocks at the bottom of the rapids. ***Ability Score Increase.*** Your Strength Score increases by 1. ***River Folk.*** While moving through water, you are not hindered by difficult terrain caused by currents or rapids, and you cannot be moved by water pushing against you. ***Bogling Skills.*** You gain proficiency in two skills, choosing from Arcana, Animal Handling, Nature, Stealth, and Survival. ### Tidedrifter, the Drifting Gnome As a Drifting Gnome, you attuned to the natural world and tides, and can call on that for guidance. Drifting Gnomes are tanned with white or light blond hair. Most Tidedrifters have training as fighters or religious spellcasters, ever trying to find the path to the colony’s next destination. ***Ability Score Increase.*** Your Wisdom Score increases by 1. ***Drifter's Blessing.*** You know the *Guidance* cantrip. Wisdom is your spellcasting modifier for it. ***Nomad's Sense.*** While moving along a path, you may spend time during a short rest sitting down and focusing on the surroundings. You can attempt to find a path to a destination in mind that is no further than 10 miles away, one that is safe enough for others to have travelled before, though it is not guaranteed to be safe. Additionally, you can search for a specific item or resource, but the feature fails if you are not specific enough. When you use this feature, the DM rolls a d100. On a roll 10 or lower, you are fed false information, although you do not know that the information is wrong. If you use this feature 2 or more times before a long rest, you have a cumulative 10% chance that this feature will mislead the party. ### Maggavor, the Steam Gnome As a Steam Gnome, you are resourceful and cunning, able to make use of whatever is nearby to survive. Although they can breathe underwater, the Steam Gnomes are amongst the few races to not develop webbed hands or feet, since they craft large mechanical suits to go out and explore the ocean in. As such, they are very adept at crafting constructs such as Golems and other animated constructs. Most Maggavor Gnomes in an Aquatic Setting start with a Small-sized *Deepdiver Suit* (See *Appendix C: Special Equipment*) along with their starting equipment. ***Ability Score Increase.*** Your Dexterity Score increases by 1. ***Superior Darkvision.*** Your darkvision has a radius of 120 feet. ***Master Craftsman.*** When you attempt an Intelligence (History) or an Intelligence (Arcana) check related to the origin or mechanisms of a construct, you are considered proficient in the skill, and you add double your proficiency modifier to that skill while using it. Additionally, you are considered proficient with Tinker’s Tools or Smith’s Tools when attempting to use them to repair or activate a construct. \pagebreakNum
## Half-Elf Variant: Nereid "You see Gerric today?" The young adventurer helped *Bronson out of his boat, carrying a net full of red-white fish over his back.* *"Course, he came out with me." Bronson fixed his hat on his head. "He won't be coming back until sundown though. Never does."* *"Eh? How? You're saying the man's been swimming out there for hours?"* *"Heh, I don't know how he does it either." Bronson looked out into the open sea. "Its like he's half fish or something..."*
The word Nereid is synonymous with entrancing beauty, and is found in the songs of coastal bards and skalds all over the world. However, not many believe the Nereid exist, even though they often hide in plain sight inside human coastal cities using their Nereid Tail ability. ### Nereid, the Feytouched Mer Nereids are the rare, beautiful offspring of Elves and Merfolk. Known as symbols of beauty worldwide, Nereids have the unique ability to easily switch between a Mer Tail and their elven legs. However, many Nereids are distraught, neither at home on the earth or in the water, feeling uneasy in both and wanting both at the same time. They often flock to cities, both Mer and land. The feature here would replace the Skill Versatility feature of the Half-Elves. ***Nereid Tail.*** As a Nereid, you can use an action to transform your Mer Tail into elven legs. While you have legs, you can walk easily on land, not incurring penalties to Acrobatics and Stealth checks due to being clumsy. Additionally, you do not have to make any saving throws to revert when you come in contact with water. You can voluntarily change your legs back to your Mer Tail as an action. You can change your form any number of times a day. \pagebreakNum
## Half-Orc Variant: Kamograft "Sharks of Unusual Size? I don't believe they exist." *– A Fisherman's last words before a Kamograft attack*
Empty Mer holds and ruins litter the bottom of the continental shelf, with sharks and corpses littering the silt and dust. This is the result of a Kamograft warpath. Many surface-dwellers do not believe Kamograft exist as there is little evidence of their society, but that could easily be due to the fact that none speak with a Kamograft raider and leave their camp alive. ### Kamograft, the Sharkblood Orcs Kamograft are Orcs who were cursed with a binding curse from Sekolah, the shark deity of the Sahuagin. As such, the Kamograft were given the lower half of a shark, with sharpened teeth and a mindless sense of bloodlust always boiling away at their consciousness just beneath the surface. Most Kamograft are raiders who occasionally join bands of Sahuagin in pillaging and attacking the Mer Holds or other underwater civilizations. Some attempt to redeem themselves by adventuring or protecting the world against the Deep or some other threat. These Kamograft often find respite in the worship of Kamohoalii, a shark titan who was the savior to those shipwrecked and lost at sea. These features replace the Relentless Endurance and Savage Attacks features of the Half-Orc. ***Shark Maw.*** You gain proficiency with an unarmed strike with your bite, since your mouth is filled with sharp, jagged teeth. You can only make one Maw attack per turn, and it is a Strength-based attack which deals 1d8 + your Strength modifier piercing damage. ***Bloodfrenzy.*** If you reduce an enemy to 0 HP, you can use your reaction to go into a feeding frenzy. You make a Maw attack against every creature within range. You regain a number of hit points equal to half the total damage dealt in a Bloodfrenzy, with any excess recovery past your maximum hit points being lost. Once you use this feature, you cannot use it until you complete a long rest. \pagebreakNum
## Teifling Variant: Deepbound "The witches of Brinehollow Sea had come in to town years *ago." The old man reminiced. "They were black and red, with legs like squids and horns like a rams. Their eyes were a piercing wall of shadow."* *"And what did these so called 'witches' actually do." The inquisitor sat on a high stool, trying to retain his authority even with his Gnomish height undermining it.* *"Well- strangest thing really. They were hiding from them fish-folk, you see. Talked awfully kind, those witches. Awfully kind."*
Deepbound are born to Merfolk as either the offspring of a Devil or Demon, or the result of a pact the parents made in which they tainted their bloodline. Either way, the Deepbound are widely feared and often exiled, although these Tieflings are not inherently inclined towards evil. ### Deepbound, the Drowned Tieflings Quite the sinister appearance, Deepbound have eight long, cephalopod tentacles instead of feet, akin to a large squid or octopus. Their bodies are often marked by symbols of chains or claw marks, and their skin is usually a dark color, such as black, purple, deep blue, or scarlet. Most Deepbound have small horns which protrude from their heads. While most Tieflings are attributed to the realm of fire and flame, the cold allure of the Deep has a greater pull on Deepbound, causing their blood to run ice cold and for them to become quite adept at cryomancy as a result. Additionally, the Deepbound have slow and only barely noticeable heartbeats, which has led suspicious Merfolk to call them "Drowned Tieflings", and try to ward against them as if they were undead (these wards have no effect). \columnbreak These features replace the Infernal Legacy and Infernal Resistance features of the Tiefling. If you wish to use the Tiefling Variants in the Sword Coast Adventurer’s Guide, you would treat Cold Blood as Infernal Resistance and Drowned Legacy as Infernal Legacy for the purposes of switching out racial features. ***Cold Blood.*** You have resistance to cold damage. ***Drowned Legacy.*** You know the *Ray of Frost* cantrip. Once you reach 3rd level, you can cast the *Shatter* spell once per day. Once you reach 5th level, you can cast the *Mirror Image* spell once per day. Charisma is your spellcasting ability for these spells. ***Deep Acclimation.*** Due to your familiarity with the Deep, you are not effected by the *Deep Pressure* condition (see *Part II: World Lore*). However, the pressure difference in air or shallow water (to a depth of 100 feet), will eventually harm you. After every 24 hours in shallow water or air, you must make a DC 10 Constitution saving throw or gain 1 level of exhaustion. \pagebreakNum
# Part 2: Monstrous Races ## Preface Monsters are the most prevalent creatures in the Oceans of Penumbra and most other worlds of Dungeons & Dragons. Not many are particularly interesting as characters- most are hungry leviathans or Lovecraftian abberations with little character- but several would be fascinating to play. As such, this document presents two monstrous, aquatic races- the Sahuagin and the Kuo-Toa. Volo's Guide to Monsters has other lists of monstrous races and plenty of ways to integrate them into your party and campaign. \pagebreakNum
## Sahuagin "Its the gulls, you know. When they go silent, you know then *that they are coming. The Sea Devils."*
Often feared as the “sea devils” and known only as bloodthirsty raiders, Sahuagin are the ancient enemies of the Oceanids and all Sea Elves. They often take to worshipping the Shark god Sekolah, who demands that they prove themselves in raiding and bloodshed, but that is not the case for all Sahuagin. Some wanderers, who lived away from the tribe either because they were lost as a child or exiled, and can learn to want to protect the world like any Mer. \columnbreak Additionally, some Sahuagin are born as Malenti- mutants who magically have the form of an Oceanid or Merfolk, although *Dispel Magic*, Truesight, or another similar effect that sees through magical transformations will reveal their true form for a moment. These Sahuagin are known to be used as spies and informants to the larger raids, yet some use the gift to simply live in peace, away from the other hordes and their barbaric lives. ## Sahuagin Features ***Ability Score Increase.*** Your Constitution score increases by 2. ***Age.*** Sahuagin can live up to a century old, yet are considered full-fledged adults at age 10 and, due to their violent lifestyle, rarely live past their fortieth year. ***Alignment.*** Sahuagin society is built around the bloodthirsty commands sent by their goddess Sekolah, making their society inherently Lawful and mostly Evil, although there are some rare exceptions of Good Sahuagin among the Malenti and outcasts. ***Size.*** Sahuagin are between 5 to 6 feet tall, and weigh 130 to 180 pounds. Your size is Medium. ***Speed.*** Your base walking speed is 30 ft., and your base swimming speed is 40 ft. ***Superior Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Limited Amphibiousness.*** The Sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid Suffocating. ***Sekolah’s Blessing.*** As an Action, the Sahuagin can *Command* a single beast within 120 feet of it, as with the *Command* spell. A shark automatically fails their saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Once you use this trait, you cannot use it again until you have finished a short or long rest. The beast does not need to understand you to obey your command. This ability fails on a creature with an Intelligence higher than 4. ***Language.*** Sahuagin know Common and Sahuagin. Sahuagin is a rough, strangely resonant language that unnerves most and has roots in both Aquan and Abyssal. ***Subrace.*** Extreme genetic mutations, as are common in Sahuagin societies, have divided the population into three general groups- Bloodseekers, Malenti, and Barons. ### Bloodseekers These sahuagin are what make up the bulk of the raiding and general population, but they are not any less terrifying. Ranging from basic shock troopers to the powerful priestesses to Sekolah, Bloodseekers are known for their kinship with the sharks the Sahuagin train and idolize. They craft bone and coral weapons and raid civilizations along the coast, making the tides run red when they arrive… ***Ability Score Increase.*** Your Dexterity score increases by 1. \pagebreakNum
PART 2 | MONSTROUS RACES
***Claws.*** Bloodseekers use whatever they have available to them, and their natural webbed claws are potent enough when they need them to be. You are considered proficient with your unarmed strikes, and they deal 1d4 + your strength modifier slashing damage on a hit. ***Blood Fury.*** If the Sahaugin has damaged an enemy already in their turn, any other attack rolls against that enemy have advantage until they miss. ### Malenti Born near to the colonies of the Oceanids, the Malenti appear to look the same as any other Aquatic Elf. Malenti are put to good use in Sahuagin communities, sent out to spy and assassinate others inside an Aquatic Elf world, although some will come to love and covet the elven lifestyle, and will try to live amongst them as best they can. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Extra Language.*** You can speak, read, and write Elvish or Aquan, your choice. If there is a specific dialect of Elvish attributed to the Aquatic Elves in your campaign setting, you speak that dialect. ***Malenti Skills.*** Due to your insidious nature, you are naturally proficient in one of these skills- Persuasion, Deception, Stealth, Sleight of Hand, Insight, or Perception. ***Malenti Facade.*** The Malenti looks, feels, and appears in every way a regular, albeit slightly taller, Aquatic Elf (see Oceanids entry above). This mutation is magical in nature, however. If the Malenti is subjected to an effect or spell that cancels enchantments or spells, such as Dispel Magic, the true form of the Malenti is revealed- that of a tall, thin Sahuagin. When the form is dispelled in this way, it is revealed for 1 minute. You can choose to drop your form for any amount of time as an action, although it is a free action to re-assume your facade. Truesight reveals your form to the seer, but does not dispel it. When you are not concentrating on revealing your facade, you fade back into your Aquatic Elf form. ### Baron The giant Barons are pinnacles of Sahuagin evolution. Creature of Goliath Size with four powerful arms, Barons often are tyrannical leaders of Sahuagin communities. Barons are usually male, although female Barons have been recorded. Imposing figures, Barons stand at around 8-9 feet tall and can weigh an excess of 300 lbs. ***Ability Score Increase.*** Your Strength score increases by 1. ***Powerful Build.*** You are considered one size larger for the purposes of carrying and moving objects. ***Baron Arms.*** You can simultaneously hold four objects or weapons, although having more than one shield equipped has no additional effect on armor class. If are wielding 3 or more weapons simultaneously, you can attempt to attack with any of those weapons as a bonus action, following two-weapon fighting rules. You cannot use a bonus action, offhand attack if you are using a shield to increase your armor class. Additionally, you can have two characters grappled simultaneously, since you have two pairs of arms. \pagebreakNum
PART 2 | MONSTROUS RACES
## Kuo-Toa "The folly of the fish-priests knows no bounds,
*yet you can't fail their tenacity."*
The bizarre Kuo-Toa are creatures of the greatest madness, for they build their own gods. The insanity which effects the Kuo-Toa is the result of years of psychic control from the Illithid empires, and they now search desperately for anything to pray to and to lead them. From this fervent creation of deities, of the most important is Blibdoolpoolp, a creature envisioned to have the body of a woman but the head and hands of a crab. As such, every Kuo-Toa has fervent obsession with their crafted god, even displaying clerical magic from that belief. As characters, Kuo-Toa are not inherently evil- in fact, if their “god” has a good bent, then they can be great, albeit insane champions for light. Kuo-Toa appear to be fish-headed humanoids with slimy blue skin and bulbous eyes. ## Features ***Ability Score Increase.*** Your Wisdom score increases by 2, and your Intelligence score increases by 1. ***Age.*** Kuo-Toa can live into their second century, granted their environment is favorable to them. They are considered an adult at 15, and Kuo-Toa begin to be considered old at the end of their first century. Kuo-Toa rarely die of old age. ***Alignment.*** Kuo-Toa society is based on the fervor of their crafted god or goddess, who are generally Lawful and have Evil bents, but that can change depending on the crafter of the deity. ***Size.*** Kuo-Toa are smaller than most humanoids, around 4-5 feet tall and weighing around 120-160 lbs. Your size is Medium. ***Speed.*** Your base walking speed is 30 ft., and your base swimming speed is 30 ft. ***Superior Darkvision.*** You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Sunlight Sensitivity.*** While in sunlight, you have disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight. ***Slippery.*** You have advantage on any ability check or saving throw made to escape a Grapple. ***Amphibious.*** You can breathe air and water. ***Otherworldly Perception.*** As an action, you can begin to perceive things around you with a perception similar to a sixth sense. For one minute, or until you move, you can sense if there is any creature that is invisible or on the Ethereal plane within 30 feet of you (you do not know which). If the invisible or ethereal creature moves while you are using this ability, you can pinpoint the location only so long as that creature is moving. \pagebreakNum
PART 3 | BACKGROUNDS
# PART IV ##### Backgrounds
# Introduction These backgrounds are designed to allow your character to fit better into an aquatic campaign. You can use many of these Ideals, Personality Traits, and Flaws to better fit another background to an Aquatic Character.
### Deprived You come from nothing, having awoken in your deplorable state one lonely day, nothing to your name except a small trinket. You cannot remember your past, but you know that, some day, it will reveal itself to you again- and that you may pull yourself from this squalor to greatness. When you create a Deprived character, talk with your DM. You only know what state your character awoke in, with naught but a hazy glimpse at their own past. Deprived are not powerful allies, and they require some work from the DM to select your skills, so make sure that you are allowed to play one before creating your character. ___ - **Skill Proficiencies:** See Feature - **Tool Proficiencies:** See Feature - **Languages:** See Feature - **Equipment:** A tattered cloak, a broken pendant or a Trinket, a wood plank shield or a broken straight sword (functions as a dagger), and a club. #### Deprived Bond You may choose to either use the Personality Traits, Ideals, or Flaws described here. Your Bond is revealed through finding Mementos (see feature), and it is instead a Deprived Bond until then. You may choose your own Deprived Bond. | d6 | Bond | |:---:|:---| | 1 | The few memories I possess feature a specific person. I can't help but feel this person is important to me. | | 2 | I awoke with nothing to my name. I owe everything to the man who took me in. | | 3 | Tattoos line my body, written in a language that no one can recognize. They might be a clue to my past. | | 4 | When I awoke, I stole from a nobleman to survive. I'm still wanted for that crime. | | 5 | When I find myself alone, I vaguely remember faint snippets of song or poetry, spoken by a voice I don't recognize. | | 6 | I'm being hunted by bounty hunters or mysterious cultists who are simply told to kill me. | \pagebreakNum
#### Feature: Lost Memories You have lost your memories, but slowly they re-emerge, granted you are not more Hollow than when you began. When you make this character, your DM or another player chooses another background for you in secret. If that background would grant language proficiency or tool proficiency, you gain that proficiency (or one of the other player’s/DM’s choice, if there are options) when it becomes relevant. For example, if you hear a Language being spoken that you would know from your background, you gain that language proficiency and a small snippet of your past. You gain proficiency in your tool proficiencies when you need to use them. There are small items scattered around the world called Mementos. These are symbolic, magical objects that are personally important to you, and something about your lost past. You have advantage on any ability check made to find your Memento. Whenever you find a Memento, you immediately are thrown into a flashback that relates to your backstory and the object. You are incapacitated for 1 minute while in this flashback, and at the end of it you recover an aspect of your Background and a hint on where to find your next one. When you receive your First and Second Memento, you recover one of your Background skills. When you recover your third, you recover your appropriate Background feature. Any subsequent Mementos found give you minor Boons as the DM deems appropriate. If are already proficient in one of your Background Skills when you gain it, you may instead choose a skill from the skill list of a class you have at least one level in to gain proficiency in instead. \columnbreak ### Drowned Soul You were part of an unfortunate accident- such as a sailor whose ship was wrecked at sea or a child swept away by the rivers, and you were brought to near death from the harsh waters of your home. However, a creature of the depths saved you, bringing you back from near-death of drowning (or occasionally the very real death of drowning), and bestowing the blessing of the Mer or Feytides upon you. You were brought up in the water from then on, and a small part of your soul became partially embedded into the tides. Choose an aquatic savior. It can be any of the above Character Races, or it could be a more powerful aquatic entity such as a Kraken or Dagon, or even a God from the aquatic pantheons. For one reason or another, you were bestowed with the gift of aquatic life, although usually at a cost. Work with your DM to figure out the cost of your resurrection. Were you raised as a psychic thrall to an Aboleth, only to escape by the skin of your teeth? Or were you revived in a Merfolk temple of Eadro and now owe your life to the old High Priestess? Regardless, the water was a strange but now familiar home, one you are now used to traversing. ___ - **Skill Proficiencies:** Nature, Survival - **Languages:** One of your choice. - **Tool Proficiencies:** Vehicles (Water) - **Equipment:** A set of traveler’s clothes made from sewn seaweed or other aquatic materials, a gift from your savior (either a holy symbol or a Trinket), an iron flask, fishing tackle and line, and a rough belt pouch containing 10 GP. \pagebreakNum #### Aquatic Savior There are many types of saviors who can grant the gift of aquatic breath. Regardless of their benevolence, you owe your life to this being. Most of the time, the type of savior greatly affects the Drowned being’s profession under the sea, since they are their only sense of undersea life for a while. | d8 | Savior | d8 | Savior | |:----:|:----|:----:|:----| | 1 | Aboleth or Kraken Priest | 5 | Merfolk Explorer | | 2 | Kuo-Toa High Priest | 6 | Nymph or some other Fey Creature | | 3 | Sea Hag | 7 | Swimming Metallic Dragon | | 4 | Tidedrifter Gnome | 8 | Blessing of an Aquatic Deity | #### Feature: Call of the Tides After being saved by the sea, you know how to sense the ebb and flow of the tides. Granted the ocean is not actively dangerous or difficult to maneuver, you can find shelter and food for yourself and up to five people in your surroundings. Additionally, you listen to the instinctual whispers between schools of fish, large fields of coral, and other living things in the ocean, and their behavior can tell you important information about the surrounding waters, such as if there is a particularly dangerous creature in a certain direction or if there is civilization nearby. #### Suggested Characteristics A Drowned Soul has partially become one with the ocean around them, for good or worse. They often take on the personality traits of their savior or their savior's race, and their connection with the tides can sometimes seem to be spacy or more fish-like in their behavior. | d8 | Personality Trait | |:----:|:----|:----:|:----| | 1 | I speak too softly in the air, since my voice travels so much further in water. | | 2 | I refer to random fish or corals by name as if they were old friends. | | 3 | I am constantly distracted by sounds from animals, especially those on the surface. | | 4 | My vocabulary contains phrases from a long-drowned empire that no one can seem to translate, and are often applicable in seemingly unrelated situations. | | 5 | I hate being out of the water. | | 6 | I am completely fearless, facing death even when I should be terrified. | | 7 | I speak to my savior under my breath when I think I’m not being watched. | | 8 | I can meditate and trace the tides for hours. | | d6 | Ideal | |:----:|:----|:----:|:----| | 1 | Help. The sea is harsh and difficult. I need to do what I can to help those who do not know it as well as I do. (Good) | | 2 | Balance. There is a precious balance that must be maintained within these tides. (Neutral) | | 3 | Freedom. No one rules the sea, and neither shall anyone rule me. (Chaotic) | | 4 | Order. I know my place in this ocean’s pecking order, and I know the place of others, too. (Lawful) | | 5 | Fervor. The Deep calls to each of us, and I shall make others hear its call! (Evil) | | 6 | Serenity. The tides keep flowing no matter what we do, so why rush so much? (Any) | | d6 | Bond | |:----:|:----|:----:|:----| | 1 | I am wholly indebted to my savior. | | 2 | I have only a small trinket from my family back on land, and it is the most important possession I own. | | 3 | I fell in love with a sailor who passed through my ocean, though I do not know where they are now. | | 4 | The sea where I was revived has become part of me, and I must see that it is protected. | | 5 | My savior is a terrible, malicious creature. I barely escape their grasp, and their servants have been hunting me ever since. | | 6 | I will get revenge on the man who drowned me. | | d6 | Flaw | |:----:|:----|:----:|:----| | 1 | I distrust landstriders, and would rather avoid them altogether. | | 2 | The reanimation ritual has left my mind split and broken. | | 3 | I often forget that my friends cannot breathe underwater.. | | 4 | I am plagued by nightmares of my drowning, and I’m always afraid diving too deep lest my water breath fade. | | 5 | I am easily distracted by shiny objects and bubbles. | | 6 | I am secretly envious of those who walk on land. | \pagebreakNum ### Herald You were a messenger of greater things- a prophet, a crusader, or even just a minstrel with a higher calling. You are part of a larger organization, such as the Way of White, that is perceived as a valid source of news and information throughout the realms. You can travel swiftly and are good at searching for information to spread. ___ - **Skill Proficiencies:** Investigation, Performance or one Intelligence skill of your choice - **Tool Proficiencies:** One from Navigator's Tools, Vehicles (land) or one type of musical instrument - **Languages:** One of your choice - **Equipment:** A set of traveler's clothes, a banner or badge of your organization, a large tome or journal, a few pieces of charcoal, sealing wax, and a belt pouch with 10 gp. #### Herald Specialty Heralds are all gatherers of general news, but many search for a specific form of news, information, or lore based on the reputation of their organization. Choose one to three specialties for your organization to be known for.
| d10 | Loot | |:---:|:-----------:| | 1 | Adventuring Rumors | | 2 | Religious Lore | | 3 | Martial News | | 4 | Technology and Innovation | | 5 | Trade and Guild Business | | d8 | Loot | |:---:|:-----------:| | 6 | Noble Gossip | | 7 | Magical Lore | | 8 | Occult Stories | | 9 | Frontier News | | 10 | Royal Heralds |
#### Feature: News of the Day Your organization and reputation as a herald has granted you access to investigators and reliable sources of general information, local news, and rumors. This information is more detailed than information given at taverns or shops, and these news organizations can relay their sources if they are not anonymous for further investigation. Oftentimes these organizations expect you to give them some bits of news from other locales in exchange for their cooperation. #### Suggested Characteristics Heralds live on the road, but their social lifestyle creates a strange contrast. Some travel in small bands, but most are solitary wanderers with a wish only for finding more information and spreading their messages. | d8 | Personality Trait | |:---:|:---| | 1 | I speak in a fast and practiced tone, slightly louder than I should be. | | 2 | I always have a story that is *just* like any situation that I find myself in. | | 3 | I'm always sketching or writing things down- who knows when it might relate to information I find later. | | 4 | I often try to coax people with half-truths or tidbits of information that might make them relate something they know. | | 5 | I smile. A lot. | | 6 | I deliver any news with the same, monotone voice. | | 7 | As far as I'm concerned, all information has a price. | | 8 | I whistle tunes and recite poetry to pass the time. | | d6 | Ideal | |:---:|:---| | 1 | **Truth.** Everyone deserves to know the truth of what is happening out there, even if they may not like it. (Neutral) | | 2 | **Education.** Learning is a gift that must be spread to as many as possible. (Good) | | 3 | **Manipulation.** The right word in the right place, and the paranoia rushes in, leaving a gap for those with knowledge to take control. (Evil) | | 4 | **Exposure.** Those who would hide information from the public must be brought down. (Chaotic) | | 5 | **Culture.** Every place has its own lifestyle, its own stories. They are important, however small. (Good) | | 6 | **Stories.** Stories and history must be cataloged for the future. (Any) | \pagebreakNum | d6 | Bond | |:---:|:---| | 1 | My guild gave me the means to travel and learn throughout my home, and my respect for them knows no bounds. | | 2 | I always search for news about my hometown. I have loved ones there I need to make sure are kept safe. | | 3 | I have learned of a terrible prophecy that must never come to fruition, and spread its word in search for the savior told of within. | | 4 | A slighted noble has set a bounty on my head for a scandal I brought to light. | | 5 | I am searching for rumors of a powerful magical artifact. | | 6 | I used to travel with my mentor, a kind Herald who taught me everything I know. | | d6 | Flaw | |:---:|:---| | 1 | I carelessly repeated a rumor that caused the death of an innocent person. | | 2 | I will do anything to complete a story. | | 3 | I stretch the truth to the point that I believe my lies. | | 4 | I always withhold the most important part of a story until the end. | | 5 | I jealously guard my research and findings. | | 6 | A friend of mine was killed by bandits. To this day, I will never trust a soul met on the road. | ### Tribal Mer Although the creation of the Mer Holds was alluring to most, many tribes of Merfolk and other creatures still adhere to their life of nomadic movement, adept in crafting of coral and driftwood and living in disjunct tribal societies. Disorganized and scattered, the Tribal Mer, also called a Wave Wanderer, is a free spirit who knows how to live off of the waters around, learning the tides and reef formations while keeping to the ancient social customs of the Mer. While you are creating a Tribal Mer, you often must think of what your tribe was like. Were they a traveling band of tradesmen and crafters? Or an ancient society set off to protect your ancestral waters? Or perhaps you are a conglomeration of people pushed together due to circumstance, refuges from a destroyed town or wanderers who needed to band together for protection, if only for a short while. Your tribe is often a crucial part of a Wave Wanderer’s life, where local elders or officials take precedence. Why did you leave, if you had a choice? Was it a job from your local elder? Or perhaps you are an heir to the tribe, and a rival tribe is hunting you down? Either way, it is often quite an ordeal for Wave Wanderers to leave home, for adventurers usually step into uncomfortably large cities at some point in their adventure.
**Skill Proficiencies:** Animal Handling, Medicine
**Tool Proficiencies:** Herbalism Kit, one type of musical instrument.
**Equipment:** A set of traveler’s clothes made from seaweed and coral, a hooded cloak lined with fish scales, a coral keepsake from your tribe, a small weapon crafted of coral or driftwood (usually a dagger or shortsword), a waterskin, an herbalism kit, and a rough belt pouch containing 5 GP or 10 small pearls (each worth 5 SP). #### Feature: Tribal Sense Due to your background with a wandering Mer tribe, you can see if there are any similar tribes in the area by observing the disturbances of coral, fish behaviors, or silt, and you can find lodging, food, and protection with a tribe for yourself and up to five other people so long as you are not a threat to them or a tribal rival. They are not willing to risk their lives or fight for you, but they will hide you from minor threats. #### Suggested Characteristics Tribal Mer are considered eccentric to some. Their ideas are deeply rooted in freedom and independence for the Mer people, and they often find most people of other races and outsiders to be dishonest at best and monsters at worst. However, a tribe has deep-seated loyalties to its family, and family is determined by trust, not by blood in a Mer society. As such, they can be stalwart and strong allies. \pagebreakNum | d8 | Personality Trait | |:----:|:----|:----:|:----| | 1 | I am constantly swimming back and forth, and get annoyed when I have to stand still. | | 2 | I refuse to write things down. Writing is for dim-witted landstriders. | | 3 | I am wary, constantly looking behind me, as I believe something is always stalking me. | | 4 | I must perform very intricate rituals every day. | | 5 | I speak rarely in Common, preferring to use my native tongue and letting others figure out what I mean. | | 6 | I am overly excited when arriving at a new city or settlement, to the point of being excessively annoying. | | 7 | I distrust those who wield iron weapons or armor, and I refuse to trade in coin. | | 8 | I absentmindedly whistle a rhythmic tune my tribe is known for. | | d6 | Ideal | |:----:|:----|:----:|:----| | 1 | Beauty. The world is beautiful, and should be preserved as such. (Good) | | 2 | Nature. The encroachment of civilization should never have come to the oceans, and it will never expand on my watch. (Chaotic) | | 3 | Loyalty. My family is in those I trust. I will not let them down. (Good) | | 4 | Conquest. The sea is dangerous. To destroy, to consume, to war- that is the natural order of things, and I will prevail. (Evil) | | 5 | Exploration. The world is wonderful and expansive, and the fun is in discovering what it has to offer. (Any) | | 6 | Tradition. Tribal tradition must be preserved. (Lawful) | | d6 | Bond | |:----:|:----|:----:|:----| | 1 | Beauty. The world is beautiful, and should be preserved as such. (Good) | | 2 | Nature. The encroachment of civilization should never have come to the oceans, and it will never expand on my watch. (Chaotic) | | 3 | Loyalty. My family is in those I trust. I will not let them down. (Good) | | 4 | Conquest. The sea is dangerous. To destroy, to consume, to war- that is the natural order of things, and I will prevail. (Evil) | | 5 | Exploration. The world is wonderful and expansive, and the fun is in discovering what it has to offer. (Any) | | 6 | Tradition. Tribal tradition must be preserved. (Lawful) | | d6 | Flaw | |:----:|:----|:----:|:----| | 1 | I absolutely cannot hold my liquor. | | 2 | I don’t quite understand the importance of gold and silver, but I try to find and wear as much of it as I can to fit in with the city folk. | | 3 | My tribal dialect has many idioms and analogies that simply do not translate over the same way in Common. | | 4 | I abhor metal and metalworkers. Mer should not be using earth blades. | | 5 | My oral history has granted me a vast knowledge of many myths and legends- which I believe are entirely factual and treat them as such. | | 6 | If someone complains about a problem, I have a song or fable for that. And I will recount it. Every time. Regardless if I was asked or not. | \pagebreakNum
# PART IV ##### Subclasses
##### Sublasses | Class | Subclass | Level Available | Description | |:---|:---|:---:|:---| | Barbarian | Path of the Bleeding Earth | 3rd | Pyromantic berserker who commands magma and fire in battle. | | Barbarian | Path of the Darkwraith | 3rd | Pledged to the Dark and uses primal magic to snuff out the light. | | Bard | College of Dusk | 3rd | Illusory tricksters and benders of light from an ancient civilization. | | Bard | College of Sirens | 3rd | Assassins who lure their victims in with charms and poisons. | | Blood Hunter° | Order of the Workshop | 3rd | Hunters who train in old ways to fight the Great Old Ones. | | Cleric | Dragon Domain | 1st | Warriors pledged to dragons who take on draconic qualities. | | Cleric | Ocean Domain | 1st | Travelers and sailors who control the oceans and tides. | | Cleric | Godless Domain | 1st | Necromancer with dark power who praying to a dead deity. | | Druid | Circle of Chaos | 2nd | Forces evolution through volcanic disaster and mutation. | | Druid | Circle of Tides | 2nd | Watchers of omens and the shores. | | Fighter | Corsair | 3rd | Well travelled warrior capable of fighting under certain conditions. | | Fighter | Dragon Slayer | 3rd | Knights trained to use ancient Dragonbane weapons. |
\pagebreakNum
##### Sublasses | Class | Subclass | Level Available | Description | |:---|:---|:---:|:---| | Monk | Way of the Painted World | 3rd | Guardians trained in the use of cryomancy and scythes. | | Monk | Way of the Fisherman | 3rd | Patient masters of retribution and reinforcement. | | Paladin | Oath of the Darkmoon | 3rd | Knights who stand against the forces of the Dark. | | Paladin | Oath of the Deep | 3rd | Sentinels against the otherworldly horrors in the deep ocean. | | Ranger | Abyss Watcher Conclave | 3rd | Legionnaires who hunt down and seal portals to the Abyss. | | Ranger | Diver Conclave | 3rd | Aquatic explorers who implore hordes of wildlife to assist them. | | Rogue | Ruins Explorer | 3rd | Treasure hunters with a small understanding of natural magic | | Rogue | Trapmaster | 3rd | Transmuters who craft magical traps for use in battle. | | Sorcerer | Hexborn Origin | 1st | Mages touched by the Deep or Abyss, attracting Humanity sprites. | | Sorcerer | Saltborn Origin | 1st | Sorcerers born with a magical, algal ecosystem inside them. | | Warlock | Gravelord Patron | 1st | Forges a pact with a personification of death. | | Warlock | Leviathan Patron | 1st | Holds contact with a dark abberation of the deep ocean. | | Wizard | School of Crystal | 2nd | Focused on creating spears of force to pierce multiple enemies. | | Wizard | School of the Elements | 2nd | Chaotically combines elemental forces for an unpredictable power. |
\pagebreakNum ## Introduction These subclasses are all focused to give more player options to the base classes of 5th edition dungeons and dragons, as well as one subclass for Matthew Mercer’s popular Blood Hunter class. They are all highly thematic, and like the classes, are grouped into “sets” below. ### Legacy of Lordran The first set of subclasses are all based on the *Dark Souls* game trilogy. These are the *Path of the Darkwraith*, *College of Dusk*, *Dragon Domain*, *Circle of Chaos*, *Dragon Slayer*, *Way of the Painted World*, *Oath of the Darkmoon*, *Abyss Watcher Conclave*, *Trapmaster*, *Hexborn Origin*, *Gravelord Patrol*, and *School of Crystal*. These subclasses all assume some things about the world setting. Firstly, they there was an ancient war between humans and dragons, and that ancient dragons have a relationship with stone. And secondly, that there is an ongoing conflict of the world of light a Layer of the Abyss called the Darkness. These subclasses can be reskinned, but they work best in epic and/or post-apocalyptic worlds such as Dark Sun, Forgotten Realms, or Greyhawk. ### The Old Hunters The Blood Hunter subclass, the *Order of the Workshop* is based off of the video game *Bloodborne*, made my Fromsoftware, the same company which made the *Dark Souls* trilogy. However, the flavor of this subclass works best with Lovecraftian horror games or games set during steampunk or other industrial style settings, as opposed to the dark fantasy, Witcher or Dragon Age style of game that the Blood Hunter works best for. ### Deep Sea Heroes The last set of subclasses are focused on aquatic or marine campaigns. They often focus around water and some are out of place or even weakened if placed in a landlocked or desert game setting. These subclasses are the *Path of the Bleeding Earth*, *College of Sirens*, *Ocean Domain*, *Circle of Tides*, *Corsair*, *Way of the Fisherman*, *Oath of the Deep*, *Diver Conclave*, *Ruins Explorer*, *Saltborn Origin*, *Leviathan Patron*, and *School of Elements*. The *Ocean Domain*, *Circle of Tides*, *Oath of the Deep*, and *Diver Conclave* all need water present for their class abilities to function. Others can work out of water, and some, such as the *Path of the Bleeding Earth* even works better out of water than inside it. These work best for settings that are mostly underwater or that have a lot of sailing or coastal travel, and are generally inappropriate for desert worlds such as Dark Sun. \pagebreakNum
## Barbarian ## Primal Paths ### Path of the Bleeding Earth Deep beneath the surface of the water, where the weak-willed fear to tread, the great magma vents bleed heat and life into the otherwise cold depths. Most who reside there are creatures of stealth and cunning ingenuity, such as the Steam Gnomes and their domed cities, but that is not the life for all. For some, they believe these vents are a place to be protected, and revered, for they bleed life back into the ocean, and those who protect them long enough eventually become changed to reflect the primal strength of the magma. The Fetekyerm were the first to master the Path of the Bleeding Earth, but they soon spread the rare power to others throughout the world, causing those who live in tepid waters to tremble at their blazing fury. In battle, a barbarian of the Bleeding Earth can summon the power of pure heat and and smog to assist them in combat. Even being near a Barbarian of the Bleeding Earth will harm an enemy, as their rage manifests in boiling, blistering heat. #### Aura of Fire Due to your association with the primal magic of magma, your blood boils and glows red when you enter a rage. While raging, you have resistance to fire and cold damage, and any creature who starts their turn within 10 feet of you (apart from you) must make a Constitution saving throw or take fire damage equal to your Rage damage. If a creature takes this fire damage, they are magically set on fire. A creature who is set on fire takes fire damage equal to your Rage damage at the beginning of each of their turns. A creature removes this fire when they are soaked in a vial of holy water or if they or an ally within 5 feet of them uses an action to pat it out. Your saving throw DC for this ability is equal to 8 + your proficiency + your Constitution modifier. \columnbreak #### Eruption At 6th level, you learn to manipulate the primal forces of the earth. You can use an action to cause magma to explode from a single, 5 foot square of stone, earth, dirt, silt, or sand, creating a geyser of magma in a cylinder 20 feet high and 5 feet in radius. Any creature within the area must make a Dexterity saving throw or take 3d12 fire damage and be set on fire, as in your Aura of Fire feature, or taking half damage and not being ignited on a successful save. The DC equals 8 + your Constitution + your proficiency bonus. The magma damage increases at certain levels- 4d12 at 10th level, 5d12 at 14th level, and 6d12 at 18th level. Once you use this ability, you must wait until you complete a short or long rest to use it again. When you use this ability, it counts as dealing damage with an attack for the purposes of maintaining your rage. #### Synthesis At 10th level, you learn to use heat and smoke to magically fuel your body. You no longer need to eat or sleep, so long as you are nearby a hot fire or another, similar heat source for at least 10 minutes a day. If you do not get this heat, you must sleep and eat as normal. #### Blazing Fury At 14th level, you embody the flames of the earth. While raging, you are immune to fire and cold damage. Additionally, when you hit with a weapon attack, you choose to make the attack deal fire damage instead of the weapon’s damage type. If you do this, you can choose to instantly end your rage and augment the attack with a powerful fiery explosion. The target takes an additional 3d12 fire damage and must make a Strength saving throw or be knocked back 15 feet away from you. Your saving throw DC for this ability is equal to 8 + your proficiency bonus + your Constitution modifier. If you end a rage this way, you cannot move, rage again, or use Eruption until the end of your next turn. \pagebreakNum
### Path of the Darkwraith Some barbarians see their rage not as a means of destruction, but as tool to bring about absolute Darkness. These invaders of shadow, known as Darkwraiths, fight with a deliberate yet brutal precision, and can siphon the very life force from foes using a forbidden technique known as Lifedrain. #### Bonus Proficiencies When you choose this Subclass at level 3, you gain proficiency with a Dark Hand, a unique, magical shield from the Darkness that allows you to siphon life from your enemies. If you lose your Dark Hand, you can perform a 10 minute ritual in complete darkness to create a new one. The Dark Hand's statistics are in the Exotic Weapons section of the document. #### Invader Beginning at 3rd level, whenever you enter your Rage, you can use a bonus action to choose select a single creature within 60 feet of you that you can see as your prey. For as long as your prey is within 60 feet of you, you are engaged in combat with it, and it is alive, you remain in your Rage even if you would end your rage for any reason except falling unconscious. Additionally, when you make a melee weapon attack against your prey, you may also use a Bonus Action on that same turn to make a Lifedrain attack with your equipped Dark Hand. You can make this Lifedrain attack a number of times equal to your proficiency bonus, regaining all expended uses when you complete a short or long rest. #### Cloak of Shadows Beginning at 6th level, whenever you enter a rage, you have resistance to necrotic and radiant damage, and you can see in non-magical and magical darkness for 60 feet. #### Darkspeaker At 10th level, you may cast the *Contact Other Plane* and *Scrying* spells as a ritual, using only your Dark Hand as a material component that is not consumed. You may only do so if you are in complete darkness, and your *Scrying* spell fails if your target is not in darkness. Wisdom is your spellcasting ability modifier for these spells. You may use each spell once in this way, regaining all uses after completing a long rest. \columnbreak
#### Confounding Shadows At 14th level, whenever you are targeted by an attack you can see while you are in a rage, you may use your reaction to create a 30 foot sphere of darkness centered on yourself. That attack then targets any creature of your choice that you can see within the sphere of darkness, using the original attack roll against you. Your rage then ends. This magical darkness remains for 1 minute or until dispelled. If you create another sphere of darkness with this ability, the previous sphere is immediately dispelled.
\pagebreakNum ## Bard ## Bardic Colleges ### College of Sirens Those who look onto the College of Sirens from a superficial glance might see what they are presumed to be- harmless musicians playing dainty tunes in hidden estuaries and lost alcoves. Yet, veteran seafarers and knowledgeable scholars know the college for what it truly is- a cutthroat assassin organization who lures and slays targets by preying on their truest dreams and ideals. Enchanting and deceptive, the College of Sirens is equally skilled in the art of poison and songwriting, which are both required to silence and slay a target they wish. However, not all Sirens are villains- some use their enchanting skills as spies and investigators, looking into a person’s true desires and intentions with naught but a glance. #### Bonus Proficiencies As a Siren Bard, you gain proficiency in the Poisoner’s kit. #### Entrancing Words Additionally at level 3, learning to sing subtly and to entrance others, whenever an enemy within 60 feet that can hear you is forced to make a saving throw against being charmed or poisoned, you can use your reaction and a bardic inspiration die to reduce their result by the amount rolled on the inspiration die. You do not need to use a reaction if they are being charmed or poisoned by your spell or ability. #### Lotus Crafting Additionally at level 3, your training as an expert poisoner has allowed you to conjure special poisons using a lotus from the Feywild. At the end of a long rest can enchant an empty vial, inside of which you create one dose of a Lotus Poison from the following list. You can enchant one more vial with the same or a different Lotus Poison as you gain Bard levels- 2 vials at level 9, 3 at level 14, and 4 at level 19. When you create a poison, you decide whether it is an injury, contact, inhaled, or ingested. Whenever you spend your bardic inspiration on a Bard feature, you can magically fill an empty, enchanted vial with another dose of the same poison it originally held. Any unused poison that was previously held in the re-filled vial disappears. The saving throw DC for all of these poisons is your Bard Spellcasting DC. The vials and unused poisons lose their potency after you complete a long rest. \columnbreak **Dark Love.** This dark purple poison has a red stripe around its side and smells like juniper berries. This poison requires a Charisma Saving Throw. On a failure, the victim is poisoned for 1 minute, and while poisoned in this way, they must use their reaction whenever a creature within 5 feet of them would be targetted by an attack. They push the creature out of the way, moving to occupy their space (an unwilling creature can make a contested Strength check as normal). The triggering attack then hits the poisoned creature if they manage to move the original target, and the poisoned condition ends. **Mute Rose.** This light pink poison has a floral scent that seems to numb the nose and throat when inhaled. This poison requires a Constitution Saving throw. On a failure, the target is poisoned for 1 minute, and while poisoned in this way, they cannot speak or perform verbal components for spells. They may attempt this saving throw again at the end of each of their turns, ending the poison on a success. **Feywild Flux.** This clear poison smells occasionally like morning dew and at other times like rotting vegetation. This requires a Wisdom Saving Throw. On a failed save, the target is poisoned for 1 minute, and while poisoned in this way, appears to be blinking in and out of time. At the beginning of each turn the creature is poisoned, they magically age 1d10 years. At the end of each of their turns, they may remake the Wisdom Saving Throw, ending the poisoned effect on a success. After the poison is gone, the age of the creature returns to normal at a rate of 1 year per minute. Fey creatures or with the *fey ancestry* feature are immune to this poison. **Hemlock Ooze.** This poison is thick, scent less, and an opaque, black color. This poison requires a Constitution Saving throw. On a failure, the target takes 2d8 poison damage, or half as much on a failed save. This damage increases as you gain Bard levels, to 3d8 at 5th level, 4d8 at 9th level, 5d8 at 13th level, and 6d8 at 17th level. **Lost Time.** This brown poison has a small black vine floating in it. This requires an Intelligence Saving Throw. On a failure, the target forgets the last minute and is charmed by you until the end of your next turn. While the creature is charmed in this way, you or any ally can use an Action before the end of your next turn to give a succinct explanation that will fill in the gap of their memory. The target makes a Wisdom (Insight) check against the creature who wishes to modify the target’s memory’s Charisma (Deception) check. If the explanation is not logically possible, the target automatically succeeds. If the target fails, they believe the false explanation as real and do everything they can to rationalize it. \pagebreakNum **Elemental Hunter.** This poison is multicolored with a spiced scent. When you create this poison, choose one damage type that is not slashing, bludgeoning, or piercing. This poison requires a Constitution Saving throw. On failure, the target becomes poisoned for 1 minute. While poisoned in this way, they lose immunity and any Absorption features and instead gain resistance to the given elemental damage type. If they did not have immunity but rather resistance, they lose that instead. They may attempt this saving throw again at the end of each of their turns, ending the poison on a success. **Witch’s Brew.** This purple poison has a black eye floating in it. This requires a Charisma Saving throw. On a failed save, the target is poisoned for 1 minute, and while poisoned in this way, has disadvantage on any saving throws made against curses or effects that would frighten them. **Eye Cloud.** This poison has a black top and white bottom, and smells like ocean air. When you create this poison, choose either sunlight or darkness. This requires a Constitution Saving Throw. On a failure, the target is poisoned for 1 minute, and while poisoned in this way, either gains the Sunlight Sensitivity trait if you chose Sunlight or has their dark vision reduced by 120 feet. The target can attempt the saving throw at the end of each of their turns, ending the effect on a successful save. #### Poisoned Lyrics At 6th level, you can use an action to weave a magical song that is imbued with the effects of a single poison you have in your possession, forcing targets to hallucinate the effects of the toxin in their system. Using this ability consumes the poison. When you sing, the target must make a Charisma Saving Throw equal to the Saving Throw of the poison or your Bard spell DC, whichever is higher. On a failure, they suffer the effects of the poison, with several small alterations- firstly, any damage dealt is considered psychic damage, instead of poison damage. Secondly, the creature is considered charmed instead of poisoned, although they still show the symptoms of the poisoned condition while charmed in this way. Thirdly, a creature who is immune to poison normally is not immune to this ability. A creature who knows you are trying to charm them automatically saves from this ability, and a creature who is immune to charm is immune to this ability. You cannot have multiple Poisoned Lyrics affecting a single creature at the same time, and you must drop the effects of one poison to attempt to apply the other. #### Into the Depths At 14th level, your song allows complete dominion over others, you may use your reaction to cause a creature within 60 feet of you who can hear you to fail a saving throw made to end a charmed condition. \columnbreak Additionally, creatures who are charmed by you with spells or abilities that break as soon as you or your allies do anything harmful to it, as with the *Charm Person* spell, instead make their saving throw again if they are harmed by you or your allies, only ending the condition on a success, instead of breaking the spell entirely ### College of Dusk The ancient city of Oolacile holds many secrets, not the least of which is the secret to Chromatic magic- bardic magics that manipulate a spectrum of light and magical color. These Dusk bards are tricksters and illusionists, and many of their magics are used to confound and reflect the magic of other spellcasters. #### Brilliant Inspiration Beginning at 3rd level, whenever an ally uses your Bardic Inspiration, they become a beacon of light. Any creature within 10 feet of that ally that used your Inspiration that can see your ally must succeed on a Dexterity saving throw or be blinded until the end of that ally's turn. Your ally can choose to suppress this effect. A creature who does not rely on sight to see cannot be blinded in this way. A creature with the Sunlight Sensitivity trait has disadvantage on this Dexterity saving throw. The ally that uses this ability then emits bright light for 10 feet and dim light for another 10 feet until the end of their next turn. #### Coordinated Chameleon Additionally at 3rd level, whenever a creature you can see within 120 feet of you uses your Bardic Inspiration, you may use your reaction to cause yourself to blend into the environment, the light bending around you and allowing yourself to mimic the form of a single object. You may also use this ability immediately after casting any Bard spell of 1st level or higher. Choose an object that you have seen within 300 feet of your location that is roughly your size. You take the illusory form of that object, allowing you to gain a bonus to all Stealth checks equal to your Charisma modifier. This Chameleon lasts for 1 minute or you take any actions or bonus actions other than Hide, though you can still move stealthily while in your Chameleon form. This can be used in tandem with your Brilliant Inspiration- if a creature is blinded by that ability, you may make a Dexterity (Stealth) check as you transform into your Chameleon form. If you succeed against their Wisdom (Perception) check, then they do not realize that you have transformed unless you have transformed into a very obviously out of place object. You may use this ability a number of times equal to your proficiency bonus, regaining all expended uses after completing a long rest. \pagebreakNum #### Hidden Weapon Beginning at level 6, when you deal damage to a creature on your turn, dazzling magic causes that creature to be blinded to the next attack made against it before the end of your next turn. #### Twisted Wall of Light Beginning at level 14, you have learned to bend reality alongside light in order to deflect magic. As an Action, you can bring up a wall of shimmering distortions around you, twisting reality. While you have your Twisted Wall of Light up, and you are targeted by a magical attack or spell that targets only you, roll a d6. On a 6, the spell fails, and any involved spell slots are lost. If you attempt to cast a spell while inside your wall of light, you must also roll a d6 after casting. On a 6, your spell fails. This ability lasts until you are incapacitated or until you dismiss it as an Action. \pagebreakNum ## Blood Hunter ## Blood Hunter Order ### Order of the Workshop *Find Matthew Mercer's Blood Hunter class [here](https://www.dndbeyond.com/classes/blood-hunter).*
Long before the oldest blood hunter orders were founded, there was a small sect of hunters who met together in dusty workshops filled with the iron scent of monstrous blood. Inspired by ancient Gnomes and Dwarven technology, these hunters forged alchemically-bound weapons of bone and sinew to fight against a great threat. This great threat has never been revealed, since the Old Hunters disappeared into the harvest moon not long after setting out to fight it, and any who get too close to finding the answer find themselves lost in the mind-sundering expanse of the far realm, and they must abandon their search for the Workshop's history- or become lost in a terrible Nightmare. However, some creatures have come to the Material Plane from the terrible Nightmare. These are the founders of the Order of the Workshop, who aim to recover the ancient knowledge of the Old Hunters and make their weapons anew. #### Bonus Proficiencies Beginning at 3rd level, you gain proficiency with Trick Weapons and Tinker's Tools, and you may use your Tinker's Tools to craft and repair your Trick weapons. You may also use your Alchemist's Supplies and Tinker's Tools in tandem to craft Quicksilver bullets for Bloodtinge weapons. At the end of a long rest, you may craft 4 + your proficiency bonus Quicksilver bullets by combining rare metals and your own blood. These bullets fade back to mercury at the end of a long rest. #### Workshop Crafting You have learned some functions of the ancient hunters' weapons, and you have gained the insight into how they can be forged. Beginning at 3rd level, choose one Uncanny Weapon, choosing from the Hunter's Saif, Saw Cleaver, Hunter's Axe, and Threaded Cane, and one Bloodtinge Weapon, choosing from the Hunter's Pistol or Hunter's Blunderbuss. You must fulfill any prerequisites of a weapon before you can learn a new one. You learn how to craft one additional Uncanny or Bloodtinge Weapon at level 7 and 15. You may learn how to craft one Lost weapon at level 11, and you may learn how to craft any three Trick or Bloodtinge Weapons or any one Lost weapon at level 18. It is assumed that you have been working on these designs for a long time, and you have just finished your first prototype. You may craft a Trick weapon by spending the amount of gold, time, and materials described in the weapon's description. The list of Trick weapons in the Trick weapons section of this document. \columnbreak #### Trick Weapon Fighting Beginning at 3rd level, you have learned how to fight like the Old Hunters. You can wield an Uncanny or Lost Weapon in one hand and a Bloodtinge weapon in the other. While you are fighting in this way, you may use your reaction to make one ranged weapon attack with your Bloodtinge weapon when a creature targets you with an attack. You can only attack enemies in this way if they are within your first range increment. Apart from this reaction, you may only make an attack with your Bloodtinge weapon as an Attack action, unless both your weapons are light or you have the Dual Wielder feat. As a bonus action, you may transform one of your weapons or to revert one of your weapons back to its original form. When you do so, the weapon changes into its Transformed form, which is techincally a different weapon altogether. If a Weapon does not have the Transformed property, it cannot be transformed. A weapon retains its Rite when you Transform it and when you revert it back to its original form. #### Nightmare Rune Eventually, the mad insight of the Nightmare seeped into the workshop hunters, and a mad genius arose. This hunter, whose name is lost to time, crafted runes which emblazon themselves onto the minds of the wearers. At 7th level, you inscribe one Nightmare Rune into your mind, choosing from the list below. You can change your Nightmare Rune for another one whenever you gain a level in this class. ##### Oedon An ancient rune that is the name of a Great Old One, Oedon was an original patron to the Old Hunters and taught them to craft Quicksilver bullets. While you have this rune inscribed, you may use a Bonus Action and expend 1 hit die to recover your stock of Quicksilver bullets. Alternatively, you can choose to take damage equal to your Rite damage to gain this effect. ##### Beast The mad creatures the Old Hunters fought were terrible abominations, but much can be learned from imbibing their blood. So came about the forbidden rune of the Beast, an evil neccessity to destroy their quarry. Wile you have this rune inscribed, you know the *Primal Savagery* cantrip. When you deal damage with this cantrip, you can choose to add either your Strength or Intelligence score to the resulting damage. Your spellcasting ability is your Intelligence. ##### Lake The endless expanse of the Nightmare permeates the mind of its hunters, and nothing exemplifies this more than the lake. It is said that one of the Great Old Ones lives at the bottom of the Nightmare lake, an ancient creature of might and madness. While you have this rune inscribed, you have 1 additional maximum hit point for every Blood Hunter level you have. These maximum hit points are lost if you change this rune. \pagebreakNum ##### Hunter The symbol of the swift hunter, it is said the first of the Blood Hunters bore this rune to their death. The Hunter Rune only manifests in those with great courage and skill, and beasts fear the swift bladesmen who wield it. While you have inscribed this rune, you become swift and can dodge with a uncanny grace. Whenever you make an attack with your Bloodtinge weapon as a reaction, you may also move up to half your movement in any direction you choose as part of that same reaction. You do not incur attacks of opportunity from creatures you attack in this manner. ##### Clawmark An ancient and primal rune, and the first Nightmare rune forged, the Clawmark grants you a boon of savagery to your attacks. When you deal damage to an enemy on a critical hit, you may reroll any damage die you choose and you must use the second roll. #### Fluid Combat At 11th level, you have learned to fight with your weapons in a swift and fluid manner. Whenever you take the Attack action, you may use your Bonus Action to immediately transform/revert your Trick weapon and make one melee attack with it. You may use this ability a number of times equal to your Intelligence modifier, to a minimum of 1. You regain all expended uses after a long rest. #### Blood Rally At 15th level, you can imbibe yourself with the blood of your enemies in order to heal your immediate wounds. If you have taken damage since your last turn in combat, you may attempt to steal some health from others. Whenever you deal damage with a weapon attack, you may choose to recover a number of hit points equal to half the damage you dealt. These drained hit points cannot exceed the amount of damage you took since your last turn. You cannot recover hit points beyond your maximum hit points with this ability. You may only make a Blood Rally once per turn. #### Old Hunter At 18th level, you have become the epitome of the ancient Blood Hunters. You may use your Fluid Combat ability an unlimited number of times. \columnbreak > ##### Insight: Learning to Craft new Trick Weapons > Workshop hunters have a keen sense for those who have knowledge of crafting new Trick weapons. They are unlikely to find any new Trick weapons in the world unless they go to the Nightmare, but a Workshop Hunter can tap into a special item called Madman's Knowledge to learn new blueprints for Trick Weapons. > > If a Workshop Hunter can find the skull of a sentient creature touched by the Nightmare, there is a chance that it will be infested with an alien force simply called Insight. By imbibing that force into their veins, a Workshop Hunter can learn secrets of the Nightmare, including a chance to learn a new Weapon blueprint. The DM determines what Insight you obtain from the madman. > > You generally cannot learn a Lore blueprint from these creatures unless the skull belonged to a creature of CR 20 or higher. > > When you imbibe yourself with Insight, you must make a DC 15 Wisdom saving throw or be afflicted with a Short-Term Madness. If you fail the saving throw by 5 or more, you are afflicted with a Long-Term Madness. If you roll a natural 1 on your saving throw, you are afflicted with a Permanent Madness. \pagebreakNum ## Cleric ## Divine Domains ### Dragon Domain Dragons are amongst the oldest inhabitants of this world, and some clerics find themselves drawn to their worship. Some worship Bahamut, the Platinum Dragon, or Tiamat, the Scaled Tyrant, or any of the colorless, stone dragons of ages past. Clerics of the Dragon domain vary widely on the type of god they embody, but are similar in many ways. They prefer to horde things, albeit knowledge, allies, or gold, and they often find glory in battle fighting against their ancient foes, the Dragon Slayers or Giants. Dragon clerics are rare and often isolated to Dragonborn clans, and their motives can seem strange or cold to outsiders. ##### Dragon Domain Spells | Cleric Level | Spells | |:---:|:-----------| | 1st | *Absorb Elements*, *Cause Fear* | | 3rd | *Dragon's Breath*, *Alter Self* | | 5th | *Elemental Weapon*, *Fear* | | 7th | *Elemental Bane*, *Stoneskin* | | 9th | *Holy Weapon*, *Transmute Rock* | #### Bonus Proficiencies Beginning at 1st level, you gain proficiency with Martial Weapons. Additionally, you can speak, read, and write Draconic. #### Unarmored Defense Beginning at 1st level, you have become more Draconic, your skin layered with scales or hardening into stone-like hide. These blessings are proportional to your faith, making your Armor Class while wearing no armor 10 + your Dexterity modifier + your Wisdom modifier. You may still wield a shield and gain this benefit. #### Dragon's Roar Beginning at 1st level, you can roar like a dragon to push enemies away and grant yourself a surge of power. As a bonus action, you may let out a bellowing roar audible for 300 feet. Any creature within 5 feet of you must succeed on a Strength saving throw or be shoved 5 feet away from you. Until the beginning of your next turn, whenever you deal damage, you may choose to deal an additional 1d4 thunder damage as well. This thunder damage increases as you gain Cleric levels, increasing to 1d6 at level 5, 1d8 at level 11, and 1d10 at level 17. You may use this ability a number of times equal to your proficiency bonus, regaining all uses after completing a long rest. \columnbreak #### Channel Divinity: Draconic Power Beginning at level 2, you can use your Channel Divinity to channel the resilience of the dragons. As a bonus action, you gain resistance to acid, cold, fire, lightning, and poison damage until the end of your next turn. #### Dragon's Frenzy Beginning at level 6, your roar grants you a burst of frenzied speed. Whenever you use your Dragon's Roar, you may take two weapon attacks if you take the Attack action on the same turn. #### Divine Strikes Beginning at level 8, you gain the ability to infuse your weapon strikes with the booming energy of your roar. 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. #### True Dragon Beginning at level 17, you can use an Action to become more dragon-like, gaining a draconic head and horns. While in this state, you gain resistance to your choice of acid, cold, fire, lightning, or poison damage. This form remains unti you choose to revert to your normal form as an Action or you are incapacitated. ### Ocean Domain The gods of the Oceans are many and varied, but they often value the importance of trade and respect amongst civilizations. Many Ocean clerics find themselves as ambassadors and tradesmen, respected people who spend much time on the sea traveling from country to country, coast to coast, bringing peace and goodwill to all before setting back out.
\pagebreakNum
The clerics and gods of the Ocean are generally good and lawful creatures, and oppose the savage gods of the seas, such as Sekolah or Scylla. Almost any Lawful or Good deity worshiped by those in the ocean (such as Eadro or Makara) can serve for the Ocean domain, as well as gods of storms and the seas such as Poseidon and Thor. Some Ocean clerics derive their magic from no god, but simply the massive power of the ocean itself, and its ability to sustain life so purely. ##### Ocean Domain Spells | Cleric Level | Spells | |:----:|:-------------| | 1st | *Create or Destroy Water, Armor of Agathys* | | 3rd | *Misty Step, Shatter* | | 5th | *Water Breathing, Water Walk* | | 7th | *Ice Storm, Control Water* | | 9th | *Cone of Cold, Commune with Nature* | #### Bonus Proficiencies You become proficient with Vehicles (Water) if you weren't already. You also gain proficiency in your choice of two of the following skills: Acrobatics, Athletics, Medicine, Nature, Performance, and Persuasion. #### Ocean's Command Due to your connection with the Ocean, you can use an action to cause one of three Ocean Commands. The saving throw for these is your spell saving throw. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after completing a long rest. ##### Ocean Command: Calm Waters You extend your holy symbol and cause a small burst of energy to come forth, calming rough waters in your sight. A number of 10 foot cubes of water equal to your Wisdom modifier + your level are effected. The squares must be connected by at least one side. The waters stay calm for 1 hour or until you lose concentration (as if concentrating on a spell). \columnbreak
##### Ocean Command: Anger Waters You extend your holy symbol and cause a small burst of energy to come forth, roughing calm waters in your sight. A number of 10 foot cubes of water equal to your Wisdom modifier + your level are effected. The squares must be connected by at least one side. The waters stay rough for 1 hour or until you lose concentration (as if concentrating on a spell). Rough water is considered difficult terrain. Any creature in angered waters at the beggining of their turn who does not have a swimming speed must make a Strength saving throw or have its swimming speed reduced to 0 for the duration. They can attempt to remake this saving throw at the end of each of their turns, ending the effect on them for their turn on a success. ##### Ocean Command: Freeze/Melt Waters You extend your holy symbol and let out a wave of energy, causing the surface of any water or wet surface to become frozen, or vice versa. You can freeze/melt a number unoccupied of 5 foot squares of surface water equal to your Wisdom modifier + your level. The squares must be connected by at least one side. The waters freeze or melt to a depth of 1 foot, or they affect all the water if it is shallower. A creature who attempts to move on the icy surface Dexterity saving throw or fall prone. A creature who is prone automatically succeeds on this throw. The ice can support up to 200 lbs of weight. This ability melts magical ice created by a spells who's level is lower or equal to half your cleric level (rounded down). You cannot melt magically created ice at level 1. #### Channel Divinity: Healing Water At level 2, when a character is severely injured, you can invoke the blessings of water to heal them. While using this channel divinity, you can using a bonus action and one vial of holy water (which you must be able to touch when using this ability), you can heal a creature within 30 feet of you a number of hit points equal to your cleric level + your wisdom modifier. \pagebreakNum #### Bless Water Additionally at level 2, you gain proficiency with an alchemist’s kit, if you did not already have it. During a short rest, you can spend time conjuring a single vial of oceanic holy water. You must have water and your holy symbol during the crafting process to make a vial of holy water. This holy water becomes normal seawater if anyone other than you attempts to use it. #### Channel Divinity: Curse of Drowning At 6th level, you can channel the Ocean's fury into a creature within 60 feet of you that you see. Raising your holy symbol towards a single enemy, you can use your action to invoke a terrible Curse of Drowning. The curse fills the enemy’s lungs with watery brine, causing them to begin to drown if they need to breathe. A creature who is targeted by this ability immediately begin suffocating. While they are suffocating this way, they cannot cast spells with Verbal components, they are restrained, their speed is 0, and they lifted 1 foot off into the air, as if suspended in water. A conscious target can attempt to weaken the Curse by succeeding on a Constitution saving throw at the end of each their turns, ending its effect once succeeding 3 times. If they fail 3 saving throws, they cannot attempt to save again for a number of minutes equal to your Wisdom modifier. The Curse ends if you move, take any actions, or cast any spells. This ability requires concentration like a spell, and can be broken by taking damage or by unstable conditions. This ability can suffocate a creature even if it can normally breathe underwater. #### Potent Spellcasting At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Flood At 17th level, you have become almost elemental in your kinship with the ocean. You gain a swimming speed equal to twice your movement speed. You have also become able to call the ocean to your aid. As an action, you can magically expand any amount of water you see within 300 feet of you up to 6 times its original volume. This water cannot break past strong walls such as stone or iron, but if it is compressed enough it can explode through glass windows, weak wooden walls, or other weak structures. Water expanded this way is always saltwater, as you pull from the Elemental Plane of Water to create the excess water. After 1 hour, the flood water magically fades away. Once you use this ability, you cannot use it again until you complete a long rest. \columnbreak ### Godless Domain Some clerics begin with a deity and, through tragic circumstances, lose them, or some have always worshiped a lost god or a deity whose powers have diminished away. They all remain to this class- the Godless, those who are lost and forsaken by dead gods or ideals. No deities hold sway over this domain, and it is the pure power of devotion that allows the Godless cleric to continue using their clerical magic. Some clerics hate the Godless powers of divinity, and they are seen as blasphemous for wielding it, while others may even seek out their gods to kill them and steal their divine power. When a Cleric's deity dies or is otherwise destroyed, or if they are somehow excommunicated from the powers of their deity, they may choose this Domain to replace their old one. This replacement is usually temporary, but some may embrace it. When you replace a cleric domain with this Domain, they lose all their previous features and replace their other features with the Godless Domain's abilities and spell list. The cleric may also replace a single cantrip if their choice with one from the *Dark* subtype spell list, as with the *Call the Dark* Domain feature. ##### Godless Spell List | Cleric Level | Spells | |:---:|:---| | 1st | *Cause Fear*, *False Life* | | 3rd | *Mana Leech*, *Shadow Blade* | | 5th | *Animate Dead*, *Fear* | | 7th | *Invert Light* °, *Shadow of Moil* | | 9th | *Danse Macabre*, *Negative Energy Flood* | #### Call of the Dark At 1st level, you learn an additional Cleric cantrip, and whenever you learn a Cleric cantrip, you may choose from the cleric or *Dark* subtype spell list from *Caraman's Tome of Lost Skill*. Additionally, you gain the ability to call upon the infinite darkness of Hades or the Abyss. You may prepare one additional spell of 1st level whenever you prepare spells. This spell must be from the *Dark* subtype spell list. The maximum level of spell that you can prepare using this ability increases as you increase in Cleric level, changing to 2nd at level 5, 3rd at level 9, 4th at level 13, and 5th at level 17. You cast this spell at its lowest level once, without requiring a spell slot. Once you use this feature, you cannot use it again until you complete a long or short rest. \pagebreakNum #### Channel Divinity: Expunge Faith At 2nd level, whenever a creature within 30 feet of you casts a spell, uses a Channel Divinity, or uses a Luminous Action, you may use your reaction to cause them to feel a sudden pulse of existential nothingness. They must succeed on a Wisdom saving throw or their spell, Channel Divinity, or Luminous Action fails and they cannot use Channel Divinity or cast spells other than cantrips for 1 minute, as dark dread surrounds them. They may make a Wisdom saving throw at the end of each of their turns, ending the effect on a success. Any creature using a Channel Divinity, Luminous Action, or who is casting a spell from the Cleric, Druid, Paladin, or Warlock spell list has disadvantage on this saving throw. If the creature is casting a spell is from the Wizard, Seer, Light Bearer, or Wave Controller classes or Eldritch Knight or Arcane Trickster subclasses, they have advantage on the saving throw. #### Internalized Darkness At 6th level, you have begun to internalize your own dark powers. While concentrating on a spell on the *Dark* subtype spell list or that is part of the Godless Expanded Spell List, you are considered proficient in Constitution saving throws, if you were not already. Additionally, when you cast a Cleric spell with the *Dark* subtype, you can use a bonus action on the same turn to grant yourself resistance to necrotic and radiant damage, a well as non-magical, non-silvered bludgeoning, piercing, or slashing damage, until the end of your next turn. You may use this feature of this ability a number of times equal to your Wisdom modifier, regaining all expended uses after completing a long rest. #### Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. \columnbreak #### Necromantic Intervention Starting at 10th level, when you use your Divine Intervention feature, it is a necromantic ability that temporarily revives the body of your dead god by opening a portal into the Plane of Negative Energy. As such, it has several additional effects that cannot be suppressed except by means of magic of 9th level or higher. These effects occur whenever attempting a Divine Intervention, even if it does not succeed: * When you use your Divine Intervention, all Undead within 1 mile of you knows your exact location and instinctively recognizes you as a powerful necromancer. * Shadows and dark energy obscure you and your space for 1 minute, and you have advantage on Charisma (Intimidation) checks with living creatures and advantage on Charisma (Persuasion) checks with Undead creatures. * All non-magical plantlife and non-magical beasts of CR 0 within 30 feet of you die. * If you fail your Divine Intervention, your shadow detaches and appears in a space directly behind you, rising as a *Shadow*, using the statistics in the PHB. It is not under your control, yet it is not directly hostile to you nor anyone within 10 feet of you while you have the shadows surrounding you in the second point of this ability. When you create this effect, you may make a Charisma saving throw against a DC equal to your Cleric level. On a success, you may suppress and one of the four effects from manifesting. #### Soul Destroyer At 17th level, using your abilities of your god, you may use a surge of dark power. Whenever you kill a creature, you may use your reaction to make a Wisdom check with proficiency. If the result is equal to or higher than the creature's level, or challenge rating, if they do not have a level, than the creature's soul is destroyed. You gain temporary hit points equal to your Cleric level + your Wisdom modifier, and that creature cannot never be revived by any means, including a *wish*. If this ability is used against a creature's Avatar, such as a god's avatar, or against a creature who would normally resurrect, such as a demon lord, lich, or naga, you have disadvantage on the check, but if you still succeed, they are permanently destroyed. Once you successfully use this ability, you cannot use it again until you complete a long rest. \pagebreakNum
PART 1 | CIRCLE OF THE TIDES
## Druid ## Druid Circles ### Circle of Chaos When the Witches of Izalith attempted to recreate the First Flame, it cause a terrible meltdown of intense life that consumed the ancient city of Izalith, turning it into a molten wasteland and its inhabitants into terribly mutated creatures known as Chaos Beasts. However, some druids find these Chaos Beasts to be the true evolution of things, and strive to bring about similar catastrophes as the catastrophe at Lost Izalith, so that they may recreate the its life-forging flames. These druids use the powers of magma and terrible, Chaos Wild Shapes to instill panic and awe in their foes. #### Molten Chaos When you choose this Circle at level 2, you have a pool of d6s equal to 1 + your Druid level that represent your attunement to the magma of the Bed of Chaos, and which fuel many of your subclass abilities. You recover all expended d6s after completing a short or long rest. You can also recover Molten Chaos dice by expending a spell slot as a bonus action, where you recover expended Molten Chaos Dice equal to the level of the spell. #### Pyromancy Flame Additionally at level 2, you learn the *produce flame* cantrip, if you did not already know it, and it doesn't count against the Druid cantrips you know. While it takes an action to throw the flame, you can light it in your hand or extinguish it as a free action on your turn. While your *produce flame* is lit in your hand, you may use it as a Druidic Focus. Additionally, you know ancient pyromancy spells that you can cast with this flame equipped. Choose two 1st level spells that have the Pyromancy subtype. While you have a lit *produce flame*, you may cast them as Druid spells. They do not count against your number of Druid spells prepared. You learn two more spells of a new spell level as you gain Druid levels, which can only be cast in this manner. At 3rd level, you learn two 2nd-level Pyromancy spells. At 5th level, you learn two 3rd-level Pyromancy spells. At 7th level, you learn two 4th-level Pyromancy spells; and at 9th level, you learn two 5th-level Pyromancy spells. \columnbreak #### Chaos Wild Shape Additionally at 2nd level, you can enter Wild Shape as a bonus action, and, when you take a Wild Shape of a creature that is your size or larger, you can choose to instead to take the form of a Chaos Beast. You take an elemental form that is spewing superheated lava, with a combination body of the beast you transformed into and the torso of your humanoid form. While in this form, you have all the regular benefits of a Wild Shape, as well as the following: - Your size increases to Large, if you were smaller. - When you enter into this form, you may expend any number of Molten Chaos die to gain temporary hit points equal to the amount rolled. As a bonus action while in this form, you can spend any number of Molten Chaos die to gain temporary hit points equal to the amount rolled. - You may gesture, speak, wield weapons, and otherwise use your upper torso as you normally would with this form. If your Strength or Dexterity scores are higher than the Wild Shape you take, then you can use those ability scores instead. You may only cast spells of 1st-level or higher that have the Pyromancy subtype while in this form, though you can cast any of your Druid cantrips. #### Seed of Chaos At 6th level, when you deal acid, fire, or poison damage, you can spend a number Molten Chaos Dice that is no more than your proficiency bonus and add roll them, adding the total to the damage against a single target. #### Improved Flame Additionally at 6th level, your Molten Chaos Dice increase in size to d8s. At 14th level, they increases to d10s.
\pagebreakNum #### Old Witch's Lore At 10th level, you gain resistance to acid, fire, and poison damage. You can magically speak to and understand the speech of all elementals and fiends, regardless of language. When you would make a Charisma check to socially interact with these creatures, you may use your Wisdom modifier instead. #### Fuel the Fire At 14th level, whenever you kill a creature with spell that has the Pyromancy subtype, you regain 4 Molten Chaos die. Once you use this ability, you cannot use it again until you complete a short or long rest. ### Circle of Tides The Circle of the Tides is considered more lax than other druid circles, but many do not see beneath the surface of their laid back attitude. Great wardens of the oceans and tellers of secrets, these druids meet in organized events along the coasts and discuss the natural balance of the world, sending remote members messages through migration patterns and tidal omens, and revealing hidden messages of the world through interpreting the world’s omens to them. Their network of Druidic messages is intricate and well organized, and they can send messages over long distance using the magic of the tides at their disposal. Connecting the druidic world, the Tide Circle druids work along closely with those of the Circle of the Moon to ensure no monster, marine or land, ever attains full control of an ecosystem, and have adapted a unique, watery mimicry of the Moon Druid's Combat Wild Shapes. #### Circle Spells Your association with the tides allows you to cast certain signature spells. 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 Tides Spells | Druid Level | Spells | |:---:|:-----------| | 2nd | *Create or destroy water*, *onomast's true syllable*° | | 3rd | *Detect thoughts*, *melf's acid arrow* | | 5th | *Clairvoyance*, *tidal wave* | | 7th | *Divination*, *watery sphere* | | 9th | *Legend lore*, *rary's telepathic bond* | \columnbreak #### Tidal Omens So long as you are within 1 mile of a large body of water, or within 5 feet of a pool of water you have created with a Druid spell that is at least a 5 foot cube, you can sit down and magically meditate on a single event. After 1 hour of meditation, which can be undertaken during a short or long rest, you can pass your soul through the leylines of the water, connecting you to a wealth of knowledge other druids or animals have discovered. While connected this way, you can send one magical Omen to any other creature you know, or you can summon an omen for yourself. Omens manipulate nature in strange ways to help or hinder others on your behalf. Some omens are have certain prerequisites, or larger areas than a single target. You can invoke one omen per long rest, though you may use this feature twice per long rest at level 6 and three times per long rest at level 14. A creature is not immune to Omens even if it is immune to divination magic. All Omens are listed at the end of the Subclass description. #### Watery Duplicate Additionally at 2nd level, when you use your Wild Shape or a bonus action on your turn, you can animate a single liter of water within 5 feet of you. The water magically jumps up and forms into the watery duplicate of a creature you can turn into with your Wild Shape feature. This creature is considered a Water Elemental for the purposes of spells and abilities. It cannot speak, but has the same statistics as the creature it is based off of. The creature is slightly visible underwater, but due to its blending nature has advantage on stealth checks while underwater. When you attack or cast a Druid cantrip with a casting time of 1 action, you can immediately command your duplicate to make a single attack as a bonus action. Your duplicate can move whenever you move, and immediately dissipates into mist if it moves more than 120 feet from you. If targeted by a *dispel magic* spell, the caster must meet its AC in the spellcasting ability check to dispel it. You can summon your duplicate a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest. #### Primal Duplicate At 6th level, your Duplicate becomes more powerful. Your attacks with your Duplicate count as magical for the purposes of overcoming damage resistance and immunities. Additionally, you can cast cantrips and activate any spell you are concentrating on through your duplicate, even if you are still in beast form. Your range for your duplicate extends to 240 feet. \pagebreakNum #### Empowered Duplicate At 10th level, your duplicate can use its Multiattack feature when you command it to attack if it has one, and you can summon a duplicate of CR 2. At 14th level, you can summon one of CR 3 instead. #### Divination Master At 14th level, you have become naturally adept at very powerful divination magic through your Circle. Choose one level 5 or lower divination spell from any class. You can cast that spell once without requiring material components, apart than one liter of water, which is consumed in the process. The spell is considered a Druid spell when you cast it using this feature. Once you use this feature, you cannot use it again until you finish a long rest. #### Omens List **Unmask Foe.** You attempt to discover a clue about the identity of a creature you have heard about. You learn a single clue about the creature through the tides, usually by cryptic messages determined by the DM (for instance, the identity of a drow enemy might be discovered by a sparrow dropping a live spider at your feet, a clue about Lolth, the patron goddess of the drow). The creature makes a Charisma saving throw, versus your spell save. If they succeed, the water in front of you turns blood-red with a sudden algal bloom that fades away swiftly, and you can no longer glean any more information about that creature with this omen until you complete a long rest. **Reveal Danger.** You attempt to reveal the most immediate danger to you or a creature you know who is the target of your Omen. If the danger is very immediate or very close, such as an assassin hidden in the group or a meteor hurtling towards them as they speak, the water swiftly turns blood-red with an algal bloom. If the danger is more distant, you gain a hint as to when or what might befall you through a cryptic image shimmering in the water. This hint is usually not directly of the danger, but of something pertaining to it (for instance, a character who is being hunted by an archer might be shown an arrow or a bow, but not the archer themselves). \columnbreak If you use this more than once on the same target before the prophesied danger or 2 weeks have passed, there is a cumulative 25% chance that the clue will be false or misleading. The DM makes this percentile roll and you do not see the result. **Foretell Bounty.** You look to a single range of coastal area or water no longer than 5 miles, and wish for the fish and other animals to become bountiful in that area for a number of weeks equal to half your Druid level. If the animals are being driven out by some force, such as an evil creature’s lair, you are given a direct vision of the lair or a direct clue to what the reason might be, but not shown directly the reason. Otherwise, fish and plants thrive along that area. The omen fails if successfully attempted on the same swathe of coast within the same year. **Astral Alignment.** You create a map of constellations atop the waves, designating yourself or your target to gain a modicum of protection from the stars. The target of the omen gains advantage on the next saving throw they make of a randomly determined type (d6: 1- Strength; 2- Dexterity; 3- Constitution; 4- Intelligence; 5- Wisdom; 6- Charisma). Once the character makes that kind of saving throw, or until 8 hours have passed, the effect fades. You cannot use this omen again until the effect fades. **Send Omen.** Instead of trying to invoke an omen from nature, you attempt to send one to another creature in the form of a natural image, such as having a swarm of ravens appear nearby or having the moon turn red for only that creature. If the creature is within 5 miles of a large body of water, they immediately get the omen. Otherwise, there is a 25% chance the omen will not come through. The DM makes this percentile check in secret. Sent omens can only last for a minute at most, and can only target a single creature or a single group of creatures who are within 1 mile of each other. The number of creatures who can be affected in a group is equal to your Wisdom modifier + your Druid level. These omens can be sent to creatures in other planes of existence. You do not need to know which plane of existance the target is on to send an omen to them.
\pagebreakNum ## Fighter ## Martial Archetypes ### Corsair From across the seas, men and women live on their ships, taking to the high seas and learning to fight with what they can. Lightly armored and swift on their feet, Corsairs have adapted to fighting aboard ship and beneath the waves, if need be. They master the use of ships and other seafaring vessels, as well as the uncommon maneuvers to move from ship to ship. Both pirates and privateers, Corsairs are masters on the seas. #### Arena Fighter Your experience fighting in less than suitable environments has allowed you to learn how to use the environment around you to your advantage. You learn two arena abilities, choosing from the list below. These abilities reflect your ability to fight in certain climes, environments, and situations, granting you boons as described in the ability. When an ability calls for you causing an enemy to make a saving throw, the DC is equal to 8 + your proficiency + your Intelligence modifier. All Arena Abilities are detailed at the end of the subclass description. When you complete a long rest, you can replace one Arena Ability you know with another from the Arena Abilities list below. You gain one more arena ability at level 7, level 10, and at level 15. #### All Hands on Deck Beginning at level 7, you gain proficiency with smith’s tools, and double your proficiency bonus when using them to repair a vehicle. Additionally, provided you are not in heavy armor or holding something in both hands, you have a climbing speed equal to your walking speed, as you can climb masts and rocky ledges with ease. #### Arena Instruction At level 10, you can instruct your allies to fight similarly to you in rough environments. While you meet the conditions of one of your arena abilities, your allies within 30 feet of you who can see or hear you also gain one of those benefits (you choose which if you are benefitting from more than one at a time). \columnbreak #### Reckless Driver At 15th level, your rash use of vehicles allows you to fight swiftly with them. You gain proficiency with all vehicles. You can take the Dash action with your Vehicle as a bonus action on your turns. After taking the Dash action with a Vehicle, you may use an Action to make an Improvised attack against a creature or other vehicle by ramming into them. You use your Vehicle proficiency + your Intelligence Modifier to hit. On a hit, both the vehicle you are driving and the creature or other vehicle take 2d8 + your Intelligence modifier bludgeoning damage, plus an additional 2d8 bludgeoning damage for each size category of your vehicle above Medium. You may choose to jump onto the nearest part of the targeted vehicle or next to the targeted creature as part of the ramming action, even if your vehicle would be destroyed as part of the attack. #### Smuggler's Cunning At 18th level, you have become an unpredictable enemy on the battlefield, using your environment to impede, hide, and attack. While you are fighting and you are not incapacitated or surprised, you gain the following traits: * If you have cover against an attack, you take half damage on a hit. Additionally, if you have cover against an attack that would force you to make a Dexterity saving throw to halve damage, such as the spell Fireball or a Red Dragon’s Fire Breath, you take no damage on a success and only half damage on a failure. * While you are fighting against an enemy and you have one of your Arena Abilities active, you may choose to gain advantage on a single weapon attack. You may only use this ability once per turn, and only if you didn’t have disadvantage on the attack. * While you are maneuvering a vehicle, you may use the Hide action with your vehicle so long as you are behind something at least one size larger than your vehicle or you are obscured by mist or shadow. ### Arena Abilities **High Ground.** While you are at least 10 feet higher than your target, you have learned how to strategically place ranged attacks. You can add your Intelligence modifier to any ranged attack rolls you make against the target.
\pagebreakNum **Low Ground.** You have learned how to defend yourself and others from attacks from above. When you or an ally within 5 feet of you is attacked with a ranged attack where the attacker has high ground (at least 10 feet higher than your location), you can use your reaction to impose a penalty to the attack equal to your Intelligence modifier. If you have the Protector fighting style, you can use that as part of the same reaction. **Underwater Combat.** While you are fighting underwater, you can use any weapon or armor without penalty. You can hold your breath for twice as long as you normally could, and you can Dash as a bonus action underwater. **Mast Combat.** You have learned to use ropes and vines to increase your mobility during combat. As a bonus action, you can use a climber’s kit or rope and a grappling hook to throw and fasten an anchor in a single point within 20 feet of you, and you can use another bonus action or your action to swing along the rope in an arc, either ending on the ground or on an adjacent, elevated platform that is of equal or lower altitude than the initial platform. If you pass any creature during this swing, they cannot take attacks of opportunity against you, and you may make one melee weapon attack against each of creature you pass, granted you have a one handed weapon equipped. You may make this attack a number of times equal to the number of attacks you can take in the Attack action. You or another creature who is within 5 feet of the rope can use an action to attempt a DC 10 Strength check pull your grappling hook out of a wall. **Don't Tell Me the Odds.** When you and your immediate allies are outnumbered by known hostile creatures, or more than half your party is unconscious or dead, you emit an aura of resolve to bolster yourself and your allies to get out of a tough spot. You and a number of creatures within 30 feet of you equal to your Intelligence modifier gain a bonus to damage equal to your Intelligence modifier for as long as the situation remains out of your favor. Every character loses this bonus if you are knocked unconscious. If a creature is benefiting from this ability from two sources, you only gain the bonus from the creature with the highest Intelligence modifier. **Strength in Numbers.** When you and your immediate allies outnumber all known hostile creatures by 2 or more, or when more than half of the enemies are unconscious or dead, you can use a Bonus Action to bolster yourself and your allies to finish the job. Until the beginning of your next turn, whenever you and a number of creatures within 30 feet of you equal to your Intelligence modifier make an attack of opportunity, the enemy must succeed on a Strength saving throw or either be knocked prone or have their speed reduced to 0 (attacker’s choice). You maintain this ability for so long as the situation is in your favor. Every character loses this bonus if you are knocked unconscious. **Ghost in the Storm.** While you are in an area that is naturally lightly or heavily obscured, such as by a sandstorm, mist, or a spell such as a *Fog Cloud,* you can take the Hide action as a bonus action on your turn, gaining a bonus to your stealth check equal to your Intelligence modifier. Additionally, you also can see and make Wisdom (Perception) and Intelligence (Investigation) checks normally in these environments. **Ooze Hunter.** While you are grappled or restrained, you never have disadvantage on escape checks, and you gain a bonus to those escape checks equal to your Intelligence modifier. Additionally, whenever you take acid damage from a source you can see, you can use your reaction to reduce the damage by 1d12 + your Intelligence modifier. **Furious Stimulants.** While you are poisoned, you can choose to instead gain advantage to an attack or ability check instead of the disadvantage normally granted by the poisoned condition. You may gain advantage on an attack in this manner a number of times equal to your Intelligence modifier, regaining expended uses after a short or long rest. Alternatively, you can expend a use of this ability as a bonus action to attempt the saving throw against the poison with a bonus equal to your Intelligence modifier. On a successful save, the poisoned condition ends. When you grant this feature to others using Instructional Fighting, they gain a pool of uses of this ability equal to their Intelligence modifier, not yours, and they recover their own uses after their own short or long rest. **Out of Body Traveler.** You become adept at fighting in the Transitive planes, specifically the Ethereal and Astral planes. You have advantage on the saves against Ethereal Cyclones and the Silver Wind of the Astral Sea. Additionally, while on the Border Ethereal plane, such as with the *Etherealness* spell, you can attack or manipulate objects in the Material Plane at disadvantage. While in the Astral Plane through an *Astral Projection* or similar spell, you can use your reaction to ignore one effect that would cut the PC’s silver cord and kill them instantly. **Planar Adventurer.** You are adept at fighting and traveling in other planes of existence. While within a plane other than the Material, you can choose to ignore adverse planar rules while conscious, such as the extreme heat of the Elemental plane of Fire, the Memory Loss of the Feywild, or the Pervasive Evil of the Nine Hella of Baator. This does not apply to Transitive Planes such as the Ethereal or Astral nor does it apply to the Far Realms. **Witch Hunter.** You refine your attacks to hunt down spellcasters. If you have seen a creature cast a spell before, you have advantage on any saving throw that spell may require and the spell attacks against you that spell may require are made at disadvantage. This does not apply to Innate Spellcasting or Spellcasting that does not use any components. Additionally, when your weapon damage forces a creature to make a Concentration check, the DC is increased by an amount equal to your Intelligence modifier. \pagebreakNum
### Dragon Slayer From the Silver Knights of Anor Londo to the legendary 4 knights of Gwyn, the archetypal Dragon Slayer was brought about from necessity. Wielding massive weapons designed to knock even the biggest drakes from the air, Dragon Slayers each must find themselves a unique weapon and fighting style, known as their Dragonbane, to destroy them. 5 major Dragonbanes have been discovered so far, but many Dragon Slayers dedicate their lives to searching for others... #### Dragonbane Training Beginning at level 3, your intense training to fight massive foes has allowed you to become proficient in 1 Dragonbane weapon, choosing from the Dragonbane weapons section section of this document. When you gain proficiency with a Dragonbane, you are assumed to have forged your own over your own time, finishing it just now. #### Blessed Ring Additionally at level 3, you craft a special ring that is infused with the power of a dragon slayer. At the end of a long rest, you can choose for it to grant you one power from the list below, which remains until you take another long rest. You can reform your ring on your finger as an Action, summoning it to you from wherever it otherwise is. * ***Hawk.*** After you hit with a ranged weapon attack on your turn, you can use a bonus action on that turn to cause the target to make a Strength Saving throw or be knocked away from you 10 feet. * ***Hornet.*** Enemies cannot resist poison damage and are not immune to the poisoned condition of inflicted by your dragonbane weapon, and they still take half poison damage if they are immune. * ***Leo.*** You can summon lightning energy through your dragonbane weapon. Once per turn, when you deal damage with a dragonbane weapon, you can deal an additional 1d6 lightning damage. This damage increases to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17.
\columnbreak
* ***Wolf.*** You gain a climbing speed equal to your walking speed. You can use a bonus action on your turn to attempt to mount a creature who is one or more sizes larger than you, climbing onto their body and striking at them at specific points. You make an Strength (Athletics) check against the target's AC, climbing onto them on a success. While mounted on a creature, you move with them whenever they move, and you ignore their Dexterity bonuses to their AC when attacking them. The mounted creature can attempt to push you off with a successful Shove attempt that pushes you 5 feet away from them. #### Magic Barrier Beginning at level 7, your training against draconic breaths has granted you some resistance to physical spells. You have advantage on all Strength, Dexterity, and Constitution saving throws from magical sources. #### Additional Dragonbane At 10th level, you learn another Dragonbane to train in, and you finish creating a Dragonbane of that type as soon as you gain this ability. #### Advanced Dragonbane Trait Additionally at 10th level, you learn how to use the Dragonbane weapons that you are proficient in more effeciently, mimicking the fighting styles of the knights of old. All Dragonbane weapons you wield that you are proficient with gain the following traits on top of their usual Special Trait. ***Massive Shot.*** When you attack with a Greatbow, you may use two attacks granted in your Extra Attack to make a special Massive Shot attack. When you do so, do not roll an attack roll, but instead choose a line 300 feet long and 5 feet wide. Any creature within that line must succeed on a Dexterity saving throw or take 4d6 + your Strength Modifier piercing damage and be knocked away from you 10 feet and knocked prone. Creatures who succeed take as much damage and are not knocked prone or pushed away. The DC for this ability equals 8 + your Proficiency Bonus + your Strength modifier. ***Perseverance.*** When you are hit by a critical hit while conscious and wielding a Dragon Tooth, you may use your reaction to activate the perseverance of the dragon’s stone scales, changing the critical hit into a normal hit. \pagebreakNum If the attack was from a creature within 5 feet of you that you can see, that creature must make a Wisdom Saving Throw of a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the creature is staggered by your force and stunned until the end of your next turn. ***Swift Breaker.*** As part of the bonus action made to use your Breaker ability with a Weighted Spear, you may also move up to your movement speed in straight line in any direction without provoking attacks of opportunity. ***Pack Tactics.*** You gain advantage on any attack roll against an enemy with a Wolf Greatsword if you have an ally within 5 feet of your target. ***Toxic Bleed.*** When a creature has any number of Bleed Tokens given to them from your Tracer, your Tracer attacks deal an additional 1d6 poison damage. #### Scalebreaker Beginning at 15th level, whenever you roll a 20 on an attack roll and critically hit a creature, that creature’s defenses magically break. For 1 minute, or until you are incapacitated, attacks against that creature are a critical hit on a dice roll of 19 or 20. #### Violent Surge At level 18, you can mark a creature for death when you use your Action Surge. When you use your Action Surge, you may choose a single creature within 30 feet of you that you can see. Any attacks you make against that creature with a Dragonbane weapon you have ignore resistances and immunity. The creature is considered vulnerable to the damage if they weren't already resistant or immune. You can use this ability once, regaining your ability to do so when you complete a long rest. \pagebreakNum
## Monk ## Monastic Traditions ### Way of the Patient Tides Monks of the Way of the Patient Tides never strike first, but are determined to strike last. Basing their technique off of calm ocean waves, these monks learn to take a hit and return it with twice the force, along with abilities to ensnare and trap enemies if they can. #### Reinforcement When you choose this tradition at 3rd level, you can use your ki to protect yourself against another’s blow. When you are hit with an attack, you can choose to halve the damage of the attack. You can reduce damage in this way once, regaining your ability to do so when you begin your turn. When you reduce damage this way, you can also spend 1 Ki point to become reinforced against that damage type, gaining resistance to the triggering damage type until the end of your next turn. At the end of your turn, when you would lose reinforced resistance, you can choose to spend 1 Ki point to retain your reinforced resistance for one more round. #### Returning Tide Additionally at 3rd level, when you hit with an attack using a monk weapon or an unarmed strike while you have a resistance from your Reinforcement feature, you can choose to deal an additional 1d10 damage of the same type to which you are resistant. You can also spend an additional amount of Ki points, up to your proficiency bonus, to deal an additional 1d10 reinforcement damage for each Ki point spent. After dealing this extra damage, you then immediately end your reinforcement. #### Revitalizing Tides At 6th level, when you deal damage with your Returning Tide feature to the source of the damage resistance you had from Reinforcement, you recover 1 Ki Point. #### Reinforced Maneuvers At 6th level, you embody your reinforced element. While you are Reinforced with a damage resistance type, you gain a specific trait, as determined below. **Acid.** While you are resistant to acid damage, you can use 1 Ki point and a bonus action to attempt to dissolve up to a 5 foot cube of metal you can see within 30 feet. A construct made of metal must make a Dexterity saving throw or take 4d6 acid damage, taking half as much on a failed save. You can also target a creature’s non-magical, metal armor or weapon, instantly lowering its AC by 1 or damage rolls by 1. If an armor’s AC is reduced to 10 or a shield’s AC bonus is reduced to +0, it is destroyed and dissolves away. A weapon which accrues a -5 penalty to damage is destroyed and dissolves away. **Bludgeoning.** While you are resistant to bludgeoning damage, your melee weapon attacks deal double damage to objects and structures. \columnbreak
**Cold.** While you are resistant to cold damage, you can use a bonus action to levitate your movement speed directly upwards or down, riding a cloud of cold mist. If you lose resistance to Cold damage while in the air, you fall as if affected by the *Feather Fall* spell. **Fire.** While you are resistant to fire damage, your hands are engulfed in magical flame, and, when you hit a creature or object with an unarmed strike, you can choose to set them on fire. A creature who is on fire takes fire damage at the start of each of their turns, until they or an adjacent creature puts it out as an action or they are doused in water. The fire damage they take is equal to your Martial Arts dice. **Force.** While you are resistant to force damage, your Armor Class increases by 2 and you have immunity to *magic missile*. **Lightning.** While you are resistant to lightning damage, you can use a bonus action and 1 Ki point to move extremely fast in a line to a single point within a range equal to twice your movement speed. Attacks of opportunity made against you as a result of this movement are made at disadvantage. There does not need to be solid ground beneath you during the entire length of the movement, but you need to start and end on solid ground or the ability fails. You cannot choose an end point that is higher elevation than your start point with this ability. **Necrotic.** While you are resistant to necrotic damage, you can choose to recover hit points when you deal damage with an unarmed strike once per turn. The amount of hit points recovered is equal to your Martial Arts dice. **Piercing.** While you are resistant to piercing damage, any creature who deals damage to you from an attack instantly takes piercing damage, provided you are not knocked unconscious from that attack. This piercing damage is equal to your Martial Arts dice. **Poison.** While you are resistant to poison damage, you can use an action and 1 Ki point to create a cloud of black, toxic smog centered on yourself, but which does not move with you, expanding to cover a 20-foot radius. Any creature inside the cloud apart from you cannot breathe, and the area is considered heavily obscured. \pagebreakNum
A heavy wind can disperse the cloud, while light gusts can move it at 15 feet a round- otherwise, the cloud dissipates after 10 minutes. After creating a cloud with this ability, you lose resistance to Poison damage granted by Reinforcement. **Psychic.** While you are resistant to psychic damage, you can use an action and 1 Ki Point to cast *Detect Thoughts*, with your Save DC equaling your Ki Save DC. You then lose resistance to Psychic damage granted by Reinforcement. Your spellcasting modifier for this spell is Wisdom. **Radiant.** While you are resistant to radiant damage, you emit brilliant, bright light for 5 feet and dim light for 5 more feet. When a creature starts their turn in the bright light, you can choose for them to make a Constitution saving throw. On a failure, they are blinded until the beginning of their next turn. **Slashing.** While you are resistant to slashing damage, whenever you spend one or more Ki Points on your turn, you can also magically cut a creature or object within 30 feet of you that is not being held or carried as part of that same action. The target takes slashing damage equal to a number of Martial Arts dice equal to the Ki Points spent + your Wisdom modifier. A creature can make a Dexterity saving throw, taking no damage on a success. **Thunder.** While you are resistant to thunder damage, you can chose for a creature who takes damage from your unarmed strike to attempt to succeed on a Strength saving throw or be knocked 5 feet away from you. The targeted creature automatically fails this saving throw if you choose to deal Thunder damage with Returning Tide. #### Reinforced Momentum At 11th level, you can retain your reinforcement with greater ease. You no longer have to spend a Ki Point to maintain your Reinforcement at the end of your turn, although any new Reinforcement still replaces your previous one. You lose your current Reinforcement when you complete a short or long rest. #### Perfect Reinforcement At 17th level, you have perfected the ability to absorb enemy blows. When you use your Reinforcement feature, you gain immunity rather than resistance to the type of damage Reinforced, although you still take half damage to the initial blow. Additionally, when you use your Reinforced strikes feature, you ignore any resistances the target might have, and they still take half damage if they are immune. \columnbreak
### Way of the Painted World When a crossbreed monstrosity that held no place in this world was born to the gods, the lord of Sunlight commissioned his master painter to create a magical prison for the creature, so that word of its existence would not escape into his realms. In doing so, the painter created the Painted World of Ariamis, the first of many Aria paintings, and the crossbreed ruled over it for many decades. Ever since then, Arias have been painted, burnt, and repainted again, transforming from prisons to safe havens for the lost and forlorn. However, these forlorn souls needed protection, for invaders would find their ways into the Arias to torment the lost souls. As such, the Way of the Painted World were born, soldiers who use scythes and frost magic in tandem to peacefully drive away invaders. #### Bonus Proficiencies When you choose this tradition at level 3, your training in the Arias has granted you proficiency in Painter's Supplies. #### Forlorn Home Additionally at 3rd level, you can use your Painter’s Tools and a number of Ki Points per to cast certain spells as Rituals, as shown below. They are considered ritual spells for you, even if they are not normally rituals. You cast a spell at a level equal to the amount of Ki Points spent, and you must spend at least the amount of Ki Points to cast the spell at its base level. Once you cast a spell using Ki Points in this way, you can continue to cast it as a ritual at that same level or lower, without expending Ki Points, until you take a short or long rest. The maximum amount of Ki Points you an spend on this ability increases as you gain levels- to 2 at 5th level, 3 at 9th level, 4 at 13th level, and 5 at 17th level. Wisdom is your spellcasting ability modifier for these spells.
\pagebreakNum ##### Forlorn Spells | Monk Level | Spells | |:---:|:-----------| | 3rd | *Alarm*, *armor of agathys* | | 5th | *Rope trick*, *silence* | | 9th | *Leomund's tiny hut*, *nondetection* | | 13th | *Fabricate*, *mordenkainnen's private sanctum* | | 17th | *Antilife Shell*, *hallow* | #### Frozen Fist Additionally at level 3, your strikes are freezing, and you can deal cold damage for your unarmed strikes instead of your normal bludgeoning damage. When you hit a creature with an unarmed strike on your turn and you deal cold damage to them, you can add one of the following effects to that creature: * You reduce their speed by 5 feet until the start of your next turn. You can choose this multiple times to reduce their speed by 5 more feet for each time you choose this. * The target must succeed on a Constitution saving throw. On a failure, they can only take an Action or a Bonus Action on their next turn, and if they would make multiple attacks, they make one less attack (the creature chooses which attack it does not take). * The target cannot take reactions until the end of their next turn. #### Hidden Blizzard At level 6, when you use your Frozen Fist ability, you can choose for frost and freezing mist to swirl around you in a 15 foot radius blizzard until the end of your next turn. This blizzard extinguishes any nonmagical flame and disperses any gasses in the area that require a strong wind to disperse. The area inside that radius is light obscured to anyone other than yourself, and you can end it anytime on your turn (no action required). When you create this blizzard around you, you can also choose to spend 2 Ki Points to become begin to disappear in the blizzard, and you remain in this state until you do not apply Frozen Fist and summon a blizzard at the end of your turn. When a creature starts their turn in the mist while you are disappearing, they must succeed on a Wisdom (Perception) check against your Ki Save DC, or you are considered invisible to them until they leave the mist or they use their Action to make the Wisdom (Perception) check again (they can still make this Wisdom (Perception) check to see you even if you are considered invisible). #### Frozen Weapons At 11th level, you can choose for your weapon attacks with Monk Weapons to deal cold damage instead of their normal damage types, and you can use your Frozen Fist feature whenever you deal this cold damage, as well from the cold damage of your unarmed strikes. \columnbreak #### Lifehunt At 11th level, whenever you use Frozen Fist at the end of your turn, you can choose to gain a temporary hit points. These temporary hit points are determined by a number of rolls of your Martial Arts dice that are equal to the number of attacks you applied Frozen Fist through this turn. Once you use this feature, you cannot do so again until you take a short or long rest, or unless you spend 3 Ki Points to use it again. #### Painted Master At level 17, you can create your own painted world to protect yourself in. Using your Painter's Supplies, you may spend time and gold painting your own Painted World, which is a demiplane of variable size that is always cold but safe. The Painting costs 1000 gp in rare paints and inks for every 1 square foot for the painting. The size of the demiplane is directly linked to the size of the painting itself, being 100 cubic feet per 1 square foot of painting, in any form you choose. The Painted World always is unpopulated and unfurnished when created, but has any structures that were painted in the original painting. Once complete, you may step through the painting into a place in the demiplane that would logically have the view the painting provides. While within your Painted World, you can cast any Forlorn Spell without having to cast them as a Ritual, and you do not need to spend any Ki Points to do so. Spells cast this way are always cast as if at 5th level. A creature who tries to enter or exit this demiplane through the *demiplane* or *plane shift* spells must succeed on an Intelligence Saving Throw against your Ki Save DC or their spells fail, they take 3d12 cold damage, and they cannot cast any other conjuration spells for 1 minute. Casting *dispel magic* on the Painting ceases its function as a portal for 1 minute. \pagebreakNum ## Paladin ## Sacred Oaths ### Oath of the Darkmoon The dark sun, Gwyndolin, was captain to a loyal company of knights that fought to preserve the age of light. They would travel the world, even to other planes of existence, to destroy places where the Dark would take hold and to hunt down those whose sin bring on the dark. When forces of shadow would take hold in the world, the Blades of the Darkmoon are there to break that hold, and protect those who might be harmed by it. ##### Tenets of the Darkmoon The tenets of the Darkmoon are ancient accords revolving around keeping people from straying on the path of light, so that the Dark will not gain hold over them. They care little for law or chaos, only that the people they protect stay kind, and they therefore turn towards Neutral Good more often than not. ***Push back the Dark.*** Through vigilance and steel, I must always prevent the Dark from taking hold in this world. ***Protect the Light.*** I must protect those whose souls are bright and innocent, for they are the true wards against darkness. ***Hunt down Sinners.*** Once given a quarry, I must find the sinner and bring his soul to justice. Leaving a single dark soul will infect this world, and bring about evil. ***Kindness.*** I must always be compassionate, even towards those infected by the Dark. They were once bright souls, too. ##### Oath Spells You gain oath spells at the Paladin levels listed. | Paladin Level | Spells | |:---:|:-----------| | 3rd | *Hex*, *Compelled Duel* | | 5th | *Moonbeam*, *Warding Bond* | | 9th | *Life Transference*, *Remove Curse* | | 13th | *Death Ward*, *Shadow of Moil* | | 17th | *Wall of Light*, *Banishing Smite* | #### Channel Divinity When you take this Oath at 3rd level, you gain the following two Channel Divinity options. ***Darkmoon Blade.*** As an action, you can imbue your weapon with the mystical power of the moon. For 1 minute, you add your Charisma modifier to damage rolls made with that weapon (with a minimum bonus of +1). The weapon also emits dim light in a 20 foot radius. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. ***Vow of Protection.*** As a bonus action, you may designate a single willing creature within 30 feet of you as your Ward. For the next minute, whenever your Ward is within 5 feet of you, they gain a bonus to AC equal to your Charisma modifier. If you are not within 5 feet of you, you may use a bonus action on your turn to teleport up to 60 feet directly towards your Ward, ending this teleportation within 5 feet of it. If you would teleport into an occupied space, you are knocked prone back into the nearest unoccupied space and the Vow of Protection ends early. #### Shared Smite Beginning at 7th level, you can transmit some of your latent power to your allies. Whenever you deal damage with your Divine Smite, you may choose a single ally within 10 feet of you. Their weapons begin to glow with moonlight energy, and their next weapon attack before the beginning of your next turn deals an additional 1d8 radiant damage if it hits. Regardless of whether the attack hits or misses, the effect then fades. If you smite using a spell slot of 3rd level or higher, your ally deals 2d8 instead of 1d8 radiant damage. #### Defender Beginning at level 15, enemies cannot easily harm your allies near you. Whenever an enemy attempts to attack an ally within 5 feet of you while you are aware of it, it has disadvantage on the attack, as your protective aura confounds its attack. This effect does not take place if you are incapacitated or if you were not aware of the source of the attack. #### Blue Sentinel At 20th level, you can use an Action to become a beacon of hope and light, a creature to protect the meek- a Blue Sentinel. For 1 minute, your body is covered in a blue, shining aura that emits dim light for 10 feet. While you are emanating this light, whenever you make an attack against a creature, any number of allies within 30 feet of you who can see you may use their reaction to make an attack as well. Additionally, your attack rolls gain a bonus to hit equal to the number of allies you can see within 30 feet of you. Once you use this feature, you cannot use it again until you complete a long rest. ### Oath of the Deep The Oath of the Deep is most likely the oldest oath a paladin can swear, predating the days of dragons and giants. These paladins, known as Deepbringers, are bent on protecting their ancient rites- to protect the ocean, to shun the sun, and to bring peace between the land-striders and the deep-dwellers. Pale lanterns in the inky darkness, the Deepbringer will protect the world with a cold vigilance, serving his term until his life expires. \pagebreakNum ##### Tenets of the Deep The tenents of the Deep are ancient words that are only heard in the deepest Triton and Mer communities. Martyrs and knowledge seekers at heart, the tenants of the deep are a selfless sacrifice to protect the sun-lit world. ***Knowledge.*** Knowledge of the enemy is the only way to completely destroy them. Seek knowledge where you can, use it to ensure the terrors of the Deep remain sealed away from both the eyes and memories of the innocent. ***Shun the Sun.*** The Sun is not for you to live in, despite where your travels may take you- that is the price of those who ensure the world’s safety. Always return to the deep sea. ***Stomp out Evil.*** Protect others from evil creatures, regardless of who the evil creature is. ***Be their Light.*** Become a beacon of knowledge and goodness for others to follow. It is only through great acts may others lead great lives. ##### Oath Spells You gain Oath Spells at the Paladin levels listed. | Paladin Level | Spells | |:----:|:-------------| | 3rd | *Identify, whispers of treason°* | | 5th | *Enhance ability, mana leech°* | | 9th | *Amnesia°, water breathing* | | 13th | *Control water, rend arcanum*° | | 17th | *Modify memory, legend lore* | #### Channel Divinity You gain the following two Channel Divinity options. ***Drain Mind.*** You use your channel divinity to attempt to steal the mental fortitude of a single creature within 5 feet of you. The creature must make an Intelligence saving throw. If the creature fails its saving throw, its intelligence is reduced by 2d6 + your Charisma modifier for 1 hour. If its intelligence is reduced to 0, it falls into a catatonic, unconscious state for the duration. Your gain a bonus to intelligence ability checks and saving throws equal to half the amount drained (rounded down) until this effect ends. If a drained creature takes damage or is targeted by a spell, this effect immediately ends. ***Turn the Unthinkable.*** You use your holy symbol to create a pale light that emanates dim light for 30 feet around you, the ancient bane of the Deep Horrors. Any Aberration or Fiend within 30 feet of you must make a Wisdom saving throw. On a failure, the creature is turned for 1 minute. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. \columnbreak #### Aura of Clarity At 7th level, you and friendly creatures within 10 feet of you are immune to any effect which would randomly determine your actions or movement, such as the *Confusion* spell, any effect which would force you to target a creature with a spell or attack against your will, are immune to all short term madness, and gain advantage on all saves against other forms of madness. At 18th level, the range of this aura increases to 30 feet. #### Sense Thoughts At 15th level, you can sense the basic intentions of a creature you have drained. When you attack a creature who is affected by your Drain Mind ability, you have advantage on the attack, since you know their strategies and have some of their knowledge. Additionally, you gain any saving throw and language proficiencies of the creature you have drained for as long as they are drained. #### Pale Lantern Using your Action, you can assume the form of the truest deep sentinel- the Pale Lantern. Your flesh turns a dull grey or blue, a cloak of shadow billows around your feet and arms, and your weapons and armor emanates dim light for 60 feet in any direction. For one minute you gain the following properties: * You gain a swim speed of 60 feet. * You know the alignment, true identity, thoughts, and emotions of any creature touched by the pale light. It also reveals the true forms of any creatures or objects it touches. The light dispels any magical illusions, invisibility, or darkness it touches. * If a creature tries to target you with an attack or spell, they must succeed on an Intelligence saving throw or become dazed for the remainder of their turn. Spells that are prevented from being cast in this way to not use a spell slot. A creature inside the pale light makes this saving throw at disadvantage. Once you use this feature, you can't use it again until you finish a long rest. \pagebreakNum ## Ranger ## Ranger Conclaves ### Abyss Watcher When the legendary Wolf Knight entered into the Abyss to fight the Dark, but only his loyal wolf made it out, many saw the dangers the realms of chaos pose. As such, the Wolf Knight's most loyal followers began to train to fight against the horrors of the Abyss, learning in time to fight with swift and coordinated movements, adopting a swift combat style that resembles a pack of predators surrounding their prey. In more recent years, some Abyss Watchers have begun specializing in fighting creatures that do not hail from the Dark, as the organization has slowly deteriorated. #### Legion Combat When you choose this archetype at 3rd level, you have learned to fight in the ways of the Abyss Watchers. You learn 2 Legion Flourishes, choosing from the list below. You can only use a Legion Flourish as a reaction whenever a creature within the Flourish range is either reduced to 1/2 their maximum hit points or whenever they take damage while they are at half hit points. You learn one more Flourish of your choice when you reach levels 7, 11, and 15. You may only use your Flourishes a number of times equal to your Wisdom modifier (min. 1), regaining all expended uses after completing a short or long rest. For the purposes of these Flourishes, the Bloodied condition is when a creature is at 1/2 or lower hit points. If your DM did not previously tell you when you lower an enemy to 1/2 hit points, you gain the ability to discern whether a creature is bloodied or not due to your training. ***Follow-Up Strike.*** Whenever a creature within 15 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to move up to 15 feet towards the creature and make a single melee weapon attack against it. ***Farron Flashsword.*** Whenever a creature within 5 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to swiftly slash outwards with a flurry of ethereal blades. That creature must succeed on a Dexterity saving throw or take 2d6 force damage, taking half as much on a success. This force damage increases at certain Ranger levels, to 3d6 at level 6, 4d6 at level 11, and 5d6 at level 16 ***Retreating Strike.*** Whenever a creature within 5 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to make a single melee weapon attack against it, and then immediately move 15 feet in a direction you choose. This movement does not provoke attacks of opportunity. ***Farron Dart.*** Whenever a creature within 30 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to cause a single, spectral dart to swiftly slam into it. Make a ranged spell attack, using Wisdom as your spellcasting ability. This dart deals 1d4 force damage. This force damage increases at higher levels, to 2d4 at level 6, 3d4 at level 11, and 4d4 at level 16. ***Ranged Strike.*** Whenever a creature within the first range increment of a ranged weapon you are holding becomes bloodied or takes damage while bloodied, you may make a single ranged weapon attack against it using your weapon. ***Maneuver.*** Whenever a creature within 60 feet of you becomes bloodied or takes damage while bloodied, you may move up to your movement speed as a reaction. You ignore difficult terrain while moving in this way. ***Reactive Dodge.*** Whenever a creature within 60 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to enter a defensive stance, granting all attacks you can see disadvantage against you until the beginning of your next turn. ***Tactical Rally.*** Whenever a creature within 120 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to cause an ally within 5 feet of the bloodied creature to gain temporary hit points equal to your Wisdom modifier. ***Spellbreaker.*** Whenever a creature within 30 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to magically interrupt their spellcasting. That creature must succeed on a Wisdom saving throw or immediately lose concentration and be unable to cast spells or use abilities that require concentration until the end of their next turn. ***Mental Resolve.*** Whenever a creature within 30 feet of you becomes bloodied or takes damage while bloodied, you may use your reaction to end any frightened or charmed condition you had upon yourself. #### Velocity Additionally at level 3, the first time each turn you or an ally within 30 feet of you damages a creature with an attack or spell as a reaction, you gain a +1 bonus to attack the damaged creature for 10 minutes, to a maximum bonus to hit equal to your proficiency bonus. You can use your Velocity only on one creature at a time, removing all bonuses of Velocity when you use it on another creature. #### Defensive Reactions Beginning at 7th level, whenever you use a reaction, you gain a bonus to AC equal to your Wisdom modifier until the beginning of your next turn. #### Inhuman Reflexes Beginning at level 11, you may react more swiftly to any attacks. As a bonus action on your turn, you may choose to prepare yourself for others to attack. When you do so, you may take two reactions instead of one before the beginning of your next turn. #### Legion's Fury At level 15, you harness the fury of of the Abyss Watchers. Whenever you reduce a creature to 0 hit points or knock a creature unconscious, you can choose to regain all expended uses of your Legion's Flourish. Once you use this ability, you may not use it again until you have completed a long rest. \pagebreakNum
### Diver Conclave The Diver archetype is given to the Rangers who dare to explore the unexplored, to plunge into the cloudy depths with sharp wit and sharper blade. They stand at the great precipice of the world, facing the drop-off of the grand continental shelves, and they stare to the bottomless pit of the deep ocean without fear. Stalwart in their defense, Divers learn to navigate careful cave systems and fell lairs to track down lurking monsters, and to charm nearby animals into fighting alongside them. ##### Diver Spells Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the Diver Spells table. The spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know. | Ranger Level | Spells | |:----:|:-------------| | 3rd | *Find Familiar* | | 5th | *Animal Messenger* | | 9th | *Water Breathing* | | 13th | *Dominate Beast* | | 17th | *Hold Monster* | #### Diving Focus At 3rd level, you learn the secret of other Divers. You can invoke a magical ritual for one hour, imbuing a single, non-magical gem, pearl, crystal, or other valuable with a unique enchantment. This object, while within 30 feet of you, allows you to breathe and cast verbal components for spells underwater. You can use this object as your Druidic Focus. If object is destroyed, you can spend 1 hour and 10 GP crafting a new Diving Focus. #### Nature's Call Additionally at 3rd level, you have learned to implore nature to assist you in both combat and in searching for help. You can spend a minute to call forth the surrounding wildlife to assist you, magically summoning some from the Feywild or Feytides if there are none within 5 miles of you. You can only create wildlife that would be native to your environment (e.g, you could summon a swarm of rats in an urban sewers, or a reef shark while underwater). Wildlife you summon are considered charmed by you and your companions, and appear in unoccupied spaces within 60 feet of you. \columnbreak
When you summon creatures in this way, you may give each of them one command, choosing from the list below, which they follow until completion, until they move more than 300 feet away from you, or until this charm effect ends for them. You have a pool of CR that you can designate the beast or swarm to be, starting at 1 CR, and you can always summon CR 0 creatures. You restore all points of challenge rating after a long rest. For example, you can summon a creature that is Challenge rating ½, then you can summon two challenge rating ¼ creatures, along with any number of CR 0 creatures. CR 0 creatures summoned cannot use the Protect or Besiege commands. Animals immune to charm effects or who have an Intelligence of 6 or higher are immune to this ability. You maintain this charm over the creature(s) for a number of hours equal to your Ranger level. The charm fades if you or one of your allies attacks the creature or until 4 hours have passed since you summoned it, in which case it would act in a manner appropriate for its species. You can maintain simultaneous charm over a number of creatures equal to your Wisdom modifier. Your CR pool for summoning beasts increases as you gain Ranger levels, as shown in the table below: | Ranger Level | CR Pool | |:---:|:-----| | 3rd | 1 CR | | 5th | 1 and 1/2 CR | | 7th | 2 CR | | 9th | 2 and 1/2 CR | | 11th | 3 CR | | 13th | 3 and 1/2 CR | | 15th | 4 CR | | 17th | 4 and 1/2 CR | | 19th | 5 CR | #### Commands **Seek Object or Creature.** The summoned creature stays in the periphery, searching within the 300 foot radius for a single object or creature who you must describe to it. It gains advantage on this search if you have a piece of the creature or object, such as a lock of hair, or if you can somehow speak and describe the object to it, perhaps with the Speak with Animals and Plants spell. The animal sends you a telepathic location of the object once it finds it, then is freed of the charm and acts as it would naturally.
\pagebreakNum **Protect.** The summoned creature stays nearby you, determined to protect you and your party. In combat, it has its own initiative count and attacks any creature who has shown itself to be aggressive towards one of the creatures it is designated to protect. It protects until it dies, the charm ends, or it becomes separated from the caster by more than 300 feet. A CR 0 creature will not obey this command. **Besiege.** The summoned creature attacks a sealed structure or container within 300 feet of you that you can see and that you designate to them. They do so until they have busted open a sizable opening large enough for the largest one of your companions or until they bust open a part of the structure you designate that is no larger than a 5 foot radius circle. They then are freed of their charm and act as they would normally. #### Duck and Weave At 7th level, you have adapted your fighting tactics to allow you to use your Ally to full defensive advantage. When you are within 5 feet of one of your Nature’s Allies, you can use Dodge, Help, or Disengage as a bonus action. #### No Escape At 11th level, when you or one of your Nature’s Allies hits with an attack of opportunity, the target must make a Strength saving throw versus your spell save DC or have their movement speed immediately reduced to 0 until the beginning of your next turn. Additionally, you can add your Wisdom modifier to the damage and attack rolls of any summoned beast or fey creature, including those summoned with your Nature's Call. Damage dealt by such creatures is considered magical for the purposes of overcoming damage resistances and immunities. #### Swift Teleportation At 15th level, when an enemy would hit you with an attack or when you are targeted by a spell that targets a single creature, you can use your reaction to magically switch places with one of your Nature’s Allies that is not CR 0 if it is within 30 feet of you. The enemy’s attack automatically hits your ally, regardless of your ally’s AC. The ally makes their spell save at disadvantage. You can also use this ability to switch yourself if one of your Nature’s Allies is targeted with an attack, with the same conditions applicable to you. > ##### Summoned Creatures > There are many tables that list the amount of creatures in an area, but I would suggest using the list of Known Wild Shapes in Xanathar's Guide to Everything (p. 24), since it isolates common beasts by CR and environment. \pagebreakNum ## Rogue ## Roguish Archetypes ### Ruins Explorer At 3rd level, you have learned the skills to seek out treasure deep beneath the sea. You are at home searching through the reef-encrusted bellies of long-lost galleons, or sneaking through the decks of a barnacle-ridden ghost ship. Using a combination of natural magic and strong swimming, you find yourself easily able to find these long-lost wrecks- and to survive the dangers within. #### Spellcasting When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid and ranger spell list. ***Cantrips.*** You learn 3 cantrips of your choice from the Druid spell list. You learn another Druid cantrip of your choice at 10th level. ***Spell Slots.*** The Ruins Explorer table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell 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 Detect Magic, and have a 1st-level and a 2nd-level spell slot available, you can cast Detect Magic with either slot. ***Spells Known of 1st-Level or Higher.*** You know three 1st-level druid or ranger spells of your choice, two of which must be from the Divination or Transmutation spells on the druid or ranger spell list. The Spells Known Column of the Ruins Explorer Spellcasting table shows when you learn more druid or ranger spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or second level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of your druid or ranger spells with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you are replacing a spell gained at 8th, 14th, or 20th level. ***Spellcasting Ability.*** Wisdom is your spellcasting ability for your druid or ranger spells, since you gain these spells through a connection with the wilds around you. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid or ranger spell you cast and when making an attack roll with one.
**Spell Save DC** = 8 + your proficiency bonus + your Wisdom modifier **Spell Attack Modifier** = your proficiency bonus + your Wisdom modifier
\columnbreak
##### Ruins Explorer Spellcasting | Level | Cantrips | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:-:|:---:|:---:|:---:|:---:|:---:| | 3rd | 3 | 3 | 2 | – | – | – | | 4th | 3 | 4 | 3 | – | – | – | | 5th | 3 | 4 | 3 | – | – | – | | 6th | 3 | 4 | 3 | – | – | – | | 7th | 3 | 5 | 4 | 2 | – | – | | 8th | 3 | 6 | 4 | 2 | – | – | | 9th | 3 | 6 | 4 | 2 | – | – | | 10th | 4 | 7 | 4 | 3 | – | – | | 11th | 4 | 8 | 4 | 3 | – | – | | 12th | 4 | 8 | 4 | 3 | – | – | | 13th | 4 | 9 | 4 | 3 | 2 | – | | 14th | 4 | 10 | 4 | 3 | 2 | – | | 15th | 4 | 10 | 4 | 3 | 2 | – | | 16th | 4 | 11 | 4 | 3 | 3 | – | | 17th | 4 | 11 | 4 | 3 | 3 | – | | 18th | 4 | 11 | 4 | 3 | 3 | – | | 19th | 4 | 12 | 4 | 3 | 3 | 1 | | 20th | 4 | 13 | 4 | 3 | 3 | 1 |
#### Treasure Seeker Additionally at 3rd level, you gain an uncanny ability to steal valuable items. You know when an object within 30 feet of you which you can see is worth more than 300 gold pieces, or, if you know it is a magic item, you know what rarity magic item it is. You have advantage on Dexterity or Wisdom ability checks made to directly steal or to appraise with such items. #### Natural Replacement At 9th level, as an action, you can weave a conjured, plant-like material to make a replica of an object no larger than a 5-foot cube that you can touch. This plant replacement can’t function effectively as the object would, but is a physically and visually believable replacement, requiring an Intelligence (Investigation) check against your Spell Save DC from someone interacting with it to figure out the trickery. When a creature is within 5 feet of a replacement, you telepathically know what type and subtype of creature it is. You can cast your ruin explorer spells as if you were in your Natural Replacement’s space if you can see your Natural Replacement. \pagebreakNum
A Natural Replacement has an AC equal to 10 + your Wisdom modifier, HP equal to your Rogue level + your Wisdom modifier, and is vulnerable to fire damage while immune to psychic damage. You can only have one Natural Replacement at a time, with any previous Natural Replacements withering away when you make a new one. Otherwise, your Natural Replacement remains until you end it as an Action or you die. #### Instruction At 13th level, after training heavily in the magics of foresight, you have learned when a creature will be vulnerable, and how to telepathically communicate that weak spot to an ally. When an ally within 30 feet of you attacks a creature you can see within 120 feet of you, you can use your reaction to grant the attack, if it hits, your sneak attack damage as if they were a rogue of your rogue level. They must have the regular prerequisites to add sneak attack damage (such as being hidden from that enemy or having another hostile creature adjacent to it). If the target of your instruction hits with the attack, you cannot use your Sneak Attack feature until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (min. 1). You regain all uses of Instruction after a long rest. #### Feyvine Replacement At 17th level, when you use Natural Replacement on an object or magic item, you can immediately attune to the object you used Natural Replacement on, if you are not already attuned to 3 objects. If someone else is attuned to the object, you can break their attunement to it only if you are hidden from them when you create the Natural Replacement. \columnbreak
Additionally, whenever you deal Sneak Attack damage to a creature within 5 feet of your Natural Replacement, you can use a bonus action on that turn to cast *entangle* without a spell slot, centered on your Natural Replacement. ### Trapmaster Sen's Fortress is a maze of dart traps and swinging axes that has confounded travelers for centuries. Although most find the place distasteful, some rogues found themselves fascinated with its design and construction. These are the Trapmasters, rogues who use both magical transmutation and ingenious invention to create traps for thier foes on the battlefield. Oftentimes these rogues travel with adventuring parties not just to disarm the traps they might come across, but to study them as well, so that they might advance their craft through them. #### Bonus Proficiencies When you choose this archetype at level 3, you gain proficiency with tinker's tools and alchemist's tools. \pagebreakNum #### Trap Transmutation You have learned to craft magical traps, and store them in small objects for later use. Whenever you finish a long rest, you may choose to infuse any Trap into an object no larger than a 5 foot cube that is within 5 feet of you at the end of your rest. When it is activated, the object is destroyed and turned into the trap you infused into it. Any unused infused traps fade after completing a Long Rest, making the storage object mundane once again. You may select any of the Traps described below to infuse. You are able to infuse more objects with traps at higher Rogue levels, gaining one more at levels 6, 11, 15, and 18.
**Trap Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Trap attack modifier** =
your proficiency bonus +
your Intelligence modifier
***Arcing Blades.*** You infuse the essence of Sen’s famous pendulum blades. As an Action, you may speak a command word and throw the infused object up to a wall, ceiling, or floor within 20 feet of you. Then, arcing blades swing from that point in a 10 foot, 180° arc. Any creature who is in that arc when it is created, whenever they begin their turn there, or whenever they attempt to pass through it, they must succeed on a Dexterity saving throw or take your sneak attack value in slashing damage. The arcing blades last for 1 hour or until you dismiss them as a bonus action. A creature adjacent to the point of impact may use an action to attempt to disarm the trap with a Thieves' Tools (Dexterity) check against this Trap DC. ***Avaricious Beast.*** You learn an ancient art of creating artificial Mimics to protect your possessions. You infuse a small item with the potential for magically creating a mimic. You may only create one Avaricious Beast trap at a time. As an Action, you may place the item inside of a container or on an object no larger than a 5 foot cube. The trap is expended and, after six seconds have passed, it turns the container into a mimic for the duration. The mimic does not move or attack until opened or until a creature tries to pick its lock. You may only create one mimic per long rest. If you create a new mimic, any previous ones are dispelled and the container that they were disappear and it’s contents drop to the ground. This mimic has several alterations to its statblock, as follows: * Its Hit Points equal 6 times your Rogue level. * Its AC is 10 + your Proficiency bonus. * Its escape DC equals your Trap Save DC. * Its damage die for all its attacks is 1d4. This increases to 1d6 at level 6, 1d8 at level 11, 1d10 at level 15, and finally 1d12 at level 18. Its attacks are all considered Trap Attacks, and can use your Trap Attack modifier to hit. The Mimic immediately folds back into its inanimate form once it cannot sense any living creature nearby. If the Mimic is slain, if 24 hours pass since enchanting the object, or if you dispel the mimic/object as an Action, the object disappears and any contents it may contain are left in its spot. You may only create one Avaricious Beast trap. ***Chill Claws.*** Hidden in the Grand Archives are many secrets the Scholars of Lothric wish hidden away, and they created this enchantment to ensure they do so. As an Action, may speak a command work and throw your stored object at a point within 20 feet of you, which has an indiscernible blue light emanating from the ground at that point. The trap remains for 24 hours there until a creature activates it, which it then remains for 1 minute longer. Any creature who enters within 10 feet of the point or who starts their turn there must succeed on a Wisdom saving throw as spectral hands shoot through them. On a failure, they take necrotic damage equal to 1/2 your sneak attack die (rounded down) and are cursed. While cursed in this manner, they have disadvantage on any ability checks until the end of their next turn. ***Sealed Frostbite.*** Irithyll of the Boreal Valley was home to a cryomancer of the Painted Worlds who coveted his secrets, creating these traps to freeze those who may attempt to steal from him. As an Action, you can speak a command word on the stored object and throw it at a creature within 20 feet of you. It bursts into a vortex of freezing air around that creature. It must succeed on a Constitution saving throw or take cold damage equal to your sneak attack die and be frostbitten for 1 minute. While frostbitten in this way, the creature cannot use reactions. A creature can attempt this saving throw at the end of each of their turns, ending the effect on a success. The effect ends if they take any fire damage. ***Loaded Arrows.*** Sen created many arrow traps in his fortress, and they were copied by other trapmakers later. As an Action, while you are within 60 feet of your stored trap, you may speak a command word to activate the trap. The trap launches arrows at creatures within 120 feet of it that you can see. It fires up to 3 arrows, targeting them at either the same creature or to different creatures in any combination. Make a Ranged Trap Attack or each of them, dealing 1d6 + your Intelligence modifier piercing damage on each arrow hit. If yourself or an ally is within 5 feet of the target or it otherwise fulfills a sneak attack requirement, you can deal sneak attack with this attack. #### Creator's Familiarity Beginning at 9th level, when you or your allies within 30 feet of you would be forced to make a saving throw or be targeted by an attack roll by a trap you set, you can choose for the saving throw to succeed or the attack to miss. You may use this ability a number of times equal to your proficiency bonus, regaining all expended uses after a short or long rest. Additionally, your familiarity with traps allows you to expend a use of this ability to cast the *find traps* spell, without requiring verbal or material components. Intelligence is your spellcasting ability for this spell. \pagebreakNum #### Mechanical Mark Beginning at level 13, if you or any ally within 10 feet of you would take damage from a saving throw caused by a trap, they instead take half damage on a failure and no damage on a success. Additionally, you can learn certain creator's traps. Whenever you disarm a trap created by someone other than yourself, you learn that creator's mark. Whenever you search for traps, you automatically succeed if the trap is created by that same creator. #### Trapmaster's Ambush At level 17, your traps can instantly destroy some enemies. Whenever a creature who is surprised hit by your Trap Attack roll, that attack roll is a critical hit. Additionally, whenever a creature who is surprised succeeds against your Trap Attack DC, it still takes half damage.
\pagebreakNum
PART 1 | SALTBORN
## Sorcerer ## Sorcerous Origins ### Hexborn Sorcerers are magically sensitive people, attuned to the flow of magic around them. Unfortunately, when the Dark begins to take hold in an area, it often comes out in these Sorcerers, known as Hexborn or simply Children of the Abyss, fuel their Sorceries with necromantic, shadowy power. Something about these souls attracts small black sprites known as Humanities, which the Dark Sorcerer can command to curse their foes. #### Hex Spells At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Hex 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 Dark spell from the Dark subtype list (found in *Caraman's Tome of Lost Skill*). ##### Hex Spells | Sorcerer Level | Spells | |:---:|:---------| | 1st | *Inflict wounds*, *hex* | | 3rd | *Bone swarm°*, *darkness* | | 5th | *Summon shadowspawn*, *soul dregs°* | | 7th | *Compulsion*, *shadow of moil* | | 9th | *Antilife shell*, *insect plague* | #### Humanity Command At 1st level, you have control over small, black humanity sprites that nestle into your chest. You have control over humanities equal to proficiency bonus. As a bonus action or as part of a bonus action that uses Sorcery Points, you may expend a single humanities to create a certain effect, choosing from the list below. If you expend another humanity, any lingering effects from the previous humanity ends. You regain all expended humanities after completing a long rest. ***Empowered Dark.*** For the next minute, whenever you deal necrotic damage with a Sorcery spell, you can choose to treat any 1s rolled on the damage die as 2s. The effect then ends. ***Shield of Shadow.*** For the next minute, whenever you are targeted by an attack, you can use your reaction to grant it disadvantage. The effect then ends. ***Dark Edge.*** As part of the bonus action that expends this Humanity, you may strike you with a sword of shadow. Make a melee spell attack, dealing 1d6 + your Charisma Modifier necrotic damage. \columnbreak #### Gnawing Humanity Beginning at level 6, whenever you expend a humanity to activate one of your Humanity Command, you may choose a single creature within 30 feet of you. The expended humanity darts out towards the creature and begins to gnaw at its soul. The target must succeed on a Constitution saving throw. On a failure, they have disadvantage on the next saving throw they make before the end of your next turn. #### Lasting Humanities At 14th level, your humanities linger for longer, allowing yourself to use them more often. You can use any single use of Empowered Dark or Shield of Shadow twice before the effect ends yourself. Whenever you use Dark Edge, you may make an extra Dark Edge attack as a bonus action on your next turn. #### Consume Soul At 18th level, you can cause humanities to totally consume a the soul they are gnawing on. When a creature fails on the Constitution Saving Throw from your Gnawing Humanity feature, you can expend up to 5 Sorcery points to deal 1d8 necrotic damage per Sorcery point expended. You then gain temporary hit points equal to the amount of damage dealt. ### Saltborn An organic power runs through your veins, one inexplicably linked with the grand oceans. Your innate magic is directly related to the ocean’s soul in your veins, connecting you with a large network of organisms that can be overwhelming to some. Your body acts as a closed ecosystem, magically inhabited by thousands of coexisting algae and microorganisms who grant unprecedented magical recovery, as well as the ability to manipulate the internal functions of other organic creatures around you. #### Magical Ecosystem Your body is flowing with small, magical microorganisms that constantly keep you in top health, making you immune to disease and resistant to poison damage. You gain one or more physical aspects of your body which betray this fact, such as your skin being a slightly green color, your eyes changing color constantly, or instead of hair, you grow as a plant-like algae on your head. Additionally, your body regenerates your lifeforce at a surprising rate while resting. When you roll hit die to regain health while taking a short rest, you can reroll any number of die once and you must use the second number. #### Infect Life Your kinship with the smallest form of life allows you to infect and manipulate the bodies of others. When you hit with a spell that requires a melee spell attack, you can use a bonus action to begin to manipulate their internal functions. For the next minute, the designated creature has disadvantage on the next Constitution saving throw they make, or disadvantage on the next saving throw forced by a spell you cast. You can only have one creature infected by this ability at a time. This ability has no effect on constructs or undead, and it does not affect creatures who are immune to disease. \pagebreakNum #### Beacon of Life At 6th level, your body begins to stitch itself back together at an incredible rate. Whenever you end your turn after casting a spell of 1st level or higher on your turn, and you do not have all your hit points, you regain a number of hit points equal to half your Sorcerer level, rounded down. This ability does not occur if you are poisoned or if you unconscious. When you regain hit points due to this ability, you can spend 2 Sorcery points to have a number of creatures no greater than your Charisma modifier that you choose within 30 feet of you gain temporary hit points equal to the hit points you just recovered. #### Aura of Infection At 14th level, your reach extends to the microorganisms in the air or water around you. If you hit a creature with a ranged spell attack, you can designate them as infected as with your Infect life feature. If a creature would be immune to infection due to immunity to disease, you can spend 2 Sorcery points to infect them anyway. Additionally, any creature you designate who enters within 10 feet of you or begins their turn within 10 feet of you must make a Constitution saving throw or become poisoned for 1 minute. They can remake this saving throw at the end of each of their turns, the effect ending for them on a successful save. Once they succeed on their saving throw, they are immune to this ability for the next 24 hours. This ability has no effect on constructs or undead, and it does not affect creatures who are immune to disease. You must be conscious for this ability to take effect. #### Unstoppable Pandemic At 18th level, you have learned to manipulate the microorganisms in the air to craft an unstoppable pathogen. You can now designate any creature as a target for your Infection, even if it is immune to disease, or even if they are constructs or undead. When your spell deals damage to a creature who is infected, you can spend 5 Sorcery points to force the creature to make a Constitution Saving throw or take maximum damage on damage dice rolled against them from that spell on that turn. You may only spend sorcery points in this fashion once per turn. \pagebreakNum
## Warlock ## Otherworldly Patrons ### The Gravelord The Gravelord patron is quietly waiting in dark corners of the world, pulling others to their doom slowly, working to bring all life to its inevitable end. Gravelords rarely have a greater motivation than to spread death, but their visions on how and when to do so varies drastically. Some Gravelords wish only to usher in natural deaths, despising those that would end life pointlessly. Others are chaotic and seek only to slay as many as possible, although even these do not order their Warlocks to end any creature's life- they know that killing particularly important individuals will further their agenda than any single Warlock ever could. Possible patrons include Nito, first of the dead; Aldritch, devourer of gods; Kelemvor; Anubis; or particularly powerful Inevitables or Demiliches. #### Expanded Spell List The Gravelord 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. ##### Gravelord Expanded Spells | Spell Level | Spells | |:---:|:-----------| | 1st | *Compelled Duel*, *Ray of Sickness* | | 2nd | *Protection from Poison*, *Maximillian's Earthen Grasp* | | 3rd | *Spirit Guardians*, *Stinking Cloud* | | 4th | *Confusion*, *Death Ward* | | 5th | *Cloudkill* , *Antilife Shell* | #### Cloak of Bones At 1st level, fighting for your patron arms you with esoteric and martial knowledge. You gain proficiency in medium armor, shields, and two exotic or martial weapons of your choice. Additionally, at the end of a short rest, you may touch a single set of armor you are proficient in or a shield and cover it in protective bones. While wearing this armor, you gain a bonus to your armor class equal to your Proficiency bonus. After you are targeted by an attack or take damage, your armor class is reduced by one per damage die of the attack (the attack does not need to hit to activate this feature, and this penalty can exceed the bonus normally given by this feature). When you roll for damage, you can deal additional damage equal to your total the penalty to your armor class, and you then remove all penalties gained from this feature. \columnbreak
#### Eye of Death At level 1, you can lure enemies to fight you instead of your allies. Whenever you hit a creature with a Warlock spell, you may use a bonus action on that turn to force it to fight you. That creature must succeed on a Charisma saving throw or be cursed until the end of your next turn. While cursed in this way, they have disadvantage on any attack roll against a creature that is not you, and they cannot willingly move further away from you. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses after completing a long rest. #### Reaper Swiftness Beginning at level 6, you can tell if a creature within 120 feet of you that you can see has less then half of their maximum hit points, as our patron begins to anticipate their end. You may use a bonus action on your turn to take the Dash action, so long as you end your movement closer than you started to a creature that has half or less of their maximum hit points. Additionally, while you have any penalty to your Armor Class from Cloak of Bones, your movement does not provoke attacks of opportunity, and you have 5 more feet of movement speed per penalty to your armor class. #### Coffin Shield At level 10, while you have a penalty to your armor class from your Cloak of Bones, you cannot lose more than half your current hit points in a single instance of damage, unless that damage would instantly kill you. If you have a penalty to your armor class from your Cloak of Bones and damage would instantly kill you or reduce you to 0 hit points, you are instead reduced to 1 hit point, and you recover all lost points of armor class. \pagebreakNum #### Gravelord Sword Dance At leve 14, your patron has granted you the ability to summon their blades from the earth. As an Action, you can place your hand on the ground and cause stone blades to erupt from the earth beneath a number of creatures within 30 feet of you up to your Charisma modifier. Each target must succeed on a Dexterity saving throw or take 4d10 slashing damage. Once you use this ability, you must wait until you complete a short or long rest before you can use it again. ### The Leviathan The dark oceans hold many alien and unnamable creatures who hold sway over much of the world through their gripping, writhing might. These creatures, terrible as they may be, are all considered to be Leviathan, and their motivations are rarely benevolent, although a Leviathan may consider allowing a mortal its strength if it were to spread the call of the tides to the rest of the world. Beings of this sort include Sekolah; Davy Jones; Scylla, the transformed monster; Ran, the Drowner; particularly powerful Krakens, Sea Dragons, Dagons, and other such entities, and many other creatures who have no name as they have never been seen by mortal eyes. ##### Expanded Spell List | Spell Level | Spells | |:----:|:-------------| | 1st | *Create or Destroy Water, Command* | | 2nd | *Alter Self, Pass without Trace* | | 3rd | *Water Breathing, Lightning Bolt* | | 4th | *Evard’s Black Tentacles, Control Water* | | 5th | *Seeming, Planar Binding* | #### Presence of the Deep Your patron has given you the power to make yourself into a terrifying visage of the deep, with your body dripping salt water and your eyes turning to an inky black. As a bonus action, you can activate this ability, providing advantage on all Intimidation checks made against a creature who can see you for 1 minute. Additionally, one creature of your choice within 60 feet of you who can see you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. If they end their turn after breaking line of sight with you, they can attempt to remake this saving throw, ending the effect on them on a success. If you reduce the creature who is afraid of you to 0 hit points, you can select a new target who can see you within 60 feet of you. The new target must make a Wisdom saving throw or become frightened of you for 1 minute, or until they are reduced to 0 hit points, in which case you can designate yet another target. Once you use this ability, you cannot use it again until you complete a short or long rest. \columnbreak #### Blood Shield At 6th level, you have learned to use your own blood as a viscous extension of the Deep. When you are hit by an attack, you can use your reaction to cause your blood to turn black and coagulate, reducing the damage dealt by 1d8 + your Charisma modifier. If you reduce the damage to 0, the blood becomes as solid as steel around you, providing a bonus to AC equal to your Charisma modifier until the beginning of your next turn. You may use this ability a number of times equal to your proficiency bonus, regaining all expended uses after completing a short or long rest. #### Slippery Evasion At 10th level, you become more imbued with the Deep. You are constantly covered with salt water that fades soon after it drips off of you. Due to this, you cannot be grappled or effected by physically restraining spells such as Entangle or Grasping Vine while you are conscious. You can choose to end or start using this ability as a Free Action on your turn. #### Grasp of the Deep By 14th level, as an Action, you can designate one creature within 60 feet of you that you can see and who is frightened of you. Watery, squid-like tentacles appear out of a portal you conjure within 5 feet of them and drag them down into the darkest part of the Elemental Plane of Water, directly into the lair of your patron. While there, the creature is suspended in infinite water and cannot breathe unless they can breathe salt water. They are restrained and they take 2d8 bludgeoning damage from the constricting tentacles every time they start their turn there. When they break free of their frightened state, they appear back in the spot where the portal to the plane originated from, prone and drenched in water. You must concentrate on this ability as if you were concentrating on a spell, although you can simultaneously concentrate on this and the ability that keeps the target afraid if you have to. Once you use this feature, you cannot use it again until you have completed a long rest. \pagebreakNum ## Invocations Some invocations listed here are meant to give more viability for damaging Warlock cantrips, and to heighten your Warlock's specializations. ### Jagged Ghost Blade *Prerequisite: 5th level, the* Chill Touch *cantrip.*
Whenever cast Chill Touch, you do not have disadvantage if you are within melee range of an enemy creature. Additionally, you may conjure a ethereal blade and make a melee spell attack against a creature within 5 feet of you as part of the casting of the cantrip. This attack deals 1d4 + your spellcasting ability necrotic damage. If you hit a creature with the Jagged Ghost Blade, they cannot restore hit points until the beginning of your next turn. ### Word of Nito *Prerequisite: The* Chill Touch *cantrip.*
When you hit an Undead with your Chill Touch or Jagged Ghost Blade, you may use a bonus action on that turn to cast *Command* without using a spell slot on the creature. A creature who succeeds against this way casting of *Command* cannot be effected by it again for 1 hour. ### Poison Mist *Prerequisite: The* Poison Spray *cantrip.*
When you cast *Poison Spray*, it lingers in the area for 1 round. When a creature starts its turn or moves into the space occupied by the target of the first casting, they must succeed on a Constitution Saving Throw or become poisoned until the end of your next turn. ### Acid Surge *Prerequisite: 5th level, the* Poison Spray *cantrip.*
When you deal damage with your Poison Spray cantrip, you can choose for it to deal acid damage instead of poison. When you do, if you have the Poison Mist Invocation, they are not poisoned when they enter the mist and fault their saving throw. Instead their metal armor begins to degrade, granting a -1 penalty to AC until they can repair it. This penalty is cumulative, breaking the armor if the AC base reaches 10. You can choose for a metal shield to instead be effected, breaking when its bonus is +0. ### Dorthys’ Gnawing *Prerequisite: The* Infestation *cantrip.*
When you deal damage to a creature with your Infestation cantrip, you may use a bonus action on that turn to expend a Warlock Spell Slot and have the Infestation begin to continuously eat away at beneath their skin. The creature takes 2d6 piercing damage at the beginning of their turn for a number of rounds equal to the level of Spell Slot expended. This ends early if you are reduced to 0 hit points. A creature who cannot bleed cannot be effected by this ability. \columnbreak ### Wrath of the Gods *Prerequisite: 5th level, the* Sacred Flame *cantrip.*
When you cast Sacred Flame, you can choose to target every creature within 10 feet of you instead of a single target. ### Chill of Sullivan *Prerequisite: 5th level, the* Frostbite *cantrip.*
When you cast Frostbite, you still deal half damage on a successful save, but the target suffers no other effect. ### Sword Master’s Escape *Prerequisite: The* Sword Burst *cantrip or a spell that conjure blades, such as* Shadow Blade *or* Cloud of Daggers.
When you deal damage with a spell that conjures blades, you may use a bonus action to disengage in that turn. ### Profaned Flame *Prerequisite: The* Create Bonfire *cantrip.*
While you have a Create Bonfire flame in existence, you cast spells as if you were in the bonfire’s space. You still must be able to see the target of your spell. ### Enchanted Swordsman *Prerequisite: Any spell that makes a melee weapon attack as part of the spell, such as the* Booming Blade *cantrip or the* Shadow Blade *spell.*
When you attack with a melee weapon attack as part of a spell or cantrip, you may use your Charisma modifier to hit and damage instead of your Strength or Dexterity. ### Deafening Thunder *Prerequisite: The* Thunderclap *cantrip.*
Any creature that takes damage from your Thunderclap cantrip is also Deafened until the end of your next turn. ### Bell of Awakening *Prerequisite: 5th level, the* Toll the Dead *cantrip.*
Whenever you kill a creature with your Toll the Dead, you may use a surge of necromantic energy to cause the dying creature to make a single melee attack against a creature within range. ### Eldritch Combatant *Prerequisite: 11th level, the Thirsting Blade Invocation, and either the* Booming Blade *or* Green-Flame Blade *cantrip, or any cantrip that requires a melee weapon attack.*
Whenever you cast a cantrip that requires a melee weapon attack to cast, you may make two melee weapon attacks as part of casting the spell. However, the magical effect only occurs on the first attack that hits. \pagebreakNum ## Wizard ## Arcane Traditions ### School of Crystal When the Stone Dragons warred against the lords of Flame, they would have succeeded except for the betrayal of Seath the Scaleless. Jealous of the dragon's stone scales, Seath took to studying in his Archives to create crystal scales for himself. Subsequently, the study of Crystal magic has flourished in academies such as Vinheim, a school that creates special forms of magic that pierce through enemies and augment their spells. #### Crystallization Beginning when you select this school at 2nd level, you can change the nature of some spells you know. When you finish a short or long rest, you may choose 3 spells you have prepared to gain the "Crystal" subtype. They retain this subtype until you complete another short or long rest. Spells with the Crystal subtype are superficially changed in appearance. When you cast a spell with the Crystal subtype that deals damage, you may choose for it to deal either its original damage type or to deal piercing damage. #### Piercing Crystals At level 2, whenever you deal damage to a creature with a spell that has the Crystal tag, you may use a bonus action to cause it to fracture outwards and blast towards another enemy. Choose another target within 20 feet of the creature you just damaged. That target must succeed on a Dexterity saving throw or take half of the damage the previous creature took. You may use this ability a number of times equal to your proficiency bonus. You regain all expended uses on a long rest. #### Armor of the Scaleless Beginning at 6th level, whenever you are concentrating on a spell, protective crystals begin to grow over your body, granting you a bonus to AC equal to your Proficiency bonus. If you cast any non-Concentration spell of 1st-level or higher, you lose this AC bonus until the beginning of your next turn. #### Lingering Crystals At level 10, whenever you cast a Wizard spell with an area of effect, you may use a bonus action to expend one spell slot of 5th level or lower to create lingering crystals in the area until the end of your next turn. The area of the lingering crystals is considered difficult terrain. Additionally, when a creature ends a turn during which they have moved through at least 5 feet of the lingering crystals, they must make a Dexterity saving throw or take 1d4 piercing damage per 5 feet traveled, to a maximum number of damage dice equal to twice the level of the spell cast to produce the area of effect. The damage dice of this ability increases per spell slot used past 1st- to d6s at 2nd level, d8s at 3rd level, d10s at 4th level, and d12s at 5th level. If the area of effect spell that created the lingering crystals was a Crystal spell, they still take half damage on a successful save. When this effect would end at the end of your turn, you may choose to spend the same spell slot you used to create the crystals to maintain it until the end of your next turn. You may create lingering crystals twice, regaining all expended uses on a long rest. #### Empowered Crystals At level 14, you may choose to empower your Piercing Crystals. Whenever you deal damage to a creature using your Piercing Crystals feature, you can choose to deal full damage to the second target if they fail their saving throw, or half if they succeed. Once you use your Piercing Crystals in this way, you cannot use it again until the end of your next turn. ### School of the Elements The Wizards who live along the coasts realize a simple truth as they study- the elements of this world live and breathe. Water, fire, and air are inexplicably linked, and it is through that link that great power can be achieved. Elementalists learn to specialize in these powerful elements, using one to empower the other, and synergizing their own elemental magics with those of other casters around them. #### Elemental Savant The gold and time that you must spend to copy a spell that deals fire, lightning, or cold damage into your spellbook is halved. #### Elemental Imbalance After learning the strengths that the elements have within them, you can tap into a special pool of magic called Elemental Imbalance. When you hit with a spell attack that deals fire, lightning, or cold damage, you can choose to add 1d4 extra fire, lightning, or cold damage (your choice) to that attack’s damage, plus an additional 1d4 for each Imbalance point you have accrued at that point. The extra damage added on cannot be the same as the damage originally dealt with the attack. When you do so, you gain a point of Imbalance. From then on, until your next long rest, immediately after you cast a spell of 1st-level or higher that deals fire, lightning, or cold damage, roll a d20. If the roll is equal to or less than your number of Imbalance points, you suffer an overcharge of elemental energy, and take 1d4 points of damage for every Imbalance point you have (of the damage type dealt from the triggering spell) after your spell is cast. Your number of Imbalance points is then dropped to 1. If you roll a natural 20 on your Imbalance check, you have advantage on the triggering spell attack, if there is any. You can add additional damage to a spell using this ability a number of times equal to your proficiency bonus, regaining all uses after a short or long rest. You cannot have more Imbalance points than double your level or 20, whichever is lower. When you complete a long rest, you can choose to drop your Imbalance points to 0. \pagebreakNum #### Shroud of Power At 6th level, your harnessing the strength of certain elements allows you to gain some defenses against them. When you cast a spell of 1st-level or higher that deals fire, lightning, or cold damage, you can siphon a little bit of that power to stay as a wispy shroud around you. While you have the shroud up, you have resistance to the type of damage you had cast to create the shroud, and when you are hit by an attack where your attacker is within 60 feet of you, you can use your reaction to force the attacker to make a Dexterity saving throw or take elemental damage of the type your shroud is made of equal to your wizard level. The shroud fades after 1 minute or until after you take damage from Elemental Imbalance. Once you use this ability, you must wait until you complete a long rest to use it again. #### Elemental Break At 10th level, you have learned how to manipulate the inner-workings of a creature’s body to create perfect openings for your elemental spells. When you use your Imbalance feature on a creature, they lose any resistance they might have to fire, lightning, or cold damage for the duration of that attack. If they are immune, they still take half damage, as if they were only resistant. #### Elemental Recharge At 14th level, you can steal the elemental strength from other creature’s attacks through your shroud. When you are hit by an attack that deals fire, lightning, or cold damage while you have your Shroud of Power around you, you can use your reaction to reduce the damage by 2d8 + your spellcasting modifier. Additionally, if the ability was a spell, make a spellcasting ability check equal to 10 + the spell's level. If you succeed, you regain an expended spell slot equal to the spell’s level, to a maximum of 5th level. Otherwise, you regain a spell slot of first level. You cannot regain spell slots in this way from from cantrips. When you use this ability, you can choose to change your shroud to the type of Element that you reduced damage from. \columnbreak > ##### Spells with Multiple Elements > Some spells, such as Chromatic Orb or Prismatic Spray, can deal a different form of damage type depending on how the spell was cast. If any those damage types include fire, lightning, or cold damage, it is considered an Elemental Spell for the purposes of *Elemental Savant*. > > However, once cast, it is only considered an Elemental spell if the effect would deal fire, lightning, or cold damage. For example, a *Chromatic Orb* that deals acid damage cannot be effected by Elemental Imbalance, while a *Chromatic Orb* that deals lightning damage would. \pagebreakNum
# PART IV ##### Weapons Tables
## Introduction This section was created to showcase the special weapons and their properties that show up in several subclasses and classes in this document. These weapon lists are not extensive and players and DMs should be encouraged to develop new ones that fit either list as they see appropriate. \pagebreakNum ## Exotic Weapons The following weapons are used by monstrous cultures and by certain classes in this tome. These weapons are uncommon and often require specific commission to produce- it is assumed someone proficient in one of these weapons knows enough to commission it (or craft one with appropriate artisan's tools). Due to the strange combat styles and unique handling of these weapons, they are considered Exotic. Other characters can learn to use them, but they require training either as a Fisherman or in a Feat. Other exotic weapons are found all around the corners of the world, and there are more out there yet to be discovered. Some of these weapons are used by monstrous races or rare humanoids, which are known as culture weapons. Monsters may have proficiency with these weapons, and the secrets of their creation and use may be held by smiths of those races.
##### Exotic Weapons | Name | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| | *Melee Weapons* | | | | | | Curve Blade | 75 gp | 1d10 slashing | 5 lbs | culture, two-handed, heavy, finesse | | Dark Hand | 200 gp | 1d8 necrotic | –– | culture, shielding, lifedrain | | Dogslicer | 10 gp | 1d4 slashing | 1 lb | culture, giant-killer, finesse | | Gythka | 25 gp | 1d8 slashing | 2 lbs | culture, two-handed, finesse, sweep (d6) | | Harpoon | 10 gp | 1d6 piercing | 4 lbs | culture, thrown (20/60), versatile (1d8), pull | | Hook | 15 gp | 1d8 piercing | 2 lb | disarming, finesse | | Horsechopper | 30 gp | 1d8 slashing | 3 lbs | culture, giant-killer, two-handed, reach | | Large Hook | 50 gp | 2d4 piercing |4 lbs | disarming, two-handed, reach, heavy | | Necksplitter | 50 gp | 1d10 slashing | 6 lbs | culture, two-handed, heavy, sweep (d8) | | Needle | 10 gp | 1d6 piercing |1 lb | finesse, versatile (1d8), light | | Spiked Chain | 5 gp | 1d8 piercing | 4 lbs | culture, reach | | Spiked Shield | 12 gp | 1d6 piercing | 2 lbs | culture, shielding | | War Scythe | 10 gp | 2d4 slashing | 5 lbs | two-handed, reach, heavy, bleed | | *Ranged Weapons* | | | | | | Chatkcha | 5 sp | 1d6 slashing | 1 lb | culture, thrown (30/120), light, finesse | | Shinsu Bomb | 5 gp | 1 bludgeoning |1 lb | thrown (30/90), special |
\pagebreakNum ### Traits Many exotic weapons have unique properties, which are described here. **Bleed.** When you hit a creature with this weapon on your turn, you can carve the blow in such a way to induce heavy bleeding in your enemy as a bonus action. Place one Bleed token on your enemy, then deal slashing damage equal to the number of bleed tokens they have on them. All bleed tokens are removed away after they are healed with one use of a healer's kit or they receive any magical healing. A creature cannot have more bleed tokens than their maximum number of hit dice. Damage dealt by Bleed Tokens is considered magical if any of them were added from an attack from a magical weapon. **Culture.** This weapon is a weapon unique to a certain monstrous culture, as described in their description. This weapon can be found or created by creatures of that culture, and characters of that culture might want to exchange a legacy or racial trait for proficiency with that weapon instead (see options for customizing your legacy and racial options in *Tasha's Cauldron of Everything*). **Disarming.** When you hit a creature an attack using this weapon on your turn, you may use a bonus action to attempt to force the enemy to drop a weapon or shield they are holding. You make a Dexterity (Sleight of Hand) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you disarm the item, and it falls into an adjacent space of your choice within 5 feet of the creature. **Giant-Killer.** Once per turn, when you hit a creature with this weapon who is at least one size category larger than you, you can deal an additional 1d4 damage for every size category the target is larger than you. You must have advantage on the attack roll or have an ally within 5 feet of your target to deal this additional damage. **Lifedrain.** As an Action, you may make a single melee weapon attack against a target within 5 feet of you. If this attack hits, its damage die is 1d4 instead of 1d8, but you recover hit points equal to the total damage dealt. You cannot make more than one Lifedrain attack a turn. **Pull.** A chain is attached to this thrown weapon, and allows you to pull it back to your hand at then end of your turn. When you hit a creature who is your size or smaller with a ranged weapon attack using this thrown weapon on your turn, you can use a bonus action to make a Strength (Athletics) check contested by the target's Strength (Athletics) check, pulling them 10 feet towards you on a success, as you pull the weapon back to you. **Shielding.** This weapon can be used as a partial shield, giving a +1 bonus to your armor class while wielding it. You cannot benefit from this bonus and the armor class bonus of a shield at the same time, and if you attack with this weapon on your turn, you lose this armor class bonus until the beginning of your next turn. **Sweep.** Whenever you would make an attack at advantage with this weapon, you may instead make two attacks at two different enemies within the weapon's reach without advantage. When you do so, this weapon's damage dice reduces to the dice size described by this trait. \columnbreak #### Curve Blade This large, curved greatsword is generally a shock weapon that can be mixed with more refined techniques. ***Elven Culture.*** The curved blade was devised as a shock weapon for Elven troops who did not use magic nor bow. #### Dark Hand This small globe of weightless, red-black energy can be held in your hand, cold yet comforting. ***Undead Culture.*** These are crafted by necromancers, wights, dhampir, and similar creatures attuned to the Ethereal Plane as a means of siphoning life energy. #### Dogslicer A weighted, heavy dagger with crude spikes used to carve the bellies and ankles of large creatures. ***Goblin Culture.*** These are used by goblins to kill beasts and humanoids who are larger than them. #### Gythka A staff with two blades on either end, used to strike enemies in large sweeping motions. ***Desert Culture.*** Originating with the Thri-kreen, insectoid desert nomads, this weapon has been adopted by other humanoids who live in the desert. #### Harpoon These harpoons are heavy spears with weighted chains attached to their ends, allowing them to drag speared enemies towards the thrower. ***Mariner Culture.*** Originating with Merrow and Merfolk, these harpoons have been adopted by coastal humanoids, aquatic elves, and tritons. #### Hook A unique, curved version of the needle sword that is focused on disarming the enemy. #### Horsechopper A machete-like weapon with a wide grip, extended blade, and no guard, this weapon is used cut down mounts and other large beasts. ***Goblin Culture.*** These are used by goblins to kill beasts and humanoids who are larger than them. #### Large Hook An outlandishly huge weapon, the Large Hook is designed like the hook but for a greater reach and distance.
\pagebreakNum #### Necksplitter A single-bearded axe with a spiked pommel and weighed head used in large, berserk swings. ***Orcish Culture.*** These are used by Orcish berserkers to break enemy lines when outnumbered. Some barbarian tribes and goliaths have adopted its use. #### Needle The common Needles are thin, spiked swords with no guard, used by Shinsu users and mariners alike. #### Spiked Chain These weapons are modified, metallic whips with iron or bone spikes designed to tear into unarmored beasts. ***Shadow Culture.*** Originally used by the Shadar-kai, silvered versions of spiked chains have been adopted by vampire hunting humanoids. #### Spiked Shield A light buckler with spikes inset into its face and along the edge of the shield, used equally as armor and a weapon. ***Lizardfolk Culture.*** Lizardfolk are known to craft bone shields with shark or crocodile teeth lining their edges, and their use has been adopted by those who live nearby such communities. #### War Scythe This weapon is a modified scythe used for harvesting crops, repurposed for battle as a glaive-like weapon with a crescent blade. #### Chatkcha A three-pointed throwing knife that has a curving arc to its throw. ***Desert Culture.*** Originating with the Thri-kreen, insectoid desert nomads, this weapon has been adopted by other humanoids who live in the desert. #### Shinsu Bomb A small, circular capsule with a single blue top and a button, a master tinker stored Shinsu into a bomb form. When the Shinsu Bomb explodes, it lets out a burst of energy, but the shell of the bomb is left intact. During a short rest, a creature with the *Shinsu Control* or *Spellcasting* traits who is proficient with this weapon can recharge the Shinsu in a number of bombs in their possession equal to their proficiency bonus. Otherwise, they recharge all Shinsu bombs after a long rest. ***Special.*** Pressing the button as a free action arms the bomb, which detonates at the beginning of the second round (12 seconds later) after the button was pressed. You may also arm a shinsu bomb as part of your attack roll with one, though you may only arm one Shinsu Bomb per turn. When an armed bomb hits a creature, it always detonates. Every creature within 5 feet from where it detonates, must make a DC 14 Dexterity saving throw or take 2d6 force damage. A creature hit by the bomb immediately fails this saving throw. \pagebreakNum ## Dragonbane Weapons Ancient humanoids did not have the assistance of arcane or miraculous magic to fight against the threat of dragons. As such, an order of talented knights known only as Dragon Slayers were founded to wield oversized and incredibly specialized weapons called Dragonbanes, to hunt down and slay these dragons. Most Dragonbane weapons are too outlandish or unwieldy to fight with without specialized training. Only those proficient in these weapons can use their unique properties, although the *Turret* and *Whiff* properties are always in effect. #### Dragon Tooth This massive greatclub is traditionally forged from the tooth of an ancient dragon, easily double the size of the wielder. Its incredible damage is balanced by its incredibly slow unwieldy attack speed. ***Whiff.*** The Dragon Tooth, the massive stone tooth of a fossilized dragon, is incredibly powerful, yet it requires incredible strength just to lift. If you miss with the Dragon Tooth, you cannot make any more attacks until the beginning of your next turn, as you must attempt to lift it back up onto your back and you are thrown off balance. #### Weighted Spear The weighted spear is a long spear with a stone block of granite or some other substance that weighs it down just before the tip, allowing some fighters to use the weight of it to pierce the scales of ancient dragons. ***Breaker.*** When you deal damage with this weapon against a creature, you can use a bonus action on the same turn to force that creature to make a Dexterity saving throw. The DC is 8 + your proficiency bonus + your Strength modifier. If they fail, their AC is lowered by half your proficiency bonus, rounded down, for 1 minute. This ability can effect Natural AC and AC derived from high Dexterity modifiers, but does not stack with itself. #### Wolf Greatsword This strange greatsword has a groove down the center and is surprisingly light. It promotes a fighting style that involves leaping attacks and fighting alongside allies, like a pack of wolves. ***Leap.*** A unique, tapered greatsword with a grooved face, the fighting style associated with the Wolf Greatsword is reminiscent of a hero of old. Before you spend any movement on your turn, you may instead use your bonus action to make a special, standing long jump, which allows you to leap up to half your movement speed to a point you can see that is not higher than the point you leapt from. When you land there, you may make an attack with this weapon from the place where you landed. Moving in this manner does not provoke attacks of opportunity, and after you move in this manner, your movement speed is considered 0 until the beginning of your next turn. \columnbreak ##### Dragonbane Weapons | Weapon Name | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| | *Melee Weapons* | | | | | | Dragon Tooth | 100 gp | 2d12 bludgeoning | 40 lbs | Heavy, Two-handed, Whiff | | Weighted Spear | 80 g | 1d8 piercing | 12 lbs | Versatile (1d10), Thrown (20/60), Breaker | Wolf Greatsword | 80 gp | 2d6 slashing | 15 lbs | Two-Handed, Leap | | Tracer | 40 gp | 1d6 slashing | 1 lbs | Light, Finesse, Assassin, Bleed | | *Ranged Weapons* | | | | | | Greatbow | 100 gp | 2d6 piercing | 20 lbs | Heavy, Two-handed, Ranged (300/1200), Ammunition, Turret | #### Tracer These innocuous glowing scimitars are often found in pairs, and have hollow barbs that can store poison and can tear through the flesh of their victims. ***Assassin.*** These innocuously glowing scimitars are lined with hollow barbs and serrated edges to assist in delivering poisons. Any creature who makes a save against a poison inflicted by this weapon makes the save at disadvantage, and the DC is never less than 8 + your proficiency bonus + your Dexterity modifier. ***Bleed.*** When you hit a creature with this weapon on your turn, you can carve the blow in such a way to induce heavy bleeding in your enemy as a bonus action. Place one Bleed token on your enemy, then deal slashing damage equal to the number of bleed tokens they have on them. All bleed tokens are removed away after they are healed with one use of a healer's kit or they receive any magical healing. A creature cannot have more bleed tokens than their maximum number of hit dice. Damage dealt by Bleed Tokens is considered magical if any of them were added from an attack from a magical weapon. #### Greatbow This giant bow uses a hollow branch or highly specialized metal alloy and a chain bowstring, and launches specialized javelins instead of arrows. ***Turret.*** The Greatbow does not use arrows to fire- it uses modified javelins. As such, it requires more than a steady hand to launch the weapon, it requires the massive bow to be steadied in the ground first. A fighter must use a bonus action to set the Greatbow into steady ground before using it to attack, and it requires another bonus action to remove from the ground. Additionally, the Greatbow uses your Strength modifier for its attack and damage rolls, not Dexterity. \pagebreakNum ## Trick Weapons Trick weapons are unique weapons forged by the Workshop hunters and some Leeches. Strange and unwieldy to the uninitiated, Trick weapons are a reflection of the hunter's path. There are 3 kinds of Trick Weapons. Uncanny weapons are generally melee weapons held in your dominant hand, which are the most common form of combat for a Workshop Hunter. Bloodtinge weapons are sidearms which utilize Quicksilver Bullets to grant range and utility to the hunter. Lore weapons are rare and dangerous Trick Weapons, often created from the bodies of very powerful monsters. These weapons are powerful but often come with significant drawbacks. ### Traits Each Trick weapon are unique, specially crafted instruments designed for each individual Workshop Hunter. Interestingly, very few enchantments have ever been known to work on Trick Weapons, making even the most basic enchantment difficult to obtain. For any given enchantment, such as a basic +1 enchantment, the rarity for an Uncanny or Bloodtinge weapon is increased by 1 (for example, uncommon to rare), and the rarity for a Lore weapon is increased by 2 (for example, uncommon to very rare). Additionally, making modifications, such as silvering, a trick weapon costs 4 times the regular cost. However, many trick weapons also have special traits which distinguish them from other weapons. **Artillery.** When you make this attack, you fire the attack upwards in an arc equal to half the distance aimed. If you are blocked by a roof or similar obstacle, the attack is made at disadvantage to make up for the strange angle you must fire the weapon at. If the attack hits, any creature within 5 feet of the target must make a Dexterity saving throw or take half the damage dealt to the target. **Bloodtinge.** This tag is used to apply to any weapon that uses Quicksilver Bullets. The number in the parentheses is the amount of Quicksilver Bullets required to attack with the weapon once. If you do not have the prerequisite bullets, you cannot use the Bloodtinge weapon. Any weapon with the Bloodtinge tag can be used for the reaction attack in the Trick Weapon Fighting feature. **Church.** An ancient sect of the Old Hunters split off to fight the threat of lycanthropy with fervor. A weapon with the Church tag is considered silvered. **Dual-Wield.** When a Trick Weapon is in a state that has this tag, it can only be effectively wielded in two hands. When you fight this way, you gain any benefits from Two Weapon Fighting, and you can make an attack as a bonus action. You do not add your ability modifier to this second attack unless you have the "Two-Weapon Fighting" Fighting Style. When you transform a Dual-Wield weapon, you can stow/draw your Bloodtinge weapon just like any other Trick weapon. **Fade.** Fade is a tag that is applied to Transformed states of weapons. When you use the Transform action on this weapon, the Fade weapon reverts to its regular form at the end of your turn. **Grapple.** When you hit a creature with this weapon, you can choose to instead grapple them with the weapon. If the creature is more than 5 feet from you, you also pull them 5 feet closer to you as part of this grapple, or the grapple attempt fails. In order to escape from this grapple, the creature must use an action to make a Strength (Athletics) check against a DC of 8 + your proficiency bonus + your Strength or Dexterity bonus, whichever is higher. You must be proficient in the weapon to grapple them in this manner, and you release the grapple if you drop the weapon. **Parry.** When you hit a creature with a reaction attack using this Bloodtinge weapon, you can choose to forgo damage to instead reduce the damage of the triggering attack. If the triggering attack hits you, you can roll the weapon's damage die + your Dexterity modifier, and reduce that attacks damage by that amount. If you reduce the amount to 0, the enemy is thrown off balance, and the next attack made against it until the end of your next turn has advantage. **Pierce.** Ranged attacks made with this weapon are surprisingly powerful. If you make an attack against a creature and there is a creature in a direct line behind it within 10 feet, you may make another attack against that creature with the same shot. **Serrated.** Serrated weapons are specially crafted to hunt beasts, monstrosities, and beast-like humanoids, such as Gnolls or Driders. When you make an attack against such a creature with a Serrated weapon, you ignore any damage resistances it might have to the weapon's damage, and it still takes half damage if it is immune. **Spread.** When you make an attack with this Bloodtinge weapon, your bullets fire out in a cone equal to the Range increments of the weapon. You make an attack roll for each creature in the cone's area of effect. Attacks made against targets inside your second range increment are still made at disadvantage. You do not add your ability modifier to a Spread attack's damage roll. **Trick.** This trait can be applied to several kinds of weapons, not just Uncanny weapons. A weapon with this tag can be transformed as a bonus action into its Transformed state, which is detailed below in its description. You must be proficient with the trick weapon to do this, otherwise it takes an Action to transform the weapon. **Two-Handed.** Two-handed trick weapons function as regular two-handed weapons. However, when a two-handed weapon has the Transform property, you can draw./stow your Bloodtinge weapon as part of that transformation. If you are wielding a shield, you must stow the shield first before Transforming your weapon, or you cannot use the transform bonus action. \pagebreakNum
##### Uncanny Weapons | Name | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| | Blades of Mercy | 40 gp | 1d4 slashing | 2 lbs | Trick, Finesse | | Transformed | –– | 1d4 slashing | 4 lbs | Trick, Finesse, Dual-Wield | | Bowblade | 80 gp | 1d6 slashing | 6 lbs | Trick, Finesse | | Transformed | –– | 1d8 piercing | 6 lbs | Trick, Ranged (150/600), Two-Handed, Ammunition | | Cannon Saber | 100 gp | 1d8 slashing | 12 lbs | Trick | | Transformed | –– | 2d4 piercing | 12 lbs | Trick, Ranged (30/90), Bloodtinge (2) | | Executioner's Wheel | 80 gp | 1d6 bludgeoning | 14 lbs | Trick, Heavy, Special | | Transformed | –– | 2d4 necrotic | 14 lbs | Trick, Heavy, Two-Handed, Special, Fade | | Holy Pick | 40 gp | 1d8 piercing | 5 lbs | Trick, Church | | Transformed | –– | 1d10 piercing | 5 lbs | Trick, Two-Handed, Church | | Hunter's Axe | 30 gp | 1d8 slashing | 12 lbs | Trick, Heavy | | Transformed | –– | 1d10 slashing | 12 lbs | Trick, Heavy, Two-Handed, Reach | | Hunter's Saif | 30 gp | 1d6 slashing | 4 lbs | Trick, Light, Finesse | | Transformed | –– | 1d8 slashing | 4 lbs | Trick, Finesse | | Jagged Cutter | 45 gp | 1d8 slashing | 8 lbs | Trick, Heavy, Serrated | | Transformed | –– | 1d4 slashing | 8 lbs | Trick, Heavy, Reach, Serrated | | Kirkhammer | 80 gp | 1d6 slashing | 20 lbs | Trick, Finesse, Church | | Transformed | –– | 2d6 bludgeoning | 20 lbs | Trick, Heavy, Two-Handed | | Rending Saw | 80 gp | 1d6 bludgeoning | 14 lbs | Trick | | Transformed | –– | 2d4 slashing | 14 lbs | Trick, Two-Handed, Special | | Rifle Spear | 50 gp | 1d6 piercing |10 lbs | Trick | | Transformed | –– | 1d8 piercing | 10 lbs | Trick, Two-Handed, Ranged (60/ 150), Bloodtinge (2) | | Saw Cleaver | 40 gp | 1d6 slashing | 4 lbs | Trick, Serrated | | Transformed | –– | 1d10 slashing | 4 lbs | Trick | | Stone Blade | 80 gp | 1d8 slashing | 15 lbs | Trick, Church | | Transformed | –– | 2d6 slashing | 15 lbs | Trick, Heavy, Two-Handed | | Threaded Cane | 30 gp | 1d6 bludgeoning | 2 lbs | Trick, Finesse | | Transformed | –– | 1d4 slashing | 2 lbs | Trick, Finesse, Reach, Serrated | | Thunder Mace | 45 gp | 1d6 bludgeoning | 8 lbs | Trick | | Transformed | –– | 1d10 lightning | 8 lbs | Trick, Fade |
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##### Bloodtinge Weapons | Name | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| | Cannon | 75 gp | 1d12 fire | 20 lbs | Bloodtinge (3), Ranged (20/90) | | Gatling Gun | 300 gp | 2d4 piercing | 40 lbs | Bloodtinge (3), Ranged (20/60), Spread | | Heavy Rifle | 150 gp | 1d12 piercing | 12 lbs | Bloodtinge (2), Ranged (20/60) | | Hunter's Blunderbuss | 25 gp | 1d4 piercing | 4 lbs | Bloodtinge (1), Ranged (10/30), Spread | | Hunter's Pistol | 25 gp | 1d6 piercing | 3 lbs | Bloodtinge (1), Ranged (20/60), Parry | | Mortar | 150 gp | 1d8 piercing | 28 lbs | Bloodtinge (3), Ranged (60/150), Artillery | | Piercing Rifle | 75 gp | 1d8 piercing | 8 lbs | Bloodtinge (2), Ranged (30/90), Pierce | | Repeating Pistol | 100 gp | 2d4 piercing | 4 lbs | Bloodtinge (2), Ranged (15/45), Parry |
#### Special Weapons Several weapons have certain traits that make them unique compared to all others. **Executioner's Wheel.** Due to its shield-like form, the regular form of the Executioner's wheel grants the benefits of a shield while equipped. This does not stack if you have another shield equipped. The transformed form the Executioner's Wheel expands and becomes less corporeal. While you have the transformed form out, it loses its shield benefits and your attacks are considered magical for the purposes of overcoming damage immunity and resistance. **Rending Saw.** The Transformed form of the Rending Saw has a special property, as it whirls in a serrated wheel. As a bonus action, after dealing damage with this weapon, you can choose to continue the weapon's spinning blades, immediately dealing 1d4 slashing damage to a single creature you hit on that turn. On your next turn, if the creature has not moved out of range of you since your last turn, you can choose to replace any attacks in your Attack action with a guaranteed 1d4 slashing damage. You add your rite damage to this guaranteed damage if you have a rite active on the Rending Saw. This effect ends when you transform the weapon back to its regular form or when you let go of the weapon. **Boom Hammer.** When you make an attack with a Transformed Boom Hammer, you must charge up your full energy for each swing- you may only make one attack with it per turn, regardless of how many attacks you might be granted by features such as extra attack. You can still make attacks with other weapons on the same turn. **Moonlight Greatsword.** While the Moonlight Greatsword is transformed, you may use an Action to send an arc of moonlight energy at it. Any creature in a 30 foot line must make a Dexterity saving throw or take 3d8 radiant damage. This radiant damage increases to 4d8 when you reach level 17. The saving throw DC is equal to 8 + your proficiency bonus + your Intelligence modifier. The Moonlight Greatsword then begins to fall apart. It instantly reverts to its regular form, and its attacks gain a -1 penalty to attack and damage. This effect is cumulative, and if your penalty reaches -5, the weapon breaks and crumbles into fine, light blue dust. The moonlight greatsword loses all levels of weapon penalties after completing a long rest. **Nightmare Parasite.** When you transform with this weapon, you surround yourself with the maddening energy of the Far Realms, which explodes in a psionic surge all around you. Any creature within 5 feet of you, including yourself, must make a Wisdom Saving Throw or take your Rite Damage die in psychic damage. If you do not have a Rite Damage die, use 1d4 instead. **Lake Shield.** This glass shield can be wielded as a shield in your off hand. It has a peculiar ability to reflect spells. When you are hit by a spell attack while wielding this shield, you can choose to use your reaction to roll your Rite Damage die + your Intelligence modifier and reduce the damage by that amount. IF you do not have a Rite Damage die, use 1d4 instead. **Ancient Fist.** When you finish the Attack action and you have hit at least one creature during this attack, you can use a bonus action to choose any number of those creatures to make a Strength saving throw or be knocked prone. The saving throw DC is equal to 8 + your proficiency bonus + your Intelligence modifier. A Gargantuan creature automatically succeeds on this saving throw, and a Huge creature always makes the saving throw at advantage. A Large or smaller creature who has been hit more than once with this weapon makes the saving throw at disadvantage. \pagebreakNum
##### Lore Weapons *Trick Lore Weapons* | Name | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| | Boom Hammer | 1000 gp | 2d6 bludgeoning | 12 lbs | Trick, Heavy, Two-Handed | | Transformed | –– | 2d12 bludgeoning | 12 lbs | Trick, Heavy, Two-Handed, Special | | Moonlight Greatsword | 2000 gp | 2d6 slashing | 1 lb | Trick, Two-Handed | | Transformed | –– | 2d8 radiant | 0 lbs | Trick, Two-Handed, Fade, Special | | Nightmare Parasite | 500 gp | 1d8 bludgeoning | 0 lbs | Trick, Dual-Wield | | Transformed | –– | 2d8 psychic | 0 lb | Trick, Dual-Wield, Fade, Special | | Old One's Arm | 500 gp | 1d12 bludgeoning | 8 lbs | Trick, Heavy, Two-Handed | | Transformed | –– | 1d8 slashing | 8 lbs | Trick, Heavy, Two-Handed, Reach, Grapple | | Reaper Blade | 1000 gp | 1d10 slashing | 8 lbs | Trick | | Transformed | –– | 1d12 slashing | 8 lbs | Trick, Two-Handed, Reach | *Other Lore Weapons* | Name | Cost | Damage | Weight | Properties | |:---|:---:|:---|:---:|:---| | Ancient Fist | 2000 gp | 1d12 force | 3 lbs | Light, Special | | Evelyn | 1500 gp | 1d8 piercing | 5 lbs | Bloodtinge (1), Ranged (150/600), Parry | | Lake Shield | 2000 gp | 1d8 force | 2 lbs | Light, Special |
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An Age of Adventurers
The worlds of Dungeons and Dragons are varied and filled with many people and just as many kinds of warrior. In these pages, you will find 26 new subclasses for 5th edition dungeons and dragons, as well as other useful resources. This is but one of three lost "tomes"- Caraman's Tome of Lost Skill, and Finn's Tome of Lost Heroes. Cover Art by Cristof Grobelski, compiled by Kevin Crawford If you have questions or comments, you can message me on reddit at /u PaganGoldfish. I'd love to hear your feedback.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### Author Written by PaganGoldfish (Aslan Gerards) ([PaganGoldfish Reddit](https://www.reddit.com/user/PaganGoldfish)) ##### Art Credits Emelina Vasquez Solar ([evs-eme Deviantart](https://www.deviantart.com/evs-eme))
Slave in Utero, from the Tower of God Wikia ([Tower of God Home Page](https://www.webtoons.com/en/fantasy/tower-of-god/list?title_no=95))
Compliled by Kevin Crawford - Joyce Maureira - Cristof Grobelski ##### Other Tome Links [Caraman's Tome of Lost Skill](https://www.gmbinder.com/share/-Meho0nZCzRHRxQE4fqD) [Finn's Tome of Lost Heroes](https://www.gmbinder.com/share/-MehonUAu6u5YoQnJkxs)