Paragon Paths
A paragon path is a collection of features that progresses alongside your normal class levels. Independent from your other character features, a paragon path can help guide your character's theme and destiny as you enter each tier of play.
You choose a paragon path when you reach 5th level. Your paragon path then gives you a second feature when you reach 11th level and a third feature at 17th level. If a set of classes or subclasses is listed for a given paragon path, only levels in those classes (and subclasses) count towards its feature progression.
When using a paragon path, keep the following rules and guidelines in mind:
Extra Power: A group of characters that each have a paragon path will be notably stronger than the average adventuring party. Only use paragon paths in your game if you feel they are appropriate for the style of campaign you are running. Note that the special paragon paths listed at the tail end of this document follow different rules and might be appropriate even when the normal paths are not.
Limitations: By default, each party member can choose one paragon path when they reach 5th level.
Piety: This system was inspired by the piety system provided in Mythic Odysseys of Theros and borrows many mechanical elements from it. Piety and Paragon Paths go hand by hand, but follow different rules for gaining power.
Spellcasting: If a paragon path gives you the ability to cast a spell, the spell uses one spellcasting ability of your choice that you already have from a class that is associated with the paragon path.
Uniqueness: Paragon paths are made to increase the amount of customization options available to a given character. To avoid overlap, it is discouraged to allow multiple characters to take the same paragon path in most circumstances.
Paragon paths are organized according to a number of different categories, as detailed below.
Types of Paragon Paths
Each paragon path is categorized according to its prerequisites.
Classes
Each class has two unique paragon paths associated with it.
Power Sources
In addition, each power source detailed below has three unique paragon paths associated with it.
Arcane. Artificers, bards, sorcerers, warlocks, and wizards use arcane power. Eldritch Knight fighters and Arcane Trickster rogues may also fall under this category.
Divine. Clerics and paladins use divine power. Celestial warlocks, Divine Soul sorcerers, and Path of the Zealot barbarians may also fall under this category.
Primal. Druids and rangers use primal power, which is sometimes considered a form of divine power. Barbarians and Oath of the Ancients paladins may also fall under this category.
Martial. Barbarians, fighters, and rogues use martial power. Monks, paladins, and rangers may also fall under this category.
Miscellaneous
These paragon paths aren't associated with any one class, subclass, or power source.
Special
Special paragon paths break the normal rules in some way. Some of them might be accessible earlier than 5th level, and others might have special prerequisites that need to be met before they can be acquired. A few might be locked behind specific narrative requirements and are designed to be given on top of any normal paragon path the character already has.
Arcane Paths
This section lists the paragon paths that are only available to users of arcane power.
Seeker of Lichdom
- Classes: Bard, Sorcerer, Warlock, Wizard
- Themes: Dark Magic, Necromancy
No arcane spellcaster takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. However, aspiring liches will often take various steps to prepare for this process, even if they are unaware of the transformation's most essential details for the time being.
While this paragon path isn't necessary to become a lich, it may make the transformation easier to complete once it has begun. Even if a Seeker of Lichdom never actually becomes a lich, this paragon path can provide a necromancy-based spellcaster with features centered around undeath and soul manipulation.
Undead Resilience
5th-level Seeker of Lichdom feature
To avoid transforming into a boneclaw or meeting some other horrible end, aspiring liches must have enough physical fortitude for their souls to properly migrate into their phylacteries during the transformation process.
You gain the following benefits:
- The amount of food and water you need to eat and drink each day is halved.
- You have advantage on Constitution and death saving throws.
- You have resistance to necrotic and poison damage, and you are immune to disease.
Soul Manipulation
11th-level Seeker of Lichdom feature
Aspiring liches must be able to manipulate their own souls, as well as the souls of others, if they are ever to achieve and maintain any form of lichdom.
You learn the magic jar or soul cage, which you can cast for free with this feature. Once you do so, you can't cast the same spell in this way again until you finish a long rest. Your spellcasting ability for these spells is Intelligence or Charisma (your choice).
Sustain Phylactery
17th-level Seeker of Lichdom feature
The imprisonment spell is used by most liches to feed souls to their phylacteries in order to sustain their bodies.
You can cast imprisonment with this feature. Once you do so, you can't cast it in this way again until you finish a long rest. Your spellcasting ability for this spell is Intelligence or Charisma (your choice).
Swordmage
- Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
- Subclasses: Arcane Trickster (Rogue), Eldritch Knight (Fighter)
- Themes: Gish
Swordmages apply their knowledge of the arcane arts to melee combat. The combat skills they possess are enhanced by the magic they wield. The flourish of a swordmage's blade not only bites with steel, but also with fire, lightning, or other powerful forces.
While gishes that wield a sword in one hand and a spell in the other are fairly abundant, a true swordmage is a rare combatant that combines spellcasting abilities with advanced martial techniques to yield a perfect blend of might and magic.
Swordmage Aegis
5th-level Swordmage feature
In combat, swordmages dance between their spells and their weapon, blending one into the other as they cut down their opponents with ease.
You gain proficiency with light armor and two simple or martial melee weapons of your choice.
In addition, you gain access to two abilities: Aegis of Assault and Aegis of Speed. Each ability can only be used once on each of your turns, and you can't use either of these abilities on the same turn.
Aegis of Assault. When a hostile creature fails a saving throw against one of your spells, or when you hit a hostile creature with a spell attack, you gain advantage on the first melee weapon attack you make against it on your next turn.
Aegis of Speed. When you make a melee weapon attack against a creature, you can also choose to teleport to an unoccupied space within 10 feet of you, regardless of whether you hit or not.
Arcane Weapon
11th level Swordmage feature
More practiced swordmages can channel their spell energy into their weapons, further blurring the distinction between martial and arcane power.
Once on your turn when you make a melee weapon attack, you can expend a spell slot to immediately follow up with an additional melee weapon attack. This additional attack deals an extra 1d4 damage for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. The damage type of this magical attack (including the extra damage) can be replaced with the damage type of one spell you knowor have prepared.
Preemptive Strike
17th-level Swordmage feature
The most powerful technique a swordmage can learn is one that allows it to end a fight before it can even begin.
In response to initiative being rolled, you can immediately cast steel wind strike, unless you are incapacitated or surprised. When you do so, the range of the spell is 90 feet. Once you cast the spell, you can't cast it in this way again until you finish a long rest. Your spellcasting ability for this spell is Intelligence or Charisma (your choice).
Primal Paths
This section lists the paragon paths that are only available to users of primal power.
Warden
- Classes: Barbarian, Druid, Ranger
- Subclasses: Oath of the Ancients (Paladin)
- Themes: Nature, Physical Might
As mountains stand fast against the buffeting wind and trees bend but do not break in the storm, wardens are stalwart protectors who draw on the primal spirits of nature to defend the natural world from those who would corrupt or destroy it. Some wardens use the power of earth and stone to shield their allies from harm, whereas others summon the primal strength within themselves to increase their ferocity and tenacity.
One warden might be the staunch defender of a tribe, chosen by the spirits to be their people's champion. Perhaps another warden was visited by spirits at a sacred grove and charged with protecting it against a spreading corruption. Some wardens might have been raised by bears or nurtured by dryads, chosen from infancy to stand fast against nature's enemies.
Guardian's Might
5th-level Warden feature
Wardens connect with the natural world in a variety of ways to augment their fighting abilities.
You gain one trait of your choice from the list below:
Earthstrength. You draw primal power through a link with the land, and the power of the earth strengthens and sustains you. You have advantage on all Strength saving throws, and you gain temporary hit points equal to your Constitution modifier (minimum of 0) at the start of each of your turns if you have no more than half of your hit points remaining and aren't unconscious.
Lifespirit. By drawing deep on the primal currents flowing through all things, you wield the power that was the first spark of life in the mortal realm. When an ally within 10 feet of you takes damage that would leave it with half of its hit points or fewer, the damage it takes is reduced by an amount equal to your Wisdom modifier (minimum of 0). At 18th level, the range of this aura increases to 30 feet.
Wildblood. Your blood is a medium of primal power; nature's vigor pulses in your veins. If you have half of your hit points or fewer and a hostile creature within 10 feet of you makes an attack, the creature takes psychic damage equal to your Wisdom modifier (minimum of 0). You can only use this feature once per turn.
Warden's Fury
11th-level Warden feature
While some wardens choose to hone their existing talents, others might want to explore their relationship with nature by acquiring other abilities.
You gain one ability of your choice from the list below. You can only use any of these abilities once per turn.
Strength of Stone. When you deal damage to one or more creatures, you can push one of those creatures up to 5 feet in any direction.
Font of Life. When you deal damage to one or more creatures, you can cause one ally within 10 feet of you to gain temporary hit points equal to your Wisdom modifier (minimum of 0). At 18th level, the range of this ability increases to 30 feet.
Warden's Grasp. When you deal damage to one or more creatures, you can cause spectral vines to reduce the speed of one of those creatures by 10 feet until the end of your next turn. If the creature's speed is 0 due to some external effect, it instead suffers disadvantage on checks and saving throws made to break free from that effect until the end of your next turn.
Resilience of Life
17th-level Warden feature
The might of a powerful warden boosts the vigor of any ally fighting at their side.
Allies within 30 feet of you can't be reduced below 1 hit point while you aren't incapacitated.
Shaman
- Classes: Cleric, Druid, Monk, Warlock
- Themes:
Martial Paths
This section lists the paragon paths that are only available to users of martial power.
Conqueror
- Classes: Barbarian, Fighter, Paladin, Rogue
- Themes: Leadership, Physical Might
It is one thing to excel at personal battlefield prowess. It is another to extend that skill to a group of allies, a phalanx of warriors, an entire army, or even an entire nation. Talent with a blade can fell an unskilled combatant, but you learned early on that a dozen blades raised as one could defeat the mightiest lone warrior. Combining many individual efforts into one force is a daunting challenge, one surpassed only by the hazards of battle itself.
A conqueror seeks to forge order from the chaos of battle. Under a conqueror's command, an army can fight with unmatched coordination and skill. Given enough patience and effort, a conqueror can even be the catalyst for a mob of ill-armed peasants to shape up to become a daunting fighting force.
Conqueror's Vigilance
5th-level Conqueror feature
Conquerors can only hope to succeed in battle if they have a heightened sense of awareness and reactiveness.
In combat, you get a special reaction you can use each round, in addition to your normal reaction. You can use this special reaction only to use one of the abilities listed below, and you can't use it on the same turn that you take any other reaction.
Last Stand. When an ally within 30 feet of you is reduced to 0 hit points but not killed outright, you can use this ability to allow the ally to drop to 1 hit point instead. The ally can't be targeted by this ability again until it finishes a short or long rest.
Press the Attack. When an ally within 30 feet of you makes an attack roll with disadvantage, you can use this ability to negate the disadvantage on that roll.
Unflinching. When an ally within 30 feet of you is hit by an attack, you can use this ability to impose disadvantage on the attack roll, potentially causing the attack to miss.
Battle Everlasting
11th-level Conqueror feature
Experience in countless battles gives a conqueror the focus, tenacity, and resolve they need to continue onwards.
You have advantage on saving throws against the charmed, exhaustion, and frightened conditions.
In addition, your Conqueror's Vigilance feature now grants you two special reactions each round in combat. You can't use more than one of these reactions on the same turn.
Unyielding Company
17th-level Conqueror feature
A legendary conqueror's presence in the front lines of battle can give their allies everything they need to claim victory.
As a bonus action, you can gain the following benefit for 1 minute or until you are incapacitated: creatures within 30 feet of you can't gain advantage on attack rolls against you or your allies. Once you use this bonus action, you can't do so again until you finish a long rest.
In addition, your Conqueror's Vigilance feature now grants you three special reactions each round in combat. You can't use more than one of these reactions on the same turn.
Dragonheart
- Classes: Barbarian, Fighter, Monk, Paladin, Ranger
- Subclasses: Draconic Bloodline (Sorcerer)
- Themes: Dragons, Physical Might
The dragon is more than a monster. Fearless, powerful, and nigh impervious, it embodies everything a warrior should be. A dragonheart strives to emulate such creatures, aspiring to become the equal of dragons.
Toughness is the hallmark of a dragonheart. Throughout their long journey, dragonhearts learn to shrug off attacks from both weapons and spells alike. As they grow in power, they take on increasingly daring acts. The fear that might weaken a lesser hero instead fuels a dragonheart's unparalleled might.
Dragon Shield
5th-level Dragonheart feature
Girding themselves in the dragon's might, a dragonheart can shrug off blows that would kill an ordinary mortal.
When you take damage, you can use your reaction to reduce that damage to 0.
Once you use this feature, you can't do so again until you finish a short or long rest.
Dragon Spirit
11th-level Dragonheart feature
A dragonheart's fighting spirit allows them to overcome even the strongest of assaults, regardless of whether they target the body, mind, or soul.
Whenever you make a saving throw, you can roll a d4 and add the result to the roll. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.
Dragon Blood
17th-level Dragonheart feature
The strongest dragonhearts can attain a level of physical fortitude far beyond that of the typical mortal.
You can increase your Constitution score by 2 and also increase your maximum for that score by 2.
Slayer
- Classes: Barbarian, Fighter, Monk, Paladin, Ranger, Rogue
- Themes: Physical Might
A slayer can take down even the strongest and toughest of monsters. No matter how formidable a foe, a slayer always find a way—by blade, bow, or fist—to send it to its doom. Even in the most dire circumstances, a slayer has what it takes to kill those tougher than them.
Desiring a worthy challenge, a slayer will often seek out stronger and stronger foes until they rival even the most powerful of planar rulers.
Peerless Predator
5th-level Slayer feature
Seeking stronger opponents to fight, slayers are always ready to jump into battle.
You gain the following benefits:
- You have advantage on initiative rolls.
- You can't be surprised, provided you aren't incapacitated.
- You have advantage on saving throws against being incapacitated.
Hunter's Eye
11th-level Slayer feature
A slayer's merciless perspective reveals every weakness, no matter how insignificant.
When you hit a creature with a weapon attack, you can mark the target until the end of your next turn. While marked, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you. Additionally, when you make an attack against the marked target, the attack roll isn't affected by disadvantage, and the attack ignores the target's damage resistances and immunities. You can only use this feature to mark a creature once on each of your turns.
Mythic Slayer
17th-level Slayer feature
The strongest of slayers possess enough skill and martial prowess to harm and withstand some of the most powerful creatures in the known universe.
You gain the following abilities. Once you use an ability, you can't use it again until you finish a short or long rest.
Mythic Attack. When you make a weapon attack and miss, you can cause that attack to hit instead.
Mythic Defense. If you fail a saving throw, you can use your reaction to succeed instead.
Mythic Movement. At the start of your turn, you can choose to increase your speed by 30 feet until the end of the turn.
Miscellaneous
This section lists paragon paths that don't follow any set pattern or theme.
Disciple of Thought
- Classes: Artificer, Fighter, Monk, Rogue, Wizard
- Themes: Psionics
By training their minds to achieve a state of emotional clarity, mental acuity, and psychic fortitude, Disciples of Thought focus their mental energy on creating psionic barriers to protect them from attack, psychic or otherwise.
The githzerai people embody this paragon path through their adherence to the teachings of Zerthimon, which guide them to embrace thought, learning, psionic power, order, and discipline above all other things.
Psychic Defense
5th-level Disciple of Thought feature
Through proper training, Disciples of Thought can ward themselves and their allies against mental intrusion.
While you are conscious, you and friendly creatures within 10 feet of you have resistance to psychic damage and advantage on all Wisdom saving throws. At 18th level, the range of this aura increases to 30 feet.
Mental Barrier
11th-level Disciple of Thought feature
More experienced Disciples of Thought can manifest their mental defenses as barriers that shield them from both physical and supernatural harm.
You can cast globe of invulnerability with this feature, requiring no components. Once you do so, you can't cast it in this way again until you finish a long rest.
Clarity of Thought
17th-level Disciple of Thought feature
The best Disciples of Thought can push beyond their bodily limitations to further improve their mental abilities.
You can increase your Intelligence or Wisdom score by 2 and also increase your maximum for that score by 2.
Blood Mage
- Classes: Cleric, Druid, Sorcerer, Warlock, Wizard
- Themes: Dark Magic, Hemomancy
Quickfinger
Quick Trap Making
- Classes: Rogue, Bard, Artificer, Fighter, Ranger.
- Themes: Crafting, Trapping, Item Interaction.
3rd-level Quickfinger feature
Your quick wit and quick hands allow you work on small trinkets whenever you take a rest. When you gain this feature you get the following benefits:
-
As part of a short rest, you scavenge for useful parts to create small traps to help in combat. You can make a number of these traps equal to your proficiency bonus. These traps work exactly like the Hunting Trap (PHB, page 152). There are two types of traps you can make. The DC for these traps is based on either your Intelligence or Dexterity modifiers.
- Piercing Trap. These traps do an extra amount of damage equal to your sneak attack damage.
- Padded Trap. These traps do no damage, but restraint the target if they fail the saving throw.
The Belt
6th-level Quickfinger feature
Your ability to quickly use items in a pinch inspired you to device a trinket to keep everything you need at the reach of your hand. When you gain this feature you get the following benefits:
- You have access to a special item named "Utility Belt", which holds all of your gadgets and trinkets that you have amassed over time or that your brother has made for you. The belt has 5 charges, and it regains all charges on a short or long rest. As part of your Cunning Action, you can spend one of these charges to summon a trinket to help you in a time of need, these non-magical items can range from caltrops, a grappling hook, ball bearings, rope, a lighter or a hunting trap to a smoke bomb, tanglefoot bag or stink bomb. You might summon another item other than one described here, but the DM ultimately decides which items can appear from the belt.
Trapmaster
9th-level Quickfinger feature
Your trap making skills have surpassed that of the average kobold, and now you and your brother can infuse your gadgets with enough force to pierce resistances. When you gain this feature you get the following benefits:
- Your Traps and items summond from The Belt now count as magical weapons for the purposes of overcoming resistances and immunities.
- Your Piercing Traps now reduce the speed of the target by 10 feet.
- Your Padded Traps now do damage equal to half your sneak attack damage.
Modular Weaponry
15th-level Quickfinger feature
Your quick wits and fast fingers allow anything to become a dangerous weapon in your hands. When you gain this feature you get the following benefits:
- You gain proficiency in improvised weapons, and they have the finesse quality for you.
- You can create weapons as part of your Cunning Action, as long as you have access to enough materials that it makes sense. For example, you cannot make a weapon that does slashing damage without a sharp bladed edge, or you cannot make a ranged weapon without proper ammunition. You can use this ability a number of times equal to your proficiency modifier.
Special
Any rule deviations or exceptions made by a special paragon path are detailed in its description.
Himemonogatari: Legacy of the Moon Princess
Princess of the Moon
- Classes: Any
- Themes: The Shitari Queen, Psionics
The Princess of the Moon is female Shitari born once every 100 years, revealed when she hits maturity and her shell becomes a scintillating white with a prismatic sheen to it. The Princess of the Moon is a powerful psion, and one of the few that can bind both psionics and spellcasting, as this power is given to the chosen of their goddess, Anansis.
Power of the Mind
3rd-level Princess of the Moon feature
As you innate psionic powers grow with your experience and age, you learn how to express them with more control over them. When you gain this feature you get the following benefits:
- When using the Telekinetic Hands feature, you can manipulate an amount of objects equal to your amount of hands. In addition, they can carry an amount of weight equal to 10 pounds times your Intelligence Modifier.
- You gain 1 extra psi point.
- You can cast the encode thoughts cantrip, Intelligence is your casting stat for this spell.
Mental Fortitude
6th-level Princess of the Moon feature
As you face hardships, your mind endures and grows stronger. When you gain this feature you get the following benefits:
- While you are conscious, you and friendly creatures within 10 feet of you have resistance to psychic damage and advantage on all Wisdom saving throws. At 18th level, the range of this aura increases to 30 feet.
- Whenever you cast the sleep spell, you can roll an extra 2d8 and add it to the result. In addition, you can affect creatures immune to sleep, such as elves or shitari.
Dreamweaver
9th-level Princess of the Moon feature
Your psionic powers empower you, allowing you to use stronger forms of psionic and giving you the ability to enter and modify other people's dreams. When you gain this feature you get the following benefits:
- You can cast the shockwave and the telekinesis spells with this feature, requiring no components. Once you do so, you can't cast it in this way again until you finish a long rest.
- You can cast the dream spell at will, but only after sleeping uninterrupted for at least 10 minutes, once you fall asleep you stay asleep for 1 hour.
- Your psionic powers also grow stronger, granting you access to an extra psionic talent.
Dreamer of Anansis
15th-level Princess of the Moon feature
Your abilities as Queen of the Shitari have increased to the point where your psionic powers have shaped you into the Chosen of Anansis, Goddess of Dreams, and proper Empress of the Moon. When you gain this feature you get the following benefits.
- You can cast inner world, globe of invulnerability and power word sleep with this feature, requiring no components. Once you do so, you can't cast it in this way again until you finish a long rest.
- After each long rest, your dreams empower you, and you gain a number of temporary hit points equal to your level.
- You can increase your Intelligence, Wisdom or Charisma score by 2 and also increase your maximum for that score by 2.
Queensguard
- Classes: Fighter, Paladin, Ranger
- Themes: Defending, Support, Physical Might
The Queensguard is the main bodyguard of the Shitari Queen and the strongest physical warrior in Yumekuni.
Protector's Shield
3rd-level Queensguard feature
Your reaction time grows sharper by the second, allowing you to react to strikes from a distance. When you gain this feature you get the following benefits:
- Whenever you take a reaction to interrupt an enemy's attack such as the Interception, Protection or Life Long Companion reaction, the range for such reaction increases to 15 feet, and you can move up to 15 feet closer to the attacker.
- Whenever you take a reaction to interrupt an enemy attack, you can choose to make a Strength (Athletics) check to push the attacker 5 feet away from you after the attacker completes his attack.
Royal Envoy
6th-level Queensguard feature
Your time next to the princess has taught you to properly keep an eye out for danger, and to properly manage your words and actions. When you gain this feature you get thee following benefits.
- You gain proficiency in the Insight and Persuasion skill. If you're already proficient in either skill, you gain proficiency in one skill of your choice.
- Your proficiency bonus is doubled for all checks you make using the Insight skill.
- You can use your Lifelong Companion ability a number of times equal to your Proficiency modifier. In addition, the range of your Boon Aura ability increases to 10 feet.
Stalwart Defender
9th-level Queensguard feature
Your abilities have grown increasingly as your style mixes your self-taught techniques and the ones you learned as a part of the Empress' Army. When you gain this feature you get thee following benefits.
- You gain access to the Protection or Defense fighting style.
- Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is halved until the end of the current turn.
Bulwark of Strength
15th-level Queensguard feature
You respond to danger with extraordinary vigilance, and your strength carries others in the face of adversity. When you gain this feature you get thee following benefits.
- In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction to take any of your reactions, but you can't use the same reaction twice in a row and you can't use it on the same turn that you take your normal reaction.
- When you use your Second Wind, allied creatures of your choice within 30 feet of you regain hit points equal to the result of your roll.
Yokai Hunter
- Classes: Any
- Themes: Spellcasting, Hunting
A yokai hunter is a person who hunts down the spirits known as yokai, killing and banishing evil yokai spirits so the lands around them can be at peace.
Spirit Knowledge
3rd-level Yokai Hunter feature
Your have trained to fight the yokai. When you gain this feature you get the following benefits:
- You have advantage on Wisdom (Survival) checks to track your Yokai, as well as on Intelligence checks to recall information about them.
- The spell protection from good and evil is counts as always prepared for you, and you can cast it without spending a spell slot once per short rest.
- You gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Superior Magical Defenses
6th-level Yokai Hunter feature
Your encounters with the yokai have made you wary of their magic. When you gain this feature you get the following benefits:
- You gain extra resilience against your prey's assaults on your mind and body. Whenever a creature with the Yokai tag forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll. You can use this feature a number of times equal to your Wisdom modifier (minimun of once). You regain all expended uses of it when you finish a long rest.
Seal of Binding
9th-level Yokai Hunter feature
When you gain this feature you get the following benefits:
- You gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can't use it again until you finish a short or long rest.
Spirit Exorcist
15th-level Yokai Hunter feature
When you gain this feature you get the following benefits:
- The spell dispel evil and good is counts as always prepared for you, and you can cast it without spending a spell slot a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
- As an action, you can utter a special prayer to weaken the yokai against spells and abilities, giving them disadvantage on saving throws until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.
Experimentalist
- Classes: Wizard, Ranger, Druid, Rogue, Artificer.
- Themes: Support, Healing, Potions.
An Experimentalist is a profesisonal who experiments with potions and tools to support their allies, even if it is through a simple common cold.
Physician
3rd-level Experimentalist feature
Your experience has allowed you to master aspects of medicine that compare to the work done by divine magic, although it's entirely by your own skill. When you gain this feature you get the following benefits:
- During a short rest, you can treat a creature with painkillers and antibiotics, reducing the target's exhaustion level by one.
- During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
- Your medicine expertise is enough to cure diseases or mend injuries. You can spend 1d6+1 hours with a creature to treat its illness or injuries. At the end of this time, make a Wisdom (Medicine) check. If the result is below an 8, the injury heals in twice the amount of time. If the result is between an 8 and a 15, the injury heals in 1d6+4 days. If the result is above a 16, the illness or injury heals in half the time.
Chemist Formulae
6th-level Experimentalist feature
Your constant tinkering and experimentation allowed you to develop different kinds of new chemical formulas to modify yourself, your allies or your enemies. When you gain this feature you get the following benefits:
- You device a number of chemical formulae that aid yourself and your allies or hinder your enemies. You can create a number of these formulae equal to your proficiency bonus at the end of each short rest.
- Chemical Formulae: Body Enhancer. After drinking this formula, for 10 minutes, a creature gain a +2 bonus to all ability checks and saving throws that use Strength, Dexterity or Constitution.
- Chemical Formulae: Superior Aid. After drinking this formula, a creature heals a number of hit points equal to 1d6 + your intelligence modifier. In addition, the target's speed increases by 10 feet until the end of its next turn.
- Chemical Formulae: Volatile Concoction. As an action, you can throw this formula at a point within 60 feet of you. Once the formula lands and breaks, it creates an explosion within a 10 feet radius of the point you chose. Each creature within this area must make a Dexterity saving throw against your Spellcasting DC or take 2d6 + your Intelligence modifier acid, cold or fire damage. This damage increases to 4d6 at level 6, 6d6 at level 9 and 8d6 at level 15.
- Chemical Formulae: Sticky White Stuff. As an action, you can throw this formula at a point within 60 feet of you. Once the formula lands and breaks, it creates an area of sticky white stuff within a 10 feet radius of the point you chose. Creatures that enter this area for the first time must make a Strength saving throw against your Spellcasting DC or become restrained. A creature can attempt to break free by using an action or if someone else uses an action to break them free. A creature can also repeat the saving throw at the end of their turn, freeing themselves on a success.
Potion Explosion
9th-level Experimentalist feature
You have masterfully deviced a way of affect more than one person with a single potion. When you gain this feature you get the following benefits:
- When you have a potion, you can choose to throw it to a point up to 30 feet from you. When it lands, this potion can affect any creature within 10 feet of its landing point. If the potion heals, it heals everyone for half the total amount, and if the potions gives a timed benefit, it instead only lasts for a minute.
- Your Alchemical Elixir and Chemical Formulae can also be affected by this ability.
Ubercharge
15-level Experimentalist feature
You have concocted the ultimate potion, one to push your target to the extremes of their abilities. When you gain this feature you get the following benefits:
- Once per long rest as an action, you give the potion to a willing creature and push them above their limits. The creature is affected by the foresight spell for one minute.
- The creature affected by the Ubercharge also gains 15 temporary hit points and does an extra 1d12 force damage on each attack they make.
Jūchanbara
- Classes: Ranger, Artificer, Fighter, Rogue.
- Themes: Firearms, Ranged fighting.
A Jūchanbara is a wandering knight, a lone warrior with a piece by his side who travels around, getting involved in problems that they choose to resolve as a silent savior.
Triggernometry
3rd-level Jūchanbara feature
Your training in the gun duels of the west, and the sword fights of the east has caused you to react to danger immediately. When you gain this feature you get the following benefits:
- Whenever you roll initiave at the beginning of combat, you can choose to take a reaction to make an attack roll with advantage against any creature within range of your weapon. You can then move up to 10 feet in any direction.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- You gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion).
Trick Shot
6th-level Jūchanbara feature
Your accuracy has increased over the years, and it allows you to aim at very specific points to exploit the enemy's weaknesses. When you gain this feature you get the following benefits:
- You gain advantage on initiative rolls as you react faster to danger.
- You gain access to various trick shots, which you can use as part of an attack. You cannot use the same trick shot again until after a minute has passed. The Save DC for these Trick Shots is 8 + Proficiency Bonus + Dexterity Modifier.
- Trick Shot: Bullying Shot. You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can spend a single ammunition while making a Charisma (Intimidation) check to gain advantage on the roll.
- Trick Shot: Deadeye Shot. When you make a firearm attack against a creature, you can use this trickshot to gain advantage on the attack roll.
- Trick Shot: Winging Shot. When you make a firearm attack against a creature, you can attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
- Trick Shot: Piercing Shot. When you make a firearm attack against a creature, you can instead choose to attempt to piercing a line of creatures with the same shot. You shoot a bullet forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The bullet passes through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the attack. On a successful save, a target takes half as much damage.
- Trick Shot: Ricochet Shot. When you make an attack roll, you can choose to hit a creature behind cover by ricocheting the bullet off of the enviroment. You can choose to gain disadvantage on the attack roll but the target does not benefit from any cover against you.
The Problem Solver
9th-level Jūchanbara feature
You have learned to favor your 'piece', a trusty weapon that you keep by your side at all times, like a samurai would keep their katana. When you gain this feature you get the following benefits:
- Once per long rest, you can choose to work on your favored weapon, and you can choose any weapon that you own to turn into this favored weapon. Attacks with this weapon count as magical for the purposes of overcoming resistances.
- The weapon gains all the benefits of a Cowboy Sidearm, as well as a +1 bonus to weapon attacks and damage rolls..
Fan the Hammer
15th-level Jūchanbara feature
You have grown skilled enough that can mow down hundreds of enemies within a second as long as you can see them and you have enough bullets. When you gain this feature you get the following benefits:
- You can use your action to make a ranged attack against any number of creatures within 20 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Once you use this ability, you must wait a minute until you can do so again.
Wyrm Academy of the Arcane Paths
Archeoturgy (Lorehold)
- Classes: Any
- Themes: Pet class, Archeology, Ancient Civilizations.
Archeoturgists are particularly concerned with the forces that underlie and drive history. Drawing inspiration from the scholars and adventurers of old, they manifest the arcane power of the past through ethereal dioramas and fantastical battle prowess.These mages are often found with a long-dead spirit summoned at their side—for who better to learn ancient history from than one who has experienced it first-hand?
Archeoturgy Spells
1st-level Archeoturgy feature
If you have the Spellcasting or Pact Magic feature, the spells on the Lorehold Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Lorehold Spells
| Spell Level | Spells |
|---|---|
| 1st | Comprehend Languages, Sanctuary |
| 2nd | Borrowed Knowledge, Locate Object |
| 3rd | Speak with Dead, Bonfire of the Gray Wardens* |
| 4th | Arcane Eye, Stone Shape |
| 5th | Flame Strike, Greater Restoration |
Consider customizing how your spells look when you cast them. Your Lorehold spells might create displays of golden light. You might use a tome or a scroll as a spellcasting focus, and your spell effects might reflect the appearance of the reference books you study.
Ancestral Bond
3rd-level Archeoturgy feature
You can call upon ancient spirits to provide guidance to you. Choose one of the following types of ancient spirit to form a bond with: Healer, Sage, or Warrior. While you are bonded with a spirit, you gain the following benefit associated with that type of spirit. Your spellcasting modifier for this feature is either Intelligence, Wisdom or Charisma (your choice when you get this feature)
Healer. The cure wounds counts as prepared for you and doesn't count against your number of spells prepared, and you can cast the spell without spending a spell once per long rest.
In addition, when you or a creature you can see makes a saving throw, you can use your reaction to roll 1d4 and apply the number rolled as a bonus to the creature's roll. You can use this feature a number of times equal to your proficiency bonus and you regain all usages after benefiting from a long rest.
Sage. The identify spell is prepared for you and does not count against your number of spells prepared, and you can cast it once without expending a spell slot or requiring material components.
In addition, when you or a creature you can see makes an ability check, you can use your reaction to roll 1d4 and apply the number rolled as a bonus to the creature's roll. You can use this feature a number of times equal to your proficiency bonus.
Warrior. The mage armor spell is prepared for you and does not count against your number of spells prepared, and you can cast it once without expending a spell slot.
In addition, when you or a creature you can see makes an attack roll, you can use your reaction to roll 1d4 and apply the number rolled as a bonus to the creature's roll. You can use this feature a number of times equal to your proficiency bonus.
When you finish a long rest, you can break your bond with your chosen spirit and bond with a new spirit of a different type.
Ancient Companion
6th-level Archeoturgy feature
You learn to form magical artifices which house the spirits of departed adventurers. You can spend 10 minutes of uninterrupted work, which can coincide with a short or long rest, to call forth an ancient spirit. The spirit appears in an unoccupied space within 10 feet of you, and it takes the form of a corporeal, freestanding, animated Medium statue. See this creature's game statistics in the Ancient Companion stat block, which uses your proficiency bonus (PB) in some places. The type of spirit bonded with you with your Precursor Bond feature determines certain traits in the companion's stat block, as well as the appearance of its statue form.
The ancient companion is friendly to you and your companions, and obeys your commands. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
Once you conjure an ancient companion with this feature, you can't do so again until you finish a long rest.
The companion vanishes when it drops to 0 hit points, when you use this feature to conjure a new companion, or when you die. Anything the companion was wearing or carrying is left behind when the companion vanishes. As an action, you can touch the ancient companion and expend a spell slot of 1st-level or higher.
The ancient companion regains a number of hit points equal to 5 times the level of spell slot expended.
Ancient Companion
Medium Construct, Any Alignment
- Armor Class 14 (natural armor) or 16 (Warrior)
- Hit Points 5 + five times your character level (the companion has a number of Hit Dice [d8s] equal to your character level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 15 (+2) 14 (+12) 13 (+1) 11 (+0)
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhaustion, frightened
- Senses passive Perception 11
- Languages speaks and understands the languages you speak
- Proficiency Bonus (PB) equals your bonus
Ancient Fortitude. If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead.
Sage's Counsel (Sage Only). While within 10 feet of the companion, you and your allies gain a +2 bonus to Intelligence and Wisdom checks.
Spirit Bond. You can add your proficiency bonus to any saving throw that the companion makes.
Actions
Spirit Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB force damage.
Healer's Light (3/Day, Healer Only). The companion chooses a creature it can see within 10 feet of itself and flares with invigorating light. The creature regains 1d8 + PB hit points.
Reactions
Warrior's Protection (Warrior Only). When a creature within 10 feet of the companion makes a Strength or Dexterity saving throw, the companion lends its assistance to the creature. The creature can roll a d4 and add the number rolled to the saving throw.
Lessons of the Past
9th-level Archeoturgy feature
You learn how to better listen and take to heart the teachings of history. You gain additional benefits based on the type of ancient spirit bonded with you with your Precursor Bond feature.
Healer. Your hit point maximum increases by an amount equal to your level in this class, and you gain the same number of hit points. Additionally, when you regain hit points from a spell or magical effect, you regain an additional 1d8 hit points.
Sage. You have advantage on ability checks made using the Arcana, History, Nature, and Religion skills as long as your companion is within 15 ft of you.
Warrior. When you use your action to cast a cantrip, you can command your companion to make an attack as a reaction against a target you can see. In addition, your cantrips and weapon attacks deal extra radiant damage equal to your Ancestral Bond spellcasting modifier
Historical Whims
11th-level Archeoturgy feature
Your magic can channel the wild and flowing nature of time itself, blurring the lines between past, present, and future. As a bonus action, you can immerse yourself in chronal chaos, entering a state which lasts for 1 minute or until you are incapacitated.
When you enter this state, and at the start of each of your turns for its duration, you can draw upon the bonds of time and gain one of the benefits listed below, the effect of which lasts until the start of your next turn. You cannot choose the same benefit in consecutive rounds.
Luck. You receive brief flashes of the future, steeling yourself against oncoming assaults. You gain proficiency in all saving throws.
Resistance. You rewind time upon yourself, knitting together injuries as they occur. You gain resistance to bludgeoning, piercing, and slashing damage.
Swiftness. Time becomes disjointed in your immediate area, slowing others while accelerating you. Your speed increases by 15 feet, and your movement doesn't provoke opportunity attacks.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all uses of this ability on a long rest.
Dixiomancy (Prismari)
- Classes: Any
- Themes: Art, Expression, Colors, Elements.
Dixiomancers use surges of elemental energy to express who they are and how they see the world. To them, magic and motion are one and the same; both are exhibitions of raw creativity through which masterpieces are made. In their pursuit of the arts, some of these artists focus on perfecting the fine details of their technique, while others prefer to unleash their wild creative visions in dazzling spectacles of elemental power.
Dixiomancy Spells
1st-level Dixiomancy feature
If you have the Spellcasting or Pact Magic feature, the spells on the Prismari Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) them.)
Prismari Spells
| Spell Level | Spells |
|---|---|
| 1st | Chromatic Orb, Thunderwave |
| 2nd | Flaming Sphere, Kinetic Jaunt |
| 3rd | Haste, Water Walk |
| 4th | Freedom of Movement, Wall of Fire |
| 5th | Cone of Cold, Conjure Elemental |
Consider customizing how your spells look when you cast them. You might wield your Prismari spells with dynamic, gestural movement—as much dance as somatic component. Even a blast of fire in your hands is a sculpted work of art; elemental forces make grand designs as you hurl spells. These forces might linger on your body or in your clothes as decorative elements after your spells are dissipated, as sparks dance in your hair and your touch leaves tracings of frost on whatever you touch.
Elemental Flourish
3rd-level Dixiomancy feature
Your talents harness the artistry and grace of the elements. As a bonus action, you can empower yourself with raw elemental energy. You gain the benefit of the Disengage action, and you also choose one of the following elemental flourishes to perform, each of which is associated with a particular damage type.
If a flourish's effect requires a saving throw, the DC equals 8 + PB + your Intelligence, Wisdom or Charisma modifier (your choice when you get this feature).
Cinderblaze Whirl (Fire). Dancing flames burst from your body, causing you to shed bright light in a 20-foot radius and dim light for an additional 20 feet until the end of the turn, and each creature of your choice within 5 feet of you must make a Dexterity saving throw. A creature takes 1d8 fire damage on a failed save, or half as much damage on a successful one.
Hoarfrost Sweep (Cold). Icy water swirls around you until the end of the turn, granting you the ability to move across liquid surfaces without falling during the move. Additionally, when you move to within 5 feet of a creature during the turn, you can force that creature to make a Strength saving throw. Unless the creature succeeds on the saving throw, it takes 1d6 cold damage and is knocked prone. A creature can be subjected to this saving throw no more than once per turn.
Shatterstone Bound (Thunder). Seismic vibrations emanate from you, and each creature of your choice within 5 feet of you must succeed on a Strength saving throw or take thunder damage equal to 1d8 and be pushed up to 10 feet away from you. You also gain a flying speed equal to your walking speed until the end of the turn; if you end your turn in the air and nothing else is holding you aloft, you fall.
Thunderlight Jaunt (Lightning). Your body becomes like lightning until the end of the turn, allowing you to move through the space of other creatures and objects as though they were difficult terrain; if you end your turn inside another creature or object, you are shunted into the nearest occupied space. Additionally, once during the turn when you move through the space of another creature, you can force that creature to make a Constitution saving throw. Unless the creature succeeds on the saving throw, it takes 1d6 lightning damage, and it can't take reactions until the end of its next turn.
Favored Medium
6th-level Dixiomancy feature
You hone your forms of elemental expression to suit your creative ideals. Choose one of the following damage types: cold, fire, lightning, or thunder. You gain resistance to the chosen damage type.
Additionally, when you use Elemental Flourish and perform the flourish associated with your chosen damage type, you gain the following additional benefits:
- You can add your Intelligence, Wisdom or Charisma modifier to the flourish's damage rolls (Your choice when you get this feature).
- You can emit a spectacular aura of artistry which extends 10 feet from you in every direction and lasts until the end of your next turn. While the aura is active, each creature of your choice has resistance to your chosen damage type while within the aura, as you fill your surroundings with your favored elemental medium.
Whenever you finish a long rest, you can replace your choice of damage type with a different one from the same list.
Unbridled Expression
9th-level Dixiomancy feature
You learn to infuse your motions with powerful expressions of elemental might. Once on each of your turns when you use Elemental Flourish feature, you can choose one of creature within 30 feet of you and subject it to a surge of elemental power, producing one of the following effects of your choice:
Creative Embrace. The target gains 2d6 temporary hit points
Impeccable Physicality. The target's speed increases by 10 feet until the end of its next turn. The target can end this effect on itself early to automatically escape from nonmagical restraints, such as manacles or a creature that has it grapped.
Prismatic Fury. The target must succeed on a Dexterity saving throw against your Elemental Flourish save DC or take 1d6 cold, fire, lightning, or thunder damage (your choice).
Impeccable Physicality
11th-level Dixiomancy feature
Your relentless dedication and training have instilled an outstanding sense of precision and grace in your art. You gain proficiency in Dexterity saving throws if you do not already have it. If you already have proficiency in Dexterity saving throws, you instead gain proficiency in a saving throw of your choice.
Numerology (Quandrix)
- Classes: Any
- Themes: Maths, Logic, Physics, Reality Manipulation.
For those who become masters of numerology, math and magic go hand-in-hand. Such individuals learn to break down natural phenomena into their core numerical components and, through manipulating those, alter reality on a whim. Their talents range from tangible physics, like multiplying plant growth and redistributing elements of probability and acceleration, to bizarrely theoretical exercises that warp the fundamentals of space and self.
Numerology Spells
1st-level Numerology feature
If you have the Spellcasting or Pact Magic feature, the spells on the Quandrix Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) them.)
Quandrix Spells
| Spell Level | Spells |
|---|---|
| 1st | Entangle, Guiding Bolt |
| 2nd | Enlarge/Reduce, Vortex Warp |
| 3rd | Aura of Vitality, Haste |
| 4th | Control Water, Freedom of Movement |
| 5th | Circle of Power, Passwall |
Consider customizing how your spells look when you cast them. Your Quandrix spells might manifest amid kaleidoscopic swirls of fractal patterns, amplifying the tiniest movements of your somatic components. When your magic creates or alters creatures, it might briefly surround the targets with shimmering fractal designs or tessellated patterns.
Errant Conclusion
3rd-level Numerology feature
You can influence reality to tilt the probabilities affecting a creature. When you make an attack roll or cast a spell of 1st level or higher, you can choose one of the spell's targets or a creature within 30 feet of you (which can be yourself), causing one of the following effects of your choice:
- Negative Shift. The target must make a Charisma saving throw against your Numerology save DC. On a failed save, the creature must roll a d6 and subtract the number rolled from the next attack roll it makes before the start of your next turn.
- Positive Shift. Once before the start of your next turn, the target can roll a d6 and add the number rolled to an attack roll, ability check, or saving throw of its choice. The target can choose to do so after rolling the d20, but before the DM determines the result of the roll.
Your Numerology save DC equals 8 + PB + your Intelligence, Wisdom or Charisma modifier (your choice when you get this feature).
Null Equation
6th-level Numerology feature
You learn to overload your enemies with contradictory events. Immediately after you deal damage to a creature, you can use a bonus action to subject the creature to a paradox. The creature must make a Wisdom saving throw against your Numerology save DC. On a failure, the creature has disadvantage on Strength and Dexterity saving throws, and its weapon attacks deal only half damage. These effects last until the start of your next turn
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Existential Schism
9th-level Numerology feature
You can create spatial paradoxes to displace your injuries into an alternate reality. When a creature you can see deals damage to you, you can use your reaction to take no damage and instead regain a number of hit points equal to half the damage dealt.
Once you use this reaction, you can't do so again until you finish a long rest.
Quantum Tunneling
11th-level Numerology feature
Your mathematical expertise extends to altering the foundational equations of your very being. As a bonus action, you can enter a quantum state for 1 minute. In this state, you gain resistance to bludgeoning, piercing, and slashing damage.
Additionally, you can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage for every 5 feet you move while inside another creature or object. If you end your turn inside a creature or an object, you are shunted into the nearest unoccupied space you last occupied.
You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Radixurgy (Witherbloom)
- Classes: Any
- Themes: Alchemy, Life & Death, Decay, Rot, Plants, Insects.
Mages of Radixurgy draw their magic from the energy that endlessly flows from life to death, and back again. They see the duality of thriving life and inevitable death in all things, tapping and manipulating the transition of energy between these states. Some Radixurgists adherents focus on vital energies to nurture life and empower others, while others embrace the drain of vitality into decay to sap and strike down their foes.
Radixurgy Spells
1st-level Radixurgy feature
If you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) them.)
Witherbloom Spells
| Spell Level | Spells |
|---|---|
| 1st | Cure Wounds, Inflict Wounds |
| 2nd | Lesser Restoration, Wither and Bloom |
| 3rd | Revivify, Vampiric Touch |
| 4th | Blight, Death Ward |
| 5th | Antilife Shell, Greater Restoration |
Consider customizing how your spells look when you cast them. Your Witherbloom spells might rely on material components or a spellcasting focus drawn from the swamp environment of Witherbloom, and your spells might take on an appearance suggesting those natural elements. Spectral shapes of swamp animals or plants might form amid your spell effects.
Essence Brew
3rd-level Radixurgy feature
You gain proficiency with herbalism kits if you don’t already have it. When you finish a long rest, you can use an herbalism kit and a pot or cauldron to create magical brews. You create a number of brews equal to your proficiency bonus. Each brew requires its own flask. A brew retains its magical potency for 24 hours or until it is used. For each brew, choose one of the following effects:
Fortifying. When you create this brew, choose a damage type from the following list: cold, fire, necrotic, poison, or radiant. A creature can drink this brew or administer it to another creature as an action. The recipient gains resistance to the chosen damage type for 1 hour.
Quickening. A creature can drink this brew or administer it to another creature as an action. The recipient regains 2d6 hit points, and one disease or condition from the following list affecting the recipient ends (brew user’s choice): charmed, frightened, paralyzed, poisoned, stunned.
Toxifying. As an action, a creature can apply this brew to a simple or martial weapon. The next time the weapon or a piece of ammunition fired by it hits a creature within 1 hour, the target takes 2d6 poison damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute.
Mortal Duality
6th-level Radixurgy feature
As a bonus action, you can draw on a reservoir of life essence to empower yourself for 1 minute, or until you use this feature again. For the duration, you gain one of the following benefits of your choice:
Overgrowth. When you choose this benefit, and as a bonus action on subsequent turns while the benefit lasts, you can expend and roll one Hit Die. You regain a number of hit points equal to the number rolled plus your spellcasting ability modifier.
Withering Strike. When you deal damage, you can change the damage type to necrotic, and you ignore resistance to necrotic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Blooming Cradle
9th-level Radixurgy feature
Your connection to the flow of life force deepens. Once per turn when you deal necrotic damage or restore hit points, one target takes additional damage or regains additional hit points equal to your proficiency bonus.
Withering Dispersal
11th-level Radixurgy feature
Your magic can tip the scales of balance between one source of life energy and another. As an action, you conjure a wave of life-draining energy in a 30-foot cube originating from you, producing one of the following magical effects of your choice:
Feast of Roots. Every creature in the area, other than constructs or undead, must make a Constitution saving throw against your spell save DC. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The life force of each affected creature is then siphoned into the cube's area, which immediately becomes overgrown with lush plant life. For 1 hour thereafter, a creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
Essence Tap. You drain the life force from all nonmagical plants in the area that aren't creatures, such as trees and shrubs, causing them to wither and die instantly. You then gain healing energy which restores up to 100 hit points, which you divide as you choose among any number of creatures of your choice, other than constructs or undead, within the cube.
Once you use this feature, you can't do so again until you finish a long rest.
Verbumancy (Silverquill)
- Classes: Any
- Themes: Debate, Light, Shadow, The Power of Words.
Mages of the pseudoschool of Verbumancy hone the power of words. They channel the magic of light and shadow through words, whether spoken aloud, written, or signed through gestures. The words of a Verbumancer bring salvation to their allies and despair to their enemies.
Verbumancy Spells
1st-level Verbumancy feature
If you have the Spellcasting or Pact Magic feature, the spells on the Silverquill Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) them.)
Silverquill Spells
| Spell Level | Spells |
|---|---|
| 1st | Dissonant Whispers, Cause Fear |
| 2nd | Calm Emotions, Silvery Barbs |
| 3rd | Beacon of Hope, Daylight |
| 4th | Compulsion, Confusion |
| 5th | Dominate Person, Rary's Telepathic Bond |
Consider customizing how your spells look when you cast them. Your Silverquill spells might be accompanied by visual effects resembling splotches of ink or radiating ripples of golden light. Any auditory effects of your spells often sound like amplified echoes of your own voice speaking the spells' verbal components—even amid the crash of lightning or a fiery eruption.
Silver Tongue Student
3rd-level Verbumancy feature
Your words are laced with magic, allowing you to carry powerful incantations that empower your allies or weaken your foes. Your Verbumancy save DC equals 8 + PB + your Intelligence, Wisdom or Charisma modifier (your choice when you get this feature).
Words of Reassurance. You learn to bolster your allies with helpful words. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the ally can hear you.
Words of Humiliation. You learn to weaken your foes with humiliating remarks. As a bonus action after you take the attack action or cast a spell, you can try to distract your foe with hurtful words. Choose one target affected by your spell or attacks. The target then must succeed on a Charisma saving throw against your Verbumancy save DC or have disadvantage on concentration saves and on attack rolls against creatures other than you until the start of your next turn.
You can use Words of Humiliation a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Inky Shroud
6th-level Verbumancy feature
Starting at 6th level, you can manifest the magical potential of creation to crush the hearts and minds of your enemies. As an action, you utter words of power and create a field of magical energy in a 20-foot-radius sphere centered on a point of your choice that you can see within 60 feet of you. The field lasts for 1 minute or until you are incapacitated, and its area is filled with dim light.
When a creature hostile to you enters the field for the first time on a turn or starts its turn there, it must make a Wisdom saving throw against your save DC. On a failed save, the creature takes 2d8 psychic or radiant damage (your choice each time it takes this damage) and it's mind becomes overwhelmed with magical incantations. The creature is deafened, and it cannot speak or cast spells that include a verbal component until the end of its turn.
Infusion of Eloquence
9th-level Verbumancy feature
The words woven into your magic induce ecstasy and dismay in whomever they reach. When you attack or cast a spell that deals damage, you can invoke additional words of power to modify it in one of the following ways:
- You change the damage type to psychic or radiant damage (your choice).
- You gain a bonus to the damage roll equal to your proficiency bonus.
- Every creature damaged is frightened of you or charmed by you (your choice) until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Deadly Despair
11th-level Verbumancy feature
You can exploit negative emotions to bind an enemy's body and mind with but a single utterance. When a creature you can see within 30 feet of you takes damage, misses with an attack roll, or fails an ability check or saving throw, you can use your reaction to speak your patron's name and call forth their power upon that creature. If the creature can hear you, it must make a Charisma saving throw against your spell save DC. On a failure, the creature is paralyzed until the end of its next turn. On a success, the creature is immune to this effect for 24 hours.
Once a creature fails its saving throw against your use of this reaction, you can't use this feature again until you finish a long rest.
Himemonogatari: Path of a Thousand Steps
Princess of Deceit
- Classes: Rogue, Bard, Sorcerer.
- Themes: Disguises, Enchantment Magic, Deceit.
An Impostor princess who, after a hard life, has decided to take what they deserve, and hopefully solve an ancient mystery deeply related to their upbringing.
Honeyed Words
3rd-level Princess of Deceit feature
Inscrutable Intentions
3rd-level Princess of Deceit feature
Cunning Illusionist
3rd-level Princess of Deceit feature
Masterful Trickster
3rd-level Princess of Deceit feature
Monstrous Paths
Lycanthrope
- Classes: Any.
- Themes: Transformation, Physical Might
Vampire
- Classes: Any.
- Themes: Enchantment, Transformation.