Homebrew Compendium (5e)

by Ogskive

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Homebrew Compendium

By Andrew/Ogskive


This document is the definitive list of all of Andrew's homebrew material created for Dungeons & Dragons 5th Edition. Rules, game abilities, and mechanics are minimally presented here. For lore, illustrations, and other tidbits, continue to one of the following documents:

 

Using this Material

The material presented in this document is broadly available as options for character creation in games where Andrew is the DM. Races may be restricted in the context of longform campaigns, but this content is otherwise expected to be defaulty available in one-shots and similar game styles (such as when we play Candlekeep Mysteries).

The material is presented in the following order. No page numbers are provided as this compendium is expected to change rapidly. Material is presented alphabetically within each category.

  • Game Rules
  • Races
  • Class - The Guerrilla
  • Subclasses
  • Feats
  • Spells
  • Magic Items
OneD&D Playtest Races

Some races in this document have been updated and revised to meet the standards of the OneD&D playtest material. You can find these races in the following link.

Game Rules

The following section contains new or modified game rules.

Character Creation

You may use the following rules when creating a character.

Ability Score Generation

When generating ability scores during character generation, you may choose to either roll for your ability scores or use point buy. If you choose to roll and are unhappy with the results, you may restart using point buy.

Purchasing Magic Items

If you have significant funds during character creation, which may occur during one-shots, you may purchase magic items. Their prices depend on their rarity, as described below. Prices are halved for consumable items with one time effects, such as potions and magic ammunition.

Rarity Price
Common 100 gp
Uncommon 500 gp
Rare 5,000 gp
Very Rare 50,000 gp
Legendary

Scythes

You can purchase scythes. Scythes are simple weapons. They deal 1d6 slashing damage and have the Reach and Two-Handed properties. Scythes weigh 5 pounds and cost 3 gp.

Starting Equipment

Your character starts with both the equipment gained through your background and your starting wealth. You may share gold and equipment with other characters before the game starts.

Drinking Alcohol

Each day, a creature can safely consume a number of alcoholic drinks equal to their Constitution modifier (minimum of 1 drink). For each drink a creature consumes beyond that limit, they must make a Constitution saving throw with a DC equal to 9 + 1 for each drink past their limit. On a failed saving throw, a creature is poisoned for 1 hour. If a creature fails their saving throw by 5 or more, they retch and are poisoned for 4 hours instead.

A creature that is proficient with brewer's supplies can use their action to stifle the effects of alcohol poisoning. If the creature succeeds on a DC 20 Constitution (Brewer's Supplies) check, they are no longer poisoned. Once a creature uses this action, they can't do so again until they finish a long rest.

Dulling Blades

When a creature hits a door or other object made out of stone or metal with a melee weapon attack, the weapon dulls and gains a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. A weapon can be restored to normal by sharpening it with a whetstone for 1 hour, which can coincide with a short or long rest. Adamantine weapons are immune to being dulled.

Playing as a Tiny Character

The rules presented here are homebrew rules for playing a character of size Tiny and do not encapture all of the rules pertaining to Tiny sized creatures. For the full breadth of rules pertaining to Tiny creatures, see Tiny Races Underfoot.

Armor and Clothes

Armor and clothing must be specially made for Tiny characters, though the considerable reduction in raw materials needed to cover a Tiny creature is a boon. The cost for armor and clothes made for a Tiny character is ¾ of the normal price, and the weight is ¼ of the normal weight.

Mmay also be able to purchase similarly scaled down items, such as backpacks and bedrolls, fit for Tiny creatures.

Shrinking

If an effect such as the enlarge/reduce spell shrinks a Tiny creature to a smaller size category, they become 1 inch in height but are still considered Tiny.

Weapon Restrictions

The weapons in the Player's Handbook are designed for Small and Medium creatures. Tiny creatures have several restrictions when using these weapons.

Tiny creatures are unable to wield heavy, two-handed, or versatile weapons. Wielding any other weapon requires the use of two hands.

Races

The following races are presented in this section.

Race Subrace(s) Size
Ardlisk Medium
Auffertop Medium
Genasi Ash Medium
Cragfar Desert, mountain Medium
Gnome Lawn Small
Gremlin Bleareye, grave, house Tiny
Koven Small
Matriquito Medium or Small
Nix Tiny
Pudding Tiny
Thanaver Medium
Tortlet Medium or Small
Wealdkin Mouse, raccoon Tiny
Yeb Medium

Auffertop

Auffertops are three separate entities acting as one: a head, a body, and an autonomous skeleton. To an auffertop, their body and skeleton are mere accessories to their stately noggin. They are a regal people who pride themselves on etiquette and hospitality.

Auffertop Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Erudite. You are proficient in your choice of two of the following skills: Arcana, History, Nature, Religion, Persuasion, and Performance. You can forgo gaining one of these skill proficiencies to learn two languages instead.

Puzzle Bones. You can dislocate your bones at will. You have advantage on ability checks and saving throws made avoid or end being grappled or restrained, and crawling and squeezing don't cost you any extra movement.

Separate Head and Body. You can use an action on your turn to separate your head from your body, or to reattach your head to your body if they are within 5 feet of each other.

While detached, your head and body still count as the same creature—they share hit points and ability scores like normal, and if both are subjected to an area of effect, you only suffer the consequences once. You count as being in both your head's space and your body's space simultaneously. Your head is size Tiny, you can only perceive and speak from your head, and your body retains all of its functionality otherwise. When you move on your turn, you can choose to move your body like normal, or you can spend movement to move your head by rolling it around.

Effects and conditions affect both your head and body simultaneously (for example, if your body becomes poisoned, your head is poisoned as well, regardless of distance). However, while detached, your head and body make separate saving throws and ability checks made to avoid or end being grappled or restrained. Your head or body can move like normal while the other is grappled or restrained.

Most abilities you use must originate from your body. However, if you cast a spell with a verbal component or use an ability that requires a target to be able to hear you, you can cause for the spell or ability to originate from your head.

Skull Cannon. When you separate your head from your body, you can choose for your head to land safely at your feet, or you can choose for it to launch up to 60 feet in a direction of your choice. If you aim your head at a target, you make an unarmed strike against that target, hitting them with your head and dealing damage on a success. You take falling damage as normal if your head falls after launching it using this trait.

Ardlisk

Ardlisks gain power from the sun which they can reuse to create jolts of lightning. They are coldblooded and worship the sun for its warmth.

Ardlisk Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Basking. You gain a number of temporary hit points equal to half your level, rounded up, when you finish a short or long rest. The amount of temporary hit points you gain is doubled if you spent the entirety of the rest basking in the sun.

When you hit a target with an attack, you can choose to expend up to 5 temporary hit points you gained using this trait. You deal an additional 1 point of lightning damage per temporary hit point you expend in this way.

Heat Tolerant. You don't suffer any drawbacks caused by extreme heat.

Shining Sun. As an action, you can shine bright light from your frill, or you can quell the light if it is already shining. While shining, you emit bright light in a 20-foot radius and dim light for an additional 20 feet. You can only create light with this trait if you have temporary hit points gained from your basking trait.

As a bonus action while you are shining, you can direct all of the solar power from your frill at a point within the area of bright light, quelling the light instantly. If the point is on a creature, the creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or be blinded until the end of their next turn.

Genasi (Ash)

Ash genasi have efreeti blood painted by the quasi-elemental Plane of Ash.

Ash Genasi Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Remnants of the Departed. You know the light cantrip. Starting at 3rd level, you can cast the false life spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the dust devil spell with this trait, without requiring a material component. Once you cast false life or dust devil with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Smolder. When you become stable after dropping to 0 hit points, you regain 1 hit point after only 10 minutes.

Withering Soul. You have resistance to necrotic damage.

Cragfar

With muscles as tough as stone and blood full of grit, cragfars are feared for their combat prowess, resourcefullness, and tenacity.

Cragfar Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Grit. You have an additional Hit Die, which is a d12.

Stonewalk. You are always under the effect of the spider climb spell, but you can only use it to climb surfaces made of stone.

Sturdy. You have advantage on saving throws against being paralyzed, stunned, or knocked prone, and you're immune to being petrified.

Subrace. Choose a subrace: mountain cragfar or desert cragfar.

Mountain Cragfar

You are accustomed to alpine mountaintops.

High Dweller. You are naturally adapted to cold environments and high altitudes.

Desert Cragfar

You are adept at surviving in barren desert landscapes.

Dowsing. As an action, you determine the direction towards the nearest source of food or water if such a source exists within 1 mile of you. Once you use this trait, you can't do so again until you finish a long rest.

Gnome (Lawn)

Lawn gnomes are able to find a home anywhere because of their modesty. Most lawn gnomes are content working menial jobs during the day, then retiring home to a cozy hovel with a good book.

Lawn Gnome Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 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.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Proficiencies. You gain proficiency in one skill of your choice, and you gain proficiency in your choice of one language, one set of artisan's tools, or one instrument.

When you make an ability check using the skill you chose with this trait, you can use your reaction to add your proficiency bonus to the total.

Gremlin

Gremlins use their analytical minds for hijinks and destruction. They form longstanding grudges with those they detest, and such grudges invariably simmer with spite and malcontent over time.

Gremlin Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Tiny.

Speed. Your base walking speed is 25 feet.

Dismantle. You have advantage on attack rolls and ability checks made to break or dismantle objects.

Additionally, you deal extra damage when you hit an object or a construct with an attack. This damage equals half your proficiency bonus, rounded up.

Subrace. Choose a subrace: bleareye, grave, or house gremlin.

Bleareye Gremlin

You live in an eternal state of half-awakedness.

Constant Slumber. You don't need to sleep, as you get enough rest from your state of half-slumber. Instead of sleeping during a long rest, you can keep watch, read, scribe, or perform similarly leisurely activities.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern true colors in darkness. Instead, everything appears in a dreamlike swirl of gloomy colors.

Dreamscape. As an action, you can manifest your dreams in a 15-foot cube centered on yourself. The cube becomes difficult terrain for other creatures as it fills with cluttered images of your design, like swarming butterflies, clacking mousetraps, or writhing vines. The cube moves with you and lasts for 1 minute. It ends early if you become incapacitated, if you die, or if you dismiss it as an action or bonus action.

Once you use this trait, you can't do so again until you finish a long rest.

Grave Gremlin

You have a solemn connection to departing souls.

Detect the Dying. You know the location of any living Humanoid within 60 feet of you that has 1 hit point or fewer.

Grim Judgement. When you finish a long rest, roll a d20 and record the number rolled. You can choose to replace a death saving throw made by you or a creature that you can see with your d20 roll. You must choose to do so before the death saving throw is rolled.

Your d20 roll can only be used once, and you lose an unused roll when you finish a long rest.

Swan Song. When you are reduced to 0 hit points but not killed outright, you can choose to make up to three weapon attacks immediately before falling unconscious. You can also cast a cantrip with a casting time of 1 action in place of a weapon attack if you know any. You automatically suffer one failed death saving throw for each attack you make or cantrip you cast.

Once you use this trait, you can't do so again until you finish a long rest.

House Gremlin

You belong to a clade of and prolific gremlins, which are pervasive urban pests.

Hidden Pockets. As an action, you can touch an object weighing 50 pounds or less and transport it to a pocket dimension that is only accessible to you. The object must not be worn or carried by another creature, and keeping an object in the pocket dimension requires you to maintain concentration (as if you were concentrating on a spell).

When you lose concentration, the object appears on the ground in the nearest unoccupied space of your choice. It appears harmlessly in a manner that doesn't directly damage itself or any other objects or creatures.

Illusory Cloak. When you take the Dodge action on your turn, you can choose to become invisible until the start of your next turn.

Once you use this trait, you can't do so again until you finish a long rest.

Stealthy. You have proficiency in the Stealth skill.

Koven

Kovenesses are twisted folkloric villains, deluded with ploys of whimsy.

Koven Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your base walking speed is 30 feet.

Caprine Eyes. Your eyes are finely tuned to react to danger. When you roll for initiative and you aren't surprised, you can roll a d6 and add the number rolled to the total.

Cloven Feet. You have a climbing speed equal to your walking speed. Additionally, you have advantage on Strength (Athletics) checks made to climb slippery vertical surfaces or ones with few handholds.

Darkvision. Your people spend their lives in murky shadows, dank tree trunks, and inky sewers. As a result, you have superior vision for seeing in the dark. You can see in dim light within 60 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.

Witch's Brew. Over the course of an hour, you can perform a ritual to learn a spell from the warlock spell list (you can also learn the find familiar spell with this trait). The ritual can coincide with a short or long rest and it requires to you create a witch's brew by boiling a liquid and tossing in ingredients. Once you drink the brew, you can choose a 1st-level spell from the warlock spell list to learn (or find familiar). You can cast a spell once with this trait at its lowest level and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability modifier for this spell.

If you perform the ritual again, you can replace the spell you know with another 1st-level spell from the warlock spell list (or find familiar).

Your brew is toxic to other creatures. When a creature other than you drinks your witch's brew, they must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, that creature is poisoned until the end of their next turn.

If your brew isn't used within one day of its creation, it becomes a harmless, mundane liquid.

Matriquito

Matriquitoes are a stalwart people with salt in their blood and an allergy to death. Plastic in their form, matriquitoes can alter their chitinous body at will in order to endure any threat.

Matriquito Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you select this race.

Speed. Your walking speed is 30 feet.

Endure. As an action, you can suppress a number exhaustion levels equal to your Constitution modifier (minimum of 1 level). The suppression lasts for 1 hour, and you suffer none of the drawbacks from the suppressed levels for the duration. You still die if you suffer level 6 exhaustion.

Once you use this trait, you can't do so again until you finish a long rest.

Iron Gut. You can eat raw meat and other unsavory comestibles. Also, you are immune to diseases present in food you eat and water you drink.

Metamorphosis. You can choose to undergo a metamorphosis when you start a long rest. You are incapacitated for the duration of the long rest while metamorphosing, as you encase yourself in a silky cocoon. Upon completing the long rest, choose one of the forms from the list below, the benefits of which you retain until you metamorphose again. You break free from the cocoon at the end of the rest and your appearance changes to suit your new form.

You can customize your form further. Your pick of form comes with two options for polymorphisms, the benefits of which you retain until you metamorphose again. You can also swap your polymorphism when you finish a short or long rest.


  •    Bulwark. You provide half cover to friendly creatures of your size or smaller within 5 feet of you. Additionally, you gain one of the following polymorphisms:
    •     When you take fire damage, you can use your reaction to gain resistance to that fire damage.
    •     When you take cold damage, you can use your reaction to gain resistance to that cold damage.

  •    Hivelord. You can telepathically broadcast simple emotions, wants, and intentions to creatures of your choice within 60 feet of you. Additionally, you gain one of the following polymorphisms:
    •     When you speak to a creature for at least 1 minute, you can make a Wisdom (Insight) check contested by the creature's Charisma (Deception) check. On a success, you learn one of the creature's personality traits, ideal, or flaw, if they have one (determined by the DM).
    •     Choose one of your skill proficiencies, or one tool you are proficient with. Whenever you make an ability check using your choice of skill or tool, you can roll a d4 and add the result to the total.

  •    Racer. Your walking speed increases to 40 feet. Additionally, you gain one of the following polymorphisms:
    •     Your high jump height is tripled, and you don't take falling damage when you jump and fall a distance equal to the height of your jump.
    •     You have a swimming speed equal to your walking speed.

Nix

Nixes are fairy-like beings that live in clandestine societies built besides bodies of water.

Nix Traits

You have the following racial traits.

Creature Type. You are a Fey.

Size. You are Tiny.

Speed. Your base walking speed is 20 feet.

Blossom. You know either the druidcraft or shape water cantrip. Your choice of Intelligence, Wisdom, or Charisma is your spellcasting ability for either cantrip.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Whimsy Flight. You have a flying speed of 30 feet. You can't fly higher than 60 feet off the ground from your point of takeoff using this speed.

Pudding

Puddings live in forgotten dungeons, transforming them into subterranean safe havens.

Pudding Traits

You have the following racial traits.

Creature Type. You are an Ooze.

Size. You are Tiny.

Speed. Your base walking speed is 25 feet.

Acidic. You have resistance to acid damage.

Darkvision. Accustomed to sunless dungeon chambers, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.

Ooze Anatomy. You can use an action to become amorphous or revert to your humanoid form. When you become amorphous, you can choose whether your equipment falls to the ground in your space or is engulfed by your body. While you are amorphous, you can move through a space as narrow as 1 inch wide without squeezing, given any equipment you have engulfed is also able to fit through the opening. You have no limbs while amorphous, and due to your lack of hands you can't wield weapons or shields, perform somatic components, or manually interact with objects. Armor and other equipment worn on your body isn't doffed when engulfed, and you still gain its benefits as if you were wearing it.

Teeny Scout. As an action, you can pinch off a portion of your body and deposit it as a teeny scout in your space. The teeny scout is 1 inch in diameter and weighs 1 ounce. It has an AC of 10 and has 1 hit point. As a bonus action on your turn, you can move the teeny scout up to 20 feet along the ground. The teeny scout has darkvision with a range of 60 feet and is blind beyond this radius. It can telepathically share with you what it sees (no action required). The teeny scout evaporates after 1 minute. It also evaporates if it is reduced to 0 hit points, if it is ever more than 60 feet away from you, or if you choose to end it as an action.

Once you use this trait, you can't do so again until you finish a long rest.

Thanaver

Thanavers are Shadowfell natives that exist tangentially to the phenomenon of time. They're generally peaceful, though an insidious curse taints their friendly reputation.

Thanaver Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Patient. When you take the Ready action and you don't move on your turn, you can take one additional action during your next turn if the trigger never occurs.

Time Blindness. You are unable to estimate the passing of time and you are incapable of feeling boredom.

Additionally, for each day you spend entirely motionless, you don't need to eat or drink and you do not age.

Unlucky. When you see a creature within 60 feet of you make an ability check, you can use your reaction to force them to roll with disadvantage.

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

Tortlet

As twisted, conniving cousins of tortles, tortlets shrewdly vie for the upperhand. They live together in grim, otherworldly communes, warped by tense auras and ever-gritted teeth.

Tortlet Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium or Small. You choose the size when you gain this race.

Speed. Your base walking speed is 30 feet.

Analytical. You have a number of d4s you can use for this trait equal to your proficiency bonus.

Whenever you make an ability check using Intelligence or Wisdom, you can expend any or all of your d4s, roll them, and add the combined result to the total.

Additionally, you can use a bonus action to search for weak points on a creature that you can see within 30 feet of you. Make a Wisdom (Insight) check against the target's Charisma (Deception) check. If you succeed, you can expend any or all of your d4s the next time you hit that creature with an attack before the end of your turn, roll them, and add the combined result to the total damage.

You regain all of your expended d4s when you finish a long rest.

Hold Breath. You can hold your breath for up to 1 hour.

Soft Shell. Your AC is 15 + half your Dexterity modifier, rounded up. You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.

Think Ahead. When you roll for initiative and aren't surprised, you can change your initiative count by up to 3. You always go first when your initiative count matches a hostile creature, unless they also have this trait.

Wealdkin

Wealdkin enjoy political intrigue and sporting warfare. Honor and pride are instilled in their souls.

Wealdkin Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Tiny.

Speed. Your base walking speed is 25 feet, and you have a climbing speed of 25 feet.

Scurry. As an action, you can take the Dash, Disengage, and Dodge actions simultaneously.

Once you use this trait, you can't do so again until you finish a short or long rest.

Vermin Recovery. During combat, you can use a bonus action on your turn after taking the Dodge action or using your Scurry trait to spend one Hit Die and heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to half the total, rounded up (minimum of 1 hit point).

Subrace. Choose a subrace: mouse wealdkin or raccoon wealdkin.

Mouse Wealdkin (Mousefolk)

You have quick wits and nimble hands, lending your people's signature style to utilizing light weapons.

Gladiator. You have proficiency with clubs, daggers, and sickles. You can wield simple weapons that have the Light property without any penalties from being Tiny.

Raccoon Wealdkin (Raccoonfolk)

You have a natural strength and tough claws, lending your people's signature style to utilizing unarmed combat.

Scratch and Bite. Your teeth and claws count as natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Yeb

Yeb are outfitted with a mane of quills, which defends them from monsters that would prey upon them. They despise the cold, and hibernate during the winter.

Yeb Traits

You have the following racial traits.

Creature Type. You are a Humanoid.

Size. Your size is Medium.

Speed. Your walking speed is 30 feet.

Magical Hearing. You have advantage on saving throws against being deafened, and you have advantage on Wisdom (Perception) checks that rely on hearing. Additionally, if your name is spoken aloud within 300 feet of you, you become aware of the speaker's location and you hear the utterance regardless of volume.

Mane of Quills. You have a mane full of quills that fuels your other traits. You have a maximum number of quills equal to 50 + your Constitution score in your mane. You regain a number of quills equal to your Constitution score when you finish a long rest.

Your quills can be safely removed without damaging you. As an object, a quill has an AC of 10, 1 hit point, and immunity to poison and psychic damage.

Prick. When a creature grapples you, shoves you, moves into your space, or hits you with an unarmed strike or natural weapon attack, you can choose to embed 1d4 quills into them from your mane and deal piercing damage equal to your Constitution modifier (minimum of 1 damage). You can only use this trait if the creature makes contact with you.

Quill Shot. Your quills are natural weapons, which count as simple ranged weapons with which you are proficient. You can fire quills from your mane to make attacks with the quills while leaving your hands free. They have a normal range of 60 feet, a long range of 120 feet, and deal 1d6 piercing damage on a hit. When you attack with your quills, you can use your Constitution modifier, instead of Dexterity, for the attack and damage rolls.

Class - The Guerrilla

When choosing a class for your character, you can choose to play as a guerrilla.

The Guerrilla
Level Proficiency Bonus Features
1st +2 Adaptable, Rally
2nd +2 Fighting Style, Celerity
3rd +2 Guerrilla Evolvement, Tempo
4th +2 Ability Score Improvement, Martial Versatility
5th +3 Extra Attack
6th +3 Guerrilla Evolvement feature
7th +3 Intimidating Strikes
8th +3 Ability Score Improvement
9th +4 Quick Action
10th +4 Guerrilla Evolvement feature
11th +4 Blitz
12th +4 Ability Score Improvement
13th +5 Ambush
14th +5 Guerrilla Evolvement feature
15th +5 Shrewd
16th +5 Ability Score Improvement
17th +6 Frenzied Rally
18th +6 Awesome Strikes
19th +6 Ability Score Improvement
20th +6 Unwavering Leader

Hit Points


  • Hit Dice: 1d10 per guerrilla level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per guerrilla level after 1st

Proficiencies


  • Armor: Light armor, shields
  • Weapons Simple weapons, nets, improvised weapons
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, Deception, History, Intimidation, Performance, Persuasion, Stealth, or Survival

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • a shortbow and 20 arrows, any two simple melee weapons, or any simple melee weapon and a shield
  • a flask of oil and a shovel
  • a dungeoneer's pack or an explorer's pack
  • leather armor

If you forgo this starting equipment, as well as the items offered by your bacgkround, you start with 3d4 × 10 gp to buy your equipment.

 

Multiclassing and the Guerrilla

When using the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose guerrilla as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 and either a Strength or Dexterity score of 13 to take a level in this class, or to take a level in another class if you are already a guerrilla.

Proficiencies Gained. If guerrilla isn't your initial class, here are the proficiencies you gain when you take your first level as a guerrilla: light armor, shields, improvised weapons.

Spell Slots. If you choose the Painted Mage subclass, you add one third of your levels (rounded down) in the guerrilla class to the appropriate levels from other classes to determine your available spell slots.

Guerrilla Features

As a guerrilla, you gain the following class features, which are summarized in the Guerrilla table.

Adaptable

1st-level guerrilla feature


When you finish a long rest, you gain proficiency in one skill of your choice. This benefit lasts until you finish a long rest.

Additionally, you can rapidly learn new talents. You can gain proficiency in one weapon, tool, instrument, armor type, or fluency in one language if you spend at least one hour each day for 7 days in a row practicing with another creature that has proficiency in the weapon, tool, instrument, or fluency in the language you wish to learn. Your proficiency or fluency vanishes if 7 days elapse without you practicing in the same manner.

Rally

1st-level guerrilla feature


As an action on your turn, you can choose a number of allies within 60 feet of you that can see or hear you equal to your proficiency bonus. You and those creatures enter a rally. While in a rally, you have the following rally features: Charge, Foray, and Unite. You can activate a rally feature as a bonus action on your turn while you are a part of a rally, and you can also activate one as part of the action you use to start the rally. A creature in the rally must be within 60 feet of you and be able to see or hear you to benefit from a rally feature.

The rally lasts until the end of combat, but it ends early if you become incapacitated or after you activate a number of rally features equal to your proficiency bonus. Once you start a rally, you can't do so again until you finish a short or long rest.

Charge

When you use this feature during a rally, choose a hostile creature that you can see to target. Each creature in the rally can use their reaction to move up to their speed toward the target if they know its location.

Foray

When you use this feature during a rally, each creature in the rally gains a bonus to the damage roll of the first hit they score on their next turn. The bonus is equal to your Charisma modifier (minimum of 1 damage).

Unite

When you use this feature during a rally, choose a hostile creature that you can see to target. Each creature in the rally has advantage on the first attack roll they make against the target on their next turn.

Celerity

2nd-level guerrilla feature


You have naturally quick reflexes. You have advantage on initiative rolls.

Fighting Style

2nd-level guerrilla feature


You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

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

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Guerrilla Evolvement

3rd-level guerrilla feature


Choose the type of guerrilla you are: Avenger, Minuteman, Painted Mage, or Trapper, each of which is detailed at the end of the class's description. Your choice grants you features at 6th level and again at 10th and 14th level.

Tempo

3rd-level guerrilla feature


Before the start of your turn, you can choose to delay your place in the initiative order. When you do so, you decrease your initiative roll by an amount of your choosing.

Ability Score Improvement

4th-level guerrilla feature


When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility

4th-level guerrilla feature


Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to guerrillas.

Extra Attack

5th-level guerrilla feature


You can attack twice, instead of once, whenever you take the Attack action on your turn.

Intimidating Strikes

7th-level guerrilla feature


When you hit a creature with an attack, you can choose for the creature to make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, the creature is frightened of you until the start of your next turn. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest. While you are in a rally, you can use this feature without expending a use and while you have no uses remaining.

Quick Action

9th-level guerrilla feature


When you use your action to Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object, you can use one of the other options as part of the same action.

You can't ready a weapon attack or a spell when using the Ready action with this ability.

Blitz

11th-level guerrilla feature


On your first turn of combat, your speed is doubled and your movement doesn't provoke opportunity attacks.

Ambush

13th-level guerrilla feature


When you roll for initiative, you and creatures of your choice within 30 feet of you gain a bonus to your initiative rolls. The bonus is equal to your Charisma modifier (minimum of +1).

Additionally, you have advantage on attack rolls against creatures that haven't had a turn in combat.

Shrewd

15th-level guerrilla feature


Non-skill proficiencies and languages you gain from your Adaptable feature are permanent.

Frenzied Rally

17th-level guerrilla feature


There is no limit to the amount of times you can use a rally feature during a rally. Your rally no longer ends early if you become incapacitated.

Additionally, the extra damage granted by the Foray rally feature now equals 2 × your Charisma modifier (minimum of 2 damage).

Awesome Strikes

18th-level guerrilla feature


When a creature makes a saving throw against your Intimidating Strikes feature for the first time in a 24 hour period, they have a -10 penalty to their saving throw.

Unwavering Leader

20th-level guerrilla feature


You have unlimited uses of your Rally feature.

Guerrilla Evolvements

Here are the evolvement options you can choose from at 3rd level.

Avenger

Avengers seek a higher power to guide their hand. In a moment of need, a religious fury awakens inside of them, and they wield a spark of the divine. Avengers enact righteous justice on wrongdoers who have threatened the balance of good and evil.

 

Variant Avenger: Reaper

You can choose to play as a Reaper, an alternative to the Avenger. If you choose to play as a Reaper, you have the same features as the Avenger, except you deal necrotic damage instead of radiant damage with your Retribution and Zealous Rumble features.

Extra Rally Features

3rd-level Avenger feature


You have the following rally features to use with your Rally: Bolster and Endure.

Bolster

When you use this feature during a rally, each creature in the rally gains a number of temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point) for the duration of the rally.

Endure

When you use this feature during a rally, each creature in the rally can reattempt one saving throw against an effect that is causing them to be charmed or frightened.

Retribution

3rd-level Avenger feature


Once per turn, you can deal an extra 1d8 radiant damage to a creature when you hit it with an attack if you saw that creature deal damage to you or an ally since the end of your last turn.

Zealous Strikes

6th-level Avenger feature


Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Uplift the Needy

10th-level Avenger feature


When a creature that you can see within 30 feet of you fails a saving throw, you can use your reaction to grant that creature the ability to reroll their saving throw, potentially turning the failure into a success.

Once you change a failure into a success using this feature, you can't do so again until you finish a short or long rest.

Zealous Rumble

14th-level Avenger feature


Once per turn, you can deal an extra 1d8 radiant damage to a creature when you hit it with an attack while you are in a rally. Radiant damage you deal ignores resistance.

Minuteman

Willing to meet the throes of battle at a moment's notice, Minutemen heed the call to action from their lords, country, or crown. In places where the military is stretched thin, coffers are empty, and invaders are on the doorstep, Minutemen bear the onus of war.

Extra Rally Features

3rd-level Minuteman feature


You have the following rally features to use with your Rally: Mobilize and Prepare.

Mobilize

When you use this feature during a rally, each creature in the rally can use their reaction to stand up if they are prone and then move up to half their speed.

Prepare

When you use this feature during a rally, each creature in the rally can don or doff a shield, draw a weapon, and stow a weapon.

Rustic Champion

3rd-level Minuteman feature


Simple and improvised weapons you wield gain the finesse property and deal 1d6 damage if they would deal less damage otherwise.

Ramshackle Combat

3rd-level Minuteman feature


When you roll for damage with a simple or improvised weapon and you roll the highest number on weapon's damage die, you may reroll the damage die and add the result to the total damage. You can use this feature up to 3 times per turn.

Moment's Notice

6th-level Minuteman feature


You are immune to being surprised. You can don or doff light armor as an action, and you can draw a weapon as part of the attack you make with that weapon.

Strength in Numbers

10th-level Minuteman feature


Your rallying party fights as one. Creatures in your rally have a +1 bonus to saving throws for each other creature in your rally within 10 feet of them, and they have half cover while within 5 feet of another creature in your rally.

Ambush Master

14th-level Minuteman feature


When you score a hit against a creature that hasn't had a turn in combat, the hit is a critical hit if the weapon is a simple or improvised weapon. If the creature is also surprised, you can reroll the weapon's damage dice and decide which result to use.

Painted Mage

A Painted Mage is a commoner transformed by magic. Raw elemental energy intertwines with the body, blood, and soul of the vessel. Painted Mages can be created by being exposed to the breath weapon of a dragon, handling a relic from another plane of existence, or having a partially realized sorcerous heritage.

Extra Rally Features

3rd-level Painted Mage feature


You have the following rally features to use with your Rally: Concentrate and Sculpt.

Concentrate

When you use this feature during a rally, each creature in the rally has advantage on Constitution saving throws made to maintain concentration on a spell until the start of your next turn.

Sculpt

When you use this feature during a rally, each creature in the rally has immunity to damage you deal with spells this turn.

Palette

3rd-level Painted Mage feature


When you gain this feature, choose one of the following damage types: acid, cold, fire, lighting, poison, or thunder.

When you cast a spell you learned from this class with a spell slot that deals damage, the damage type is changed to the damage type you chose when you gained this feature.

Spellcasting

3rd-level Painted Mage feature


You gain the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Painted Mage spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and 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.

Spells Known of 1st-Level and Higher. You know two 1st-level sorcerer spells of your choice.

The Spells Known column of the Painted Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modiffier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

 

Painted Mage Spellcasting
Guerrilla Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 2
4th 2 3 3
5th 2 3 3
6th 2 3 3
7th 2 4 4 2
8th 2 4 4 2
9th 2 4 4 2
10th 3 5 4 3
11th 3 5 4 3
12th 3 5 4 3
13th 3 6 4 3 2
14th 3 6 4 3 2
15th 3 6 4 3 2
16th 3 7 4 3 3
17th 3 7 4 3 3
18th 3 7 4 3 3
19th 3 8 4 3 3 1
20th 3 8 4 3 3 1

Living Spell

6th-level Painted Mage feature


Your being is contaminated with raw magic. You are now a construct in addition to your other creature types. You have an aura of evocation magic, which is noticeable with spells and effects like detect magic.

Additionally, you gain the ability to see auras like your own. You can see a faint aura around any visible creature or object within 30 feet of you that bears evocation magic.

Dyed Blood

10th-level Painted Mage feature


You gain resistance to the damage type you chose for your Palette feature. If you already have resistance to that damage type, you can choose another damage type from among the options in the Palette feature, and gain resistance to that damage type instead.

Portrait of the Self

14th-level Painted Mage feature


Magic engulfs your entire being. Your body becomes a well of magic, making it so you can cast sorcerer spells of 4th-level and lower without having to provide any material components, even costly ones.

Additionally, spells and effects that only work on a specific creature type, such as hold person, no longer effect you unless you willingly allow the spell or effect to work on you or the spell or effect specifically works on constructs.

Trapper

Trappers are devious experts at plotting ruses. They aim to end a fight before it comes to clashing weapons. Kobolds and other monstrous races are particularly drawn to becoming Trappers, using their expertise to defend their subterranean homes from prying adventurers.

This subclass utilizes the rules for setting traps as described under the description of thieves' tools on page 84 of Xanathar's Guide to Everything.

Extra Rally Features

3rd-level Trapper feature


You have the following rally features to use with your Rally: Footing and Scuffle.

Footing

When you use this feature during a rally, each creature in the rally has advantage on Dexterity saving throws until the start of your next turn.

Scuffle

When you use this feature during a rally, each creature in the rally can use their reaction to grapple or shove a creature.

Deploy Hazards

3rd-level Trapper feature


When you take the attack action on your turn, you can spread a bag of ball bearings or caltrops in place of one of your attacks.

Jury-Rigging

3rd-level Trapper feature


You gain proficiency with thieves' tools. You have advantage on ability checks made to set the DC of traps, and the time it takes you to create a trap is reduced to 10 minutes.

Trap Sensibility

6th-level Trapper feature


You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect traps, and you have advantage on ability checks made to disable traps.

Additionally, you don't set off your own traps unless you choose to do so, and you automatically succeed on Dexterity saving throws against ball bearings and caltrops.

Superior Traps

10th-level Trapper feature


The damage dealt by your traps are doubled, and other creatures have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks made to spot them.

Snared Prey

14th-level Trapper feature


You have advantage on attack rolls against creatures that are grappled, and other creatures have advantage on attack rolls against creatures that you have grappled.

Subclasses

This section contains the following subclasses.

Class Subclass
Artificer Autoist
Bard College of Doors
Druid Circle of Tributaries
Fighter Goon
Monk Way of Pilgrimage
Ranger Wild Brute
Warlock The Magnate
Warlock The Shaman
Wizard Relic Hunter

Autoist (Artificer)

An Autoist utilizes magical inertia to make mundane objects move of their own accord, compounding this effect into a magnificent vehicle that rumbles across the land without the need for an engine or a drive beast.

Tool Proficiency

3rd-level Autoist feature


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

Autoist Spells

3rd level Autoist feature


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

Autoist Spells
Artificer Level Spell
3rd Tenser's floating disc, unseen servant
5th hold person, knock
9th slow, thunderstep
13th compulsion, dimension door
17th passwall, teleportation circle

Arcane Caravan

3rd-level Autoist feature


You have completed your tinkering on a marvelous vehicle, a wagon which supplies its own impetus. See it's game statistics in the Arcane Caravan stat block, which uses your proficiency bonus (PB) in several places. As you continually tinker on your caravan, its statistics improve along with your own. You determine the vehicle's appearance.

Ability Scores. Your Arcane Caravan has six ability scores and the corresponding modifiers, just like a creature. A creature operating the helm can make ability checks and saving throws for the Arcane Caravan using its statistics, adding their proficiency bonus if they have proficiency with land vehicles. However, the Arcane Caravan has a score of 0 in Intelligence, Wisdom, and Charisma, and automatically fails any ability check or saving throw it uses with that score.

Actions. If a creature with proficiency in land vehicles operates the helm of your Arcane Caravan, they can use their action to take control of the vehicle and use one of the action options in the stat block. The Arcane Caravan can only take one action per round, regaining the ability to do so on initiative count 0.

Boarding and Unboarding. A typical Arcane Caravan can be entered through a gate at the rear. A creature can board or unboard the vehicle by spending half of their movement. While inside the Arcane Caravan, a creature can benefit from cover according to the design of the vehicle.

Capacity. The Arcane Caravan's stat block indicates how much cargo it can carry. The vehicle can't move if its cargo exceeds this capacity. Creature's and the equipment they are carrying generally don't count against the Arcane Caravan's capacity. Six creatures of size Medium or smaller can fit inside the Arcane Caravan.

Components. The Arcane Caravan is comprised of multiple different components, each with their own AC and hit points. Some components have special rules, as described in the stat block.

A component is destroyed and becomes unusable when it drops to 0 hit points. The Arcane Caravan is wrecked if its hull is destroyed, and the entire vehicle becomes unusable until repaired.

Some components have a damage threshold, which appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal.

If the mending spell is cast on a component, it regains 2d6 hit points. A creature with carpenter's tools and wood can perform repairs on a component over the course of an hour, restoring a number of hit points equal to 5 × their proficiency bonus.

Replacing the Caravan. If your Arcane Caravan is irreversibly lost or destroyed, you can create a new one over the course of 7 days. Doing so requires adequate building materials and 8 hours of work each day.


Arcane Caravan

Large vehicle (15 ft. by 10 ft.)


  • Cargo Capacity A number of pounds equal to 1,000 + your Intelligence modifier × 200
  • Travel Pace 3 miles per hour (72 miles per day)

STR DEX CON INT WIS CHA
18 (+4) 7 (–2) 12 (+1) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

When a creature uses their action to operate the helm, they can choose one of the following actions to perform with the Arcane Caravan. The Arcane Caravan can only perform one action per round, regaining the ability to do so on initiative count 0.

  • Eject. The creature operating the helm is safely ejected out of the Arcane Caravan, landing in an unoccupied space of their choice that they can see within 30 ft. of the vehicle.
  • Move. The Arcane Caravan uses its helm and its wheels to move.

Helm

  • Armor Class 10 + PB
  • Hit Points 5 × your artificer level

Move up to the speed of the Arcane Caravan's wheels, with one 90-degree turn. If the helm is destroyed, the Arcane Caravan can't turn.

Hull

  • Armor Class 10 + PB
  • Hit Points 10 × your artificer level (damage threshold 10)

Wheels

  • Armor Class 10 + PB
  • Hit Points 5 × your artificer level (damage threshold 5)
  • Speed (land) 30 ft.

If the wheels are destroyed, the Arcane Caravan can't move.

Drive

5th-level Autoist feature


Your touch accelerates objects. You always have the catapult spell prepared, and it doesn't count against the number of artificer spells you prepare. You can cast catapult at it's lowest level without spending a spell slot, but it has a range of touch when cast in this way.

You can use an action to touch your Arcane Caravan, causing it to lurch up to 10 feet in a direction of your choice.

Caravan Augmentation

9th-level Autoist feature


Your Arcane Caravan gains one of the following augmentations of your choice. If you replace your caravan, you can choose a different augmentation for your new caravan.

Altar. You install a new component to the Arcane Caravan, which takes the form of an altar. This component has an AC of 10 + your proficiency bonus and has a number of hit points equal to 5 × your artificer level.

You can use your action to teleport to an unoccupied space within 5 feet of the altar as long as its on the same plane of existence as you. Alternatively, you can choose to teleport in this manner when you drop to 0 hit points and are knocked unconscious. If you teleport in this way, the altar stabilizes you, and you regain 1 hit point after 1 hour. Once you teleport using the altar, you can't do so again until you finish a long rest.

Crossbow. You install a new component to the Arcane Caravan, which takes the form of a heavy crossbow. This component has an AC of 10 + your proficiency bonus and a number of hit points equal to 5 × your artificer level.

A creature operating the helm of the Arcane Caravan can use the Attack action to make an attack with the heavy crossbow, or they can make one attack with the heavy crossbow as part of one of the Arcane Caravan's actions. You are proficient with this crossbow, and you can use your Intelligence modifier, instead of your Dexterity modifier, for attack and damage rolls made with this crossbow. The heavy crossbow can benefit from infusions like normal.

Extradimensional Storage. You install a door within the hull of the Arcane Caravan that leads to an extradimensional space. The extradimensional space is a 30-foot cube, and any cargo within it doesn't count against the cargo capacity of the Arcane Caravan. If the hull is destroyed, all creatures and objects within the extradimensional space are harmlessly ejected out of the vehicle, and the space can't be accessed again until the hull is repaired.

A permanent unseen servant resides within the extradimensional space under your control. It can't be dispelled, it is immune to damage, and it can't leave the space.

Improved Components

15th-level Autoist feature


Your Arcane Caravan gains one of the following improved components. Alternatively, your Arcane Caravan gains one of the augmentations from your Caravan Augmentation feature that it doesn't already have. If you replace your caravan, you can choose a different option for your new caravan.

Improved Helm. While a creature is operating the helm, they can see through the Arcane Caravan as if it were invisible. You can telepathically operate the helm while you are within 100 feet of the Arcane Caravan.

Improved Hull. The Arcane Caravan is now Gargantuan (30 feet by 20 feet), has a Strength score of 25, has doubled cargo capacity, and the damage threshold of the hull becomes 30.

Improved Wheels. The Arcane Caravan is unaffected by difficult terrain, and it can move across any liquid surface as if it were harmless solid ground while the wheels are intact.

College of Doors (Bard)

Ambassadors of the College of the Doors bring far away people together physically and metaphorically.

Custodian of the Planes

3rd-level College of Doors feature


You are well learned from your studies and experiences. You learn to speak, read, and write two languages of your choice.

Additionally, the following spells are added to the bard spell list for you: arcane gate, blink, far stepXGtE, gate, misty step, plane shift, scatterXGtE, and vortex warpSCoC.

Secret Doors

3rd-level College of Doors feature


When you grant a creature one of your Bardic Inspiration dice, you can choose for an illusory door to momentarily open within the creature's space. Before that creature moves on their next turn, they can use 5 feet of movement to travel through the door, teleporting up to 20 feet away to an unoccupied space that they can see. The door vanishes when the creature moves through it, they move without traveling through the door, or their turn ends.

Additionally, you can spend a Bardic Inspiration die as a bonus action to create such a door for yourself.

Tunneling

6th-level College of Doors feature


By reaching through tunnels between the planes, you bring long distances closer together. The range for your bard spells increases by a number of feet equal to 5 x your level in this class. Bard spells you cast with a range of touch instead have a range out to this distance.

Hall of Many Doors

14th-level College of Doors feature


While a creature has one of your Bardic Inspiration dice, they can use a bonus action and 5 feet of movement on their turn to teleport up to 20 feet to an unoccupied space that they can see by creating and opening an illusory door. You can teleport in the same manner while you have at least 1 use of your Bardic Inspiration feature remaining.

Circle of Tributaries (Druid)

Druids within the Circle of Tributaries preach the interconnectivity of all living things. Through the medium of water, these druids reach the souls of other beings via secrets of the waves, regardless of the type of creature they are. Afterall, a thirsty traveler needs a drink just as much as an unquenched beast.

Brave the Waterways

2nd-level Circle of Tributaries feature


You have a swimming speed of 30 feet.

As an action, you can touch a willing creature and grant them a swimming speed of 30 feet, which lasts for 1 hour. If they already have a swimming speed, their swimming speed increases by 10 feet instead. A creature with this swimming speed gains 1d4 temporary hit points when they end their turn while swimming in water.

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

Mystic Pond

2nd-level Circle of Tributaries feature


As an action, you can create a magical pond of fresh, potable water at a point you can see on the ground within 30 feet of you. The pond grows outwards from the point, occupying an area that fits within a 20-foot diameter circle. The pond expands downwards into an extradimensional space, up to 20 feet deep. Creatures and objects that were standing where the pond was before you conjured it get dropped into its waters.

The pond lasts for 10 minutes, at which point it evaporates, and any creatures and objects within its space are harmlessly transported to the ground. You can also end the pond early as an action.

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

At 10th level, the pond lasts for 1 hour, and you can spend a spell slot of 5th-level or higher to use this feature again.

Water's Interconnectivity

6th-level Circle of Tributaries feature


When you cast a spell of 1st-level or higher that targets only one creature and doesn’t have a range of self, you can choose to target a second creature in range with the same spell. The second target must be swimming in water or having a swimming speed.

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level.

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

Allies of the Pond

10th-level Circle of Tributaries feature


You can cast conjure animals when you create your mystic pond, without expending a spell slot. When you cast conjure animals in this way, it doesn't require your concentration, the spirits you summon must have a swimming speed, and the spirits vanish if they leave the pond.

Waterspout

14th-level Circle of Tributaries feature


Your swimming speed increases to 60 feet and you can breathe underwater. Additionally, you can fly up to 120 feet above a body of water using your swimming speed, utilizing jets of water to keep you aloft.

Goon (Fighter)

A fighter embodying the archetypal Goon forms the backbone of a mightier squad. These fighters specialize in underhanded tactics, subversion, and blunt brutality.

Bonus Proficiency

3rd-level Goon feature


You gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Deception, Intimidation, Sleight of Hand, or Stealth.

Dirty Tactics

3rd-level Goon feature


You have advantage on ability checks made to grapple or shove a creature, and your speed isn't halved while you are moving with a grappled creature that is your size or smaller.

Additionally, when a hostile creature that you can see moves out of your reach, you can use your reaction to grapple or shove the creature.

Member of Many

7th-level Goon feature


You don't count against the number of creatures that a friendly creature can target when they target you with a spell or effect that targets two or more creatures (such as the bless spell or the Sculpt Spells feature).

Cohesive Aid

10th-level Goon feature


Whenever you participate in a group check, you can roll a d6. Each creature participating in the group check gains a bonus to their check equal to the result.

Additionally, you can take the Help action as a bonus action on your 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.

Tag In

15th-level Goon feature


Once during your turn, you can swap places with a willing creature within 10 feet of you (no action required). To use this feature, you must have a direct, unobstructed path between you and the friendly creature, and you both must have a speed greater than 0. Swapping places with this feature doesn't use movement and doesn't trigger opportunity attacks. If you have one or more creatures grappled by you when you use this feature, the grappled creatures move to an unoccupied space within 5 feet of your new position and remain grappled by you. If no such space exists for a creature, they break free of their grapple and don't move.

Crippling Choke

18th-level Goon feature


Creatures grappled by you are suffocating, unable to speak, and must succeed on a Constitution saving throw at the end of each of their turns or gain one level of exhaustion. The DC for this saving throw is equal to 8 + your Athletics bonus. Creatures that don't need to breath automatically succeed on their saving throw. Any levels of exhaustion caused by this feature go away when the creature is no longer grappled by you.

Way of Pilgrimage (Monk)

A monk following the Way of Pilgrimage believes they must undergo a religious journey in order to reach divine purity of their soul. Their devotion fuels them as they trek the land in search of understanding.

Tireless Devotion

3rd-level Way of Pilgrimage feature


You can't gain levels of exhaustion as a result of walking for more than 8 hours in a day. Additionally, you can take a short rest and meditate while walking.

Patient Judgement

3rd-level Way of Pilgrimage feature


You quietly serve judgment to wrongdoers. When you use your Patient Defense as a bonus action, you can also ready an attack with a monk weapon or an unarmed strike. If a creature makes an attack within your reach, you can use your reaction to make one attack against them.

When you use your Patient Defense and aren't targeted by an attack roll or forced to make a Dexterity saving throw before the start of your next turn, the 1 ki point you spent to use it is returned to you.

Solemn Intuition

6th-level Way of Pilgrimage feature


You can spend 2 ki points to cast augury as an action without requiring material components. When you cast augury using this feature, you know if the result you receive is a random reading, and there is never a greater than 50% chance that your reading is random.

Hallowed Light

11th-level Way of Pilgrimage feature


Each time you make an attack with a monk weapon or an unarmed strike, you can deal an additional 1d4 radiant damage on a hit.

Journey's End

17th-level Way of Pilgrimage feature


You've reached self-actualization at the end of your spiritual journey. You can use your action to cast a 9th-level spell from the cleric spell list, using Wisdom as your spellcasting ability. A spell cast in this way doesn't require material components, even costly ones.

Once you use this feature, you can't do so again until you finish a long rest and spend a cumulative 24 hours in meditation.

Wild Brute (Ranger)

Wild Brutes stalk untamed tracts of land, relying only on their infallible instincts to fuel their beastly way of life. Any good they do is a byproduct of defending their territory.

Fell Strike

3rd-level Wild Brute feature


You can make a single weapon attack as a bonus action on each of your turns. This attack is made with disadvantage, and if you hit, you deal an extra 1d4 damage.

Unseeing Tracker

3rd-level Wild Brute feature


You can magically track creatures even when they don't leave physical traces of their passage. For every creature you see, you magically sense their aura, the memory of which you retain for 8 hours. During this time, you can use an action to make a Wisdom (Survival) check with a DC equal to the creature's passive Dexterity (Stealth) score. Alternatively, the creature you are tracking can contest your Wisdom (Survival) check with their Dexterity (Stealth) check if they are moving stealthily. If you succeed in either case, you can track the creature's path they traveled on the ground as if they had left footprints. On a failure, you lose the sensation of their aura and you can't use this feature to track them until you see them again.

Gut Judgement

7th-level Wild Brute feature


As an action, you can magically read how a creature would react to your presence. Choose one creature that you can see within 60 feet of you. The DM tells you whether or not that creature would be openly hostile to you if you make your presence known to them.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest.

Brutish Flurry

11th-level Wild Brute feature


When you miss a creature with an attack on your turn, you have advantage on attack rolls you make against that creature until the end of the turn.

Savage Critical

15th-level Wild Brute feature


When you make a weapon attack and the attack roll is made with advantage, you score a critical hit if both of the rolls would hit the target.

The Magnate (Warlock)

The Magnate is a patron in the truest sense. They leverage their mystical hoard of gold and their connection to other extraordinary beings to grant you magical powers.

Expanded Spell List


1st-level Magnate feature


The Magnate 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.

Magnate Expanded Spells
Spell Level Spells
1st compelled duel, identify
2nd arcane lock, calm emotions
3rd life transference, sending
4th fabricate, Leomund's secret chest
5th creation, dominate person

Exchange Coin

1st-level Magnate feature


As an action, you can convert coins in your hands using the standard exchange rate.

Additionally, you can use your action to make a purchase using coins you have in your hands. You can purchase a single item from any of the nonmagical equipment available to you in chapter 5 of the Player's Handbook. When you do so, your patron magically exchanges your coin and grants you the item you purchased.

You can make a purchase with this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Fair Trade

1st-level Magnate feature


Once on your turn, you can deal an additional 1d6 necrotic damage when you hit a creature with an attack and that creature dealt damage to you since the end of your last turn.

Greater Catalogue

6th-level Magnate feature


You patron now allows you to purchase spell components using your Exchange Coin feature. Additionally, you can purchase certain magic items to assist you with your mercantile ventures, using the prices on the Patron Magic Items table. Spell scrolls you purchase using this feature must contain a spell from the warlock spell list or the spells on the Magnate Expanded Spells table, and consumable common magic items are half price.

The DM may add additional magic items to this table based on the nature of your patron and the magic items they have available to them.

Patron Magic Items

Item Price
Any common magic item 100 gp
Bag of holding 500 gp
Deck of illusions 500 gp
Eyes of charming 500 gp
Gloves of thievery 500 gp
Goggles of night 500 gp
Heward's handy haversack 10,000 gp
Immovable rod 500 gp
Ring of jumping 500 gp
Ring of mind shielding 500 gp
Ring of swimming 500 gp
Portable hole 10,000 gp
Potion of greater healing 250 gp
Potion of poison 250 gp
Rod of the pact keeper
        +1 500 gp
        +2 10,000 gp
        +3 25,000 gp
Sending stones 500 gp
Spell scrolls
        Cantrip 25 gp
        1st-level 75 gp
        2nd-level 150 gp
        3rd-level 300 gp
        4th-level 500 gp
        5th-level 1,000 gp
Wand of detect magic 500 gp
Wand of magic missiles 500 gp
Winged boots 500 gp

Safeguard Investment

10th-level Magnate feature


Your patron places a spellbinding ward on you. You can gain 10 temporary hit points at the start of your turn if you have fewer than half of your hit points remaining and you aren't incapacitated.

Equivalent Rebuke

14th-level Magnate feature


When a creature within 60 feet of you deals damage to you, you can use your reaction to deal an equal amount of necrotic damage to them. This damage overcomes resistance and immunity, and it can't be reduced in any way.

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

The Shaman (Warlock)

Warlocks dedicated to a great shaman wield the power of elemental spirits.

Expanded Spell List

1st-level Shaman feature


The Shaman 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.

Shaman Expanded Spells
Spell Level Spells
1st speak with animals, zephyr strike
2nd augury, gust of wind
3rd bestow curse, speak with plants
4th control water, guardian of nature
5th commune with nature, wrath of nature

Nature's Step

1st-level Shaman feature


The many spirits of nature quietly guide your step. As a bonus action on your turn, you can call upon these spirits to grant you climbing and swimming speeds equal to your walking speed until the end of your turn. You ignore difficult terrain while you have these speeds.

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

Spiritualist

1st-level Shaman feature


You gain the ability to cast any warlock spell you know as a ritual if that spell has the ritual tag.

Shamanic Séance

6th-level Shaman feature


You can band together with others when performing rituals to contact nature spirits. When you cast a spell as a ritual, you can choose to perform a séance. During a séance, any number of creatures can assist you by chanting, dancing, or meditating, as long as they speak at least one language and remain within 30 feet of you for the casting. While at least one other creature is participating in the séance, you gain the following benefits:

  • The time it takes to cast the spell is reduced by 1 minute for each other creature, up to a maximum reduction of 10 minutes.
  • Your concentration can't be broken during the casting.
  • Once the ritual is complete, a willing creature of your choice that is participating in the séance can attempt to contact a spirit and give it form. That creature must make a Charisma (Persuasion) check against your spell save DC. On a success, the spirit rises from the ground in an unoccupied space of your choice within 30 feet of you. The spirit uses the statistics of a zombie, except it adds your Charisma modifier to the damage of its slam attack, and its slam attack deals cold or fire damage (your choice) instead of bludgeoning damage. The spirit obeys your mental commands while you can see it (no action required), and it takes its turn immediately after yours. The spirit disappears if it dies or if you summon another spirit using this feature.

Once you perform a séance, you can't do so again until you finish a short or long rest.

Elemental Survivor

10th-level Shaman feature


Nature's harmful aspects ebb and flow around you, exempting you from its wrath. You ignore the drawbacks from extreme heat and cold.

Additionally, when you take cold or fire damage, you can use your reaction to halve the damage against you.

Bewitch

14th-level Shaman feature


You can attempt to momentarily replace another's spirit with a spirit of nature, possessing them. As an action, choose a humanoid that you can see within 30 feet of you. The target must make a Charisma saving throw against your spell save DC or become possessed. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. On a failure, the target is incapacitated and loses control of its body. The spirit now controls the body but doesn't deprive the target of awareness. The spirit can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it uses your Intelligence, Wisdom, and Charisma scores. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

On each of your turns, you can use a bonus action to mentally command the spirit if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The possession lasts for 1 minute. It ends early if the target drops to 0 hit points, you end it as a bonus action, or the spirit is turned or forced out by an effect like the dispel evil and good spell. Additionally, each time the target takes damage, it can repeat the saving throw, expelling the spirit on a success. Once you use this feature, you can't do so again until you finish a long rest.

Relic Hunter (Wizard)

Relic hunters piece together clues left behind by ruined civilizations.

Archaeology

2nd-level Relic Hunter feature


You learn one additional language of your choice. Additionally, you have advantage on Intelligence (History) checks made to determine the original nature and purpose of archaic objects.

You learn additional languages when you reach certain levels in this class: one at 6th level and another at 14th level. Your linguistic advancements reflect your ongoing study of various histories and cultures.

Detective Debonair

2nd-level Relic Hunter feature


You add the detect magic spell to your spellbook at no cost if you don't have it already. You always have detect magic prepared and it doesn't count against the number of spells you can prepare each day. While you are concentrating on detect magic, you gain the following benefits:

  • When you detect a magic item, you automatically know its rarity, whether or not it is attuned to a creature, and what spell or spells it allows the user to cast, if any.
  • You automatically identify the name of any spell cast within 30 feet of you.
  • You have advantage on Dexterity saving throws against spells and other magical effects.

You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.

Fuddle Attunement

6th-level Relic Hunter feature


As an action, you can touch a creature or a magic item that a creature is attuned to and break their attunement to the item. If the creature is unwilling, they can make a Wisdom saving throw against your spell save DC, retaining their attunement on a success.

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

Dashing

10th-level Relic Hunter feature


Your time spent in hazardous dungeons has honed your hair-trigger senses. You gain proficiency in Dexterity saving throws.

Artifact Hunter

14th-level Relic Hunter feature


While you are concentrating on detect magic, you gain the following benefits:

  • You automatically detect the presence of magic items within 120 feet of you. While sensing a magic item, you can use your action to identify it. When you identify an item in this way, you learn its properties and how to use them, whether it requires attunement to use, and whether or not the item is cursed.
  • Your ability to sense magic items isn't hindered by anything except lead.

Feats

This section contains the following feats.

Feat Prerequisite
Baleful Brew Koven
Brainiac Tortlet
Demolitionist Gremlin
Dungeonsense Pudding
Holy Harbinger Gremlin (grave)
Hydromancy Nix
Improved Faerie Fire The ability to cast the faerie fire spell
Lingering Curses The ability to cast at least one spell
Myriad Pockets Gremlin (house)
Rapid Healing Wealdkin (raccoon)
Shoulder Howdah Medium race
Somniloquist Gremlin (bleareye)
Superior Scout Pudding
Tune into Leylines The ability to cast at least one spell that affects an area in the shape of a cone or a line
War Cunning Wealdkin (mouse)
Warrior's Aspect Wealdkin
Watchful Caster Thanaver, and the ability to cast at least one spell
Watchful Warrior Thanaver, and you belong to a class that has the Extra Attack feature
Wing Dust Nix

Baleful Brew

Prerequisite: Koven


You have concocted a recipe for fiendish brews. You gain the following benefits:

  • Increase your Constitution or Charisma score by 1, to a maximum of 20.
  • Once you drink your witch's brew, you can choose from among the 2nd-level spells from the warlock spell list to learn.
  • When you cast the spell you learn from your witch's brew, you can choose to cast it as a 2nd-level spell.
  • When you drink your brew, you gain a number of temporary hit points equal to your level.

Brainiac

Prerequisite: Tortlet


You are a mastermind, criminal or otherwise. You gain the following benefits for your Analytical trait:

  • Your dice are now d6s.
  • When you expend a d6 while making an ability check, you recover the expended dice if you fail the check.
  • You recover one of your d6s when you finish a short rest.

Demolitionist

Prerequisite: Gremlin


You're an adaptable, chaotic force of destruction. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • The extra damage you deal with your Dismantle trait is no longer halved.
  • As a bonus action on your turn, you can analyze an object or construct that you can see and plan for a crushing blow. The first attack roll that you make against the object or construct before the end of your turn is a critical hit if you roll a 15 or higher on the d20 for your attack roll. Once you score a critical hit using this feat, you can't use this bonus action again until you finish a long rest.

Dungeonsense

Prerequisite: Pudding


You've developed a connection with inside spaces. You gain the following benefits:

  • As an action, you can touch a wall, floor, or ceiling and peer through it. Until the start of your next turn, you can see and hear as if you were in the nearest space on the other side of the surface. You can't perceive through a wall, floor, or ceiling that is greater than 5 feet thick, and a layer of lead of any thickness blocks your abilities to perceive through it.
  • Whenever you make an Intelligence check to determine the purpose or origin of a room, you are considered proficient in the check and add double your proficiency bonus, instead of your normal proficiency bonus.
  • Your teeny scout has blindsense out to 30 feet.

Holy Harbinger

Prerequisite: Gremlin (grave)


Grave gremlins that vow to vanquish undead gain the ability to shed tears that can bless water. You have taken the oath, and you gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • When you finish a long rest, you can cry a single tear into a vial of fresh water, transforming it into a vial of holy water. The holy water lasts until it is used or until the end of your next long rest, in which case it reverts to normal water.
  • You learn the gentle repose spell and can cast it once without expending a spell slot. You regain the ability to do so when you finish a long rest, and Wisdom is your spellcasting ability for it.

Hydromancy

Prerequisite: Nix


You command the flow of water, shaping it as you please. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You learn the create or destroy water spell and can cast it at will, without expending a spell slot. The spell's spellcasting ability is the ability increased by this feat.
  • You gain a swimming speed of 30 feet.

Improved Faerie Fire

Prerequisite: The ability to cast the faerie fire spell


You develop an intense well of fey power, allowing you to alter wavelengths of light at will. When you cast faerie fire, you can choose for the light to shine white, yellow, or red, in addition to the normal blue, green, or violet.

Lingering Curses

Prerequisite: The ability to cast at least one spell


Your vexatious magic lingers in the air. When you cast a spell of 1st-level or higher that targets only one creature, you can choose for the spell to not take effect immediately. Instead, the spell takes effect sometime within the next 8 hours when a stipulation is met. You choose the stipulation, making it as specific or general as you like, and if the spell requires concentration, you must concentrate on the spell in the meantime. The spell then takes effect immediately after the stipulation is met for the first time, whether or not you want it to. For example, a hex cast on a creature might trigger when that creature attempts to make a certain type of ability check. Once you cause a spell to linger using this feature, you can't do so again until you finish a long rest.

Myriad Pockets

Prerequisite: Gremlin (house)


Your pocket dimension has subdivided and grown, allowing you to store more items and even creatures. You gain the following benefits:

  • Two invisible, intangible bags of holding float around you within your space. Only you can access the bags of holding, and they both empty when you are reduced to 0 hit points.
  • Using your Hidden Pockets trait, you can touch another willing Medium or smaller creature as an action and transport them to your pocket dimension. The creature is incapacitated while in your pocket dimension, and it can remain in your pocket dimension up to 1 minute or until you lose concentration, at which point they appear safely on the ground in the nearest unoccupied space of your choice. Once you transport a creature into your pocket dimension, you can't do so again until you finish a long rest.

Rapid Healing

Prerequisite: Wealdkin (raccoonfolk)


Your rough and tumble way of life leaves you with many wounds, but your superior regeneration rapidly heals your injuries. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You regain a single Hit Die whenever you finish a short rest.
  • When you use your Vermin Recovery trait, you can choose to spend multiple Hit Dice at once, up to an amount equal to your proficiency bonus. You add your Constitution modifier to each Hit Die you spend, and you regain a number of hit points equal to half the total, rounded up.

Shoulder Howdah

Prerequisite: Medium race


You've trained with your minute companions and use your size to their advantage, acting together in concert. You gain the following benefits:

  • Up to four Tiny humanoids can mount you at once. It costs a Tiny humanoid only 5 feet of movement to mount or dismount you, rather than half their movement.
  • When you and Tiny humanoids that are mounting you roll for initiative, the creature that rolled the lowest can choose to match their initiative roll with the next highest member.
  • As an action, you can perform a coordinated strike with Tiny humanoids that are mounting you. As part of the action, you can make one weapon attack, and each Tiny humanoid that is mounting you can choose to use their reaction to make one weapon attack. Once you make a coordinated strike, you can't do so again until you finish a long rest.

Somniloquist

Prerequisite: Gremlin (bleareye)


You learn how to materialize your dreams while you are sleeping. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • While you are unconscious, you can see and hear your surroundings out to a range of 5 feet. Your perception while unconscious doesn't rely on your eyes and ears, but rather appears to you in your dreams.
  • At the end of your turn while you are unconscious, you can choose to mumble in your sleep and roll on the Wild Magic Surge table in the sorcerer class. Charisma is your spellcasting ability for any spells you cast as a result of rolling on the table. You can mumble in your sleep three times using this feat, and you regain expended uses when you finish a long rest.

Superior Scout

Prerequisite: Pudding


You've mastered the use of your teeny scout. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You regain the use of your Teeny Scout trait when you finish a short or long rest.
  • As an action or bonus action on your turn, you can destroy your teeny scout and appear in its space. If there isn't enough room for you to appear, you remain in place instead.

Tune into Leylines

Prerequisite: The ability to cast at least one spell that affects an area in the shape of a cone or a line


You tune into the magical wellspring of the leylines, powerful highways that transport loads of energy along straight lines. You gain the following effects:

  • When you cast a spell that affects an area in the shape of a cone, you can choose for it to affect an area in the shape of a line instead.
  • Choose a direction when you gain this feat: north, south, east, or west. When you cast a spell that affects an area in the shape of a line in the chosen direction, you can choose for one creature within the area to have disadvantage on their saving throw.
  • When you cast a spell that affects an area in the shape of a line, you can choose to teleport to the end of the area if it is in an unoccupied space and you cast the spell in the direction you chose from this feat. Once you teleport using this ability, you can't do so again until you finish a long rest.

War Cunning

Prerequisite: Wealdkin (mousefolk)


You excel in tactical combat and using your larger opponents' weight against them. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You can shove creatures up to three sizes larger than you.
  • You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  • You can use a bonus action on your turn to take the Ready action. You can't choose an action to ready that you've already taken on that turn. Once you take the Ready action using this feat, you can't do so again until you finish a long rest.

Warrior's Aspect

Prerequisite: Wealdkin


You latently grow a powerful wild aspect, marking you as a fabled forest warrior. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You grow a wild aspect appendage that takes the form of the defining characteristic of a forest creature, such as a set of antlers, talons, or tusks. The appendage counts as a natural weapon and it deals 1d10 bludgeoning, piercing, or slashing damage, whichever is most appropriate for the appendage. You can choose to use either your Strength or Dexterity modifier for the attack and damage rolls of your appendage.
  • If you are 6th level or higher, your appendage counts as magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Watchful Caster

Prerequisite: Thanaver, and the ability to cast at least one spell


You possess the ability to test the water before committing to a spell. You gain the following benefits.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • When you cast a spell using a spell slot as part of the Ready action, the spell isn't wasted if the trigger never occurs or if you lose your concentration before the trigger occurs.

Watchful Warrior

Prerequisite: Thanaver, and you belong to a class that has the Extra Attack feature


Your weapon attacks flow to the beat of battle, striking crucial blows at opportune moments. You gain the following benefits.

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Your Extra Attack feature applies to attacks made as part of the Ready action.

Wing Dust

Prerequisite: Nix


Like some other winged fey creatures, exemplary nixes can create magical dust using their wings. You are one such creature. As an action, you can sprinkle pale blue, rosy, or yellowish dust on a creature within 5 feet of you. After you sprinkle a color of dust, you can't sprinkle that color again until you finish a long rest. The creature you sprinkle gains a benefit based on the color of dust, as shown in the Wing Dust table.

Wing Dust
Color          Effect
Pale blue The creature doesn't need to breathe for 1 hour.
Rosy The creature has advantage on saving throws against being charmed or frightened for 10 minutes.
Yellowish The creature gains a flying speed of 30 feet for 1 minute, but they can't fly higher than 60 feet off the ground from their point of takeoff using this speed.

Spells

This section contains the following spells.

Spell Level School Classes
Arcane Warble 0th Evocation Sorcerer
Bezoar 3rd Necromancy Warlock
Candlelight 1st Divination Warlock, wizard
Careen 3rd Transmutation Ranger, sorcerer
Eyefire 2nd Evocation Wizard
Fleeing Gambit 6th Conjuration Wizard
Maim 7th Necromancy Warlock
Miasma Cauldron 6th Conjuration Druid, warlock
Purge 0th Abjuration Cleric
Resonance 2nd Evocation Bard, wizard
Roam 6th Conjuration Druid
Swamp Gas 1st Evocation Druid, sorcerer
Wicked Pact 2nd Enchantment Warlock
Witches' Cauldron 2nd Illusion Druid, warlock
Witches' Vanity 0th Transmutation Bard, warlock

Arcane Warble

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A screaming fluctuation of the Weave jolts towards a creature that you can see within range. The target must make a Dexterity saving throw. On a failed save the target takes 1d6 force damage and you can choose to deal extra damage by expending a spell slot of 1st-level or higher. The extra damage is 1d10 for a 1st-level spell slot, plus 1d10 for each spell level higher than 1st.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Bezoar

3rd-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a creature and cure it of one disease afflicting it. The disease manifests as a 1-inch oily ball, called a bezoar, which the creature vomits out. Any creature that consumes the bezoar is automatically infected with the disease.

You can cast this spell using a bezoar as a material component to taint food or drinking water. When you do, you touch an amount of water that can fit within a 10-foot cube, or you touch up to 10 pounds of food. The bezoar disappears, and any creature that consumes tainted food or water must make a saving throw against the disease, potentially becoming infected. Tainted food and water remains tainted indefinitely, unless it is targeted by a purify food and drink spell or similar magic.

Candlelight

1st-level divination (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (10 wax candles worth at least 1 cp each and ink worth at least 25 gp, which the spell consumes)
  • Duration: Special

During the casting of this spell, you lay out the candles and trace lines with the ink to define a 5-foot diameter circle on the ground. The candles magically light with harmless flames and burn for the duration of the spell, shedding bright light in a 5-foot radius and dim light for an additional 5 feet.

When you finish casting this spell, you touch the center of the circle. Arcane runes and spirals trace themselves between the candles, awakening the circle's magic.

For the duration of the spell, you can use an action if you are standing within the circle to choose a creature within 1 mile and psychically ask to perceive through their senses. If that creature is willing, you perceive through that creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses, and if you speak, you can choose for your words to come from the creature's mouth in your voice.

The spell lasts as long as the candles are undisturbed. A creature that uses an action to disrupt the candles, or any effect that snuffs them out, ends the spell.

Careen

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: 10 minutes

For the duration, your speed is tripled and you must use all of your speed on each of your turns to travel in a straight line or stand up if you are prone. If you collide with a creature or an object while moving in this way, you both take 1d6 bludgeoning damage and fall prone. You can use a bonus action on your turn to steady yourself, dropping your speed to 0 until the end of the turn.

The spell ends early if you are incapacitated or if you dispel it as an action.

Eyefire

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot line)
  • Components: V, S, M (a heated towel or a glass of herbal tea)
  • Duration: Concentration, up to 1 minute

A spectral eye appears on your forehead, ejecting mystic fire from you in line 30 feet long and 5 feet wide in a direction you choose. Eerie flames linger in the area for the duration, which otherwise can't be doused like nonmagical fire.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make an Intelligence saving throw. A creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. If a creature fails their saving throw against this spell and is reduced to 0 hit points by the psychic damage, they are also stunned for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Maim

7th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a straight razor)
  • Duration: Instantaneous

You attempt to rend the flesh of a humanoid that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 6d10 slashing damage and it permanently loses a limb of your choice, which tears from their body and falls limply to the ground in their space.

Arm. Without an arm, the target can no longer hold anything with two hands, and they can hold only a single object at a time.

Leg. Without a leg, the target's speed on foot is halved, and they must use a cane or crutch to move unless they have a peg leg or other prosthesis. They fall prone after using the Dash action, and they have disadvantage on Dexterity checks made to balance.

Magic such as the regenerate spell can restore limbs lost to this spell.

Miasma Cauldron

6th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a jar filled with gas)
  • Duration: Concentration, up to 10 minutes

You create a bubbling green cauldron at a point on the ground that you can see within range. Until the spell ends, the cauldron fills a 5-foot cube, and it offgasses a toxic cloud of miasma in a 15-foot radius. The miasma spreads around corners, and lasts for the duration. When a creature enters the area of the miasma for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 6d8 poison damage and is poisoned until the start of their next turn. On a successful save, the creature takes half as much damage and isn't poisoned. Creatures are affected even if they hold their breath or don't need to breathe.

If a Medium or smaller creature enters the cauldron's space or starts its turn there and the cauldron doesn't already have a creature inside of it, the creature must succeed on a Strength saving throw or be swallowed by the cauldron and be restrained. A creature restrained by the cauldron automatically fails their Constitution saving throws against the miasma and is suffocating. To break out, a restrained creature can use their action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Purge

Abjuration cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You whisper a prayer to a creature that you can see within range. The target can immediately repeat a saving throw against an effect that allows it to make a saving throw on each of its turns. Alternatively, the creature can make a saving throw against a disease that is afflicting it. If they choose to make a saving throw against a disease, that creature is unaffected by further castings of this spell until they finish a long rest.

Resonance

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You pluck invisible strings, aiming reverberating echoes at an object or creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 thunder damage. On a miss, the spell is wasted, and you gain a spell slot of one level lower than the spell slot you used to cast this spell. Any unused spell slots you gain using this spell disappear when you finish a long rest.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Roam

6th-level conjuration


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a twinkling mushroom)
  • Duration: Concentration, up to 1 hour

You call upon the Feywild and invite it to roam with you. Until the spell ends, the Feywild pours into a 20-foot radius sphere around you, which remains centered on you. The fey influence incites glowing mushrooms, pastel flowers, and twinkles to appear on natural surfaces within the sphere. Bright light and darkness within the area are turned into a sleepy dim light. On each of your turns until the spell ends, you can use your action to target another creature within the sphere and attempt to put it to sleep. You can’t target a creature if it has succeeded on a saving throw against this casting of the spell. The target must succeed on a Wisdom saving throw or fall unconscious until the spell ends, the target takes damage, or a creature uses an action to shake or slap the target awake. Undead and creatures immune to being charmed aren't affected by this spell.

Additionally, if any creature attempts to travel to a different plane of existence other than the Feywild from within the sphere, they must succeed on a Wisdom saving throw or instead appear at a random location within the Feywild.

Swamp Gas

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Baleful bubbles erupt from point you choose within range. Each creature in a 5-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d4 acid damage on a failed save, or half as much damage on a successful one. When you roll a 4 on a d4 while rolling for damage with this spell, you can reroll the d4 and add it to the total damage, up to a maximum of 6d4.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage and the maximum number of d4s increases by 1d4 for each slot level above 1st.

Wicked Pact

2nd-level enchantment


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: 8 hours

You plead to a greater being for a taste of their wicked power. Until the spell ends, you score a critical hit on a roll of 6 or 20. The hit is still a critical hit if you have advantage or disadvantage and roll a 6 on either of the d20s.

Witches' Cauldron

2nd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 hour

You create an illusory iron cauldron at a point on the ground that you can see within range. The cauldron fits in a 1-foot cube. It is obviously illusory and lasts for the duration. When you or a friendly creature casts a spell with a range other than self, the caster can choose for the spell to originate from the cauldron as long as they can see the cauldron.

Witches' Vanity

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

You quickly gussy up, hiding your imperfections and making yourself presentable. Although your appearance is altered, you are still recognizable as yourself. You create one of the following magical effects:

  • Your skin appears unmarred, hiding any scars, pits, blotches, or wrinkles.
  • You add a streak or gradient of color to your hair.
  • You clean your hair, masking any dirt, knots, or grease. You can also choose to style your hair, and you determine whether it appears straight, curly, or wavy.
  • Your teeth appear straight and whitened. If you are missing any teeth, illusory teeth fill in the gaps. You can choose for your teeth to be naturally shaped or sharply pointed.
  • You augment the size of one of your facial features, causing your eyes, ears, nose, or mouth to appear larger or smaller. Alternatively, you can choose for your hair to be longer or shorter.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.

Magic Items

This section contains the following magic items.

Magic Item Type    Rarity    Attunement
Assault Mask Wondrous Item Rare Yes
Blindfold of Sight Wondrous Item Rare Yes
Century Silk Wondrous Item Rare Yes
Daydream Trinket Wondrous Item Common Yes
Fire Mead Potion Rare No
Hearth Ale Potion Common No
Hood of Mind Expansion Wondrous Item Yes
Home Brew Potion Uncommon No
Knotted Anklet Wondrous Item Rare Yes
Mead of Dwarven Heritage Potion Rare No
Remedy of Awakening Potion Common No
Remedy of Good Health Potion Common No
Remedy of Harmony Potion Common No
Remedy of Miracles Potion Common No
Remedy of Poultices Potion Common No
Magic Item Type    Rarity    Attunement
Remedy of Rejuvenation Potion Common No
Remedy of Vigilance Potion Common No
Ring of Handiness Ring Uncommon Yes
Ring of Loyal Ball Bearings Ring Uncommon Yes
Ring of the Mad Shanty Singer Ring Rare Yes
Rum of Echos and Echos Potion Legendary No
Unseelie Quaff Potion Uncommon No
Sling of Giant Slaying Weapon Legendary Yes
Skeleton in a Jar Wondrous Item Common No
Staff of Tireless Travel Staff Uncommon Yes
Wine of Bolstering Potion Common No
Witch Doll Wondrous Item Rare No

Assault Mask

Wondrous item, rare (requires attunement by a barbarian or fighter)


Donning this mask imbues the wearer with insatiable rage. While attuned to this mask, the wearer gains a +2 bonus to AC and attack rolls using Strength.

Curse. The cursed rage within the mask is eager to spread. Attuning to the mask extends the curse to you. While cursed, you can only use your action to do the following: Attack, cast a spell that deals damage, or Ready an attack or a spell that deals damage. Additionally, you gain the following flaw: "The only just way of resolving dispute is through bloodshed."

Blindfold of Sight

Wondrous item, rare (requires attunement by a cleric or monk)


This white blindfold bears the mark of an eyeball. While you are blinded and wearing the blindfold over your eyes, you can use a bonus action to gain blindsight out to a range of 10 feet. The blindsight lasts as long as you are blinded and have the blindfold over your eyes.

Century Silk

Wondrous item, rare (requires attunement)


This 3-foot square bolt of fabric was woven over the course of a century and wields the thrum of time. While attuned to the century silk, you can use an action to cast either haste or slow (save DC 15). Once you cast either spell in this way, you can't use this property of the century silk again until you finish a long rest.

Protective Ward. The century silk is imbued with an arcane ward and can be wrapped over your hand or another part of the body. While worn in this way, you are immune to magical effects triggered by contact when you touch a creature or object with the century silk.

Curse. The silk is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the century silk. Additionally, whenever you drop to 0 hit points, you age 5 years. Once you've aged a cumulative 100 years, the curse is lifted from both you and the century silk permanently.

Daydream Trinket

Wondrous item, common (requires attunement)


This shimmery trinket bears tidings from your dreams. While you are attuned to this item, you always remember your dreams.

Additionally, if you are surprised while you are asleep, a brief vision alerts you of your attackers. You can choose to either immediately wake up or have advantage on your initiative roll. You remain surprised in either case.

Fire Mead

Potion, rare


Boiling bubbles erupt from this fiery mead. When you drink this mead, you can choose to mimic the effects of a spell by breathing flames from your mouth, using Constitution as your spellcasting ability modifier. Make a Constitution check. The spell you mimic depends on the result of the check.

Result Spell
4 or lower fire bolt
5–8 burning hands
9–12 Aganazzar's scorcher
13–16 fireball
17–20 fireball (4th-level)
21 or higher flame strike

Hearth Ale

Potion, common


This ale warms the soul. When you drink this ale, you are immune to the effects of extreme cold for the next 8 hours.

Hood of Mind Expansion

Wondrous item, uncommon (requires attunement by an artificer, cleric, druid, paladin, or wizard)


Upon placing this hood on your head, your sense of self shifts from behind your eyes down into the spacious hood. While attuned to this item, the number of spells you can prepare each day increases by your proficiency bonus.

Home Brew

Potion, uncommon


This brew smells different to every creature that takes a whiff, always offering an aroma of their favorite foods. When you drink this brew, you receive enough nourishment to sustain you for one day, as if you'd eaten a full hearty meal.

Additionally, you feel an all-encompassing sensation of comfort that lasts until you finish a long rest. For the duration, you can't have disadvantage on ability checks, you gain 10 temporary hit points when you finish a short rest, and you don't suffer any drawbacks from sleeping in armor.

Knotted Anklet

Wondrous item, rare (requires attunement by a ranger)


Woody vines are woven together to form this anklet, which can act as a bracelet for larger sized creatures like goliaths or dragontortles. Whenever you would roll exactly one d4 and no other dice while wearing this anklet, you can roll 2d4 in place of the one d4.

Mead of Dwarven Heritage

Potion, rare


This mead tastes acrid to any creature that isn't a dwarf. When a dwarf drinks this mead, a spectral dwarven thrower appears in their hand. This dwarven thrower doesn't require attunement. It vanishes after 1 minute has passed, or if a creature other than a dwarf attempts to use it.

Remedy of Awakening

Potion, common


This remedy has 3 doses. An unconscious creature at 0 hit points that receives a dose regains 1 hit point.

Remedy of Good Health

Potion, common


This remedy instantly soothes all headaches, malaise, and digestive troubles of the creature that receives it. It also suppresses the effects of all nonmagical diseases affecting the creature, for 24 hours.

Remedy of Harmony

Potion, common


A creature that receives this remedy regains an additional 1d4 hit points each time a creature restores their hit points using a spell slot. The effects of this remedy wear off after 1 minute.

Remedy of Miracles

Potion, common


When this remedy is applied to a creature's nonfunctional eyes, they regain the ability to see. When this remedy is applied to a creature's nonfunctional ears, they regain the ability to hear. The effects of this remedy wear off after 24 hours.

Remedy of Poultices

Potion, common


A creature that receives this remedy regains 1d12 hit points.

Remedy of Rejuvenation

Potion, common


This remedy has 30 doses. A creature that receives a dose is graced with clear skin—scars, acne, discolorations, pockmarks, and other imperfections the creature wasn't born with all vanish, but reappear after 24 hours unless another dose is applied.

Remedy of Vigilance

Potion, common


This remedy has 2 doses. A creature that receives a dose during a long rest can sleep for 2 fewer hours without suffering any negative consequences for lack of sleep, but completes the rest in the usual amount of time.

Ring of Handiness

Ring, uncommon (requires attunement)


This leaden ring was crafted by a zealot under the holy influence of an angel. While you wear this ring, you have advantage on ability checks you make using artisans' tools that you are proficient with.

Ring of Loyal Ball Bearings

Ring, uncommon (requires attunement)


This polished silver ring grants you a special affinity for ball bearings.

The ring has 6 charges, and it regains 1d6 expended charges daily at dawn. As a bonus action on your turn, you target a square area of ball bearings up to 10 feet on a side that you can see within 30 feet of you. When you do so, choose one of the following effects:

  • You spend 1 of the ring's charges and the ball bearings move up to 20 feet along the ground. Any creature standing within the area of the ball bearings while they move must succeed on a DC 10 Dexterity saving throw or fall prone.
  • You spend 1 of the ring's charges and the ball bearings swirl like a maelstrom until the start of your next turn. A creature that starts its turn within the area of the ball bearings or moves into the area must succeed on a DC 15 Dexterity saving throw or fall prone.
  • The ball bearings levitate into a container that you're holding, given that the container can fit all of the ball bearings.

Ring of the Mad Shanty Singer

Ring, rare (requires attunement)


This pallid yellow ring hums with the echoes of possibility. When a creature within 60 feet of you that you can see casts a spell of 1st-level or higher that you know or that you are familiar with, you can use a reaction to expend the ring's charge and alter the spell to your whim. When you do so, you may alter the name of the spell by adding a letter, subtracting a letter, or replacing a letter in the spell's name. For some examples, you may transform cone of cold into code of cold, cone of scold, or cone of old. The alteration must result in an actual word or phrase; gibberish, otherwise, causes the spell to be cast as normal. The DM determines what the effects of the new spell are, if any, but are usually in line with the power level of the spell slot used to cast the spell. Subsequent castings of the same altered spell may or may not yield consistent results.

The ring of the mad shanty singer has one charge, which it regains daily at dawn.

Rum of Echos and Echos

Potion, legendary


When you drink this rum, you merge with a version of yourself from an alternative universe. You may exchange your race for a new one and change your racial traits accordingly. Additionally, you may change your subclass and replace all your old subclass features with the features of the new subclass that are for your new level and lower. You can also swap any number of your skill proficiencies for other skill proficiencies.

Skeleton in a Jar

Wondrous item, common


This crusty jar is heavy with ash and the bones of the dead. As an action, you can dump the contents of the jar into a space within 5 feet of you, or you can throw it up to 60 feet where it shatters on impact. An skeleton forms from the ashen contents when freed from the jar. The skeleton is loyal to you and it obeys your verbal commands. It crumbles into inert ash when it dies.

Sling of Giant Slaying

Sling, legendary (requires attunement by a guerrilla)


You gain a +3 bonus to attack and damage rolls made with this magic sling.

If you use this sling to attack a giant or a goliath, you don't have disadvantage if you are attacking at long range, and the attack deals an extra 8d4 bludgeoning damage on a hit.

Staff of Tireless Travel

Staff, uncommon (requires attunement by a ranger)


This elegant maple wood staff serves as a suitable walking aid. As an action, you can raise the staff and choose up to four creatures that you can see within 30 feet of you. When you do, you expend and roll a Hit Die. For the next number of hours equal to the result of the roll, you and the chosen creatures can travel at a slow or normal pace while taking a long rest. Time spent traveling in this way is deducted from the amount of time a creature needs to sleep and does not contribute towards taking a forced march. Creatures don't regain Hit Dice when they finish the long rest if they spent 1 or more hours traveling in this way.

Once you expend a Hit Die using the staff, you can't do so again until the following day at midday.

Unseelie Quaff

Potion, uncommon


This spicy ale, known for its ability to induce sleepwalking, is made using soporific herbs from the Feywild. It has no effect on elves or other creatures that can't be put to sleep by magic.

When you drink this quaff, you fall unconscious sometime within the next 10 minutes, but you don't fall prone and you don't drop any items you are holding. You have no awareness of your environment while in this state, but you know the location of visible creatures within 30 feet of you that aren't behind total cover. You regain consciousness after 8 hours pass, if you take damage, or if a creature uses their action to shake you awake.

Your body can move of its own accord while under the effects of this quaff. It travels at a slow pace, and you can take short or long rests while sleepwalking in this way. You can choose for your body to follow a creature that you are aware of within 30 feet of you, or you can choose for your body to amble towards a location you know how to get to. Your body travels by the shortest route you are aware of, avoiding obvious dangers like fires and steep drops. You awake early if you arrive at your destination or if you encounter an impasse.

Wine of Bolstering

Potion, common


When you drink this wine, you gain 1d6 + 1 temporary hit points. These temporary hits add to your current temporary hit points if you have any.

Witch Doll

Wondrous item, rare


This cloth doll incorporates a body part of a creature, such as a fingernail, lock of hair, feather, or the like. The doll is linked to the creature's soul, binding them to the doll.

A creature can attack or cast a spell on the witch doll as though it were the bound creature, allowing the bound creature to be targeted regardless of distance. Use the bound creature's statistics to determine if the attack hits or if the spell works.

Once the witch doll is used to affect the bound creature with an attack or a spell, it can't be used again until the next dawn.

 

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