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JJ's Bubble of Everything
\pagebreak # JJ's Bubble of Everything ## Author's Notes This is my first homebrew project that started on December 29th 2020 and has been a huge learning opportunity. Now, that being said, the quality of my subclasses did increase over time, however I still feel like one of the first I did is still my best, even if it is being reworked as I am typing this. I am open to feedback and suggestions AFTER playtesting, as that is the one thing I haven't been able to do much of. Anyway, a lot of this homebrew is due to specifics that I felt lacking in 5e, subclasses for different elements other than fire, more use of temporary hit points, and different options in combat. My goal was to make two subclasses per class, a lot of magic spells. And I have finally succeeded! If there is a spell listed with three '*'s after it, that means that it is a spell I created and it will be here. Also there will be official spells from all sources of 5e official material, these lack tags because I am lazy. ## Table Of Contents * ### [Artificer Specialties](#artificer-specialties) * #### [Fire Starter](#artificer-specialties-fire-starter) * #### [Plague Doctor](#artificer-specialties-plague-doctor) * ### [Barbarian Primal Paths](#primal-paths) * #### [Path of the Eldritch](#primal-paths-path-of-the-eldritch) * #### [Path of the Slayer](#primal-paths-path-of-the-slayer) * ### [Bard Colleges](#bard-colleges) * #### [College of Dancing](#bard-colleges-college-of-dancing) * #### [College of Divinity](#bard-colleges-college-of-divinity) * ### [Cleric Divine Domains](#divine-domains) * #### [Bubble Domain](#divine-domains-bubble-domain) * #### [Winter Domain](#divine-domains-winter-domain) * ### [Druid Circles](#druid-circles) * #### [Circle of the Sun](#druid-circles-circle-of-the-sun) * #### [Circle of Vermin](#druid-circles-circle-of-vermin) * ### [Fighter Martial Archetypes](#martial-archetypes) * #### [Hero](#martial-archetypes-hero) * #### [Pirate](#martial-archetypes-pirate) * ### [Monastic Traditions](#monastic-traditions) * #### [Way of the Lightning Fist](#monastic-traditions-way-of-the-lightning-fist) * #### [Way of the Northern Winds](#monastic-traditions-way-of-the-northern-winds) * ### [Paladin Oaths](#paladin-oaths) * #### [Oath of Destruction](#paladin-oaths-oath-of-destruction) * #### [Oath of Protection](#paladin-oaths-oath-of-protection) * ### [Ranger Conclaves](#ranger-conclaves) * #### [Sky Knight](#ranger-conclaves-sky-knight) * #### [Divine Archer](#ranger-conclaves-divine-archer) * ### [Roguish Archetypes](#roguish-archetypes) * #### [The Opportunist](#roguish-archetypes-the-opportunist) * #### [The Ruffian](#roguish-archetypes-the-ruffian) * ### [Sorcerous Origins](#sorcerous-origins) * #### [Spellsword](#sorcerous-origins-spellsword) * #### [Fey Bloodline](#sorcerous-origins-fey-bloodline) * #### [Fiend Bloodline](#sorcerous-origins-fiend-bloodline) * ### [Warlock Patrons](#warlock-patrons) * #### [The Dragon](#warlock-patrons-the-dragon) * #### [The Whisper in the Dark](#warlock-patrons-the-whisper-in-the-dark) * ### [Arcane Traditions](#arcane-traditions) * #### [Blood Magic](#arcane-traditions-blood-magic) * #### [Puppeteer](#arcane-traditions-puppeteer) * ### Additionally * #### [24 new spells](#spells) * #### [2 new feats](#extras-feat-aerial-striker) * #### [1 new fighting style option](#extras-fighting-style-weapon-casting) * #### [1 new metamagic option](#extras-metamagic-option-split-spell) \pagebreak # Artificer Specialties ## Fire Starter A Fire Starter is a master of alchemical flames. They have studied for years on what makes a fire burn hot and how to improve it. They have also found ways to give supportive aid to their allies through the use of applied heat and enchanting flames. (Yes this is based off of Gwendolin from BTD6) ### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. ### Fire Starter Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fire Starter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. #### Fire Starter Spells
Artificer Level
Fire Starter Spells
3rd
Burning Hands, Faerie Fire
5th
Continual Flame, Flaming Sphere
9th
Fireball, Melf's Minute Meteors
13th
Fire Shield, Wall of Fire
17th
Flame Strike, Immolation
### Heat it Up Beginning at 3rd level, you have learned the way to imbue others with the heat of battle. When an ally within 5 feet of you (not counting yourself) makes a damage roll, you may increase the damage dealt by 1 point of fire damage. This damage increases to 2 fire damage at 13th level. In addition, as a bonus action, you may touch one creature and increase the damage of this ability for them by 1d6 fire damage. This becomes 1d8 at 8th level, 1d10 at 13th, and 1d12 at 18th. ### Molotov Creation Additionally at 3rd level, during a short rest you may turn a bottle of any alcohol into a molotov cocktail. This requires the use of alchemist’s supplies. Any creature can throw a molotov cocktail up to 30 feet as an action, when it lands all creatures within 5 feet of the molotov cocktail must make a DC 13 dexterity saving throw or take 2d6 fire damage. \columnbreak ### Flame Master Starting at 5th level, you have learned how to make creatures less resistant to fire damage. As a bonus action, as many creatures as you want within 10 feet of you that you can see lose their resistance to fire damage until the end of your next turn. The range of this ability increases to 30 feet at 18th level. Additionally at 18th level, creatures with fire damage immunity, affected by this ability, now have fire damage resistance instead. ### Fire Spreading Starting at 9th level, your fire spells spread from one creature to the next. Whenever you would deal fire damage to allied creatures, you may let one of them use their reaction to make a ranged attack roll against any creature within 30 feet of them. On a hit, the target takes the same fire damage the attacker was just dealt by you. You may only use this ability once per turn. Additionally, whenever you hit an allied creature with a spell that deals fire damage, if you wish, they get affected by your Heat it Up feature until the end of their next turn. ### Principal of Fire At 15th level, you have become one with flames, and they have become one with you. You gain the following benefits: You gain fire resistance, if you don’t already have it * Whenever you take fire damage, from any source, you may use your reaction to deal as much fire damage as you took, plus your ‘Heat it Up’ bonus damage, to any creature you can see within 60 feet of you. * The range of your ‘Heat it Up’ feature becomes 10 feet. * You can use your bonus action to give up to 6 creatures you can see disadvantage or advantage on saving throws from your spells that deal fire damage, until the end of your next turn. \pagebreak ## Plague Doctor The Plague Doctor is an artificer who researches the application of magic on humanoid bodies. How to heal, how to hurt, and how to stop and spread diseases, usually discovering their answers in unusual ways. ### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with herbalist's kit. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. ### Plague Doctor Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Plague Doctor Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. #### Plague Doctor Spells
Artificer Level
Plague Doctor Spells Spells
3rd
Cure Wounds, Inflict Wounds
5th
Blindness/Deafness, Lesser Restoration
9th
Life Transference, Vampiric touch
13th
Aura of Life, Blight
17th
Contagion, Mass Cure Wounds
### Unethical Experimentation Starting at 3rd level, you get the ability to experiment with your magical energy on the battlefield. You gain a number of experiment charges equal to your artificer level. Once used an experiment charge may not be used until after a short or long rest. As an action, you may expend one experiment charge, touch one creature and roll 1d10. If the result of the die is odd the target takes that much necrotic damage, if the result of the die is even the target heals that much damage. This has no effect on constructs or the undead. After you roll the die, but before the damage or healing is done, you may use additional experiment charges to alter the result. The Alterations Table below lists all the alterations you may make at your current artificer level. You may only use each alteration as many times as you want, provided you have enough charges \columnbreak #### Alterations Table
Artificer Level
3rd
You may use one charge to reroll the 1d10.
6th
You may use two charges to increase the roll by 2, or decrease it by 1.
9th
You may use four charges to roll an additional 1d10 and add it to the total.
12th
You may use one charge to make the result equal to the result of your last use of Unethical experimentation this combat. (You may not use another alteration after this one)
15th
You may expend 3 charges to either make the result equal to any number of your choice between 1 and 10, or multiply the result by 2.
### Warrior Against Disease Starting at 5th level, you have fought off diseases enough times to understand how to quickly put an end to them. As an action, you may touch one willing creature and remove all diseases affecting them. You may do this a number of times equal to your Intelligence modifier per long rest. ### Manufactured Plague Starting at 9th level, you have dabbled into the creation of diseases to learn more from them, as a result you can use them in combat. As an action you may touch one creature and infect them with your Manufactured Plague. This counts as a disease for all effects and immunities. You are immune to your own Manufactured Plague. When a creature starts its turn infected with Manufactured Plague, it must roll a Constitution saving throw vs your spell save DC. On a success, they are cured of Manufactured Plague and can’t be infected again for the next 24 hours. On a failure, they take 2d12 poison damage and get disadvantage on all attack rolls on their current turn. When a creature ends its turn infected, all creatures within 5 feet of it become infected. As a bonus action you may cure all creatures of your Manufactured Plague with unlimited range. You may only use this ability once per short rest. ### Doctor of Many At 15th level, you have cured many illnesses and been exposed to so much knowledge of medicine that most think of you as a master. You gain the following benefits: * You are immune to all diseases * You gain advantage to all constitution saving throws * Whenever you, or one of your effects, would deal either poison or necrotic damage, you may add your Intelligence modifier to the damage dealt. * Once per long rest, you can use your action to make a Wisdom (medicine) check on a creature that you can touch and heal them with a number of hit points equal to the result. \pagebreak # Primal Paths ## Path of the Eldritch A barbarian on the Path of the Eldritch is from a family who has been given the blessing of some eldritch creature. They are able to tap into powerful pools of magic at will, however when they use their magic, their bodies begin to look more like the eldritch creatures who have given them their power. It isn't unusual for a barbarian on this path to stop looking humanoid altogether after several years of fighting.
Path of the Eldritch Spellcasting
Spell Slots
Barbarian Level
Cantrips Knowns
Additional Spells
1st
2nd
3rd
4th
3rd
2
-
2
-
-
-
4th
2
1
3
-
-
-
5th
2
1
3
-
-
-
6th
2
1
3
-
-
-
7th
2
2
4
2
-
-
8th
2
2
4
2
-
-
9th
2
2
4
2
-
-
10th
3
2
4
3
-
-
11th
3
3
4
3
-
-
12th
3
3
4
3
-
-
13th
3
3
4
3
2
-
14th
3
3
4
3
2
-
15th
3
3
4
3
2
-
16th
3
4
4
3
3
-
17th
3
4
4
3
3
-
18th
3
4
4
3
3
-
19th
3
4
4
3
3
1
20th
3
4
4
3
3
1
### Spell Casting When you reach 3rd level, your primal awakening happens, allowing you to tap into an eldritch mana reserve. While raging you can cast any spell from the Eldritch Spells Table as if it were any other attack, as long as you have a spell slot for it. If a barbarian spell you know calls for material components that don’t cost value, you may ignore them.
Cantrips
You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level. These count as barbarian spells for you.
Spell Slots
The Path of the Eldritch table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know all the spells in the Path of Eldritch spell table at all times. These are considered your Barbarian Spells. You may cast barbarian spells while raging and doing so will not end your rage; additionally, entering a rage does not make you lose concentration on your barbarian spells. In addition, when you reach 4th, 7th, 11th and 16th level, you may learn one extra barbarian spell from the warlock spell list of your choice. When you level up and have any barbarian spells, not in the Eldritch Spells Table, you may replace them with any other spell from the warlock spell list.
Spellcasting Ability
Constitution is your spellcasting ability for your barbarian spells, since your spells come from your innate primal powers given to you. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a barbarian spell you cast and when making an attack roll with one. * Spell save DC = 8 + your proficiency bonus + your Constitution modifier * Spell attack modifier = your proficiency bonus + your Constitution modifier ### Eldritch Spells At 3rd level, you gain eldritch power from your primal awakening. You gain the following spells on the table; if a spell is of a level you don’t have spell slots for, you may not cast it, but you still know the spell.
1st level spells
Arms of Hadar, Bane, Cause Fear, False Life, Frost Finger, Inflict wounds.
2nd level spells
Blindness/Deafness, Bubble Shield, Darkness, Magic Weapon.
3rd level spells
Fear, Hunger of Hadar, Vampiric Touch.
4th level spells
Black Tentacles, Blight.
### Blood Raging Starting at 6th level, your eldritch blood boils and keeps you going longer when you take damage. While raging, as a reaction to having taken damage, you may gain a number of temporary hit points equal to half the damage you just took, rounded down. \pagebreak ### Arcane Might At 10th level, you have mastered your primal eldritch powers. While you have any amount of temporary hit points, if you cast a barbarian spell as an action, you can make an attack with a bonus action. ### Eldritch SpellCraft Starting at 14th level, you gain unhindered versatility with your spells. If you cast a spell as an action and you don’t have any temporary hit points, you may give yourself a number of temporary hit points equal to twice the spell’s level before you cast it. In addition, if you have temporary hit points, as a bonus action, you may lose all your temporary hit points to gain a spell slot. The spell slot’s level is 1/5 of the temporary hit points lost this way (rounded down, minimum 1st level). The maximum spell slot level you may make is 5th level, even if you don’t have any 5th level spells. >
If you are wondering why it is eldritch magic... it was just what I came up with.
## Path of the Slayer You were raised since childhood to slay monsters of all shapes and sizes. Your pure skill with weapons is far greater than the common barbarian, allowing you to get the edge against even the strongest opponents. Lightning fast reflexes and more attacks per minute than can be counted are the traits that define your fighting style. ### The Harder They Fall Starting when you choose this path at 3rd level, your monster slaying knowledge allows you to keep up with even the largest of monsters. the first time you make an attack roll against a large or larger creature, that is at least one size category above you, on your turn, you gain advantage on that attack roll and you may enter rage without using your bonus action. ### Double Strike Also at 3rd level, your intense training has given you and speed required to take down the fowlest of beasts. While raging, if you are holding a light weapon in both of your hands, when you make an attack action you may make an additional attack with your off-hand. ### Rage Instincts Beginning at 6th level, your ability to dodge and parry enemy strikes has become almost unmatched. While raging, you may use the dodge action as a bonus action. You may only do this once per short rest. Additionally, while holding two light weapons and you are raging, your AC increases by an additional +1. \columnbreak ### Slice and Dice Beginning at 10th level, your combat prowess makes it easy to take down waves of monsters with relative ease. The first time you would drop an creature to 0 hit points from an attack, you may immediately move up to 10 feet and make an additional weapon attack. ### Killing Blow Beginning at 14th level, you gain the ability to land devastating blows. As an action, you may target one creature with 15 feet of you. You jump to with-in melee range of them and roll an attack roll. If you hit, roll the damage dice of all weapons you are wielding in your hands twice. They take the combined total of those rolls. You may only use this ability once per short rest. \pagebreak # Bard Colleges ## College of Dancing The college of dancing is a school that focuses on elegant form and perfect movements. Dancing is one of the most popular colleges for those who lack music talent but can still keep a good rhythm, however they do tend to perform music to dance to, or instead using shoes that make a loud sound when tapping them against the ground. These bards are able to tap into the weave through movements alone, and learn how to use their rhythm to win in hand-to-hand combat. Generally dancer bards use light and flexible weapons such as daggers or rapiers, sometimes even putting blades on the ends of their shoes to help their versatility in combat ### Fighting Style When you join College of Dancing at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. *
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. *
Superior Technique.
You learn one maneuver of your choice from among those available to the Battle Master fighter archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) * You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. *
Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. *
Unarmed Fighting.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. * **Weapon Casting.** Any weapon held in your hand can be used as your spellcasting focus. In addition, when you make an attack roll with a weapon you are holding in your hands, the roll gets increased by half of your Spell Casting Ability Modifier, rounded down. \columnbreak ### Fancy Footwork Also at 3rd level, you have learned a few dancing techniques that help you out in combat. You get the dancing technique Dancing Spell, as well as two additional techniques of your choice from the list below. All of these techniques require you to spend a specified number of feet of movement, which, when you use the technique, get taken away from your movement. If you don’t have enough movement to pay for the technique, you may not use the technique. You may use these techniques whenever, unless specified, however if it is not your turn you still must spend movement that you didn’t use on the previous turn in combat. Whenever you gain a bard level you may choose to lose one dancing technique to obtain a different one from the list. * **Accelerando:** If you haven’t spent any movement on your turn thus far, you may spend all of it as a bonus action to create an additional action for this turn. * **Dancing Spell:** Whenever you cast a spell that requires a verbal component, you may instead spend 20 feet of movement to turn that verbal component into an additional somatic component. * **Daring Backstep:** As a reaction, you may spend 15 feet of movement to move backwards 5 feet and take half damage from an incoming attack. * **Elegant Form:** Whenever you make an attack roll, you may spend 10 feet of movement to add +1 to the roll. (You may do this as many times per attack as you wish) * **Encore:** Whenever you make the attack action you may spend 45 feet of movement to attack one additional time. Additionally whenever you cast a spell, you may spend a number of feet equal to 15 times the spell level to instantly, as a bonus action, cast the spell a second time. (This still requires a spell slot for the spell.) * **Extended Twirl:** You may spend 15 feet of movement to increase your melee range by 5 feet or to increase the area of effect of any spell by a 5 feet in radius. * **Quick Step:** You may spend 30 feet of movement to move 45 feet in any direction. * **Rhythmic Lunge:** Whenever you make a melee damage roll, you may spend 10 feet of movement to add +2 to the damage rolled. (You may do this as many times per attack as you wish) * **Rhythmic Release:** Whenever you make a ranged damage roll, you may spend 10 feet of movement to add +2 to the damage rolled. (You may do this as many times per attack as you wish) * **Stunning Acrobatics:** Whenever you make an Acrobatics check or Dexterity saving throw, you may spend 10 feet of movement to give yourself advantage on the roll. * **Unpredictable Dodge:** As a bonus action, you may spend 25 feet of movement to take the Dodge action. \pagebreak ### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Inspiring Dance Starting at 14th level, your allies get overwhelmed with inspiration while you dance. Once per short or long rest, as long as you haven’t used any of your movement on a turn, you may use an action to spend all your movement to give one ally you can see within 30 feet of you an additional action and an additional 10 feet of movement on their next turn. Additionally, you may pick one additional Dancing Technique. >
Inspiring dance is based on Fire Emblem dancers. :D
## College of Divinity A bard of the college of divinity, is sometimes called a Godsinger, as they are known to sing to the heavens and the heavens sing back. The college of Divinity as a whole tend to worship gods through song, dance, or other performances, and generally worship gods of music, parties, joy, or life, however they do not have to sing to any specific deity if they wish. The special music performed by the bards of this college raises spirits, heals both mental and physical wounds, and can even be concentrated into raw radiant energy. ### Healing Grace When you join the College of Divinity at 3rd level, you gain a natural affinity with healing magic. The spells ‘Cure Wounds’ and ‘Healing Word’ get added to your spells, and can be casted; these count as bard spells for you, but don’t count towards the number of spells known. If you already know one or both spell(s) you may replace them with other spells from whichever spell list you learnt them from, before receiving this ability. From this point on, you will always know both spells. Whenever you cast a spell that would heal a target creature, add your proficiency bonus to the amount healed. ### Ray of Radiance Additionally at 3rd level, you can sing to the heavens and get a ray of radiance to smite your enemies. As a bonus action you may use one of your bardic inspiration dice to attack a creature within 60 feet of you. You all the bardic inspiration die and add your charisma modifier, and deal that much radiant damage to the target. Starting at 10th level, you may target up to 2 targets per use of this ability, this later increases to 3 targets at 15th level. \columnbreak ### Song of Healing At 6th level, your soothing melodies are enhanced by holy magic, allowing their healing effects to be instantaneous. As an action you may play a song of healing. Up to ten target creatures within 60 feet of you, that can hear you, heal an amount of hp. Roll a die equal to your Song of Rest die to determine the amount healed, then add your proficiency bonus. You may use this ability a number of times equal to your charisma modifier per short rest. ### Cheat Death At 14th level, the gods enjoy your music well enough to take you out of harm’s way in the most dire circumstances. Whenever a creature you can see within 60 feet of you (including yourself) would be brought down to 0 or fewer hp, you may use your reaction to make it so they would be brought down to 1 hp instead. You may only use this ability once per long rest. \pagebreak # Divine Domains ## Bubble Domain The Bubble Domain focuses on the inherent wonder and joy in the world. The Gods which Bubble domain clerics may worship are ones of trickery, joy, partying or exploration. Alternatively, Bubble domain clerics might take their fighting style more seriously, and worship gods of the sea, or water. *[This is a satire subclass]* #### Bubble Domain Spells
Cleric Level
Spells
1st
Chaos Bolt, JJ’s Bubble Armor***
3rd
Bubble Shield***, Trail of Bubbles***
5th
JJ’s Bubbles of Doom***, Acid Bubbles***
7th
Control Water, Vitriolic Sphere
9th
Bubbly Field***, JJ’s Prison of Bubbles***
### Bonus Cantrip: Shape Water When you choose this domain at 1st level, you gain the cantrip, Shape Water, if you don’t already have it. When you cast Shape Water, you may instead turn the water into bubbles which may be used to distract others, or formed into a wall requiring an extra 5 feet of movement to pass through. ### Life of the Party Also starting at 1st level, you may create small amounts of bubbles from your hands and mouth. Whenever you do this, you gain advantage on Charisma (Performance) checks. Additionally, when you cast one of your domain spells, you may give yourself a number of temporary hit points equal to your charisma modifier. ### Channel Divinity: Enchanting Bubbles Starting at 2nd level, you can use your channel divinity to charm others. As an action, you create magical charming bubbles around you that last for 1 minute. During this time you may attempt to magically Charm any creature you see as a bonus action. The target creature must make a wisdom saving throw against your spell save dc. If the target fails they become charmed. In addition, during the duration, all charisma checks and saves you make gain advantage. \columnbreak ### Blessed Bubbles Starting at 6th level, you are able to conjure 2d12 + your proficiency bonus bubbles per long rest. These bubbles last until used, or until your next long rest. These bubbles can be used for the following purposes: * You may spend any amount of bubbles as an action, to give a creature you can touch for 1 temporary hit point per bubble, lasting for 1 hour. * You may spend 6 bubbles to attempt to restrain one creature within 5 feet of you as a bonus action. The target makes a strength saving throw, versus your spell save dc, against becoming restrained. * You may spend bubbles to cast a spell without a spell slot. The spell must be one you know, and it costs 10 bubbles per spell level. *(ei: you pay 20 bubbles to cast a 2nd level spell)* The number of bubbles you can make per long rest increases to 3d12 at level 12, and 4d12 at level 18. ### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy, in the form of bubbles. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of your choice of acid or psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8. ### Master of the Bubbles Starting at 17th level, your Blessed Bubbles ability improves in the following ways: * You may restore 1d12 bubbles on a short rest once per day. * You may use up to 10 bubbles as a bonus action to damage one creature within 30 feet of you for the amount of bubbles used. * You may use 12 bubbles to create a big bubble as an action for 1 hour. The bubble is a sphere with 10 feet in diameter. Whenever a creature tries to enter or exit the bubble you can choose whether or not they can. If you say they can’t, they may make a strength saving throw to force themselves in/out vs your spell save dc. In addition, as a bonus action you may move the bubble up to 30 feet in any direction, including up. Also, you gain the spell BubbleBeam*** as an additional domain spell. \pagebreak ## Winter Domain Winter is the most important season to prepare for, as the planet moves farther away from the sun, the world chills and snow begins to fall. Animals tend to begin their hibernation cycles and plants stop bearing fruit. It is a dangerous time, but with the Winter Domain at your side, your village will stay alive. Winter domain clerics worship gods of the ice and snow, commonly Boreas, Ullr, or Demeter. #### Winter Domain Spells
Cleric Level
Spells
1st
Armor of Agathys, Goodberry
3rd
Flame of Life***, Snilloc’s Snowball Swarm
5th
Create Food and Water, Prison of Ice***
7th
Aura of Life, Ice Storm
9th
Cone of Cold, Control Winds
### Walk of Winter When you choose this domain at 1st level, you gain resistance to cold damage. In addition, while travelling in arctic terrain, or during extreme snow storms you gain the following benefits: * Difficult terrain doesn’t slow your group’s travel. * Your group can’t become lost except by magical means. * Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. * If you are traveling alone, you can move stealthily at a normal pace. * When you forage, you find twice as much food as you normally would. * While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. ### Channel Divinity: Summon Snowstorm Starting at 2nd level, you may use your channel divinity to summon a blizzard. As an action you raise your holy symbol to the sky and call down a storm of ice and snow from the sky. For the next hour, or until you decide to end the effect, snow falls down in a 60 foot radius from your position when you used your channel divinity. All creatures that begin their turn in the radius, without cold resistance, take 1d6 cold damage. \columnbreak ### Feast and Famine of Winter Starting at 6th level, whenever you take a long rest you may pick either follow the Feast of Winter or Famine of Winter for the remainder of the day. If you picked Feast of Winter, you receive the following benefits: * Your healing spells heal an additional amount of hp equal to your proficiency bonus. * You may touch up to 6 creatures, these six creatures no longer require food and feel satiated for the next 24 hours. You may use this ability only once per time you pick Feast of Winter If you picked Famine of Winter, you receive the following benefits: * Your spells that deal cold damage, deal additional damage equal to your proficiency bonus. * As an action, one creature you can touch has to make a constitution saving throw against freezing vs your spell save dc. They take 3d6 cold damage and gain one level of exhaustion on a failed save, or just take half of that damage on successful save. You may use this ability only twice per time you pick Famine of Winter. ### Polar Opposites At 8th level, your feasts and famines become even more potent, leaving both a colder and warmer atmosphere. If you have Feast of Winter active, you may use your reaction to become immune to cold damage until the end of your next turn. You may use the ability a number of times per long rest equal to your Wisdom ability modifier. If you have Famine of Winter active, once per long rest you may pick any creature you can see. That creature becomes vulnerable to cold damage, as long as they aren’t immune to cold damage. ### Two Sided Starting at 17th level, you have become a master of winter and have seen its true essence, allowing you to use its two sides together. Whenever you take a long rest, instead of picking either Feast of Winter or Famine of Winter, you may pick both to be active at the same time. \pagebreak # Druid Circles ## Circle of the Sun Druids within the Circle of the Sun are uniquely in tune with the plants around them, and use more potent spells. Like the plants they take care of, Druids of the Sun absorb all kinds of mystical powers from the sun. ### Floral Comprehension When you join this circle at 2nd level, you have become attached to the unique wonders of how plants are able to sense their environment and are able to learn from it. You may spend 1 minute to bond with any plant within 10 feet of you. Once bonded, you can feel and sense everything that is going on around the plant, and if the plant is older than 10 years, you can see anything that has happened to it within the past week. When bonded with a plant you may additionally have it bear its fruit, make its flowers bloom, or have the plant move itself a distance no greater than 5 feet each hour. Any fruit the plant bears for you this way is not poisonous. Alternatively, you can make it stop bearing fruit or wither away. ### Wild Casting Additionally at 2nd level, the sun has blessed you with natural powers beyond that of other druids. At 2nd level, pick a class out of either Cleric or Wizard, and then pick a spell out of that class’s spell list. You may expend one use of your Wild Shape feature to cast the chosen spell. The spell will be cast at a specific level based on your druid level, using the Wild Casting table below. Each time you level up, you may change the chosen spell for another spell in either the Cleric’s or Wizard’s spell lists.
Druid Level
Wild Casting Spell Level
2nd
1st
5th
2nd
9th
3rd
13th
4th
17th
5th
\columnbreak ### Might of the Sun Starting at 6th level, you are able to empower your spells to make them even more potent. Whenever you cast a spell as an action, as a bonus action you may expend one use of your Wild Shape feature to increase the spell’s level by one. In addition, once per long rest, you may cast your Wild Casting spell without expending a use of your Wild Shape feature. ### Enlightened Flora At 10th level, you are able to create plants and make them work for you by radiating off a part of the sun’s energy. Once per short or long rest, you are able to create plants around yourself. These plants last for up to one hour or until you send them away. While they are active you may pick an ability once per turn as a bonus action, that has not been picked yet this activation, from the list below: * **Bear Fruits.** You may heal yourself for 2d4 + your Wisdom ability modifier hp. * **Poison Ivy.** When you make your next weapon attack this turn, increase its damage by 1d8 + your wisdom modifier poison damage. * **Ensnare with Vines.** A creature you can see within 10 feet of you must make a DC 14 Strength saving throw, or have their movement reduced to 0 until the end of their next turn. * **Sturdy Bark.** You gain +2 AC until the end of your next turn. ### Giving Life and Bringing Death Starting at 14th level, the sun’s light protects you and hurts your opponents. Whenever you cast your Wild Casting spell or when you use an ability from your Enlightened Flora ability you may have one of the following options occur: * You gain 5 temporary hit points. * You deal 1d4 radiant damage to any creature you can see within 60 feet. \pagebreak ## Circle of Vermin Druids of the Circle of Vermin have lived in towns and cities with the ecosystems that live there. The Circle of Vermin is about the power of many, even if the strength of each individual isn’t great. Teamwork is of the utmost importance, making sure no one in your pack goes hungry or doesn’t get what they need, but also making sure everybody is doing their part. These druids are also very advanced in their food foraging skills and can usually find food as long as the place has it. Excellent perception is also common among these druids. ### City Senses When you choose this circle at 2nd level, you gain the ability to immediately understand the layout of any town you walk into. Whenever you enter a settlement, you instinctively know all the important buildings (Eg. taverns, inns, shops, temples, etc.) Additionally, it is impossible for you to get lost in cities through non-magical means, no matter the size. ### Pack Tactics Also at 2nd level, you gain the ability to summon your pack of animals. Whenever you use your Wild Shape feature to transform into a small or tiny beast with a CR of 1/4 or less, you may summon any number of the same beast within 10 feet of you as long as the sum of all the challenge ratings put together (include yours; treat CR 0 as 1/16 for the sum) does not surpass the Max CR of your Wild Shape table. At 9th level, you add 1/32 of your druid level to your Max CR of your Wild Shape table and you may activate this ability if you take the shape of a medium beast as well. These summoned creatures all last up to 1 minute or until they drop to 0 hit points, and all act directly after your turn in the initiative. They will naturally all use the Dodge action unless you use your bonus action to command them all at once. Even though you command them all at once, they do not all have to do the same thing. ### Feed the Many Starting at 6th level, you have gained the ability to stretch food to feed as many people as you’d like. Whenever you were to eat a meal, and there isn’t enough food to feed everyone you’d like to, you are able to increase the quantity of food through your druid magic. Through this you can feed up to 20 additional people. Additionally, you are able to cast the spell Goodberry without needing it prepared or using a spell slot once per long rest. \columnbreak ### Markings of Moss At 10th level, you are able to mark your target with your magic in the form of moss. When you make an attack roll against a creature, you may mark it with moss. The mark lasts up to 8 hours or until you mark a different creature. Once marked a trail of moss will be left on the ground whenever the target moves, the trail lasts as long as the spell. In addition, whenever one of your summoned beasts from your Pack Tactics feature makes an attack against the marked target, they gain a +1 to attack and damage rolls. You may use this ability only once per short or long rest. ### One With Rats Starting at 14th level, you have transformed into small creatures so many times you can do it as an instinct. As a free action you may use your Wild Shape feature to take the shape of any Small or Tiny beast, with regards to their CR. However, doing so stops you from being able to summon any other beasts through your Pack Tactics, unless you spend a bonus action to summon up to a combined total of CR 1/2. In addition, you are immune to all diseases and to being poisoned and you resist poison damage. \pagebreak # Martial Archetypes ## Hero The Hero is a fighter that fights for others and pushes through no matter how difficult the situation is. He is able to warp reality to some how edge out victory over opponents who clearly are stronger. Each Hero uses their powers differently, however their drives usually involve trying to save the weak and protecting their friends. Through this power of raw determination, they will win. ### Third Wind When you choose this archetype at 3rd level, your second wind becomes more advanced. When you use your Second Wind ability, you may instead roll 2d6 and add your fighter level and gain that many temporary hit points that last for 1 minute. When you reach 6th level, you get to use the Second Wind ability twice per short rest. ### Hero’s Calling Also at 3rd level, you gain an innate power that is truly your own. You gain a pool of ‘Hero Points’ that equals your fighter level when you take a long rest. You can never have more Hero Points than your fighter level. Choose 2 hero abilities from the list, which determines how you may use these points: * **Precise Aim.** You may spend a hero point to add a +2 to any attack rolls on your turn. You decide to use this ability after rolling the die, but before the dm tells you whether it hits or not. You can only use this ability once per attack roll. * **Strike Weak Points.** When you hit an enemy with an attack, you may spend as many hero points as you want and deal bonus damage equal to the hero points used. If you used 4 or more hero points, additionally add your wisdom modifier to the damage dealt (minimum of +1). * **Just Once More.** When you take the attack action, you may spend 4 hero points to attack one additional time. You may not do this twice in the same round of combat. * **Luck is on Your Side.** You may spend 3 hero points to give yourself advantage on all attack rolls you can this turn. * **Enhanced Reflexes.** When you are getting attacked, you may spend up to 3 hero points and gain a bonus to your AC equal to the hero points you spend. * **Dabbler in Spellcasting.** You may spend 1 hero point to cast one wizard cantrip of your choice. Use your Intelligence score as your spell casting modifier. * **Heroic Resilience.** If you fail a saving throw, you can spend 2 hero points in order to reroll that save. You must take the new value rolled, whether it succeeds or not. You can only use this once a turn. * **Critical Hit Master.** After you make an attack roll, you may spend hero points to lower the roll required to perform a critical hit by one per 2 hero points. E.g. You roll a 17 and spend 6 hero points to make your hit a critical. * **Not Finished Yet.** When you would drop to 0 hit points and not outright die, you may spend hero points to instantly restore an equal amount of hit points. * **Heroic Speech.** When you make a charisma (persuasion) check, you may spend 1 hero point to give yourself advantage on that skill check. Additionally, you can spend 2 hero points to give one ally, that can hear you, advantage on their next attack roll or saving throw, your choice. * **Anger Fueled Power.** When you are below half of your maximum hp, as a bonus action, you may spend hero points to deal a number of damage, to one creature you can see within 30 feet of you, equal to twice the hero points used. If you spent 4 or more hero points this way, add your constitution modifier to the damage dealt (minimum of +1) * **Strike back.** As a reaction, after you take damage from an attack, you may spend 5 hero points to make an attack against the opponent that hit you. If you succeed, you can add half of the damage you were dealt by them to the damage you deal them. ### Heroic Stance At 7th level, you body courses with heroic power. Once per short rest, you may cast the spell Hero’s Stance*** on yourself, as a reaction. You can use this ability additional times at the cost of 5 hero points per extra use. You also get to choose one additional heroic ability, from the prior list. ### Heroic Retreat At 10th level, you are able to gain more from short rests. When you take a short rest, you heal an extra amount of hp equal to your charisma modifier. You also gain back hero points equal to your charisma modifier. You also get to choose one additional heroic ability, from the prior list. ### Self Sacrifice Starting at 15th level, when a creature you can see within your movement speed drops to 0 hit points, you may run over to them and drop to zero hit points yourself and give them hit points equal to the hp you lost. Any extra hit points above the target’s maximum get given as temporary hit points. You also get to choose one additional heroic ability, from the prior list. \pagebreak ### Hand of Fate Starting at 18th level, you’ve become a true hero, and your story continues into greater lengths. Whenever you roll initiative, you gain 1 hero point. You can now use any amount of hero points, as a bonus action, to give yourself the same amount of temporary hit points + your charisma modifier. In addition, as long as you have any amount of temporary hit points, your AC increases by 1, you gain +1 to all attack and damage rolls, and crit on a 19 or 20. >*Please don't complain about hero points...* ## Pirate The Pirate is a fighter who has trained on the open seas and is a very adept duelist. They fight with one-handed weaponry, the occasional firearm, and anything they may find on the battlefield. ### Bonus Proficiencies When you pick this archetype at 3rd level, you gain the following proficiencies: * Survival skill; and all other skill checks used to sail a waterborne vehicles * Improvised Weapons, and (optional, if they exist in the setting) Firearms ### Quick Duelist Additionally at 3rd level, you are able to attack faster when you are not weighed down. Whenever you make a one-handed melee attack roll, as long as you aren’t wearing heavy-armor or have a shield equipped, you may use your bonus action to make an additional attack with the same weapon. Alternatively, if you are holding a one-handed ranged or thrown weapon in your other hand you may instead use your bonus action to attack with said weapon. ### Light on Your Feet At 7th level, you have learned how to stay light on your feet while fighting, giving you more options of manoeuvrability. You gain +10 feet of movement, and a climbing speed of 10 ft. Additionally, you may use your reaction to take any of: Dash action, Disengage action, or Dodge Action. \columnbreak ### Fighting Dirty At 10th level, you become more aware of weak points in the enemy allowing you to specifically target them, at the cost of being reckless. When you make an attack roll you may modify it in one of the following manors: * Aim for the Eyes: You gain disadvantage on the attack roll, but if it hits its target, that target becomes blinded until the end of their next turn, or permanently on a critical hit. * Aim for the Legs: You get a -5 to hit bonus on the attack roll, but if it hits its target, that target loses all movement until the end of their next turn. * Aim for the Neck: You gain both disadvantage and a -5 bonus to the attack roll, however if you land the attack, it becomes a critical hit. Additionally, they lose the ability to speak until they get healed. If this attack would bring the target to 0 hit points or less, the target becomes beheaded. *(Note: the part of the body you are aiming for must exist on the target for the effect to work and cannot be behind total cover)* ### One-v-One Master At 15th level, your fighting skills in a 1v1 scenario are leagues above the rest, so you are able to deal even more damage. Whenever you make a damage roll from a one-handed melee attack towards another creature, if no other creatures are within 5 feet of either of you, you add an additional 1d8 to the damage dice. ### Fighter of the Open Seas At 18th level, you have become one with all the natures of the open seas, and you are able to better your movement for it. You get an additional +10 feet to your movement speed, your climbing speed becomes 30 feet, and you gain a swimming speed of 30 feet. Additionally you can hold your breath for up to 3 + your Constitution ability modifier minutes. \pagebreak # Monastic Traditions ## Way of the Lightning Fist The Way of the Lightning Fist monks learn how to make attacks in less time than it takes to blink, and can dodge oncoming attacks at the last second. They gain these abilities by channeling their ki to take on the speed of lightning itself. ### Lightning Reflexes Starting at 3rd level, your muscles are so used to moving lightning fast, so you can use a part of that power without using any ki. Once per short rest you may perform any of the following ki abilities without spending any ki points: * Flurry of Blows * Patient Defense * Step of the Wind In addition you gain Shocking Grasp as a cantrip. When casting this spell use Wisdom as your spell casting modifier. ### Thousand Hits At 6th level, you are able to make extra attacks in the blink of an eye. Whenever you hit a creature with an attack from your monk weapons, you may spend 1 ki point to make an additional undodgeable attack dealing lightning damage equal to your Wisdom modifier. You may only activate this ability a number of times on a turn equal to half of your Dexterity Modifier, rounded up. ### Flurry of Bolts At 11th level, you can channel your ki out into bolts of lightning. When you use Flurry of Blows, you may spend 2 additional ki points to make two ranged attacks to any creature(s) you can see within 30 feet of you and on hit, deal lightning damage to them equal to 1d4 + your Dexterity modifier. Additionally you may use your action to spend 4 ki points to cast ‘Lightning Bolt’ at 3rd level. Use Wisdom as your spell casting ability modifier. ### Lightning Strikes Starting at 17th level, you are able to move faster than the speed of sound, while attacking everything in your path. Using both your Action and Bonus Action you may spend 4 ki points and then move the entirety of your movement speed. While moving you don’t provoke opportunity attacks and you get to make two unarmed strikes against each creature you move within 5 feet of. These unarmed strikes deal lightning damage, rather than bludgeoning. You may only use this ability once per long rest. \columnbreak ## Way of the Northern Winds Monks of the Way of The Northern Winds have spent years training in the northern parts of the world, mastering the cold. Through meditation they are even able to expel cold air or freeze parts of their own bodies. Way of The Northern Winds also teaches monks how to stay warm in subzero temperatures just by mastering their ki flow. ### Improved Cold Resistance Starting at 3rd level, the cold doesn’t bother you, and as a result you don’t get sick when exposed to cold weather, as you can raise or lower your body temperature at will. You gain resistance to Cold damage. In addition, you gain the cantrip ‘Frostbite’. When casting this spell use Wisdom as your spell ability modifier. ### Cold Blooded Additionally at 3rd level, you are able to imbue yourself with small amounts of magical cold and ice. At any point, you may spend 1 ki point to do either of the following: * Transform the damage type of your monk weapons to cold until the end of your next turn. While this is active, your monk weapons count as magical for the purpose of overcoming resistance. * Freeze a part of your body to take 2d4 - your constitution modifier damage and raise your AC by 2 until the start of your next turn. (Minimum 1 damage) ### Icy Veins Starting at 6th level, your ki runs like ice through your veins and comes out in a wide variety of attacks. When you deal cold damage to a target, deal additional damage equal to your Wisdom modifier. Additionally, you add ‘Ray of Frost’ to your list of cantrips, if you don’t already have it. When casting this spell use Wisdom as your spellcasting ability modifier. ### Frozen Self At 11th level, you are able to materialize your ki as ice to attack and defend with. As an action, you may spend 2 ki points to cast either ‘Ice Knife’ or ‘Frost Fingers’ at 1st level, and you may increase the spell level by spending 1 additional ki point per spell level increase, to a max of ki usage of one half of your monk level, rounded down, through this ability (2 plus any additional points). Use Wisdom as your spellcasting modifier for these spells. When you use the action above, you may use your bonus action to encase your body partially in ice, giving you 2d4 plus your Wisdom modifier temporary hit points. \pagebreak > Yes I am aware that Lightning Fist + Firestarter is an amazing party combination. \columnbreak ### Absolute Zero Starting at 17th level, you give off an aura that is so cold, water you walk by begins to freeze. Whenever a creature starts its turn within 5 feet of you, it must succeed a Constitution save with a DC equal to 10 + your wisdom modifier, or take cold damage equal to your wisdom modifier. If you do not wish for this ability to activate, it does not. Additionally, you gain a permanent +1 to your AC. \pagebreak # Paladin Oaths ## Oath of Destruction ### Tenets of the Oath of Destruction The Oath of Destruction is one of upholding the natural cycle of creation and destruction; life, death, and rebirth. In some cultures, Paladins of Destruction are seen as grim reapers, where as others may worship their law. ***Renewal***. Destroy the old to build the new. ***Destruction of the Unnecessary***. Once something becomes unnecessary or unimportant, it is your job to destroy it so new creations may take its place. ***Encouraging New Growth***. Wherever you may go, encourage new life and inspire others to do the same. ***Unbroken Cycle***. It is a unforgivable action to destroy something that still has purpose, but an even more unforgivable action to rebuild something that has been destroyed. ### Oath Spells You gain oath spells at the paladin levels listed. #### Oath of Destruction
Paladin Level
Spells
3rd
Catapult, Create or Destroy Water
5th
Shatter, Spike Growth
9th
Fireball, Plant Growth
13th
Blight, Stone Shape
17th
Creation, Melting Ray***
### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. * **Destroy and Recreate.** You can use Channel Divinity to disintegrate and recreate objects. As an action, you may touch one inanimate, non-magical object no larger than 10 feet in any dimension. This object disintegrates into fine dust particles. Then you may choose to reform said particles into any object of similar size and value of the object destroyed. * **Touch of Destruction.** You can use Channel Divinity to destroy weakened life instantly. As a bonus action, you may touch one creature who currently has a number of hit points equal to or less than your paladin level. That creature dies. \columnbreak ### Aura of Destruction Beginning at 7th level, the powers of destruction course through your body, creating an aura that damages everything nearby. All creatures within 10 feet of you take necrotic damage equal to half of your proficiency bonus, rounded down, at the start of their turn. You may turn this aura off or on as a bonus action. At 18th level, the range of this aura increases to 30 feet. ### Hands of Destruction Beginning at 15th level, you can use your lay on hands to destroy as well as give life. Whenever you would use your Lay on Hands feature, you may choose to deal force damage to the target instead of healing. If used in this way, Lay on Hands works against undead and constructs in addition to being able to target any object. ### Avatar of Destruction At 20th level, you are able to become an avatar of the destructive forces of nature. As a bonus action, you gain the following benefits for 1 minute: * All attacks and damaging spells you perform have the Siege property. * Everytime you step, plants and tiny animals appear at your feet. Every 30 feet of movement, vines come out instead which entangle one creature, within 5 feet of you, of your choice. The creature becomes restrained as if the Entangle spell was used. * All damage you deal to creatures may be changed into either Force or Necrotic damage. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again. \pagebreak ## Oath of Protection ### Tenets of Protection The Oath of Protection is one of pacifism and doing more good than harm. It has simple rules, however the interpretation is vague. ***No Harm Done***. Most decisions end in hurting someone, make sure the ones you make hurt the least number of people. ***Protect the Innocent***. There are those who wish to harm and kill others, make sure they are unable to do as such in whatever way. ***Preparation***. Taking the time to think and plan saves lives, therefore you must always be prepared for the unexpected. ***Survival.*** You may die at any point, but make sure to prolong your death so you may continue to save others. ### Oath Spells You gain oath spells at the paladin levels listed. #### Oath of Protection
Paladin Level
Spells
3rd
Sleep, Shield of Faith
5th
Bubble Shield***, Hold Person
9th
Hero’s Stance***, Protection from Energy
13th
Aura of Purity, Death Ward
17th
Mist of Fortitude***, Wall of Force
### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works. * **Protector’s Force.** You can use Channel Divinity to place protective wards around others. As an action, you get a pool of temporary hit points equal to 1d10 + charisma modifier + your paladin level to give to any creatures within 30 feet of you. These hit points last for up to 1 hour * **Gift of Life.** You can use Channel Divinity to harness the gift of life. As a bonus action, you get to transfer your own hit points into any other creature you can touch, in any amount. If this were to heal them above maximum, they gain the rest of the hit points as temporary hit points. \columnbreak ### Aura of Shielding Beginning at 7th level, the powers of protection course through your body, creating an aura that enhances protective abilities. You and all friendly creatures within 10 feet of you get a +2 to ac if they have any temporary hit points. At 18th level, the range of this aura increases to 30 feet. ### Lay on Protection Beginning at 15th level, your lay of hands becomes more versatile, allowing itself to be used proactively and heal the target as they take damage. As an action you may spend as much as you wish from your Lay on Hands pool to give a target creature you can touch an equal amount of temporary hit points. These hit points last for up to 1 hour. Alternatively, you may use this ability as a bonus action, however doing so makes the maximum amount of temporary hit points you may give per use equal to your paladin level. ### Immovable Object At 20th level, you are able to make you, and everyone around you, immovable objects. As an action you undergo a transformation. For the next minute, you gain the following benefits: * At the start of your turn, as many creatures as you want that you can see, including yourself, gain 5 temporary hit points. * As a bonus action you may give one creature you can see +1 to ac and advantage on saving throws until your next turn. * Whenever an enemy were to make an attack against a target within 10 feet of you, you can use your reaction to make the attack deal half damage >I find it weird these names weren't taken \pagebreak # Ranger Conclaves ## Sky Knight The Sky Knight conclave is generally broken up into four main groups, Wyvern Knights, Eagle Knights, Griffon Knights, and Pegasus Knights. These groups each own large portions of land to breed, raise and train their airborne companions. Most people have to have grown up in Sky Knight culture in order to be accepted into their training. It takes years before you will be able to get your pet. Additionally the pets need to trained to fend for themselves before being given away. ### Rider’s Knowledge At 3rd level, you have trained and learned a lot about your chosen animal companion. Pick one of the following options and gain the following benefits for the option chosen: * Wyvern * Giant Eagle * Griffon * Pegasus You gain the following benefits: * The chosen species will understand the meaning of everything you say to them. * They are always considered to be your favored enemy, in addition to any previous favored enemies you might have, and you get bonuses accordingly. (If you have the Favored Foe ability, you may get bonus damage when attacking a member of that species.) ### Airborne Pet At 3rd level, you are given a young pet of your chosen species to take care of and raise by the conclave of sky knights. The pet will always try to stay with you, if the pet is lost or slain you may get a replacement at the DM’s discretion. The DM also controls the pet outside of combat. For combat refer to each pet’s stat block. Your proficiency bonus (PB) is used in several places, including being added onto each of the pet’s stats. The pet has the same initiative as you and can move freely during your turn. You may use an attack action to instead command your pet to use one of its actions. If you don’t command it, it uses the dodge action. The command may be a verbal command or a motion you make, the pet will not perform your command if it can’t hear/see you, whichever is necessary. At the DM’s discretion the pet may perform other actions on its own, according to its nature. When you get the Extra Attack feature you may command your pet to make two attacks on a turn as your action, or you may command them once and perform either an attack yourself, or cast a spell. The pet may not use the same attack twice in one turn. \columnbreak ### Aura of the Sky At 7th level, your friendship and bond with your pet gives off an aura that is soothing to other creatures of its type. You gain advantage on Charisma (Persuasion) checks against the creature type your pet falls under. In addition, your pet grows to medium size and their first attack deals an additional 1d6 damage. Your pet is now an adolescent and can speak with others of its species. ### Rider’s Spirit At 11th level, you have prepared your pet to carry people on its back and have taught it how to master its attacks. Your pet gets the following benefits: * The pet is now large and an adult. * Their second attack deals an additional 1d8 damage. * The pet gains an additional action labelled in the list below: * Wyvern: ***Stinger.*** Melee Weapon Attack: +4 + PB to hit, reach 10 ft., one creature. Hit: (2d6 + 2 + PB) piercing damage plus (4d6) poison damage. The target must make a DC 11 + PB Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. * Giant Eagle: ***Raptor Dive.*** If your Giant Eagle is between 30 and 60 feet above their target, they use all their movement until they are within melee range of their target. They perform a Beak attack against it, and if it hits, it deals critical damage. * Griffon: ***Rallying Roar.*** Up to five target creatures within 30 feet of the Griffon, that can hear it, gain an additional 1d6 on their next damage roll. * Pegasus: ***Holy Aura.*** Up to five target creatures within 30 feet of the Pegasus gain a number of temporary hit points equal to 2d6 + your proficiency bonus. * The pet may carry up to two medium sized humanoid creatures on its back while flying. Standard mounted combat rules apply, if two humanoid creatures are both mounted they both get disadvantage on all attack rolls. The pet can only fly for 1 hour per short rest, while being ridden, before it must land or it gains one level of exhaustion per 30 minutes extra it must fly. \pagebreak ### Ultimate Bond At 15th level, you and your pet understand each other completely, even without communication. Once per turn your pet may perform one attack of your choice even without your command, allowing it to perform a total of three actions in a turn if you command it to do so. Even if you are incapcitated the pet will continue fighting as if you give it one command per turn and tell it where to move. If you are unconscious, the pet will try its hardest to protect you or keep you alive, sometimes even lifting you up onto it’s back to fly you to a town or village, the actions your pet takes outside of combat are still under the control of the DM. > Sky Knight is my favourite subclass I have ever made :D #### Sky Knight Pet Stat Blocks (All Ability scores listed are increased by your PB, or proficiency bonus.) ___ > ## Wyvern Pet >*Small Dragon, Your Alignment* > ___ > - **Armor Class** 12 + PB (natural armor) > - **Hit Points** 10 + five times your ranger level (Wyvern pet has a number of hit dice [d10s] equal to your ranger level) > - 20 ft., fly 20 + ten times PB ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14|6|11|1|7|2| >___ > - **Senses** darkvision 60 ft., passive Perception 10 + PB > ___ > ### Actions > ***(1)Bite.*** Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one creature. Hit: (1d6 + 2 + PB) piercing damage. > > ***(2)Claws.*** Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: (1d8 + 2 + PB) slashing damage. (Can only be used while flying) ___ > ## Giant Eagle Pet >*Small Beast, Your Alignment* > ___ > - **Armor Class** 12 + PB (natural armor) > - **Hit Points** 15 + five times your ranger level (Wyvern pet has a number of hit dice [d10s] equal to your ranger level) > - 20 ft., fly 20 + ten times PB ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11|13|14|4|9|6| >___ > - **Senses** darkvision 60 ft., passive Perception 10 + PB > ___ > ### Actions > ***(1)Beak***. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: (1d6 + 1 + PB) piercing damage. > > ***(2)Talons.*** Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: (1d8 + 1 + PB) slashing damage. ___ > ## Griffon Pet >*Small Monstrosity, Your Alignment* > ___ > - **Armor Class** 11 + PB (natural armor) > - **Hit Points** 10 + five times your ranger level (Wyvern pet has a number of hit dice [d10s] equal to your ranger level) > - 30 ft., fly 20 + ten times PB ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14|11|11|1|8|4| >___ > - **Senses** darkvision 60 ft., passive Perception 10 + PB > ___ > ### Actions > ***(1)Beak***. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: (1d6 + 2 + PB) piercing damage. > > ***(2)Claws.*** Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: (1d8 + 2 + PB) slashing damage. \pagebreak ___ > ## Pegasus Pet >*Small Celestial, Your Alignment* > ___ > - **Armor Class** 11 + PB (natural armor) > - **Hit Points** 10 + five times your ranger level (Wyvern pet has a number of hit dice [d10s] equal to your ranger level) > - 40 ft., fly 20 + ten times PB ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14|11|11|6|10|8| >___ > - **Senses** darkvision 60 ft., passive Perception 10 + PB > ___ > ### Actions > ***(1)Beak***. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one creature. Hit: (1d6 + 2 + PB) piercing damage. > > ***(2)Hooves.*** Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: (1d6 + 2 + PB) bludgeoning damage. ## Divine Archer The Divine Archer is a ranger who gains additional powers from a higher being. Said powers give them additional powers that they unleash through their bows. ### Holy Arrows Starting at 3rd level, you can call upon a small power of the heavens’ might to aid your arrows. You gain a number of Holy Arrows uses, represented by a pool of d4s, equal to 1 + your Wisdom ability modifier. Once you roll a Holy Arrow die, you can’t roll the same die until you take a long rest. Additionally, whenever you make a ranged attack roll with a bow or crossbow type weapon, you may replace the ammo needed with a holy arrow. Roll one of your Holy Arrow dice and add the number rolled to both the attack and damage rolls of the weapon. The Holy Arrow dice improve as you level up your ranger level, at 6th level they become d6s, at 9th level they become d8s, at 12th level they become d10s, and at 15th level they become d12s. ### Divine Sensing Additionally at 3rd level, you can sense where celestial beings are around you. You may send out a magical pulse once per short rest or long rest. This pulse tells you the location and position of all celestials within 120 feet of you, but not what type of celestial they are or any other identifying characteristics of said celestial. ### Heaven’s Arrow At 7th level, you can summon down heavenly arrows to attack any target you can see. Whenever you use your action to make an attack or cast a spell, you may use your bonus action to roll a Holy Arrow die and deal the rolled number in radiant damage to any target you can see within 200 feet. If the target is underneath a roof or is underground the arrow still comes from the sky and pierces through everything above the target. At the DM’s discretion, this feature fails if there is too much stuff above your target for the arrow to go through, in this case you get the die you rolled back. ### Celestial Aid At 11th level, you can help your allies to hit attack more consistently by enchanting them with your Holy Arrows. Whenever an ally misses an attack within 30 feet of you, you may use your reaction to potentially turn that miss into a hit by rolling a Holy Arrow die and adding that number to the attack roll your ally performed. Additionally, you can create either arrows, crossbow bolts, or any mix of the two. As a bonus action, roll a Holy Arrow die and that is how many total you create. ### Godly Luck Starting at 15th level, you can use a bit of your godly energy to try to adjust your luck to your favor. Whenever you successfully hit a target with an attack roll, you may roll a Holy Arrow die, if the number rolled is the highest number that can be rolled with the die, your hit becomes a critical hit. \pagebreak # Roguish Archetypes ## The Opportunist You focus your training in paying attention to the battle and trying to exploit your opponent’s weaknesses. You train in how to best deal the most damage while leaving your opponent in a weakened state. Unlike other fighting styles that are similar, you don’t tend to use dirty tactics, rather you focus on incredible accuracy. ### Extra Sneak Attack Starting at 3rd level, you have learned how to capitalize on the best moments in battle. Whenever you score a critical hit on the first time you roll an attack roll on your turn, you may add your sneak attack bonus. This doesn’t count if you rerolled the attack die at all this turn. ### Sneaky Critical Also at 3rd level, you have been able to more consistently score ‘critical hits’ and are able to capitalize on them. When you make an attack roll and it would count as a sneak attack for you, you may lose the sneak attack bonus to instead reroll the attack die. On this reroll if the number shown is 16 or higher the attack becomes a critical hit, otherwise nothing changes. When you reach 11th level, you don’t lose your sneak attack bonus to use this ability. Additionally, when you score a critical hit on a target, the next time a creature makes an attack roll against that target, they gain advantage on that roll. ### Increased Precision At 9th level, you learn how to slow down and become more precise on your hit. You may now score ‘critical hits’ on a 19 or 20. When you reach 14th level you can additionally score a critical hit on an 18, and when you reach 18th level, you can additionally score a critical hit with a 17. ### Patient and Cunning Starting at 13th, you start looking around and thinking about the most tactical positioning and outsmarting your opponent. When you use the Ready action in combat and make an attack roll as a reaction, you may give yourself advantage on the roll. \columnbreak ### Master of Advantages At 17th level, you begin capitalizing on your critical hits far more. Whenever you land a critical hit on a target, you may do one of the following: * You gain a number of temporary hit points equal to a third the damage dealt, rounded down. These hit points last for 1 minute. * You gain +2 ac until you take damage, +2 to your next attack roll, and can use your bonus action to make an additional attack until the end of your next turn. Attacks gained this way can never be critical hits. * The target gets a -1 to ac and loses all damage resistances until they take damage. * The target gets disadvantage on all attack rolls and saving throws until the end of their next turn You may only use this ability a number of times per short or long rest equal to your Dexterity modifier. > Yes, a crit build. Why? Because I love it! \pagebreak ## The Ruffian The Ruffian is a rogue who has grown up in the streets and learned that the stronger you are, the less you'll get hurt. They train their physical bodies extremely well and are able to apply their strength in places others can't hope to. ### Additional proficiencies When you pick this archetype at 3rd level, you gain proficiency in martial weapons and medium armor. ### Brutish Solutions Starting at 3rd level, you have trained in the application of your strength and learned how to force your strength to do things others do with finesse. Whenever you make an intimidation check or a check to disable traps or unlock locks, you may use your Strength ability modifier + your proficiency bonus, instead of the normal modifier. Additionally when you make a Strength (intimidation) check against a creature with a Strength ability score at least 3 points lesser than that of your own, you gain advantage on the role. ### Stealthily Strong Additionally at 3rd level, you may now apply your sneak attack bonus to any weapon without the heavy or special trait. Whenever you land an attack on a creature at their maximum hit point total, you may add your sneak attack bonus regardless the weapon or who else is close to the target. ### Disarming Strike Starting at 9th level, you have learned how to apply your strength to put your opponents off ease. Whenever you miss an attack you may use your reaction to try to disarm them. They make a Constitution saving throw vs the attack roll you performed. If failed, they drop one thing they are holding in their hands, of your choice. ### Thick Skinned Starting at 13th level, your body has learned to endure more strikes than others. Upon acquiring this feature you gain 26 additional max hit points, and you gain yet another +2 for each time to level up again. Additionally, whenever you take damage as a result of a weapon attack, as a reaction you may make a Constitution saving throw vs the attacker's attack roll. On a success you take half damage from their attack ### Master of Strength Starting at 17th level, you gain a +2 to your Strength ability score. Your Strength ability score maximum becomes 22. \pagebreak # Sorcerous Origins ## Spellsword Spellswords are sorcerers who have trained in mixing their quick and versatile magic casting with deuling. Generally these sorcerers have gotten their origin from several different sources. Your sorcerous origin can be whatever, however generally you can pick any other origin to be how you got your magic. You get to keep any quirks or manifestations of that sorcerous origin, but you may not get any features, proficiencies or other bonuses. ### Dueling Magic You learn additional spells when you reach certain levels in this class, as shown on the Dueling Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list. #### Dueling Spells
Sorcerer Level
Spells
1st
Shield of Faith, Zephyr Strike
3rd
Aid, Branding Smite
5th
Elemental Weapon, Haste
7th
Staggering Smite, Stoneskin
9th
Holy Weapon, Steel Wind Strike
### Spellsword Training Starting at 1st level, you have completed your training in fusing magic and melee dueling together. You gain the following weapon proficiencies: all simple weapons, Flail, Morningstar, Longsword, Rapier, Scimitar, Shortsword. You also gain proficiency with all light armor as well as Chain Shirt. When you make a melee spell attack roll you may add either your Dexterity or Strength modifier to the damage roll. Additionally, when you get Metamagic at 3rd level, you may use any of the features in the following list on your melee weapon attacks instead of your spells. However, doing so makes them cost 1 more sorcery point to use. * **Empowered Spell** * **Quickened Spell** * **Seeking Spell** * **Twinned Spell** (Think of simple weapon attacks as level 2 spells, and martial weapon attacks as level 3 spells. Make attack rolls for both targets.) * **Transmuted Spell** (You can make your weapon deal any of the listed damage types, even if it normally doesn’t.) ### Tougher Skin Starting at 6th level, your unorthodox use of arcane magic and melee combat techniques gives you tougher skin and better skilled fighting. You gain +6 hit points right now, as well as 1 extra hit point every time your sorcerer level increases from this point on. In addition, 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. * **Blind Fighting**. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. * **Defense.** While you are wearing armor, you gain a +1 bonus to AC. * **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. * **Unarmed Fighting.** Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. * **Weapon Casting.** Any weapon held in your hand can be used as your spellcasting focus. In addition, when you make an attack roll with a weapon you are holding in your hands, the roll gets increased by half of your Spell Casting Ability Modifier, rounded down. ### Mental Gymnastics At 14th level, you are so used to concentrating on several things in combat that some of it comes naturally. Once per long rest, when you cast a concentration spell, you may remove the concentration requirement and make the spell last for the longest duration the spell could normally. However, the spell you cast without concentration must only target you, and can’t be affected by metamagic. ### Warrior Magician At 18th level, your magic had filled and empowered your body much more than any normal fighter. You get a +2 to one of the following Ability Scores: Strength, Dexterity, or Constitution. In addition, once per short rest you may use your bonus action to restore a number of your own hit points equal to 2d6 + your Constitution bonus. When you use this feature, you may spend as many sorcery points as you want, for every 2 points spent, you heal an additional 2d6. \pagebreak ## Fey Bloodline The blood of a fey creature runs through your veins. It manifests in strange ways that don't quite reflect the natural order of your race. You either got this bloodline due to being related to fey creatures, or having been blessed by an archfey. Most people don't usually see your kind of sorcerer, as the fey usually like to keep to themselves, however sometimes the archfey adopt members of other races. You may either pick from or roll on the Fey Sorcerer Quirks table to create a quirk for your character.
d6
Quirk
1
The entirety of your eyes change to being vibrant pink, orange, blue and green, depending on your mood
2
Translucent rainbow wings appear behind you, however they phase through matter.
3
You can't lie, however you never quite tell the truth either.
4
Yellow fairy dust appears from your feet when you run.
5
While in total darkness, your skin glows a faint rainbow hue.
6
You tend to anger people but you can never remember why.
### Fey Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Fey Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Enchantment or an Illusion spell from the sorcerer, warlock, or wizard spell list. #### Fey Spells
Sorcerer Level
Spells
1st
Charm Person, Disguise Self
3rd
Calm Emotions, Silence
5th
Fast Friends, Enemies Abound
7th
Charm Monster, Compulsion
9th
Creation, Dominate Person
### Fey Protection Also at 1st level, your fey ancestry gives you powers to fight off spells of suggestion. You have advantage on Wisdom saving throws caused by spells. \columnbreak ### Minor Charm Also at 1st level, you gain additional powers of suggestion and can more easily make people do your bidding. Once per short or long rest, you may use an action to attempt to charm any target that you can see. The target makes a Wisdom saving throw vs your spell casting DC, on a failed save they become charmed. Monsters with a challenge rating higher than half your sorcerer level gain advantage on the saving throw. The charm lasts for up to 1 minute and you must keep your concentration on it. Additionally at the start of each of the charmed target’s turns, they may make another Wisdom saving throw. On a success, they are no longer charmed. ### Forced Fighting Starting at 6th level, your powers of control become even stronger, allowing you to force people, who wouldn’t normally, to fight. As an action, you may spend 2 sorcery points to force a creature charmed by you to move to any unoccupied space they can move to, and then use their attack action against any other creature within their range. After a forced attack, the charmed creature may make a Wisdom saving throw with advantage vs your spell save dc; on a successful save, they are no longer charmed. ### Mental Domination At 14th level, you are able to briefly take control of any target, forcing enemies to in-fight, or to force someone to help out in a vital moment. As an action, you may spend 4 sorcery points to take complete control of any creature that you can see. That target makes a Wisdom saving throw vs your spell save dc. On a failed save, until the end of your current turn, you may have that creature perform any action, bonus action and/or movement that they may be able to do. The DM may give you a list of everything that creature can do. ### Mass Control At 18th level, you are able to control far more creatures at a time. When you use your Minor Charm feature, you can instead do it as a bonus action and you may spend a number of sorcery points and increase the number of targets to be that number. Additionally, if a creature would be immune to being charmed and you attempt to charm them, instead of instantly succeeding, they have advantage on the saving throw. \pagebreak ## Fiend Bloodline Either through genetics or deals done with devils, you have inherited the magical blood of fiends. You feel fire and darkness running through your body allowing you to expel large quantities of fiendish energy at your command.
d6
Quirk
1
Your natural scent is replaced with that of sulfur and brimstone.
2
Your skin begins to blacken, as if it were turning to charcoal as you cast spells.
3
Out of your skull, are tiny nubs of horns that grow the more you use your magic.
4
As you sleep, glowing abyssal and infernal runes appear all over your body, as your dreams get filled with images of other planes.
5
While you are calm, your eyes show the black waves of the abyss; when you get angry they glow with the power of infernal flames.
6
Fire doesn't seem dangerous to you. In fact, it often seems to call out to you.
### Fiend Spells Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Fiend Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Enchantment or a Necromancy spell from the sorcerer, warlock, or wizard spell list. #### Fiend Spells
Sorcerer Level
Spells
1st
Bane, Inflict Wounds
3rd
Blindness/Deafness, Flock of Familiars
5th
Fear, Summon Lesser Demon
7th
Evard's Black Tentacles, Blight
9th
Infernal Calling, Negative Energy Flood
### Weakening Aura Also at first level, you can weaken enemies through by harnessing your demonic presence. As a bonus action, you may target any creature within 30 feet of you, and spend any number of sorcery points. The next time that creature makes a damage roll subtract twice the number of sorcery points spent this way from that roll. At 8th level the amount of damage subtracted increases to three times the sorcery points spent, and to four times at 16th level. \columnbreak ### Fiery Claws Beginning at 6th level, you can shortly changes your hands into claws of the infernal demons. You may spend one sorcery point to transform your hands into claws, which count as natural weapons which you can use to make unarmed strikes. This effect ends at the start of your next turn. When you make an attack roll with these claws you may use either your Charisma modifier instead of your Strength modifier for the attack roll. When they hit they deal 1d4 slashing damage + 1d4 fire damage + an amount of necrotic damage equal to your Charisma modifier. After performing your first Attack action this turn, only using these claws, you may immediately make one additional attack with these claws. At 10th level, both damage dice for your claws increase from 1d4 to 1d6. ### Demonic Power At 14th level, you feel demonic energies boiling inside of you, giving you new resistances and powers. When you gain this feature at 14th level, pick either Infernal Powers or Abyssal Powers and gain the listed benefits for your choice. #### Infernal Powers. * You gain resistance to fire damage and necrotic damage. * Whenever you deal fire or necrotic damage from one of your spells, increase the damage dealt by your proficiency bonus. #### Abyssal Powers. * You gain resistance to cold damage and psychic damage. * Whenever you deal cold or psychic damage from one of your spells, you gain a number of temporary hit points equal to your sorcerer level. ### Devil Within At 18th level, you are able to unleash an inner devil and transform into a devil. As a bonus action, you may transform into you Devil Form for up to one minute. While in Devil Form you gain the following benefits: - You take on the appearance of a devil; lesser demons will mistake you for a true devil. - Your AC equals your sorcerer level. - You gain a pair of demonic wings and gain a flight speed of 30 feet. - Whenever you end your turn within melee range of another creature that creature takes necrotic damage equal to your Charisma modifier. You may only use this ability once per long rest. \pagebreak # Warlock Patrons ## The Dragon You have made a pact with one of the eldest living dragons, or even a dracolich. Such creatures are ones of immense power, and most rarely interact with others. Their goals are generally simple, but each dragon type is different. However, most dragons delight in having plenty of treasure. Choose your patron’s color, or roll it on the Dragon Patron table. Each color has an associated damage type which will be used for various features in this subclass.
1d10
Dragon Color
Damage Type
1
Black
Acid
2
Blue
Lightning
3
Brass
Fire
4
Bronze
Lightning
5
Copper
Acid
6
Gold
Fire
7
Green
Posion
8
Red
Fire
9
Silver
Cold
10
White
Cold
### Expanded Spell List At 1st level, the Dragon lets you choose from an expanded list of spells when you learn a warlock spell. The Dragon Expanded Spells table shows the dragon spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's associated damage type: Fire, Cold, Lightning, Acid, or Poison Dragon Expanded Spells
Spell Level
Dragon
Fire
Cold
Lightning
Acid
Poison
1st
Chromatic Orb, Absorb Elements
Burning Hands
Frost Fingers
Static Shock***
Tasha’s Caustic Brew
Ray of Sickness
2nd
Dragon’s Breath
Flaming Sphere
Snilloc’s Snowball Swarm
Bolt of Justice***
Melf’s Acid Arrow
Venom Sting***
3rd
Elemental Weapon
Fireball
Prison of Ice***
Lightning Bolt
Acid Bubbles***
Stinking Cloud
4th
Arcane Eye
Wall of Fire
Ice Storm
Storm Sphere
Vitriolic Sphere
Mass Poisoning***
5th
Arcane Hand
Immolation
Cone of Cold
Lightning Field***
Melting Ray***
Cloudkill
\columnbreak ### Bonus Cantrips At 1st level, you learn one additional cantrip according to the table below, using your patron’s damage type. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Damage Type
Cantrip
Fire
Firebolt
Cold
Ray of Frost
Lightning
Shocking Grasp
Acid
Acid Splash
Poison
Poison Spray
### Elemental Might At 1st level, your patron has blessed you with elemental supremacy. You gain a pool of d4s equal to your charisma modifier + your proficiency bonus. When you deal damage of the same damage type of your patron, you may use your bonus action to roll a number of dice from your pool, up to 1/4 of your warlock level, rounded up, to increase the damage by the amount rolled. Once rolled, a die cannot be rolled again until you take a long rest. The dice in your pool increase with your warlock level, to d6s at 5th level, d8s at 9th level, d10s at 14th level, and d12s at 18th level. \pagebreak ### Gift of Breath At 6th level, your patron bestows upon you their breath weapon to be used, in part, by your will. You may cast the spell Dragon’s Breath on yourself, with the damage type of your patron, without using a spell slot. You may only do this a number of times equal to your charisma modifier per long rest. At 17th level, you may instead cast Illusory Dragon with the damage type of your patron, when you use this feature, however when you do it takes 4 uses of this feature. ### Scales and Claws At 10th level, your body becomes more draconic, your skin becomes scaly, and claws grow out of your hands. While not wearing armor, you have natural armor which gives an AC of 10 + your Charisma modifier + your Dexterity modifier. In addition, when you make unarmed strikes, they may deal 1d8 slashing damage instead of what they were prior. ### Commune with Dragons At 14th level, you have been granted the natural gifts all dragons have. You gain resistance to your patron’s damage type and you have advantage on all Charisma checks towards dragons. In addition, you can transform into a dragon state for up to 1 minute, once per long rest. While in the dragon state wings grow out of your back and your scales become tougher. You gain a flight speed of 45 feet and you gain a +2 to your AC. Additionally, your unarmed strikes become 1d12 slashing damage. As a bonus action in this state, you may deal 1d12 + your charisma modifier damage to any creature you can see within 30 feet of you. The damage dealt is of the same damage type of your patron. > I feel like this is how draconic bloodline sorcerer should work... ## The Whisper in the Dark The Whisper in the Dark is a being that no one truly understands or can describe as no one has ever seen it, but all have heard it. The whispers when you are alone, the howling of the wind, the crackling of grass at night or the creaking in buildings. If there is ever a time when you heard something, but never saw what made it, it was the Whisper in the Dark. Ever so often one lucky individual is able to commune with these unknown beings and obtain their otherworldly powers, but even they do not know who these beings are. Are they a malevolent force, a lonely being wanting to be noticed, or a protector who has spent their lives helping us from an even lesser-known evil? Who’s to say… \columnbreak ### Expanded Spell List The Whisper in the Dark 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. #### Whisper in the Dark
Spell Level
Spells
Cantrip
Vicious Mockery
1st
Dissonant Whispers, Silent Image
2nd
Blindness/Deafness, See Invisibility
3rd
Clairvoyance, Nondetection
4th
Greater Invisibility, Phantasmal Killer
5th
Dream, Mislead
### Acquired Senses At 1st level, your patron improves your senses massively and you can tell where things are without seeing them. You gain the following benefits: - You have blindsight of 15ft - You have advantage on all auditory perception checks - You get a bonus +2 to your passive perception ### Shadow in the Night Starting at 6th level, you become even harder to see when in the dark. If you are in dim-light or darkness you receive a +2 to your AC and advantage on Dexterity saving throws. In addition you get Darkvision of 30 ft if you don’t already have it. ### Master Illusionist At 10th level, you have been given mastery over illusions and can shape how others view the world through your own power. Once per short rest, you may cast an illusion spell with concentration as if it didn’t have concentration and instead lasts for the maximum amount of time or until you dispel it. Additionally you may use a Warlock spell slot to do one of the following effects: - Cover a 15-foot radius sphere, from your position, with magical darkness that you can see through for 1 minute. - Take away Truesight and Blindsight from one target you can touch for 1 minute. - Give yourself and up to 5 other targets the ability to see through all magical darknesses and illusions. \pagebreak ### All-seeing One At 14th level, your patron has blessed you with the ability to see nothing but reality and you are able to break apart said reality. You may give yourself Truesight of 30 feet or take it away from yourself as a reaction. In addition, you may pick any inanimate object, or group of inanimate objects, you can see and after 1 minute of looking at it you may turn it invisible. Keeping the object(s) invisible requires maintaining concentration on it. \pagebreak # Arcane Traditions ## Blood Magic The tradition of Blood Magic is one where it's practitioners learn how to use the magical properties in blood to bolster their strengths. Usually seen as being twisted, they tap into the mana reserves in their blood stream through bloodletting, however no one who has seen their intense power can say that their practice doesn't work. ### Bloodletting At 2nd level, you may cut yourself and use your blood to empower spells you cast. Any spell that deals damage may have that damage increased at the cost of the health. For each hit point lost using this ability increases damage dealt by 1. This must be decided before you roll damage dice (if any), but after the spell hits the target. At 6th level, you may also use this ability to increase your spell attack rolls, after the attack roll but before the DM says whether it hits or misses. Using this ability in this way costs 2 hit points per +1 to your attack roll. You may only lose a number of hit points equal to your character level per turn this way. ### Casting Focus: Blood Additionally at 2nd level, you may replace any spell components with your own blood. Each component replaced this way makes you lose 1 hit point. If the component in question requires a gp cost, then you lose hp equal to the gp cost of the component. You may not remove both the verbal and somatic components of the same spell this way. At 14th level, you get to replace one component of your choice for free each turn, provided it doesn’t cost gp. ### Empowered Blood At 6th level, you may use a blood ritual to cast more spells than you could before. As a bonus action you may cut yourself to create temporary spell slots that last until your next turn or until you use them. For the amount of hit points lost using this ability, refer to the table below:
1st level slot
2nd level slot
3rd level slot
4th level slot
5th level slot
6 hit points
12 hit points
18 hit points
24 hit points
30 hit points
You may not create spell slots of 6th level or higher and may only create spell slots you can normally have at your current level. These spell slots can only be used for your wizard spells, and not spells you get from other classes. \columnbreak ### Soak in Blood At 10th level, whenever you come in contact with blood that is not your own, you may absorb it into your body to restore your supply of blood. As an action or bonus action, if you are able to touch blood (as long as it isn’t completely dried), you may heal 2d10 + your constitution modifier hit points, or half as much on a bonus action. Using this ability makes the source of blood vanish, the amount of blood required is at the DM's discretion. This ability does not make you immune to disease and the DM may request you make a constitution saving throw against disease when you use this ability. ### Arcane Blood Stores At 14th level, you may extract the arcane energy around you and replace part of your lost blood with it. As a bonus action you may use any spell slot to gain a number of temporary hit points equal to 4 times the slot level. These temporary hit points count as hit points for the purposes of other blood magic abilities, and they last for up to 1 minute. ## Puppeteer The order of puppeteer wizards create puppet constructs based off of living beings. These puppets are masterly crafted to having the same abilities as whatever it was based on. The wizards who have created these puppets are able to become magically in tune with their puppet, able to control them from long distances away. ### Puppet Craft At 2nd level, when you choose this tradition, you gain the ability to create puppets. To create a puppet you need 8 hours of time and at least 50 gold pieces worth of materials, or if you are changing or fully repairing a pre-existing it only takes 4 hours of time and no material cost. During this time you still benefit from the effects of a short rest, but not a long rest. While creating/changing a puppet you may choose to base the puppet on a beast of appropriate challenge rating, or any willing humanoid you can study for the duration of the puppet crafting time. **See Puppet Craft Rules at the end of this subclass for more information.** \pagebreak ### Puppet Control Additionally at 2nd level, you may gain control of any puppet you have created. You may touch a puppet you have created to make it active. You may only have 1 active puppet at any given time. While a puppet is active, you must keep concentration on it as if it were a concentration spell. You lose concentration on any puppet you are unable to see within 300 feet of you. While a puppet is active on your turn, it may move up to its speed worth of movement. You can use your action to have it perform any action it is capable of doing. If you take the dodge action, it also takes the dodge action. Additionally, whenever you cast a spell, you may cast it as if you were in the location of your puppet, instead of in your own. If any creature within 5 feet of the puppet would get hit by an attack, you may use your reaction to make the puppet take the damage instead of the attack's intended target. All target's of actions a puppet makes must be able to be seen by you. ### Quick Repairs Starting at 6th level you are able to do quick repairs on your puppet. During a short rest, you may give any puppet a number of temporary hit points equal to 1d10+your wizard level. Once you use this ability you can't use it again until you take a long rest. ### Puppet Detonation Starting at 10th level, you are able to imbue your puppets with spells and remotely detonate said puppets. After completing a long rest, you may touch one of your puppets and imbue it with any spell you know, that can usually only ever target one creature. You use a spell slot equal to the level of spell imbued into the puppet. While a puppet is imbued with a spell, it gains a +1 bonus to its AC and all attack and damage rolls. As an action, you may detonate an active puppet, bringing its hp to 0 and destroying it. When you do so, the spell imbued in it gets cast and, provided it wasn't a concentration spell, targets all creatures within 10 feet of the puppet. ### Intelligent Ability Starting at 14th level, you may use your superior intellect to better control your puppet. Whenever your puppet would modifier a roll using any of its Ability Modifiers, you may instead use your Intelligence Modifier on the roll. \columnbreak ## Puppet Craft Rules After spending the time to make a puppet, said puppet gains stats according to whatever form you had specified for it. If you chose a beast, said beast must be of a challenge rating of at most 1 and can't have a swim speed or fly speed. The puppet will then have the same stat block as the chosen beast, except it will be a construct that cannot regain lost hit points, unless fully repaired through the Puppet Craft feature. * When you reach level 4, you may create puppets with a swim speed. * When you reach level 6, you may create puppets of a CR of up to 1/3 your wizard level, rounded down. * When you reach level 8, you may create puppets with a fly speed. If you instead chose a willing humanoid, the puppet's movement speed, ac, hp, ability scores, proficiency bonus and proficiencies are the same as the humanoid chosen. A humanoid puppet can wield any weapon or shield they are proficient in, provided they are given said item. If the chosen humanoid has the Extra Attack feature, this puppet has the humanoid's Extra attack Feature. A humanoid puppet is a construct that cannot regain any lost hit points, unless fully repaired through the Puppet Craft feature. All puppets created will have their Intelligence, Wisdom, and Charisma Ability Scores all replaced with a 1. If a puppet is required to make an Intelligence, Wisdom, or Charisma save, it automatically succeeds the save. ## Puppet Rules All puppets are immune to the following conditions: Blinded, Charmed, Defeaned, Frightened, Poisoned, Unconscious, Exhaustion Whenever a puppet reaches 0 hit points, it is destroyed. All puppets are inactive unless otherwise stated. An inactive puppet instantly fails all Strength, Dexterity, and Constitution saving throws and all attacks that hit the puppet become critical hits. To move an inactive puppet, you need to physically carry the puppet. Use the table below to determine how heavy the puppet is, based on its size.
Size of the Puppet
Weight
Tiny
5 lbs.
Small
50 lbs.
Medium
100 lbs.
Large
400 lbs.
Huge
800 lbs.
\pagebreak # Spells
##### Cantrips (0 Level) - Bubble Floor ##### 1st Level - Amped Blood Flow - JJ's Bubble Armor - Static Shock ##### 2nd Level - Bolt of Justice - Bubble Shield - Flame of Life - Trail of Bubbles - Venom Sting \columnbreak ##### 3rd Level - Acid Bubbles - Hero's Stance - JJ's Bubbles of Doom - Prison of Ice ##### 4th Level - Mass Poisoning ##### 5th Level - Bubbly Field - Double Life - Lightning Field - JJ's Prison of Bubbles - Melting Ray - Mist of Fortitude \columnbreak ##### 6th Level - BubbleBeam - JJ's Gambilng Bolt ##### 7th Level - N/A ##### 8th Level - JJ's Bubble Bath \columnbreak ##### 9th Level - JJ's Bubble of Negativity
\pagebreak > ___ #### Bubble Floor *Conjuration Cantrip* ___ - **Casting Time:** 1 reaction, to falling, or seeing something falling - **Range:** 60 feet - **Components:** V S M (A bar of soap) - **Duration:** Concentration, up to 1 hour - **Classes:** Artificer, Bard, Cleric, Sorcerer, Wizard ___ When you see the ground beneath your feet while falling, you conjure a layer of bubbles to slow down descent. The layer covers a 10 foot radius circle and any creatures that land on it take half as much fall damage as they would have taken otherwise. > ___ #### Amped Blood Flow *1st level enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V M (A small red crystal, or 5 mL of blood) - **Duration:** Concentration, up to 1 hour - **Classes:** Artificer, Cleric, Wizard, Warlock ___ One willing creature you touch produces more blood for a limited time, making their bodies heal faster. Target creature gains 2d4 - 1 + your spellcasting ability modifier temporary hit points. These last until the spell ends. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the amount of temporary hit points given increases by 1d4 for each slot level above 1st. > ___ #### JJ’s Bubble Armor *1st level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S M (A drop of water and a bit of soap) - **Duration:** 1 hour - **Classes:** Druid, Sorcerer, Wizard ___ A mass of bubbles form around your target's body, protecting them from oncoming damage. For the next hour your target’s get +1 to their ac. In addition they become resistant to bludgeoning, acid, and poison damage. However, they become vulnerable to piercing, fire, and cold damage; if they take these types of damage, the spell ends. **At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the target gains an additional +1 to ac for each slot level above 1st. > ___ #### Static Shock *1st level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (a piece of metal, a piece of rubber, and a piece of wool) - **Duration:** Instantaneous - **Classes:** Artificer, Sorcerer, Wizard ___ You create an immense amount of static electricity inside you, that jolts outwards when you touch the target. The target takes 1d4 lightning damage and makes a Constitution saving throw. On a failed save, they become paralyzed until the end of their next turn. **At Higher Levels:** If you cast this spell with a 2nd level spell slot or higher, it deals an additional 1d4 lightning damage for each level above 1st. > ___ #### Bolt of Justice *2nd level evocation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V S M (A piece of metal that had previously been struck by lightning) - **Duration:** Instantaneous - **Classes:** Cleric, Paladin, Wizard ___ You call forth a bolt of lightning from the heavens that hits any foe you can see within 300 feet of you. The target must make a Dexterity saving throw or take 2d12 lightning damage on a failed save, or half as much on a successful one. **At Higher Levels:** If you cast this spell with a 3rd level spell slot or higher, you gain an additional bolt which can be used against the same target or different target, for each level above 2nd. > ___ \pagebreak #### Bubble Shield *2nd level abjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S - **Duration:** Concentration, up to 1 minute - **Classes:** Artificer, Bard, Druid, Paladin, Ranger, Sorcerer ___ You point at a creature and a near-invisible soft substance appears around them, taking damage for them. The target creature gains 4d4 temporary hit points, which vanish when the spell ends. **At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you may target 1 additional creature for each slot level above 2nd. > ___ #### Flame of Life *2nd level evocation* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V S M (At least 10 cubic centimetres of wood) - **Duration:** 8 hours - **Classes:** Bard, Cleric, Druid, Paladin, Ranger ___ You create a medium-sized flame fitting inside a 5 foot by 5 foot square. All allies within 30 feet of this flame gain resistance to Cold damage. In addition, whenever an ally takes a short rest within 30 feet of the flame they recover twice as many hit points, and any ally taking a long rest recovers from one additional level of exhaustion. > ___ #### Trail of Bubbles *2nd level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (a bar of soap and at least 25ml of water) - **Duration:** 1 minute - **Classes:** Bard, Druid, Sorcerer, Wizard ___ A flurry of bubbles surround you before you vanish and reappear in a spot up to 30 feet away from your original position. In your wake, you leave a trail of bubbly, soapy water. Any location covered in the soapy water is considered difficult terrain and anyone entering it must make a dexterity save or fall prone. > ___ \columnbreak #### Venom Sting *2nd level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (A scorpion’s stinger or a snake’s fang) - **Duration:** Concentration, up to 1 minute - **Classes:** Artificer, Druid, Sorcerer, Wizard ___ You summon a deadly toxin in the palm of your hand which you pass on to the next creature you touch. The first creature you hit with an unarmed strike, while the spell is active, must take 1d10 poison damage and make a Constitution saving throw. If they fail the save they become unconscious until either the spell ends or they take damage from an attack. While unconscious, they take 1d10 poison damage at the start of each of their turns; this does not wake the target up. On a target’s turn it may roll a Constitution save, on a successful save they wake up. **At Higher Levels:** If you cast this spell with a 3rd level spell slot or higher, the spell deals 1d10 additional poison damage every time this spell would deal damage, for each level above 2nd. > ___ #### Acid Bubbles *3rd level enchantment* ___ - **Casting Time:** 1 action - **Range:** 20 feet - **Components:** V S M (A spider’s venom sack, at least 10mL of water) - **Duration:** Instantaneous - **Classes:** Bard, Sorcerer, Wizard ___ You create a handful of acidic bubbles and toss them. Make a ranged or melee spell attack roll against a target within your range. On a hit, they take 5d12 + your spellcasting ability modifier acid damage. In addition, the bubbles melt through most common materials that are not being worn or carried by another creature. **At Higher Levels:** At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. > ___ \pagebreak #### Hero’s Stance *3rd level enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S - **Duration:** Until the end of your turn next - **Classes:** Bard, Paladin, Wizard ___ A creature you touch gains a mighty aura, protecting them from harm for a short while and making their strikes true. One willing target creature gains temporary hit points equal to their max hp, and gains advantage on all attack rolls, saving throws, and skill checks until the spell ends. > ___ #### JJ’s Bubbles of Doom *3rd level evocation* ___ - **Casting Time:** 1 action - **Range:** 20 feet - **Components:** S M (A drop of water and some soap) - **Duration:** Instantaneous - **Classes:** Bard, Sorcerer, Warlock, Wizard ___ Bubbles come pouring out of your mouth and move towards a creature within range. The target creature takes 2d4 psychic damage and makes a constitution saving throw, on a fail they become ‘Blinded’ for the next hour. **At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. > ___ #### Prison of Ice *3rd level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V S M (At least 50ml of water) - **Duration:** Concentration, up to 1 minute - **Classes:** Paladin, Sorcerer, Wizard ___ You pour water on the ground and begin to control it with magic. The water wraps around one target within 30 feet of you and then freezes into the shape of a prison cell with bars on all sides. The creature inside cannot move, however they can still make ranged attacks normally, or melee attacks with disadvantage. Every turn they spend in the prison they must succeed a Constitution saving throw or take 2d6 cold damage. When you summon the Prison of Ice roll 4d10 + (2 times your spell casting ability modifier). This is how many hit points the prison has, in addition, the prison has an AC equal to your spell save DC. Any creature, including the one that is inside may make an attack against the prison. The prison is immune to Cold damage, but vulnerable to Fire damage. When the prison’s hit points run out the spell ends. **At Higher Levels:** If you cast this spell with a 4th level spell slot or higher, the prison has an additional 10 hit points, for each level above 3rd. > ___ #### Mass Poisoning *4th level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V S M (A scorpion’s stinger and a snake’s fang; or a scale of a green dragon) - **Duration:** Concentration, up to 1 minute - **Classes:** Artificer, Cleric, Druid, Sorcerer, Wizard ___ You raise your hands as you create a potent venom and magically insert it into the bodies of up to 3 target creatures within range. Each target must make a Constitution saving throw and take 4d12 poison damage on a failed save, or half as much on a successful save. When a target creature starts their turn, they must make a constitution saving throw and take 2d12 poison damage on a failed save, or half as much on a successful save. If this save is failed, the target additionally has disadvantage on all saving throws, ability checks, and attack rolls until the start of their next turn. **At Higher Levels:** If you cast this spell with a 5th level spell slot or higher, you may target 1 more creature, for each level above 4th. > ___ #### Bubbly Field *5th level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet, (20 feet from target point) - **Components:** V S M (A bar of soap) - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Ranger, Sorcerer, Wizard ___ You point at a spot on the ground and dazzling bubbles erupt outwards from that spot, covering a 20 foot radius sphere. Upon casting the spell all creatures within the sphere of bubbles must make a wisdom saving throw against becoming charmed. In addition, when a creature starts its turn in the sphere of bubbles, they must make either a strength or dexterity saving throw, or only be able to move a maximum of 10 feet in any direction that turn. > ___ \pagebreak #### Double Life *5th level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (A silver pendant the target must wear throughout the spell) - **Duration:** Concentration, up to 1 hour - **Classes:** Bard, Cleric, Paladin, Warlock ___ The creature you touch and give the silver pendant to, gains an aura of protective life force. One willing target creature gains temporary hit points equal to half their max hp, rounded up, that last until the spell ends. > ___ #### Lightning Field *5th level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet (20 feet from target point) - **Components:** V S M (A piece of metal that had previously been struck by lightning) - **Duration:** Concentration, up to 1 minute - **Classes:** Sorcerer, Wizard ___ You point to a spot of the ground up to 60 feet from you, and you summon a circular field of electricity just above the ground that stretches 20 feet in all directions. When an enemy creature starts its turn in the field, it must make a Constitution saving throw or take 4d6 lightning damage on a failed save or half as much damage on a successful save. On your turn, as a bonus action while the field is still active you may send a lightning bolt down on them, make a ranged spell attack roll against any creature standing in the field, on a hit they take 1d12 + your spell casting ability modifier lightning damage. **At Higher Levels:** If you cast this spell with a 6th level spell slot or higher, it deals an additional 2d6 lightning damage from the field itself, and 1d12 additional lightning damage from your lightning bolts, for each level above 5th. > ___ #### JJ’s Prison of Bubbles *5th level conjuration* ___ - **Casting Time:** 1 action - **Range:** 40 feet - **Components:** V S M (A bar of soap, and at least 45 mL of water) - **Duration:** Concentration, up to 1 minute - **Classes:** Sorcerer, Wizard, Warlock ___ You pick a target creature within range and bubbles appear around them, hindering their mobility. Target creature must make a strength saving throw or get restrained. On a successful save, the bubbles pop, dealing 3d8 thunder damage. In addition, the caster may end the spell prematurely, causing the bubbles to pop, as a bonus action. If this bonus action is used, the restrained creature takes 6d8 thunder damage. **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage of both ways to get the bubbles to pop increases by 1d8 for each slot level above 5th. > ___ #### Melting Ray *5th level evocation* ___ - **Casting Time:** 1 action - **Range:** 15 foot cone - **Components:** V S M (A bottle of acid worth at least 50 gold pieces) - **Duration:** Instantaneous - **Classes:** Artificer, Sorcerer, Wizard ___ You raise your hand and a ray of acidic energy shoots outwards. All creatures inside the range must make a Dexterity saving throw or take 5d4 acid damage, or half as much on a successful save. Additionally, if a target fails their save, and is wearing non-magical, non-natural armor, their armor melts away and becomes useless and turns it to scrap material worth 0 gp. If there are any other non-magical, inanimate objects in the spells range, not held by a creature, the spell would melt through 5 feet worth of each of said object in range. **At Higher Levels:** If you cast this spell with a 6th level spell slot or higher, it deals an additional 2d4 acid damage, for each level above 5th. > ___ #### Mist of Fortitude *5th level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 foot radius sphere, from where you are standing. - **Components:** V S - **Duration:** Concentration, up to 1 hour - **Classes:** Cleric, Druid, Paladin ___ A protective mist engulfs the battlefield, giving people temporary strength. All allied creatures within 30 feet of you gain 5d4 + your spellcasting ability modifier temporary hit points until the spell ends. While within 30 feet of you, allied creatures with temporary hit points gain resistance to non-magical damage and advantage on Constitution saving throws. **At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d4 for each slot level above 5th. > ___ \pagebreak #### BubbleBeam *6th level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V S M (a container with at least 100mL of water) - **Duration:** Instantaneous - **Classes:** Cleric, Druid, Sorcerer, Wizard ___ Both your palms begin to shoot out incredibly high pressure beams of bubbles, capable of punching through most metal. Pick two targets within your range, and all creatures between you and them, in a straight line of 5 feet of width, including the target creatures, must make a Dexterity saving throw. They take 6d6 force and 4d10 piercing damage on a failed save, or half as much on a successful one. **At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 force and 1d10 piercing, for each slot level above 6th. In addition, if you cast this spell with a 9th level spell slot, you may target a 3rd creature. > ___ #### JJ’s Gambling Bolt *6th level divination* ___ - **Casting Time:** 1 action - **Range:** 3d100 feet - **Components:** V S M (A set of dice or a set of playing cards) - **Duration:** Instantaneous - **Classes:** Bard, Sorcerer ___ You cast a mass of pure luck energy and send it forth to the target in range (range determined by 3d100), having a random effect. Roll 1d10 and 1d100. 1d10 determines the damage type using the table below, and the 1d100 determines damage dealt.
1d10
Damage Type
1
Acid
2
Poison
3
Thunder
4
Force
5
Psychic
6
Fire
7
Cold
8
Radiant
9
Necrotic
10
Lightning
**At Higher Levels:** If you cast this spell with a 7th level spell slot or higher, this spell deals an additional 1d100 damage for each level above 6th. The damage type of each d100 is determined as such: 1st additional - Slashing, 2nd additional - Piercing, 3rd additional - Bludgeoning. > ___ #### JJ’s Bubble Bath *8th level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet, (30 feet from target point) - **Components:** V S M (A bar of soap costing at least 100 gp) - **Duration:** Concentration, up to 1 minute - **Classes:** Cleric, Wizard ___ You point at a spot and a huge mass of bubbles appears and engulfs up to 30 feet in all directions. All creatures inside this mass are considered blinded until they leave the mass. Anything the mass touches instantly becomes purified and if infected by disease, the disease gets killed. Any creature entering or starting their turn in the mass of bubbles must make a constitution saving throw, unless you say otherwise (in which case they take no damage). On a failed save they take 12d8 acid damage, or half as much on a successful one. **At Higher Levels:** If you cast this spell with a 9th level spell slot, it deals 2d8 more damage every time it deals damage. > ___ #### JJ’s Bubble of Negativity *9th level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (100 feet radius sphere) - **Components:** V S M (Anything that appears to break the laws of physics) - **Duration:** Concentration, up to 1 hour - **Classes:** Bard, Cleric, Wizard ___ You extend your arms and you summon forth a solid bubble that surrounds you. The walls of the bubble are located 100 feet in any direction from you. The bubble cannot be escaped, and once cast nothing can get in the bubble either. While inside the bubble everyone that isn’t you receives the following effects: - Gravity is reversed. - All healing spells cast by them instead deal radiant damage for the amount they would heal. - All spells that deal damage cast by them instead heal for the amount of damage they would deal. - Whenever they make an attack roll, to land a hit they must roll beneath their target’s ac. Additionally whenever they roll a saving throw or ability check, to succeed they must roll below the DC. - All teleportation abilities will send the user to the Astral Plane instead of where they were trying to go. > ___ \pagebreak # Extras ### Feat: Preventative When you use a spell or effect on a creature to restore its hit points, you can forgo restoring its hit points to grant it an equal number of temporary hit points instead, that last for up to 1 hour. ### Feat: Aerial Striker ***Prerequisite: Archery Fighting Style, or Ability to cast a 1st level spell.*** When you make a ranged weapon or spell attack while midair, above the target, you gain a +1 bonus to both attack and damage rolls for every 5 feet above them you are when you make the attack. To a maximum bonus equal to your proficiency bonus. ### Fighting Style: Weapon Casting Any weapon held in your hand can be used as your spellcasting focus. In addition, when you make an attack roll with a weapon you are holding in your hands, the roll gets increased by half of your Spell Casting Ability Modifier, rounded down. Classes that get access to this fighting style: Paladin, Ranger, Spellsword***, College of Dancing***, College of Swords ### Metamagic option: Split Spell When you cast a concentration spell, while you have a concentration spell already active, you may spend a number of sorcery points equal to the sum of both spell's spell slot level + 1, to have both spells active at the same time. A cantrip plugged into the prior formula counts as a zero. If you fail a concentration check, ALL concentration spells still end. However, you may not have more than 2 concentration spells active using this metamagic. \pagebreak
Practice Safe Homebrewing
I don't really know what all inspired me. Some subclasses have a ton of inspiration from games I play or other such things. The dancer and the sky knight were inspired by Fire Emblem in part. Firestarter is based an Gwendolin from BTD6. The whole bubble thing started because I wanted to do things with temporary hit points because they felt like a half-baked mechanic. One of the few ways I could imagine temporary hit points were protective bubbles and then the bubbles became a maybe jokey thing I did. And they I decided I need to add a name to two of the first batch of spells I made, so me and my friends came up with 'JJ'. Sure J is my initial but then I came up with this story of the wacky wizard who invented all these bubble spells who was named JJ. Cover Art: [Skiorh](https://skiorh.deviantart.com/art/Old-wizard-475018762)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### More Credits Credit for some play-testing, ideas, balancing, and more to the following: Damian Pyro foxmagejim Leafa