The Coyote Subclass Compendium

by Jadeor

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Coyote's Subclass Compendium

Volume 1

Artificer: Trap Maker

An Artificer Specialization

Trap makers are artifiers who have dedicated their lives to the creation and perfection of traps. They are masters of controlling the battlefield and locking down their opponents.

Tools of the Trade

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.

Trap Maker Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Trap Maker Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Trap Maker Spells
Artificer level Trap Maker Spells
Entangle, Thunderwave
Cordon of Arrows, Spike Growth
Erupting Earth, Pulse Wave
13° Grasping Vine, Gravity Sinkhole
17° Cloudkill, Cone of Cold

Deadly Traps

At 3rd level, you've aquired the art of trap making. You know three trap options from the ones listed at the end of this subclass. You learn an additional trap option at 5th, 9th and 15th level. You create your traps through a interweaving of magical ability and mechanical skills, using tripwires and wards in equal measure.

As an action, you may choose an unoccupied space within 30 feet of you, and place a trap there. The trap occupies a 5-foot square, and is hidden to others unless their passive perception is greater than your spell save DC, or if they succeed on a Wisdom (perception) check against your spell save DC. A creature within 15 feet of a trap may try to disarm it as an action. If they do, they must make a Dexterity (sleight of hand) check against your spell save DC, if they fail the trap activates. Once a trap has been disarmed or activated, it loses all its characteristics.

All your traps have an activation range. When a creature enters within the trap's activation range, the trap is activated. Creatures that are within range when the trap is placed do not activate it unless they enter directly into the trap's space or if they leave the activation range and then re-enter it. A trap's activation range and its effects upon activation are determined by its type.

You can use this feature a number of time equal to your Intelligence modifier, and regain all uses when you finish a long rest.

You can create additional traps by expending a spell slot of 1st level or higher for each one you create. You can have a maximum number of traps active at the same time equal to your proficiency bonus, therefore if you try to create a third trap while two are active at level 3, the first trap you created becomes disarmed and loses all its effects.

As a bonus action, you can disarm a trap you created within 30 feet of you, if you do you regain a use of this feature. If you created the trap by expending a spell slot, you regain the spell slot instead.

Your traps last for 1 hour, after which they become disarmed.

Battlefield Control

At 5th level, whenever you hit a creature with a ranged spell attack, you may push or pull that creature up to 10 feet.

Advanced Techniques

At 9th level, you've learnt how to make your traps more precise and deadly. You gain the following benefits:

  • Whenever you use your action to create a trap, you may cast a cantrip with a casting time of 1 action as a bonus action.
  • The range at which you can create or disarm your traps extends to 60 feet.
  • Whenever you place a trap, you may choose a number of other creatures up to your proficiency bonus. The chosen creatures' movement can't activate the trap, and if are in the trap's range when it is activated, they have advantage on the saving throw.

Additionally, by spending 1 hour and 25 gold worth of materials, you may construct a trap without expending a use of your Deadly Traps feature in an unoccupied space. The created trap's duration extends to 8 hours. The trap still counts as an active trap when considering how many traps you can have active at the same time, and you may disarm it as though you were disarming any other trap of yours. If you do disarm it, you do not regain a use of your deadly traps feature, but you do regain the expended material. When a trap constructed in this way is activated, its materials are consumed.

Trap Mastery

At 15th level, you've learned how to create more traps at once. Whenever you use an action to place a trap during your turn, you may place another trap within 20 feet of the first one as part of that action (you expend one use of your deadly traps feature for each trap places as normal). Additionally, whenever a creature within 60 feet of you that you can see succeeds or fails on a saving throw against one of your traps, you may use your reaction to force the creature to reroll the saving throw. The target must use the result of the second roll.

Traps

The following are a list of traps you can choose when you gain the Deadly Traps feature. Your Trap save DC is the same as your Spell save DC.

Gas cannister

A small metal cannister containing toxic gasses. The gas cannister has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Constitution saving throw. If they fail they take a number of d4s equal to 1 + half your proficiency bonus (rounded down) of poison damage and are poisoned until the end of their next turn. If they succeed, they take half damage and aren't poisoned.

Destabilizer

A small antenna that emits psychic static. The destabilizer has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make an Intelligence saving throw. If they fail they take a number of d4s equal to 1 + half your proficiency bonus (rounded down) of psychic damage and and subtract 1d4 from the next saving throw they make before the end of your next turn. If they succeed, they take half damage and no reduction to their saving throws.

Freeze-er

A small freeze bomb. The freeze-er has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Constitution saving throw. If they fail they take a number of d8s equal to 1 + half your proficiency bonus (rounded down) of cold damage and their speed is reduced by 10 feet until the end of their next turn. If they succeed, they take half damage and aren't slowed.

Fulminator

A thin metal rod. The fulminator has an activation range of 10 feet. When it is activated, creatures within a 15 foot radius of it must make a Dexterity saving throw. If they fail they take a number of d8s equal to 1 + half your proficiency bonus (rounded down) of lightning damage and cannot make reactions until the end of their next turn. If they succeed, they take half damage and suffer no other effects.

Liquefier

An acid bomb. The liquefier has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Dexterity saving throw. If they fail they are covered in acid and take a number of d4s equal to 1 + half your proficiency bonus (rounded down) of acid damage at the start of each of their turns for 1 minute or until they use an action to wipe or scrape the acid off.

Mine

An explosive mine. The mine has no activation radius, it is activated only when a creature enters its space directly. When it is activated, creatures within a 5 foot radius of it must make a Dexterity saving throw. If they fail they take a number of d10s equal to 2 + half your proficiency bonus (rounded down) of fire damage. If they succeed, they take half damage. All flammable objects in range that aren't being worn or carried catch fire.

Fail often, fail happy by Aaron Miller

Net

A hidden net with a spring. The net has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Strength saving throw. If they fail they are restrained until the end of their next turn.

Thunderer

A pressure plate that releases deafening noise. The thunderer has an activation range of 5 feet. When it is activated, creatures within a 10 foot radius of it must make a Constitution saving throw. If they fail they take a number of d6s equal to 1 + half your proficiency bonus (rounded down) of thunder damage and are knocked prone. If they succeed, they take half damage and aren't knocked prone.

Barbarian: Path of the Giant's Fist

Giant Origins
d4 Origin
1 Your power derives from your giant bloodline.
2 You underwent a ritual and you devoured the flesh of a giant, ate it's heart, or consumed its blood.
3 You came into contact with a magical artifact of giant origin, that cursed you.
4 You were raised by giants, who imbued you with their might.
A barbarian subclass

The barbarians of the path of the giant's fist are barbarian who can increase their size when they get angry. They are normally connected to giant's in some way, but not always.

Giant Rage

When you choose this subclass at 3rd level, you gain the ability to increase your size when you rage. Whenever you enter into a rage, you gain the following benefits for as long as you are raging:

  • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
  • As long as both your hands are free, you may attempt to grapple or shove a creature as a bonus action. Whenever you successfully shove or grapple a creature this way, that creature takes 1d4 bludgeoning damage.
  • Your unarmed strikes deal 1d8 bludgeoning damage, and your attacks deal double damage to buildings and structures.
  • Your jump distance doubles.

Mighty Resilience

At 6th level, you gain the resilience that giants are famous for. Whenever you take damage you may use your reaction to give yourself resistance to all damage types except psychic damage.

You may use your reaction to do this a number of times equal to your Constitution modifier, after which you cannot do so again until you finish a long rest.

Enormous Strength

At 10th level, your strength is greater than most mortals. You may now shove or grapple creatures up to 2 sizes larger than you instead of 1, and your carrying capacity is doubled. You also gain the following benefits:

  • Whenever you successfully shove a creature, that creature takes 1d4 bludgeoning damage (in addition to the damage it takes if you are raging), and you may choose to both push it back 5 feet and knock it prone.

Concept design for a film by Justin Sweet

  • When you are grappling a creature at least one size smaller than you, as an action you may attempt to fling it. You make a Strength (athletics) check. If the result is 10 or higher, you throw it up to 20 feet, if it is 15 or higher, you throw it up to 40 feet, if it is 20 or higher, you throw it up to 60 feet. The creature suffers falling damage as though they fell the distance you threw them. If the result was 20 or higher you may throw the grappled creature at another creature. If you do, the second creature must make a Dexterity saving throw, and takes half the damage taken by the first creature on a failure, no damage on a success.

Titanic Rage

At 14th level, you become even larger and more powerful when you rage. Whenever you enter into a rage, you gain the following benefits for as long as you are raging:

  • You may choose to become Huge instead of Large, along with everything you are wearing if you have the room to do so. If you do, your reach extends by 5 feet.
  • Your jump distance triples, instead of doubling.
  • Your unarmed strikes now deal 1d12 bludgeoning damage.
  • You add 1d6 to Strength ability checks and saving throws you make.

Bard: College of Hope

The survivors sat huddled in a small circle. Their heads bowed, their spirits broken.

Kvorne took out his lute, tightened a few strings, and began to play. Soft, melancholic notes filled the silent room. They ignored him. Gradually though, the notes began to change. They became clearer, stronger, brighter. They bounced off the walls and sang of redemption. One by one, the survivors raised their heads, their eyes watering, but their jaw firm. Kvorne didn't need to say anything else, as what he was trying to communicate was written clearly on their determined faces.

There is always hope, even in the most desperate of times.

A Bardic College

Bards of the college of hope are bards that have dedicated their lives to inspiring others through their art. For these bards, it isn't enough that their music moves you, they want it to change or inspire you. They often spend their lives travelling from place to place, and they usually leave each place better than when they found it.

Hopeful Tune

At 3rd level, you learn to instill others with hope. Whenever you give a creature a Bardic Inspiration die, that creature gains temporary hitpoints equal to your Charisma modifier, and has advantage on saving throws against being Frightened as long as it has temporary hitpoints from this feature.

Words of Encouragement

Additionally at 3rd level, you learn how to encourage others to be their best selves. You may spend 1 minute talking alone with a humanoid, encouraging them to reach their true potential. For the next hour the target's AC increases by an amount equal to half your proficiency bonus (rounded down), and they add 1d4 to ability checks and attack rolls they make.

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

Flash of Inspiration

Starting at 6th level, you learn how to inspire others in mere seconds. Whenever a creature within 30 feet of you fails an ability check or saving throw or misses with an attack roll, as a reaction you may roll one use of your bardic inspiration die and add the result to their roll. The inspiration die is expended only if the check or saving throw then succeeds or if the attack then hits.

The targeted creature doesn't gain temporary hitpoints from your Hopeful Tune feature when you choose to do this.

Kvothe - Chords by Donato Giancola

Song of Hope

Starting at 14th level, you can kindle hope even in the most desperate times. As an action during your turn you may release a wave of hope. You and a number of creatures equal to your proficiency bonus of your choice that can hear you each regain hitpoints equal to your Bard level. When you do this you may choose one of the following conditions: Charmed, Frightened, Paralyzed, Poisoned or Stunned. If any of the chosen creatures is affected by the condition you chose, that condition ends for them.

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

Cleric: Madness Domain

A Cleric Divine Domain

The gods of madness revel in chaos and folly. Some are simple tricksters, who enjoy confusing and confounding their enemies, others are beings of pure chaos, who want to see the world burn itself to the ground. Gods of this domain include trickster gods like Loki and Cyric, but also gods of revelry like Dyonisus, and even chaos gods like Tharizdun and Tiamat. Some clerics of this domain even revere elder aberrations from the Outer Realms, as gods of true chaos and madness.

Madness Domain Spells
Cleric Level Spells
1st Cause Fear,Tasha's Hideous Laughter
3rd Crown of Madness, Tasha's Mind Whip
5th Enemies Abound, Fear
7th Confusion, Compulsion
9th Dominate Person, Synaptic Static

Bonus Cantrips

When you choose this domain at 1st level, you gain the Mind Sliver and Vicious Mockery cantrips if you don't already know them. For you, these cantrips count as cleric cantrips.

Bout of Madness

Also at 1st level, you can cause small moments of insanity in others. As an action, you may choose a creature within 30 feet of you and make it attempt a Wisdom saving throw. If they fail, roll 1d6 on the table of folly and they suffer the described effects.

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

Channel Divinite: Incite Hate

Starting at 2nd level, you can use your Channel Divinity to incite others to violence.

As an action, you present your holy symbol and choose a creature within 60 feet of you. A number of creatures of your choice equal to your proficiency bonus within 30 feet of the chosen creature must succeed on Wisdom saving throws, or be charmed by you for 1 minute. While these creatures are charmed by you, they must spend their turns trying to kill the chosen creature. They repeat the saving throw at the end of each of their turns, ending all effects on a success. Whenever the take damage, they repeat the saving throw with advantage, ending all effects on a success.

Perpetual Instability

Starting at 6th level, your mind has become tougher through constant exposure to madness. You have resistance to psychic damage, and have advantage on saving throws against being Charmed or Frightened.

Bloodcrazed Socialite by Marta Nael

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Aura of Insanity

At 17th level, you have an aura of madness that surrounds you. As a bonus action on your turn, you may make any number of creatures of your choice within 15 feet of you make a Wisdom saving throw. For each creature that fails, you may roll 1d6 on the table of folly, and the creature suffers the described effects. Once a creature has suffered an effect from the table of folly from this feature, it is immune to this feature for 24 hours.

Table of Folly
d6 Effect
1 The creature takes 1d4 psychic damage, and subtracts 1d4 from attack rolls it makes until the end of its next turn.
2 The creature takes 1d6 psychic damage, and is frightened of you until the end of its next turn.
3 The creature takes 1d8 psychic damage. Choose a direction that is horizontal to you. The creature must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. A target isn’t compelled to move into an obviously deadly hazard, but it will provoke opportunity attacks to move in the designated direction.
4 The creature takes 1d10 psychic damage and spends its next turn attacking the creature nearest to it. If there are multiple creatures the same distance from it, it attacks one of them at random.
5 The creature takes 1d12 psychic damage and is incapacitated until the end of its next turn.
6 The creature and is charmed by you until the end of its next turn. It obeys all commands you give it that would not harm it while charmed in this way.

Druid: Circle of Vermin

When the three barons of Calera agreed to chop down several square miles of Highwood and sell it, they didn't notice the rat under the table. When one of the barons was found dead in his room with the door and windows locked the next day, nobody thought that a spider could've slipped under the doorframe. When a mutilated corpse the size of child was fished out of the river the day after, nobody realized it was the second baron. When the third baron abandoned their plan, no one was the wiser, except for the cloaked figure that left the city on the third day, whistling a happy tune.

A druidic circle

The druids of the circle of vermin share two things: an affection for the small and ignored creatures of the world, and a desire to be like them. Druids of this circle act from the shadows, in secret. They don't like being known or recognized, but they are dangerous...

Circle Spells

When you join this circle at 2nd level, you have studied in depth ways to hide and remain undetected. Your link to the smaller creatures of the world grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Vermin Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Druid Spell List, the spell is nonetheless a druid spell for you.

Druid Level Circle of Vermin Spells
Find Familiar, Sleep
Flock of Familiars, Invisibility
Gaseous form, Nondetection
Freedom of Movement, Greater Invisibility
Insect Plague, Mislead

Vermin's Shape

Starting at 2nd level, you've mastered the forms of tiny creatures. As an action, you may transform into tiny creatures with CR 0 that you could transform into with your wildshape feature without spending a use of this feature. All other rules of your wildshape transformation apply.

When you are transformed in this way, you have advantage on Dexterity ability checks and saving throws, you add your proficiency bonus to your AC and you may use a bonus action instead of an action to take the Dash, Disengage or Hide actions.

You may use this feature a number of times equal to your Wisdom modifier, after which you must finish a long rest to use this feature again.

Hunt for Specimens by Randy Vargas

Rodent's Instincts

Starting at 2nd level, you learn how to use surprise and speed to your advantage. You gain the following characteristics:

  • you may add your Wisdom modifier to initiative rolls;
  • you have advantage on attack rolls made against creatures who haven't acted yet in combat;
  • when you deal damage to a creature who hasn't acted yet in combat, you deal an extra 1d8 of one of the types of inflicted damage (your choice). This damage increases to 2d8 at level 5, 3d8 at level 10 and 4d8 at level 15.

Small Friends

At 6th level, you learn how to summon a horde of small creatures to your aid. As a bonus action you may summon a medium swarm of tiny beasts with CR 1 or less to an unoccupied space withing 30 feet of you. The swarm adds your proficiency bonus to its AC, attack rolls and to the damage it deals, it has advantage on Dexterity checks it makes and can hide as a bonus action. The swarm is friendly to you and acts on its own initiative count. The swarm obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands, it defends itself from hostile creatures, but otherwise take no actions. The swarm disappears if it is reduced to 0 hitpoints or if you use this feature to summon another swarm. Once you've used this feature, you cannot use it again until you've finished a long rest unless you spend a use of your wildshape to do so.

At 10th level, whenever you summon a swarm using this feature, its hitpoint maximum increases by an amount equal to two times your druid level.

Survival Instinct

At 14th level you've learnt vermin's most important ability: to react quickly to danger in order to survive. You cannot be surprised, and, after you've rolled initiative at the beginning of combat, you can choose to take one additional turn during the first round of combat before all other creatures. Once you've used this feature, you cannot use it again until you've finished a long rest.

Fighter: Survivor

When Kinleon took a spear to the stomach at age 12, he thought he was going to die. When he was stabbed in the back at 20 he was sure of it. When at 25 he took 5 arrows to the chest, he finally realized what he could do. Kinleon survived these wounds and many others during his long life. This is what he realized: the more he was injured, the faster he healed. His most famous escapade was when he was hung for having seduced the emperor's wife, only to rise from the grave 7 days later.

A Fighter's Martial Archetype

Survivors are fighters who are almost impossible to kill. Often, they suffered terrible wounds, only to heal supernaturally quickly instead of dying, and have continued to manifest incredible regenerative abilities ever since.

Superior Metabolism

When you choose this archetype at 3rd level, you gain advantage on saving throws against poison, and you have resistance against poison damage.

Regenerative Powers

Also at 3rd level, you have unlocked an innate ability to heal quicker and better than most other people can dream of. This ability is represented by your Regeneration dice, which are d6s. You have a number of Regeneration dice equal to two times your proficiency bonus, and can use them for different abilities that are described below.

Whenever you use your Second Wind feature, you regain 1 expended Regeneration dice. You regain all regeneration dice when you finish a long rest. When you reach certain levels in this class, the size of your Regeneration dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The following abilities use your Regeneration dice:

Recover. As a bonus action, you may expend and roll a Regeneration die, you regain hitpoints equal to the number rolled plus your Constitution modifier (minimum of 1).

Endure. As a reaction whenever you take damage, you may expend two Regeneration dice to give yourself resistance to one of the triggering types of damage until the start of your next turn.

Overcome. Whenever you fail a Strength or Dexterity check or saving throw, you may expend a Regeneration die, rolling it and adding the result to the check. If the check still fails, you regain the expended die.

Slow Regeneration

At 7th level, you gain the ability to slowly heal all the cuts and bruises of a battle. As an action you may expend three Regeneration dice and roll one of them. You regain a number of hitpoints equal to the number rolled. For the next minute you may reroll the same die at the beginning of each of your turns, and regain a number of hitpoints equal to the number rolled each time. This effect ends early if you take damage.

Near death experience by Dan Scott

Furthermore, if you lose a limb, an eye or another part of your body that is not fundamental to your survival, it grows back when you finish a long rest.

Unyielding

At 10th level, you can get back up even after near lethal wounds. At the start of your turn, if you have 0 hitpoints you may expend a Regeneration die to regain a number of hitpoints equal to the number rolled plus your Constitution modifier (minimum of 1).

Once you've used this feature, you cannot use it again until you finish a long rest.

When you reach level 18 in this class, you may use this feature twice between long rests instead of once.

Undying

At 15th level, it is even harder for you to die. You have advantage on death and Constitution saving throws and become immune to disease.

Immortal

At 18th level, you stop aging and gain the ability to return to life after death. When you die, if your head is not cut off and your body is not destroyed, you return to life after 1d10 days with 1 hitpoint, half your Regeneration dice and 1 level of exhaustion. After you've returned to life this way, if you die again within a week this feature does not activate again.

Monk: Way of Iron and Steel

Metal doesn't think or feel. Metal doesn't fear or tremble. Metal is hard and unyielding, strong and deadly. And that's what you must be: as hard as steel, as tough as iron. You need to be a weapon.

A Monastic Tradition

Monks of the way of iron and steel have spent their lives training for war. They have learnt to manipulate metal and magnetism through their ki to a deadly degree on the battlefield.

Magnetic Affinity

At 3rd level, your magnetic abilities let you lift and move metallic objects. You know the Mage Hand cantrip, the mage hand is invisible and you can only use it to lift metal objects or objects with metal in them.

Steelpush

Also at 3rd level, you unlock magnetic abilities. As an action you may choose a metallic object within 10 feet of you that you can see and isn't being worn or carried by another creature, and push on it telekinetically. If the object weighs more than 1,5 times your weight, you are pushed up to 30 feet away from it. If it weighs less than half your weight it is pushed up to 30 feet away from you. If its weight is similar to your own, you are both pushed up to 15 feet from each other. You may do this as a bonus action by spending 1 ki point.

Furthermore, using this same ability, you can do the following:

Steel jump. If the object is on the ground directly below you, you may use it to push up into the air as an action. You can levitate up to 30 feet in the air. You can remain hovering as a bonus action on each of your subsequent turns and choose to levitate up or down up to a maximum of 30 feet as part of this bonus action. If the object is moved, you fall back down to the ground. You can also use this action to increase your jump distance by 15 feet by running over the object as you jump. You may do this as a bonus action by spending 1 ki point.

Steel strike. If you are holding the metal object and it weighs 5 ounces or less, you may fire it as a projectile. The object counts as a ranged monk weapon that you are proficient with and a range of 45/60 feet, it deals piercing damage equal to your monk die and you use your Dexterity modifier for attack and damage rolls with it. Whenever you would make an unarmed strike during your turn, you may make a steel strike instead (including with Flurry of Blows).

Ironpull

Starting at 6th level, you can use your magnetic abilities to pull things towards you. As an action, you may choose a metallic object within 30 feet of you that you can see and isn't being worn by a creature, and pull it towards you telekinetically.

If it weighs more than 1,5 times your weight, you are pulled up to 30 feet towards it. If it weighs less than half your weight, it is pulled up to 30 feet towards you. If its weight is similar to your own, you are both pulled up to 15 feet towards each other. You may use this to lift yourself into the air if the object is higher than you. You may do this as a bonus action by spending 1 ki point.

Furthermore, using this ability you can do the following:

Disarming pull. As an action, you can use this ability to try and disarm a foe. If a creature you can see within 45 feet of you is holding a metallic object that weighs less than half your weight, you may attempt to disarm them. The creature makes a Strength (athletics) check against your Ki save DC, if they fail they lose their grip on their weapon and you may pull it up to 45 feet towards you, and catch it if you have a free hand. You may do this as a bonus action by spending 2 ki points.

Returning strike. Whenever you use your Steel Strike feature to attack, you may spend 1 ki point to return the object you fired to your hand (no action required). If the attack hit, the creature takes additional damage equal to two times your monk die. You may not use this feature more than once each turn.

Kelsier by Bogdan Ene-Doghitoiu

Metallic Mastery

At 11th level, your magnetic abilities are truly formidable. As an action you may cast the telekinesis spell without using a spell slot or material components, but may only use it to lift metallic objects or creatures wearing or containing metal when you do so. When you cast this spell this way, you do not need to concentrate on it. Once you have done this, you may not use this feature again until you've finished a long rest unless you spend 2 ki points to do so.

Magnetic Rebound

At 17th level, you can return all your projectiles to you. You are no longer restricted to using your returning strike once each turn. Additionally, the first time you would use this feature during your turn, you may do so without spending any ki points.

Paladin: Oath of Freedom

To be truly free is to know no chains. To be truly free is to know no barriers. To be truly free is to be alive. Thus we live in the sky, flying free, returning to the earth only to help others liberate themselves and, in time, ascend.

A Paladin Oath

Paladins who take this oath are true free spirits. They often travel the world, heedless of borders or ties, living free. Do not let their carefree and nomadic lifestyle trick you though, they are also fierce warriors who will fight oppression to their last breath.

Tenets of Freedom

The tenets of freedom are simple and not unexpected. However, living life respecting them is no easy feat.

  • Stand against Tyranny. Oppose tyranny in any way possible, in any place, at any time.

  • Live free. Live without chains, both of the body and of the mind.

  • Liberate. Liberate others, show them the road to freedom.

Oath spells

You gain oath spells at the paladin levels listed.

Oath of Freedom Spells
Paladin Level Spells
Expeditious Retreat, Feather fall
Gust of Wind, Levitate
Fly, Haste
13° Freedom of Movement, Storm Sphere
17° Control Winds, Steel Wind Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Free body. You can use your channel divinity to let a creature take to the skies. As a bonus action, you can give a creature within 30 feet of you that you can see a flying speed equal to its walking speed for 1 minute. During this time, opportunity attacks against the creature have disadvantage.

Kaladin + Syl by u/solarpines

  • Free Mind. You can use your channel divinity to free a creature's mind. As an action, you touch a creature and end one of the following conditions affecting it: Charmed, Frightened, Paralyzed or Stunned. For the next hour, the creature has advantage on saving throws against the condition you ended.

Aura of Liberty

Beginning at 7th level, your mere presence can defend the freedom of others. You and friendly creatures within 10 feet of you have advantage on saving throws against being Grappled, Restrained, Stunned or Paralyzed.

At 18th level, the range of this aura increases to 30 feet.

Tetherless

At level 15, you can take to the skies. You gain a flying speed of 50 feet. Furthermore, spells and other magical effects cannot reduce your speed.

Master of the Skies

At level 20, you can fully master the skies.

Using a bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • your flying speed doubles;
  • your weapon attacks inflict an additional 1d8 thunder damage;
  • your movement doesn't provoke opportunity attacks;
  • ranged attacks that target you have disadvantage.

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

Rogue: Ace of Spades

A Roguish Archetype

"Aces of spades" are rogues who are always lucky. The reasons for their luck are unknown, but the result is the same: that the laws of probability themselves bend to their needs. Aces often end up developing a gambling addiction, as they have a tendency to win every game they play.

Gambler's Vice

At 3rd level, you are proficient in one type of gaming set of your choice. Your proficiency bonus is doubled for any ability check you make that uses the set.

Beginner's Luck

Also at 3rd level, whenever you finish a long rest, you may shuffle a deck of playing cards and draw two cards from it. You may look at the drawn cards at any time, but must keep them covered. As a bonus action, you may draw an additional card from the deck, once you have done so you may not do so again until you finish a short or long rest. Based on their suit and value, you may choose to reveal cards at different times for different effects, as described by the suit and card tables. Once you have revealed a card, you must shuffle it back into the deck. All unrevealed cards are shuffled into the deck when you finish a long rest. The number of cards you draw increases as you gain levels in this class, to 3 cards at level 9, 4 at level 13 and 5 at level 17.

Raise the Stakes

At 9th level, your luck helps you get past your enemies' defences. When you miss a creature with an attack, you may reveal a card from the top of your deck instead of revealing a card from your hand. If the revealed card is a spades card, you may add its value to the roll, potentially causing the attack to hit. If the attack hits, this triggers your sneak attack. Once you have revealed a card, shuffle it back into the deck.

Once you have revealed 3 spades cards this way, you may not use this feature again until you finish a long rest.

Draw Out

At 13th level, your luck protects you from harm. Whenever you are hit by an attack and use your uncanny dodge feature as a reaction, you may reveal a card from the top of your deck. If the revealed card is a diamonds card, add its value to your AC until the start of your next turn, potentially causing the attack to miss. Once you have revealed a card, shuffle it back into the deck.

Once you have revealed 3 diamond cards this way, you may not use this feature again until you finish a long rest.

Jackpot

At 17th level, your luck is always with you. Whenever you fail an ability check or saving throw, you may reveal a card from the top of your deck instead of revealing a card from your hand.

Gambler's Glove by Surya Prasetya

If the revealed card is a clubs card, you add its value to the throw, potentially transforming it into a success. Once you have revealed a card, shuffle it back into the deck.

Suit Effects
Hearts As a bonus action, you may reveal a hearts card and gain hitpoints equal to its value.
Clubs Whenever you fail an ability check or saving throw, you may reveal a clubs card and add its value to the throw, potentially transforming it into a success.
Diamonds As a reaction whenever you are hit by an attack, you may reveal a diamonds card and add it to your AC until the start of your next turn, potentially causing the attack to miss.
Spades When you miss a creature with an attack, you may reveal a spades card and add its value to the roll, potentially causing the attack to hit. If the attack hits, this triggers your sneak attack.
Card Value and effects
Ace When you reveal an ace, you then reveal cards from the top of your deck until you have revealed two cards with the same suit as the ace. The ace's value is equal to the sum of the values of the two cards.
Number The value of the card is equal to its number.
Jack The card's value is 10, but you may use it targeting a creature within 10 feet of you instead of yourself.
Queen The card's value is 10, but you may use it targeting a creature within 30 feet of you instead of yourself.
King The card's value is 10, but you may use it targeting a creature within 120 feet of you instead of yourself.
Joker You may declare that the joker is any other card of the deck when you reveal it, it then gains the value and all the effects of the chosen card. This remains true if you reveal the joker from the top of the deck.

Ranger: Moon Disciple

When you find yourself facing a disciple of the moon, look behind you, then to your left, then to your right, then in front of you once again. You probably won't see where their attack is coming from anyway but at least you will have looked...

A Ranger Conclave

Moon disciples are rangers who have learnt how to manipulate light, in particular moonlight, to their own advantage. They are talented illusionists and can use these illusions to great effect in battle.

Moon's Magic

At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Moon's Disciple's Spell table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger's Level Moon Disciple's Spell
Disguise Self
Mirror Image
Major Image
13° Greater Invisibility
17° Seeming

Moon's Reflection

Also at 3rd level, you can use your magic to create an illusory duplicate of yourself.

As a bonus action, you create a perfect illusory reflection of yourself that lasts until it is destroyed, until you use a bonus action to dismiss it, or until you create another reflection. The reflection appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move your reflection up to 30 feet to a space you can see, but it must remain within 120 feet of you. The reflection has an AC of 12 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. When your reflection is within 5 feet of a creature that can see it, you have advantage on attack rolls against that creature.

You can use this feature a number of times equal to your proficiency bonus, after which you must finish a long rest before you can use this feature again, unless you spend a spell slot of 1st level or higher to do so.

Searing Light

Additionally, at 3rd level, you can make attacks using your reflection. Whenever you take the Attack action, you can make one additional attack with the same weapon from one of your reflection's positions, this attack deals radiant damage instead of it's normal damage type.

Eland’orr, the Night Ranger - Arena of Valor

You can use this feature a number of times equal to your Wisdom modifier, after which you must finish a long rest before you can do so again.

Light Manipulation

At 7th level, you've become more adept at illusion magic. You know the Minor Illusion and Dancing Lights cantrips. You also know the Invisibility spell, and can cast without expending a spell slot or material components. After you've done this a number of times equal to your proficiency bonus, you cannot use this feature again until you've finished a long rest.

Twin Reflections

At 11th level, you've become much more skilled in the creation and manipulation of illusory reflections. When you use Moon's Reflection feature to summon a reflection, you can summon two illusory reflections instead of one, they appear in two different unoccupied spaces within 30 feet of you and, when you use a bonus action to move one of them, you can move the other as well as part of the same bonus action. Both reflections disappear if you summon another reflection.

Moon's Protection

At 15th level, as long as one of your reflections is within 5 feet of you, attacks made against you or said reflection have disadvantage if the attacking creature can see you.

Furthermore, whenever you are targeted by an attack you can see, you can use your reaction to move one of your reflections up to 15 feet towards you, potentially imposing disadvantage on the roll.

Sorcerer: Soulblade

Legendary Origins
d6 Origin
1 You found a sword in a stone. You pulled it out and since then you've been gifted with amazing power.
2 You are the reincarnated soul of a lost hero.
3 A god has chosen you for an epic task.
4 Your blade is a manifestation of your soul.
5 A fey gifted you with a beautiful weapon and great power.
6 In a moment of desperation, a weapon appeared in your hands.

Legendary Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the table. Each of these spells counts as a sorcerer spell for you, but 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 abjuration or an evocation spell from the sorcerer, wizard or paladin spell list.

Legendary Spells
Sorcerer Level Spells
1st Compelled Duel, Wrathful Smite
3rd Find Steed, Spiritual Weapon
5th Blinding Smite, Crusader's Mantle
7th Find Greater Steed, Staggering Smite
9th Banishing Smite, Holy Weapon

Chosen Blade

At 1st level, you have bonded a magical weapon. As bonus action, you may summon this weapon to your hand. You may choose the appearance of the summoned weapon, but it counts as a simple melee weapon that you are proficient with. It deals 1d6 radiant damage on a hit. This damage increases as you reach certain levels in this class, to 1d8 at 6th, 1d10 at 14th and 2d6 at 18th level. You use your Charisma instead of your Strength for attack and damage rolls you make with this weapon. Furthermore, you can use your Chosen Blade as your spellcasting focus. You can dismiss your chosen blade as a bonus action, making it disappear. If another creature tries to pick up your blade, it disappears unless you stabbed it into the ground, in which case only you can lift it.

At 6th level, you can also absorb the magic of one magic melee weapon into your chosen blade by performing a 1 hour ritual while you hold the weapon. Your chosen blade gains all magical properties of the other weapon but retains its own shape (e.g., a +1 is a magic property, reach is not). The absorbed weapon loses all magic properties until your chosen blade absorbs the magic of another weapon.

The Mystic Sword by Gabrix89

Your chosen blade can only retain the magic properties of one weapon at a time.

Shield of Light

Also at 1st level, you have a shield of light that protects your from harm. You may cast Mage Armor on yourself without expending a spell slot.

Additionally, whenever you you cast this spell for the first time after finishing a long rest, you gain temporary hitpoints equal to your sorcerer level plus your Charisma modifier. Whenever you cast a spell with a hostile creature within 5 feet of you, if your mage armor is active, you gain temporary hitpoints equal to two times the spell's level.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Punishing Blade

Starting at 14th level, your blade becomes more deadly. Whenever you hit a creature with a weapon attack with your chosen blade, you may spend 1 sorcery point. If you do the creature has disadvantage on saving throws made against your spells until the end of your next turn.

Chosen Soul

Starting at 18th level, you may unleash the warrior within you. As a bonus action or whenever you summon your chosen blade, you may choose to become an avatar of war. You gain the following benefits for 1 minute:

  • Attacks with your chosen blade score critical hits on 19-20 results, and deal 4d8 radiant damage instead of 1d12;
  • Whenever you take the attack action during your turn, you can cast a spell of 1st level or higher with a casting time of 1 action in place of casting a cantrip.

Once you have entered into this state, you may not do so again until you have finished a long rest, unless you spend 5 sorcery points to do so.

Warlock: The Elder Dragon

Vrassimara, the elder dragon, bowed her head.

"I grant you my power, Thaldir the Golden, you will rule the skies and make the earth shake with my power. You will freeze your enemies and rend their flesh with your claws. You will have the power of a dragon. Use it."

A Warlock Patron

Dragons that are more than 1000 years old, called elder dragons or great wyrms, are immensely powerful and magical creatures. They can choose to lend some of their power to a mortal, though they rarely choose to do so. Mortals who gain this power begin manifesting dragon like attributes and great magical power as well.

Expanded spell list

The Elder Dragon 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.

Spell Level Spells
1st Chromatic Orb, Thunderwave
2nd Dragon's Breath, Melf's Acid Arrow
3rd Fireball, Lightning Bolt
4th Ice Storm, Wall of Fire
5th Cloudkill, Summon Draconic Spirit

Draconic Majesty

At 1st level, you are imbued with magical draconic power. This power is represented by your Draconic Majesty dice, which are each a d8. You have a number of these dice equal your Proficiency Bonus plus half your warlock level, rounded down.

Your powers expend the Draconic Majesty dice they use, as specified in a power's description. You regain two of your expended Draconic Majesty dice when you finish short rest and all of them after a long rest. Your draconic damage type is the type of damage associated with your patron's breath weapon. If an ability using Draconic Majesty dice requires a saving throw, the DC is equal to that of your spells. The powers below use your Draconic Majesty dice.

Destructive Breath. As an action, you may expend any number of Draconic Majesty dice, rolling each one. Each creature in a 15 foot cone must make a Dexterity saving throw. On a failed save, the creature takes damage equal to the total rolled + your Charisma modifier of your draconic damage type. On a successful save, it takes half as much damage. The size of this cone increases to 30 feet at level 11.

Elemental Power. Whenever you hit a creature with a melee or spell attack, you may expend a Draconic Majesty die, rolling it. The attack deals extra damage of your draconic damage type equal to the number rolled.

Great Resilience. At the beginning of your turn, you may expend a Draconic Majesty die (no action required), rolling it, you gain temporary hit points equal to the result.

The Call by Olivier Bernard

Attributes of the Wyrmling

Additionally at 1st level, you can gain draconic attributes for short amounts of time. Whenever you expend one or more Draconic Majesty dice, you may choose to gain one of the attributes of the wyrmling described below. If one of these is already active, you may not choose to gain another.

Claws. You may make an unarmed strike as a bonus action until the end of this turn. If it is not your turn, you may do so during your next turn. This unarmed strike deals 1d6 slashing damage, and you may use your Charisma instead of strength for its attack and damage rolls. This damage increases to 1d10 at level 11.

Scales. Your AC increases by 2 until the beginning of your next turn.

Wings. You gain a flying speed equal to your walking speed until the end of your current turn. If it is not your turn, you gain this speed until the end of your next turn.

Majestic Mind

Starting at 6th level, you gain the strong presence and mind of a dragon. At the beginning of your turn you may choose to expend two Draconic Majesty dice (no action required), to give yourself advantage on Charisma and Wisdom checks for 10 minutes. If you make a saving throw during this time, you can choose to roll one of the expended dice, adding it to the roll. You may choose to do this after learning the result of the saving throw, but only before learning if it succeeds of fails. You can only add it to the roll of one saving throw this way.

Attributes of the Young Dragon

Starting at 10th level, your attributes of the wyrmling are strengthened. Whenever you expend one or more Draconic Majesty dice, you may gain two of the Attributes of the Wyrmling instead of one.

Elder Majesty

Starting at 14th level, you gain legendary abilities and resilience, similar to those of an elder dragon.

Whenever you fail a saving throw, you may choose to succeed instead. Once you've done so, you must complete a long rest to do so again.

Whenever a creature ends its turn within 30 feet of you, you may use your reaction to move, use your destructive breath feature or cast a spell with a casting time of 1 action. Once you've cast a spell using this feature, you may not do so again until you finish a long rest.

Wizard: School of Demonology

An Arcane Tradition

There are few schools as risky or as dangerous as that of demonology. To study demons, devils and their ilk in an attempt to learn their secrets and obtain their service is to play with wildfire. Yet, the rewards can be great.

Impish Companion

When you select this school at 2nd level, you learn to speak, read and write abyssal and infernal. You also add the Find Familiar spell to your spellbook if it is not there already. The spell doesn't count against your number of spells known. When you cast this spell, you can choose one of the normal forms for your familiar or you may choose an Imp as your familiar instead. Your familiar is always a fiend, regardless of the form you choose.

Pentagram Magic

Additionally at 2nd level, you can create a magical pentagram to protect you or your allies from harm or to imprison your foes. As a bonus action, you may create a magical pentagram around a creature you can see within 60 feet of you. When you do, choose one of the following options:

  • Warding pentagram. The creature gains temporary hitpoints equal to your Intelligence modifier, it also adds 1 + half your proficiency bonus (rounded down) to its AC and has advantage on Wisdom saving throws as long as it remains within the pentagram.
  • Imprisoning pentagram. The creature makes a Charisma saving throw against your spell DC, if it fails its speed becomes 0, it can’t benefit from any bonus to its speed, and it cannot make opportunity attacks as long as it is contained within the pentagram. The creature can repeat the saving throw at the end of each of its turns. When the creature succeeds, the pentagram disappears. If the creature is a fiend, it has disadvantage on the first saving throw it makes.

Your pentagram lasts for 1 minute and occupies the space occupied by the chosen creature, but does not move with it. A pentagram disappears early if the creature within it leaves its space or if you use this feature again to create another one.

Once you've used this feature a number of times equal to your proficiency bonus, you may not do so again until you finish a long rest.

Dark Summoner

At 6th level, you learn how to better control the demons and devils you summon. Whenever you would make a deception, insight, intimidation or persuasion check against a fiend, you may add your Intelligence modifier to the roll. Additionally, whenever you summon a fiend using a Conjuration spell you learn its true name, if it has one, and the fiend gains the following characteristics:

  • It gains temporary hitpoints equal to your Wizard level.

Awaken the Blood Avatar by Kekai Kotaki

  • It adds 1d4 to ability checks it makes that aren't contested by you and attack rolls it makes when the target isn't you.
  • It may not target creatures within your warding pentagram nor enter their space, and it automatically fails all saving throws it makes against your imprisoning pentagram.

Greater Pentagram

At 10th level, your pentagrams are stronger. When you use your pentagram feature to create a pentagram while another is still active, the first one doesn't disappear. If you then use this feature to create a third one, the one you created first disappears.

Additionally, whenever you create a warding pentagram, the creature has advantage on all Dexterity and Constitution saving throws it makes as long as it remains within the pentagram. Whenever you create an imprisoning pentagram, the creature is restrained, and cannot teleport, move or be moved by other means as long as it is contained within the pentagram.

Demonic Mastery

Starting at 14th level, you can use your demonic knowledge to bring fiends under your control, even if you didn't summon them. As an action, you can choose one fiend that you can see within 60 feet of you that can hear you. You learn that creature's true name, and use it to try and control it. The creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Powerful fiends are harder to control in this way. If the target has a CR rating of 3 or higher, it has advantage on the saving throw. If it fails the saving throw and has a CR of 5 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. Fiends with a CR of 15 or higher are immune to this feature.

 

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