Mystical Menagerie - By SpaceWestern

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Mystical

Menagerie

Character Options

Artificer

At 3rd level, an artificer gains the Artificer Specialist. The following is an additional option for that feature: Inventor.

Inventor

Inventors are masters of all things artificer. While they may not be as proficient in one field as an Armorer or Alchemist, their skill set allows them to work in a wide variety of fields, even being able to specialize if they so choose. Their creations combine effects and enchantments in ways other artificers would consider impossible, but through ingenuity and intellect Inventors are able to make them a reality.

Skilled Crafter

3rd-level Inventor feature
You gain proficiency with all martial weapons. You also gain proficiency with one type of artisan's tools of your choice.

Inventor Spells

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

Artificer Level Spells
3rd Unseen Servant, Ice Knife
5th Locate Object, Maximilian's Earthen Grasp
9th Counterspell, Wall of Sand
13th Hallucinatory Terrain, Polymorph
17th Passwall, Steel Wind Strike

Creative Liberties

3rd-level Inventor feature
When you choose this subclass, you learn 2 additional artificer infusions of your choice, which don’t count against your number of infusions known. You learn one additional infusion at 6th, 10th, 14th, and 18th level, all of which also don’t count against your number of infusions known.

Additionally, your infused items increases by 1, and increases by 1 again at 10th and 18th level. This increases both the maximum number of infused items you can have at a time, as well as the number of items you can infuse at the end of a long rest.

Empowered Infusions

5th-level Inventor feature
Whenever you make an attack using a weapon that holds one or more of your infusions, the attack deals an extra 1d8 damage. If you make a spell attack roll using one of your infused items as a focus, you gain a bonus to one of the spell’s damage rolls equal to 1d8.

Combined Infusions

9th-level Inventor feature
You’ve learned to meld two infusions into one, granting even greater effects to your items. You can now apply two infusions to the same item to create a single combined item, provided that the item meets the prerequisites for both infusions, though it still counts as two infusions for the purposes of your maximum number of infused items. If either infusion requires attunement, the combined item requires attunement as well, and if both items require attunement, you only need to attune to the item once to gain the benefits of both infusions. If both infusions grant a bonus to attack and damage rolls, spell attack rolls, armor class, and/or saving throws, the combined item grants you the highest bonus between the infusions for each category.

Inventive Genius

14th-level Inventor feature
Having achieved the pinnacle of arcane talent, you're able to create infusions that would seem impossible to anyone else. You can now apply any number of infusions to the same item, with the same restrictions and benefits as your combined items. Additionally, any item you infuse that provides a bonus to attack and damage rolls, spell attack rolls, armor class, and/or saving throws, such as the Enhanced Defense and Enhanced Weapon infusions, provide a bonus of +3, unless the bonus was already higher.

Barbarian

At 3rd level, a barbarian gains the Primal Path feature. The following is an additional option for that feature: Path of the Cosmos.

Path of the Cosmos

Many revere the gods as beings of ultimate power. Some instead revere the heavens themselves, believing it to be the force granting the gods their power, or that it exists at the end of all roads as the penultimate goal of one's life. Others still look beyond the skies, to the stars themselves, and the many forces that work to shape them. Barbarians that follow the Path of the Cosmos look to the stars and find the source of their fury, attempting to exert their will on the world around them and shape it as the laws of the universe shape the cosmos themselves.

Singularity Aura

3rd-level Path of the Cosmos feature
Your fury manifests as an almost gravitational pull, keeping your enemies in check. While you’re raging, you emit an aura of cosmic energy which extends 10 feet from you in every direction, but not through total cover. Whenever a creature starts its turn within 10 feet of you, it must make a Strength saving throw, with a DC of 8 + your proficiency bonus + your Constitution modifier. On a failure, the creature is pulled 5 feet towards you, and it must spend 2 feet of movement for every 1 foot it moves away from you while within your aura.

Weight of the World

3rd-level Path of the Cosmos feature
You can channel cosmic force into your blows, empowering your attacks. Once per turn when you hit a creature with a melee weapon attack using Strength while raging, you can deal an additional 1d6 force damage to the creature. When you reach 10th level in this class, this damage increases to 2d6.


Cosmic Protection

6th-level Path of the Cosmos feature
You can emit gravitational pulses during your rage to protect yourself, and your body adapts slightly to both the stinging cold and searing heat of space. While raging, you gain a +1 bonus to your AC and resistance to cold, fire, and force damage (in addition to the normal resistances granted by rage).

Controlled Void

10th-level Path of the Cosmos feature
You’ve learned to control your fury better, allowing you to create pockets of safety in your aura for allies. When a creature starts its turn within your Singularity Aura, you can choose to exclude that creature from the effects of both your Singularity Aura and Furious Nova features.

Steel Comet

10th-level Path of the Cosmos feature
Using the gravitational pull of your rage you can throw your weapon into a brief orbit, having it crash into your foes before returning to you. As an action while raging, you can throw your weapon, making one melee weapon attack using a weapon you’re holding against each creature of your choice within your Singularity Aura. Use your Strength modifier for each of these attack rolls, and you apply the additional damage from your Weight of the World feature to each creature hit. Your weapon immediately returns to you after this action, and if you still have enough hands free to hold the weapon you can catch it (no action required), otherwise it lands at your feet.

Furious Nova

14th-level Path of the Cosmos feature
You gain the strength of a galaxy, and your aura burns with the energy of the stars. The range of your Singularity Aura increases to 30 feet, and creatures that fail their saving throws against your Singularity Aura take 2d6 fire damage and are moved 15 feet closer to you instead of 5 feet.

Blood Hunter

At 3rd level, a barbarian gains the Blood Hunter Order feature. The following is an additional option for that feature: Order of the Serpent.

The following subclass is intended for use with my revision of Matt Mercer's Blood Hunter, which can be found here. If you'd like to see the original version of the class without my revisions, you can find it here, and the only change you would need to make to use this subclass would be to add the Rite of Venom as a Primal Rite that deals poison damage. If the hyperlinks don't work, you can find my document from my GMBinder page, and you should be able to find Matt Mercer's version by searching for it on D&D Beyond.

Order of the Serpent

Serpents have long since been revered as mythological beings of great power, and the order of the serpent was founded on a similar reverence. Making pacts with forgotten entities and coating their weapons in venom like the fangs of their namesake, they wield a deadly and debilitating strength against their foes.

Poisonous Virulence

3rd-level Order of the Serpent feature
The Order of the Serpent teaches its pupils how to poison their hated foes, which are often normally immune to such maladies. When you choose this order, you learn the Rite of the Venom primal rite, which doesn’t count against your number of rites known. When you deal poison damage to a fey, fiend, or undead, it ignores that creature’s resistance and immunity to poison damage, and you can apply the poisoned condition to those creatures, even if they are immune to it. Additionally, your poisons gain the effects of a serpent’s deadly venom, continuing to harm your foes after your initial onslaught. Whenever you deal poison damage to a creature, it must make a Constitution saving throw. On a failure, it takes one hemocraft die of poison damage, and for the next minute it must repeat this saving throw at the end of each of its turns, taking the damage again on a failure, or ending the effect on a success.

Viper's Tongue

3rd-level Order of the Serpent feature
You gain proficiency in the Deception skill. If you were already proficient in it, you instead gain proficiency in one skill of your choice.

Basic Afflictions

3rd-level Order of the Serpent feature
You’ve developed the ability to modify your poison to various effects. Whenever you would apply the poisoned condition to a creature, you can choose to instead apply one of the following effects (no action required), and the effect lasts for the duration that the poisoned condition would have. If the creature would have been able to repeat its saving throw against the poisoned condition, it can repeat its saving throws against the new effect with the same frequency. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.

  • Narcotic: The target can’t make more than one attack on each of its turns for the duration.
  • Paralytic: The target’s speed is halved for the duration.
  • Blinding: The target’s vision blurs, granting advantage on all attacks made against it for the duration.

Ophidian Disposition

7th-level Order of the Serpent feature
You manifest some aspects of serpents. You gain a swimming speed equal to your walking speed, resistance to poison damage, and have advantage on saving throws made to avoid or end the poisoned condition on yourself.

Brand of Blighting

11th-level Order of the Serpent feature
Your Brand of Castigation feature now amplifies your poisons further, allowing you to greatly debilitate them. Creatures branded by you have disadvantage on Constitution saving throws that you force them to make against poison damage or the poisoned condition. Additionally, creatures branded by you are also poisoned while taking the ongoing damage from your Poisonous Virulence feature.

Toxic Veil

15th-level Order of the Serpent feature
By coating yourself in a thin layer of your poisons, you can harm enemies merely from touching you. When a creature touches you or hits you with a melee attack while within 5 feet of you, you can deal one hemocraft die of poison damage to it and force it to make a Constitution saving throw (no action required). If it fails the saving throw, it is poisoned until the start of its next turn. Whether the creature succeeds or fails, they are then immune to this feature for the rest of the current turn.

Empowered Afflictions

15th-level Order of the Serpent feature
our altered poisons become even stronger. Whenever you force a creature to make a saving throw against being poisoned and it fails its saving throw by 5 or more, it suffers the following effects, depending on which of your basic afflictions you choose to apply. If you don’t apply any of your basic afflictions, the creature instead immediately takes poison damage equal to three rolls of your hemocraft die.

  • Narcotic: The target is unconscious for the duration, or until they take any damage besides the ongoing poison damage from your - Poisonous Virulence feature.
  • Paralytic: The target is paralyzed for the duration.
  • Blinding: The target is blinded for the duration.

Unrelenting Venom

18th-level Order of the Serpent feature
Whenever you deal poison damage to a creature, it ignores any resistance or immunity to poison damage that creature has, and you can apply the poisoned condition to all creatures, even ones that are immune to it. You also learn the Blood Curse of the Basilisk's Gaze blood curse, which is detailed below.

Blood Curse of the Basilisk's Gaze

Prerequisite: 18th level, Order of the Serpent
As a bonus action, you can unleash a petrifying glance at a creature within 30 feet of you. The creature must succeed on a Constitution saving throw or be restrained until the end of your next turn.

Amplify. If the target fails the initial saving throw, it is instead restrained for 1 minute. At the end of each of its turns, it must repeat this saving throw, with the following effects: if the creature successfully saves against this blood curse three times, the curse ends. If it fails its save three times, it’s petrified until this curse is removed by a Remove Curse spell of 6th level or higher. Once you amplify this feature against a given creature, you can’t amplify it against the same creature until 24 hours have passed.

Ranger

At 3rd level, a ranger gains access to the Ranger Archetype feature. The following is an additional option for that feature: Spirit Watcher.

Spirit Watcher

Spirit watchers learn to communicate with the restless spirits of deceased creatures, performing rites to properly lay them to rest in return for a fragment of the creature’s power. They manifest these fragments in many ways; some forge equipment from the corpses to carry their legacy into battle, while others channel the spirits of the fallen and manifest their powers much like a druid taking on the shape of an animal.

Spirit watchers greatly value a concept they refer to as “The Cycle”, which is the idea that all life is in an endless cycle, feeding the life of one with the death of another. As such, it’s paramount to them that spirits are allowed to pass on properly and that no part of a fallen creature goes to waste, for which they have developed special rituals that ease restless spirits and help nurture new life from the old.

Tyrants

The relationship between spirit watchers and the spirits of nature is almost always a symbiotic and respectful one, with both sides working to help each other. Sometimes, however, there are those known as “tyrants”; spirit watchers consumed by greed or fury, that forcibly draw on the power of spirits, often killing creatures purely for sport in the process. In some cases, they will even go so far as to desecrate the corpses of the fallen, cursing their spirits to wander as wraiths and specters, and leaving them forever detached from the Cycle.

Spirit Watcher Magic

3rd-level Spirit Watcher feature
You learn an additional spell when you reach certain levels in this class, as shown in the Spirit Watcher Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd Faerie Fire
5th Enhance Ability
9th Life Transference
13th Guardian of Nature
17th Reincarnate

Heightened Senses

3rd-level Spirit Watcher feature
Through your connection to the beasts you slay, your senses have adapted beyond normal capabilities. You have advantage on all Wisdom (perception) checks that rely on sight or smell, and you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Gifts of Kindred

3rd-level Spirit Watcher feature
Your connection to the various creatures that roam the land allows you to invoke some of their abilities through powers called gifts. You gain three of these gifts when you choose this subclass, and gain an additional gift at 7th, 11th, and 15th level.

Whenever you gain a level in this class, you can replace one gift you have with another one from this feature.

  • Amphibious. You can breathe both air and water, and you gain a swimming speed equal to your walking speed. If you have an equal or greater swimming speed from another source increase that swimming speed by 10 feet.
  • Breath Weapon. When you gain this gift, choose either a 30-foot cone or a 60-foot line, and choose one of the following damage types: acid, cold, fire, lightning, or poison. Once per turn when you take the Attack action, you can replace one of your attacks with an exhalation of magical energy in the shape you chose (line or cone). Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes damage equal to a number of d8s equal to half of your ranger level, rounded up. On a successful save it takes half as much damage. Once you use this feature, you must finish a short rest before you can do so again. When you reach 11th level in this class, you can use this feature twice between short rests.
  • Charge. If you move 20ft in a straight line towards your target and then hit it with a melee weapon attack on the same turn, the target takes one extra die of weapon damage. When you reach 11th level in this class, you can use your bonus action afterward to make one additional melee weapon attack.
  • Fortification. While you aren’t wearing a shield, you gain a +1 bonus to your armor class. When you reach 11th level in this class, this bonus increases to +2.
  • Fury. When you gain this gift, select acid, cold, fire, lightning, or poison. The first time on each of your turns that you hit a creature with a weapon attack, the creature takes an extra 1d6 damage of the type you chose. When you reach 11th level in this class, this damage increases to 2d6.
  • Resistance. You gain resistance to one of the following damage types of your choice: acid, cold, fire, lightning, or poison. When you reach 11th level in this class, you gain resistance to a second damage type of your choice, and can also choose from necrotic, psychic, and radiant in addition to the initial options.
  • Spell Battery. As an action, you can recover an expended spell slot of a level up to one lower than the level of your highest-level spell slot. Once you use this feature, you must finish a short rest before you can do so again.
  • Wings. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. When you reach 11th level in this class, you gain a flying speed equal to your walking speed, or if you have an equal or greater flying speed from another source increase that flying speed by 10 feet.

Pack Hunting

7th-level Spirit Watcher feature
While a creature is within your reach and the reach of an ally and both of you are not incapacitated, you and that ally have advantage on all attacks against that creature.

Honor the Fallen

7th-level Spirit Watcher feature
You can perform a special 10 minute ritual over the corpse of a beast, dragon, giant, humanoid, or monstrosity, returning its spirit to the endless cycle of nature. If the corpse is being protected from decay, such as by the Gentle Repose spell, you must succeed on a Wisdom check with a DC of 10 + the level of the spell protecting the corpse (or another appropriate DC as determined by the GM, if the effect protecting the corpse is not a spell), or the ritual fails. If the ritual is completed successfully, the corpse decays and is overtaken by plants and fungi, and you can immediately replace one of your existing gifts from your Gifts of Kindred feature with another one depending on the type of creature the corpse belonged to. If the creature meets the requirements for more than one gift, you may choose any one of those gifts to replace one of your existing ones with. If the creature meets the requirement for a gift you already know, you can choose that gift again, allowing you to change any options the gift offers you, such as an associated damage type, and also recharging any expended uses of the gift (if it has a limited number of uses).

You can choose to gain each gift only once per short rest using this feature.

  • Amphibious. Requirements: The creature must have a swimming speed, the Amphibious trait, or the Water Breathing trait.
  • Breath Weapon. Requirements: The creature must have a breath weapon.
  • Charge. Requirements: The creature must have the Charge or Pounce trait.
  • Fortification. Requirements: The creature must have an AC determined by natural armor, or must have resistance to bludgeoning, piercing, and/or slashing damage.
  • Fury. Requirements: The creature must deal one of the available damage types with its attacks or abilities.
  • Resistance. Requirements: The creature must have resistance to at least one of the damage types available for you to choose from.
  • Spell Battery. Requirements: The creature must be able to cast spells.
  • Wings. Requirements: The creature must have a flying speed.

Protection of the Spirits

11th-level Spirit Watcher feature
Whenever an aberration, celestial, elemental, fey, fiend, or undead starts its turn within 30 feet of you, you can force it to make a Wisdom saving throw against your spell save DC (no action required). On a failure, until the start of its next turn the creature has disadvantage on all attack rolls it makes against you and you have advantage on all saving throws it forces you to make. On a success, neither of these effects occur for that creature and it is immune to this effect for 24 hours.

Legendary Instincts

15th-level Spirit Watcher feature
If you fail a saving throw, you can choose to reroll it, gaining a bonus to the new roll equal to your Wisdom modifier, but you must use the new roll. You can use this feature after you roll the saving throw, but before the outcome of it is determined. You can use this feature three times, and regain all expended uses after finishing a long rest.

Spells

The following spells are presented in alphabetical order:

Constricting Iron

3rd-level conjuration


Classes: Cleric, Wizard, Sorcerer, Warlock
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chain link or band of cold steel)
Duration: Concentration, up to 1 minute


Conjuring chains and bands of cold steel, you attempt to wrap your target in a prison of metal. Choose a Medium or smaller creature within range. The target must succeed on a Strength saving throw or be restrained by the chains and bands. At the end of each of the creature's turns it can repeat this saving throw, ending the effect on a success. Additionally, creatures restrained by this spell have disadvantage on Constitution saving throws to maintain concentration on a spell, and if the chosen creature attempts to teleport by any means, it must make a Strength saving throw. On a failure, the teleport fails and the action is wasted. On a success, the teleport succeeds, but the chains still remain around them. If the creature succeeds on the saving throw by 5 or more, the teleport succeeds, the chains do not travel with them, and the spell ends on them. Fey and Fiends have disadvantage on all saving throws for this spell.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the creature you target can be up to Large size, and the duration is concentration, up to 10 minutes. If you cast this spell using a spell slot of 5th level or higher, the creature you target can be up to Huge size, and the duration is concentration, up to 1 hour. If you cast this spell using a spell slot of 6th level or higher, the creature you target can be up to Gargantuan size, the creature must use its action to attempt to break free (instead of repeating the saving throw automatically at the end of each of its turns), and the duration is 8 hours. If you cast this spell using a spell slot of 7th level or higher, the creature you target can be up to Gargantuan size, the creature can only repeat its saving throw to break free once per hour, and the duration is 24 hours. If you cast this spell using a spell slot of 9th level, you can target any creature, regardless of size, the creature can only repeat its saving throw to break free once per century, and the duration lasts until dispelled. Using a spell slot of 6th level or higher grants a duration that does not require concentration and prevents the target from teleporting at all, as if they had automatically failed on the saving throw.

Mind Boggle

2nd-level illusion


Classes: Bard, Sorcerer, Wizard, Warlock
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 minute


Using nonsensical and absurd illusions, you overload your target's mind. One creature of your choice within range must make an Intelligence saving throw. On a failure, the target is befuddled, giving them disadvantage on all Constitution saving throws made to maintain concentration on a spell as well as disadvantage on all Intelligence and Wisdom ability checks. A creature may repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature within range for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Reflective Aegis

6th-level abjuration


Classes: Cleric, Bard, Wizard, Warlock
Casting Time: 1 reaction, which you take when you are forced to make a saving throw by a creature that you can see
Range: Self
Components: V, S
Duration: Instantaneous


You form a mirror-like barrier of force around yourself, shielding yourself from the oncoming effect and possibly turning it back upon your assailant. Make your saving throw against the triggering effect with advantage. If you would take damage from the effect, you take no damage on a successful save, and half damage on a failure. On a successful save, the effect is reflected back at its source. The creature that forced you to make the saving throw must attempt a saving throw against the same effect you were subjected to, with a DC equal to your spell save DC instead of the original DC of the effect. If the effect deals damage, the damage ignores all damage resistances and immunities the target has.

Static Bolt

Evocation cantrip


Classes: Artificer, Mystic, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous


You release a small jolt of electricity, streaking towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 lightning damage, and another creature or object of your choice within 10 feet of the target takes lightning damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the damage to the initial target increases to 2d6 lightning damage, and the lightning damage to the second target increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level (3d6 and 2d6) and 17th level (4d6 and 3d6).

Vexing Blow

3rd-level necromancy


Classes: Artificer, Paladin, Ranger, Warlock
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute


The next time you hit a creature with a weapon attack before this spell ends, the weapon curses and hexes cling to your target. The attack deals an extra 3d6 necrotic damage to the target, and the target has disadvantage on the next saving throw it makes before the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd.

Feats

The following feats are presented in alphabetical order:

Cursebound Initiate


You've learned some of the techniques hunters use against their prey. You learn one Blood Curse option from the blood hunter class. If the curse requires a hemocraft die roll treat yourself as having a d4 for your hemocraft die, and if it requires a saving throw the DC is equal to 8 + your proficiency bonus + your Constitution modifier. You cannot amplify this blood curse unless you are a blood hunter, and once you use it you must finish a short or long rest before you can do so again. If the blood curse has a prerequisite of any kind, you can choose that blood curse only if you're a blood hunter who meets the prerequisite.

Whenever you reach a level that grants you an ability score improvement, you can replace the blood curse with another one from the blood hunter class.

Colossal Strength

Prerequisite: Strength 15+


Whether through intense training or a natural gift, your physique seems almost supernatural to others. You gain the following benefits:

  • Your Strength score increases by 1, to a maximum of 20.
  • You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
  • You can grapple and shove creatures up to two sizes larger than yourself. At 9th level, you can grapple creatures up to three sizes larger than yourself, and at 17th level, you can grapple creatures up to four sizes larger than yourself.
  • You gain proficiency in the Athletics skill, or another skill of your choice if you already have proficiency in the Athletics skill.

Tough as a Mountain

Prerequisite: Goliath


The blood of giants runs stronger in your veins than in most other goliaths. You gain the following benefits:

  • Your Strength or Constitution score increases by 1, to a maximum of 20.
  • After using your Stone's Endurance feature, reduce all other damage taken until the start of your next turn by an amount equal to your Constitution modifier.
  • Once per turn when you hit a creature with a melee weapon attack using Strength, you can deal additional damage to the creature equal to your Constitution modifier.

Specialized Core - Precision

Prerequisite: Warforged, no other Specialized Core feats


Your core is fine-tuned for precision, optimizing your performance for quick, deft movements. You gain the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.
  • Your speed increases by 10 feet.
  • You have a specialized mechanism that you can use to concentrate the energy from your core into long-range bolts of energy. This is generally a small focusing crystal or barrel in your arm, but the exact nature of it is for you to decide. Regardless of its form, this mechanism counts as a simple ranged weapon, with a normal range of 100 feet and a long range of 400 feet. On a hit, it deals 1d6 cold, fire, or lightning damage (you choose the damage type when you gain this feat). You can change the damage type dealt by this attack to one of the other options by having a mechanic (which can be yourself) work on your core and alter its power source. The mechanic must have an Intelligence score of 13 or higher, and the process usually takes about a week and costs roughly 50gp in materials and labor.

Specialized Core - Endurance

Prerequisite: Warforged, no other Specialized Core feats


Your core is built for endurance, allowing you to take much more of a beating than most other warforged. You gain the following benefits:

  • Your Constitution score increases by 1, to a maximum of 20.
  • Your hit point maximum increases by an amount equal to your level when you gain this feat, and whenever you gain a level thereafter, your hit point maximum increases by 1 additional hit point.
  • Your core keeps its energy flowing throughout your body, protecting you against hazards of a similar type. When you gain this feat, choose cold, fire, or lightning damage. You have resistance to the chosen damage type. You can change this damage type to one of the other options by having a mechanic (which can be yourself) work on your core and alter its power source. The mechanic must have an Intelligence score of 13 or higher, and the process usually takes about a week and costs roughly 50gp in materials and labor.

Exalted Vampirism

Prerequisite: Dhampir


The vampiric blood that runs in your veins has strengthened, giving you some of the magical abilities of your predecessors. You gain the following benefits:

  • Your Dexterity, Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20.
  • As an action while you aren't in direct sunlight, you can polymorph into a Tiny bat, using the statistics for a bat from the Monster Manual. You stay in this new form until you use an action to revert to your true form or until you are knocked unconscious or die.
  • As a reaction when you take damage while you aren't in direct sunlight, you can disperse into a cloud of mist, granting yourself resistance to the damage taken. Afterwards, you reform in an unoccupied space of your choice within 30 feet. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest

Goblin Escape

Prerequisite: Goblin
You're more fleet-footed than other goblins, allowing you to get out of danger in a pinch. You gain the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.
  • As a reaction when you take damage, you can curl up tightly and roll with the momentum of the hit, lessening the impact it has on you. Roll a d100. On a 25 or higher, you take minimum damage from the triggering attack or effect, as if all of the damage dice rolled had been 1's. You are then knocked 30 feet directly away from the source of the damage.

Medic


Your knowledge of medicine allows you to help patch up your allies while you rest, making sure that they're ready for the hardships to come. You gain the following benefits:

  • You gain proficiency in the Medicine skill. If you already have proficiency in Medicine, you gain expertise with it skill, which means your proficiency bonus is doubled for any ability check you make with it, provided it isn't already benefiting from a feature, such as expertise, that doubles your proficiency bonus.
  • You can spend a short rest treating a creature’s wounds. The creature must remain within your reach for the full duration, and cannot engage in anything beyond minimal physical activity during this time (reading, writing, stretching, etc.). At the end of the short rest, you roll a Wisdom (Medicine) check, and the creature regains hit points equal to the result of your check. This healing is in addition to any healing the creature receives from rolling hit dice.

Deathblow

Prerequisite: Orc/Half-Orc
Your orcish ferocity peaks on death's door. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you use your Relentless Endurance feature, you can also move up to half your speed and make one melee weapon attack. If the attack hits and deals damage, you gain a number of temporary hit points equal to the damage dealt by the attack.
  • When you are reduced to 0 hit points but are not killed outright, you can use your reaction to immediately move up to half your speed and make one melee weapon attack. You can only use this reaction if you have already used your Relentless Endurance feature since the last time you finished a long rest. If the attack hits and deals damage, you gain one successful death saving throw. If the weapon is a critical hit, you immediately regain 1 hit point and are not knocked unconscious. Once you use this feature, you can't do so again until you finish a long rest.

Safety in Stone

Prerequisite: Dwarf
Stone and earth are like a second home to you, providing shelter from harm. You gain the following benefits:

  • Your Constitution or Wisdom score increases by 1, to a maximum of 20.
  • You gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) made against falling over while on stone or rubble.
  • You can cast Meld Into Stone once without expending a spell slot, and regain the ability to do so after you finish a long rest.

Equine Chivalry

Prerequisite: Centaur
You have trained under a special order of centaurs, capable of performing the roles of both a mount and its rider. You gain the following benefits:

  • Your Strength or Wisdom score increases by 1, to a maximum of 20.
  • You count as mounted for the purposes of wielding a lance. Additionally, whenever you make an attack with a lance and would have disadvantage due to your target being within 5 feet of you, you can immediately rear back and ignore the disadvantage from the lance's special property (you still retain disadvantage from other sources as normal). You cannot do this if your speed is 0.
  • You can carry a Medium or smaller creature on your back, using the normal rules for mounted combat, and treating yourself as an intelligent mount for the purposes of determining your own actions and initiative. You cannot use your Hooves unarmed attack while carrying a rider.

Curses and Curios

Items can attain magical properties in a multitude of different ways, some of which might be better left unspoken. Some may be born simply from expert craftsmanship, others may come from an arcane enchantment, and others still may have darker forces altering them. Within this document you will find items from all these origins and more, and hopefully you might even find something to your liking.

Magic Item Descriptions

The following magical items are presented in alphabetical order:

Axe of Gratuitous Violence

Weapon (greataxe), artifact (requires attunement)
Rivulets of frost and cold mist run down along the face and blade of this steel greataxe.

Sentience. The Axe of Gratuitous Violence is a sentient chaotic evil weapon with an Intelligence of 14, a Wisdom of 10, and a Charisma of 13. It has hearing and darkvision out to a range of 120 feet, and blindsight out to a range of 60 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Draconic, Common, and Undercommon.

Personality. An ancient white dragon named Wyck lives within the axe. The weapon desires to sow chaos and bloodshed, and drives its wielder to butcher everything within sight.

*The Axe of Gratuitous Violence follows the same rules for progression as the Vestiges of Divergence and Betrayer Artifacts from the Explorer's Guide to Wildemount, and has the gains artifact properties from the Dungeon Master's guide like the Betrayer Artifacts do (1 minor beneficial and minor detrimental property at Dormant, 1 additional minor beneficial and minor detrimental property at Awakened, and one major beneficial property at Exalted).

Dormant. The greataxe grants the following benefits in its dormant state:

  • You gain a +1 bonus to attack and damage rolls made with this weapon.
  • As a bonus action while holding this weapon, you can move up to your speed towards the nearest enemy that you can see.
  • Whenever a creature deals damage to you, you gain advantage on your next attack roll against that creature made with this weapon.

Awakened. When the greataxe reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2, and it deals an additional 1d12 cold damage on a hit.
  • Whenever you hit a creature with this weapon, ice clings to it and restricts its movements, reducing its speed by half until the end of its next turn. If you hit a creature already under this effect, its speed is instead reduced to 0 for 1 minute, or until the creature or another creature within reach of it attacks the ice to break it.
  • Whenever a creature deals damage to you, you can use your reaction to make a melee attack against that creature using this weapon. You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses at dawn.

Exalted. When the greataxe reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3, the extra cold damage dealt by the weapon increases to 2d12, and all cold damage dealt by this weapon ignores resistance to cold damage.
  • Whenever you take the attack action and make all of your attacks with this weapon, you can make one additional attack with this weapon as part of the same action.
  • When you hit a creature with this weapon that has its speed reduced to 0 by this weapon, it takes an additional 1d12 cold damage from the hit and has disadvantage on all attack rolls until it escapes from the ice.
  • Whenever a creature deals damage to you, you gain advantage on all attack rolls made with this weapon against that creature until the start of that creature's next turn.

Blightbrand

Weapon (dagger), rare (requires attunement)
Wreathed in a sickly green mist, this +1 dagger is full of foul energy and hexes. While attuned to this weapon, your attacks with this weapon deal an additional 1d4 necrotic damage on hit, and when you hit a creature you can choose to brand it (no action required). While branded, you always know where the target is so long as they are on the same plane as you. If you choose to mark a creature, any previous mark you had applied dissipates.

Cold Iron Weapon

Weapon (any weapon)
Cold iron weapons are made from iron mined in especially pure veins, and the weapons themselves are forged with little to no heating, making the process often long and arduous. Attacks made against a fey or fiend with a cold iron weapon count as magical for the purposes of overcoming resistances. You can purchase a cold iron weapon for 100gp more than a normal weapon of its type would cost. The additional cost represents both the rarity of the materials and the additional effort and expertise required to properly work with them.

Cursebound Talisman

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a blood hunter)
This small trinket is a collection of various fragments of otherworldly beasts, such as fangs, claws, scales, and so on. While wearing it, you gain a bonus to your hemocraft save DC. This bonus is determined by the talisman's rarity.

Whenever you would lose hit points from activating a crimson rite or amplifying a blood curse, you lose 1 less, to a minimum of 0 hit points lost.

Direwolf Necklace

Wondrous Item, rare
This elaborate necklace is made of the teeth and claws of a direwolf, signifying its wearer's absolute dominance over the beasts. Once per day, you may cast the Guardian of Nature spell, but you must choose the Primal Beast form, and you appear as large wolf. Additionally, you may cast the 4th-level version of Dominate Beast at will (DC 14), but only targeting wolves or other canine creatures.

Defender's Shield

Shield, uncommon
When you are hit by an attack while holding this shield, you can use your reaction to reduce the damage taken by an amount equal to a roll of your hit die + your Constitution modifier, to a minimum of zero. You can use this property a number of times equal to your proficiency bonus, and regain all expended uses after finishing a long rest.

*Clarification: This does not consume the hit die, it simply uses the size of your hit die to determine the die rolled for the damage reduction.

Electric Lute

Musical Instrument (Lute), very rare
Made of mostly metal and the hides of certain electricity-conducting creatures such as Behirs and Blue Dragons, this lute is considered to be "wicked sick" by certain individuals. You can use your action to "hit a sweet riff" on the lute, casting the 6th-level version of the Chain Lightning spell. Once used, you must finish a long rest before you can cast the spell in this way again, while the lute recovers its "bodaciousness".

Enigmatic Relic

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a mystic)
This relic is covered in strange markings or carvings. While holding this relic, you gain a bonus to spell attack rolls and to the saving throw DCs of your mystic spells. This bonus is determined by the relic's rarity. In addition, you can use the relic as a spellcasting focus for your mystic spells.

While you are holding the relic, you can use an action to gain a special pool of soul points that function like the pools granted to you by the Lesser Revelation mystic feature. This pool has a number of soul points in it equal to your soul limit. Once this property is used, it can't be used again until the next dawn.

Goliath

Weapon (greatsword), legendary (requires attunement by a Large or smaller creature)
This crudely hewn +3 greatsword seems to be shaped of raw stone and ore, and was supposedly forged in ancient times to fell great titans that once roamed the land. It's absurd size makes it difficult for even Medium creatures to wield; Medium and small creatures have disadvantage on attack rolls made with this weapon, and Tiny creatures are incapable of wielding it at all. If you attune to the weapon, it magically adjusts its size to your abilities, functioning as a normal Heavy weapon, though it remains somewhat larger than a standard weapon. While you are attuned to this weapon, your attacks with this weapon deal an additional 1d6 damage for every size category larger your opponent is than you.

Curse. While you are attuned to this item, you age only one year for every thousand years that passes, as the blood of the titans that has soaked the blade gradually corrupts you. If you are smaller than Gargantuan, tour height roughly doubles every 10 years, and your size increases by one step each time this occurs, causing your reach to increases by 5 feet as well unless you are increasing from Small to Medium. If you are Gargantuan or larger, your height doubles every 100 years, and when this occurs your reach increases by 5 feet and your size increases by one step (if you use sizes larger than Gargantuan). Additionally, each time your reach increases, your Constitution score and Constitution maximum increase by 1, to a maximum of 30, and your Intelligence, Wisdom, and Charisma scores decrease by 1, to a minimum of 4. If this curse causes you to grow larger than Large, you can no longer attune to the weapon, but the curse remains on you until it is removed by an effect such as the Remove Curse spell. If the curse is removed from you, you retain any growth caused by the curse, but return to the normal rate of growth for a member of your race.

Gorgon Armor

Armor (any medium armor), uncommon (+0), rare (+1), very rare (+2), legendary (+3) (requires attunement)
Gorgon armor is made from the iron plates of a Gorgon, saturated with the beast's own petrifying breath. While attuned to the armor and wearing it, portions of your skin are petrified, allowing you add your Strength modifier, instead of your Dexterity modifier, to your AC while wearing the armor, up to the armor's normal maximum. Some gorgon armor also gives a bonus to your AC, which is determined by the rarity of the armor.

Phenomenal Fertilizer

Wondrous item, uncommon
This bag contains a nutritious mix of soil, essential minerals, and a hint of magic, perfect for stimulating the growth of plants. When you find the bag, it has 1d8+4 doses in it. As an action, you can scatter some of the fertilizer in a 20 foot square adjacent to you, with effects depending on how many doses you use. If you use one dose, the area is subject to the effects of a Entangle spell (DC 13), if you use two doses, the area is subject to the effects of a Spike Growth spell (DC 14), and if you use three doses, the area is subject to the effects of a 1 action Plant Growth spell, though you can't exclude any regions of the area from the effects. The fertilizer has no effect if there are no plants in the area that you spread it over.

Reign of Cats and Dogs

Wondrous Item, very rare
A strange contraption with a small cog and a bladed edge, this device has an uncanny ability to call forth beasts from all over. Once per day, you can use your action to turn the cog against a container, with the effects of a 6th-level Insect Plague spell, except the range of the spell is only 60 feet instead of 300 feet, and instead of insects the spell calls forth a horde of housecats, dogs, and other domestic animals.

Toadem

Wondrous item, uncommon
A small wooden carving of a toad, the ridges on the back of this totem can be struck with a stick to make a sound like a toad croaking. As an action, you can strike the back of the totem, causing it to transform into a Giant Toad in a space adjacent to you. It can't transform if there isn't enough space for it, and the toad understands all languages you speak, but cannot speak them. The toad acts immediately after your turn in combat, and obeys your verbal commands (no action required) and will attempt to carry them out to the best of its ability. If you do not command it, it can only move and take the dodge action on its turn. It remains in this form for 1 hour, and it returns to being a wooden totem after the duration or if it is reduced to 0 hit points. Once this property is used, you must finish a long rest before you can do so again.

Viridian Staff

Wondrous item, rare (requires attunement by a druid)
This intricately carved wooden staff is overgrown with vines and flowers and has an emerald on top that the staff appears to have grown around. While attuned to it, you can cast the spells Speak with Plants and the 8-hour casting time version of Plant Growth at will without expending a spell slot. You can also cast the 1-action version of Plant Growth from the staff once without expending a spell slot, and regain the ability to do so after finishing a short rest. You can use this staff as a spellcasting focus for your druid spells.

Wand of One Million Missiles

Wand, uncommon
This incredible wand fires continuously once it starts. Once per day, you can cast the 1st-level version of the Magic Missile spell using the wand. Additionally, for the next minute after you cast the spell using the wand, you can fire out another missile as a bonus action, as if you had cast the spell but only made one missile instead of three. If your turn ends and you have not fired a missile from the wand, you can't fire any more missiles until the next time you cast the spell.

*Disclaimer: Despite it's name, it is unknown whether or not the wand can actually fire 1,000,000 missiles. Tests are currently in progress, but the highest count reached as of yet was only 250,036.

Zarian Greatbow

Martial weapon (bow), rare
Standing at nearly 8 feet tall, this massive bow requires a draw strength that few can muster. In order to wield this weapon, you must have a Strength score of at least 16. This bow has the range (200/800ft.), heavy, ammunition, and two-handed properties, and grants the wielder a +1 bonus to attack and damage rolls made with it. The weapon fires special arrows to match the size of the weapon itself, and when fired you use your Strength modifier for the attack roll, instead of Dexterity as you normally would for a ranged weapon. The arrows deal damage equal to 1d12 + your Strength modifier on a hit.
Special: If you critically hit a Medium or smaller creature with an attack using this weapon, it is knocked a number of feet away from you equal to 5 times your Strength modifier, and if it would collide with an object from this movement it takes 1d6 bludgeoning damage for every 5 feet of movement that was prevented by the collision and is restrained as it's pinned to the surface until it uses an action to attempt an Athletics check to break free (DC 14), or attacks the arrow to break it (AC 8, 10 hit points). Any creatures that the original target would collide with must make a DC 14 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked 5 feet to the side. A creature adjacent to the restrained creature can also attempt to free them using either method.

Credits

None of this art is my own, and I do not claim credit for any of it. If you are curious as to the original sources, here is where I found each of them. If I used your art, and found it posted by someone else, who may have posted it without your consent, I apologize.

Page 1: Sram, Senior Edificer by Chris Rahn
Page 2: Starfield of Nyx by Tyler Jacobson
Page 3: Random Witcher art, unable to find artist
Page 4: Bone carver art, unable to find artist
Page 5: Odogaron Armor art by Tan Zhi Hui on artstation
Page 6: Random Rathalos Armor art, unable to find artist
Page 7: Syncopate by Marta Nael