Coffer I
Subclasses
Barbarian
Path Of The Cursed
At 3rd level, your first three attacks after entering a rage deal extra damage equal to your level in necrotic damage.
Purple Skin
At 6th level, you gain temporary hit points when entering a rage equal to your constitution modifier times three. You also gain immunity to force damage until the start of your next turn anytime you use reckless attack.
Enlarged Rage
At 10th level, you grow one size larger and gain an extra (D4) to hit and damage. Additionally, your purple skin feature now grants temporary hit points equal to your constitution modifier times six.
Cursed Body
At 14th level, you rebound melee damage to the attacker equal to the amount of damage you negated by your rage. Only for the first three attacks made against you.
Bard
College Of Bonds
At 3rd level, you may spend one of your bardic inspiration dice to gain resistance to cold, fire, & lightning damage for 1 minute.
Armanite
At 6th level, once per short or long rest, you may summon a lightning lance that lasts for 1 minute. The weapon is a (+1) weapon that you are proficient with. The lance deals (2d6) lightning damage plus your ability modifier. Any time before the weapon vanishes, you may throw the lance transforming it into a lightning bolt which after the lance vanishes.
Nabassu
At 14th level, once per long rest you may target a creature you can see within 30ft. The target must succeed a charisma saving throw against your soul-stealing gaze. On a failed save, the target takes (2d12) necrotic damage and has its hit point maximum reduced by the amount of damage dealt. You also gain temporary hit points equal to the damage dealt.
Cleric
Vitality Domain
Vitality Domain Spells
| Level | Spells |
|---|---|
| 1st | Bless & Cure Wounds |
| 3rd | Lesser Restoration |
| 5th | Beacon Of Hope & Revivify |
| 7th | Death Ward |
| 9th | Mass Cure Wounds |
At the start of your turns, you regain 1 hit point.
Channel Divinity: Fortify
You may use your channel divinity as a bonus action to grant a target you touch with temporary hit points equal to your level.
Zeka's Endurance
At 6th level, all healing you give is increased by an extra die. All temporary hit points you give is increased by your proficiency level.
Blessing Of The World Tree
At 8th level, once on each of your turns whenever you strike an enemy, you may deal an extra (2d8) radiant damage or you may heal yourself for (1d8).
Giver Of Life's Breath
At 17th level, You can cause any healing spell to become a 30ft. cone or heal for the maximum possible. You can do this an amount of times equal to your Constitution modifier.
Druid
Circle Of The War Demon
At 2nd level, while you are wild shaped, you gain resistance to a damage type of your choice from cold, fire, or lightning.
Complete Resistance
At 6th level, you gain resistance to cold, fire, & lightning while wild shaped. You also gain immunity to necrotic damage.
Inner Demon
At 10th level, you are able to wild shape into a Bearded Devil.
Insidious Transformation
At 14th level, you may use (2) of your wild shape uses to wild shape into a Glabrezu.
Fighter
Possessed
At 3rd level, you gain true & blind sight up to 15ft.
Terror Speech
At 7th level, you learn how to speak curses from the mirror world. As a bonus action at the start of your turns, you can target a creature that can hear you. The creature must succeed a Wisdom save or become blind & deaf for 1 round. The DC is (13) plus your proficiency bonus.
Possessed Blade
At 10th level, the soul living inside you can at times, cause a melee weapon you are carrying but not wielding to strike at your enemies. Whenever you land all your attacks or none of your attacks on your turn, the weapon strikes out at an enemy of your choice in range. The weapon also strikes as an opportunity attack giving you potentially two attacks on opportunity attacks.
Ghostly Spy
At 15th level, you become immune to the charmed condition and can not be put to sleep magically while you are possessed. Once per long rest, you may have the soul inside you scout up to a mile away. The soul is invisible and unable to be noticed by any means.
Forsake
At 18th level, you are able to banish your enemies to the mirror world to survive the horrors held within it. Once per long rest, you can force a Constitution saving throw on a creature you can see. On a failed save, the target is sent to the mirror world where it must fend for itself until it succeeds the saving throw to return.
Monk
Way Of The Soul Stealer
At 3rd level, you can spend (2) Ki Points to disrupt an enemies energy. On a successful hit, the target must succeed a Constitution saving throw. On a failed save, the target can not cast spells other can cantrips on their next turn.
Spell Thief
At 6th level, you may spend (2) Ki Points to attempt to siphon a spell from the enemy. On a successful hit, you gain the use of a random spell they know for the next minute and can only use it once. On a hit, you may spend an extra (2) Ki Points to expend a spell slot equal to the spell you stole from the enemy as if they had casted the spell.
Critical Blows
At 11th level, whenever you get a critical hit, you may spend Ki Points to expend spell slots from the enemy you hit. You may spend (1-3) Ki Points to expend a random spell slot level. A (d3) for 1 point, (d6) for 2 points, & (d9) for 3 points.
Spell Siphon
At 17th level, whenever you are hit by a spell, you may regain 1 Ki Point.
Ranger
Leyline
At 3rd level, you can channel primal power through the planet to empower your attacks. At the start of day you decide what elemental to channel through you from cold, fire, & lightning. Your attacks deal extra damage equal to (1d6) of the element you pick.
Improved Channeling
At 7th level, you can swap your element as a bonus action and your extra damage is increased to (2d6).
Frozen Fire Bow
At 11th level, you gain the ability to cast lightning bolt and fireball through your bow by expending a 3rd level spell slot or higher.
Permafrost Arrows
At 15th level, you may expend a 4th level spell slot to cause your arrows to deal an extra (3d6) cold damage for 1 minute.
Rogue
Beastial
At 3rd level, your successful sneak attacks create a temporary displacement. After a sneak attack, you create a temporary clone of yourself that gives attacks disadvantage against you until the end of your turn.
Chimera Dance
At 9th level, you may choose to forgo your sneak attack bonus to make three swift attacks each with a different style. If you land all three you deal an extra (3d6) force damage.
Remorhaz Slice
At 13th level, you may use your reaction to attempt to parry an attack coming at you. If you roll a higher attack roll, the attack is parried as you slice the hand causing it to burn for (1d4) damage per turn until treated.
Purple Worm Strike
At 17th level, you make a tunneling strike with poison. The creature must make a DC 15 Constitution save. On a failed save, the target begins bleeding out for (1d12) per turn until treated and removed of poison. Until the target succeeds the save to remove the poison, it has disadvantage on all rolls it makes. On a successful save, the poison does not take place, but the target still bleeds out for (1d12) damage per turn until treated.
Sorcerer
Blood Origin
At 1st level, you learn a unique cantrip called blood siphon. As an action you can make a spell attack at a creature you can see within 60ft. On a hit, you deal (1d10) Necrotic damage. This damage increases by (1d10) at levels 5, 11, & 17. Starting at 3rd level, you are able to heal with this cantrip equal to half the damage dealt.
Blood Ripple
At 6th level, you may spend a sorcery point to attempt to charm a creature you can see. The charm lasts for 1 minute or until you damage the target. Starting at 10th level, you may spend (3) sorcery points to erupt with a barrage of blood siphons. You make a single blood siphon attack at each creature within 15ft. of you.
Untamed Lust
At 14th level, you may spend (6) sorcery points to transform into a Succubus for 1 minute. This transformation does not work like a polymorph. Your stats remain the same and you merely gain the same abilities and appearance of a succubus.
Blood Lust
At 18th level, any time you are hit by a critical hit, you are able to make a blood siphon attack a critical hit. You can not save up more than one use of this.
Warlock
Demon Lord Patron
Expended Spell List
| Level | Spells |
|---|---|
| 1st | Chaos Bolt & False Life |
| 3rd | Fireball & Lightning Bolt |
| 5th | Cloudkill & Raise Dead |
| 7th | Fire Storm & Teleport |
| 9th | Meteor Swarm & Shapechange |
At 1st level, you become immune to the charmed & frightened conditions.
Chilling Laughter
At 6th level, once per short or long rest as an action you may perform a chilling laughter that captivates and fears those around you. Each creature of your choice within 30ft. of you that can hear you takes (1d12) psychic damage and must make a Wisdom saving throw. On a failed save the creature becomes frightened or charmed; your choice.
Arcane Leech
At 10th level, whenever you a targeted by a spell that tries to frighten or charm you, you may as a reaction, absorb the spell and gain a spell slot back.
Maddening Dome
At 14th level, once per short or long rest you can banish yourself and a target of your choice to a pocket of space made to resemble the mirror world. The target creature must succeed a Wisdom saving throw to fight off the effect. While inside the dome, you gain advantage on all rolls you make and the target has disadvantage on all rolls they make. The dome lasts for an amount of turns equal to your Charisma modifier.
Wizard
Council Tradition
At 2nd level, you begin to learn the secrets held by the magic council. You gain expertise in three skills of your choice.
Knowledge Seeker
At 6th level, you can cast the Augury spell without expending a spell slot an amount of times equal to your Intelligence modifier per long rest. At 9th level, you may cast Legend Lore in this manner.
Arcane Secrets
At 10th level, you gain an extra spell slot for 1st through 5th level.
Split Focus
At 14th level, you are able to focus on two separate concentration spells at the same time, but have disadvantage on Constitution saves made to hold them as well as a (d4) penalty to the save.
Coffer II
Full Classes
Arcane Engineer
The arcane engineer is a tinkerer that spent their life learning how to create an optimizable pet construct that has the capabilities of being piloted for specific manual gadgets.
The Arcane Engineer
| Level | Proficiency Bonus | Features | Mending |
|---|---|---|---|
| 1st | +2 | Tools | – |
| 2nd | +2 | Fighting Style | – |
| 3rd | +2 | Arcane Construct, Mending | D4 |
| 4th | +2 | Ability Score Improvement | D4 |
| 5th | +3 | Construct Tinkering | D6 |
| 6th | +3 | Cockpit | D6 |
| 7th | +3 | Construct Tinkering | D6 |
| 8th | +3 | Ability Score Improvement | D6 |
| 9th | +4 | Construct Tinkering | D8 |
| 10th | +4 | Efficient Construction | D8 |
| 11th | +4 | Construct Tinkering | D8 |
| 12th | +4 | Ability Score Improvement | D8 |
| 13th | +5 | Construct Tinkering | D10 |
| 14th | +5 | – | D10 |
| 15th | +5 | Construct Tinkering | D10 |
| 16th | +5 | Ability Score Improvement | D10 |
| 17th | +6 | Construct Tinkering | D12 |
| 18th | +6 | Construct Tinkering | D12 |
| 19th | +6 | Ability Score Improvement | D12 |
| 20th | +6 | Mecha Mage | D12 |
Class Features
As an Arcane Engineer, you gain the following features.
Hit Points
- Hit Dice: 1d8 per arcane engineer level
- Hit Points at 1st Level: 8 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per arcane engineer level after 1st.
Proficiencies
- Armor: light, medium, shields
- Weapons: Simple
- Tools: 3 of your choice
- Saving Throws: Dexterity, Intelligence
- Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand
Tools
Starting at 1st level, you gain double your proficiency bonus whenever using tools with which you are proficient with.
Fighting Style
Beginning at 2nd level, you may pick one of the following fighting styles.
• Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
• Defense: While you are wearing armor, you gain a +1 bonus to AC.
• Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
• Protection: When a creature you can see attacks a target other than you that is within 5ft. of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
• Two-Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Arcane Construct
At 3rd level, you craft a pet arcane construct. Your construct obeys all your commands without hesitation and goes on its own initiative in combat. You have a choice when making it to set its hit point maximum. You may either take the average of 40 hit points or roll the formula in an attempt to have a higher hit point maximum.
Arcane Construct
Large Construct
- Armor Class 14 (Natural Armor)
- Hit Points 40 (5d10+10)
- Speed 50ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 7 (-2)
- Damage Immunities Poison
- Condition Immunities Charmed, Poisoned
- Senses Passive Perception 13
- Languages -
- Pact Tactics Gain advantage on an attack roll against a creature if at least one ally is within 5ft. of you and isn't incapacitated.
- Darkvision 60ft.
Actions
Bite. Melee Weapon Attack: +6 To Hit, 5ft., one target. Hit: (2d6+4)) Piercing Damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Mending
Also at 3rd level, you are capable to magically mend your construct. You have a pool of mending dice equal to your intelligence modifier and regain all uses of them after a long rest. Your mending dice is determined by level as shown in the class table. Your construct does not naturally regain hit points and mending it without your mending ability requires 50 gold worth of repairs per hit point restored. If your construct hits 0 hit points it can be brought back normally via a revivify spell. If your construct is unable to be brought back, you may create a new one at the cost of 1,000 gold and 1 workweek of time spent making it. Using your mending ability requires a bonus action.
Ability Score Improvement
Starting at 4th level, you may increase one of your ability scores by 2 or two of your ability scores by 1. Otherwise you may choose not to increase any ability scores and learn a feat instead. You gain another ability score improvement at levels 8, 12, 16, and 19.
Construct Tinkering
At 5th level, you may begin configuring your construct to your tailored needs. You may select one of the following upgrades.
• Thick Plating: Improves the constructs hit points.
64 (8d10 + 16)
• Brawler: Improves your constructs melee attacks to deal an extra (2d6) of the damage type.
• Runner: Doubles your constructs speed.
Cockpit
Beginning at 6th level, you make room for one medium or smaller creature to fit inside of the construct for protection. At higher levels you have the option to install upgrades to your construct that require manual use from the cockpit. Entering the construct requires an action.
Construct Tinkering
At 7th level, you may select one of the following upgrades.
• Ballista: Install a heavy crossbow onto the construct that can be fired manually with the attack action.
• Assault: Can manually make the construct make a melee attack with the attack action.
• Tenacious: When the construct hits 0 hit points, it kicks in a backup generator causing it to get up with 1/4 of its hit points maximum rounded up. This can only happen once per long rest.
Construct Tinkering
Starting at 9th level, you may select one of the following upgrades.
• Thunder: Once per long rest the construct can cause an explosion up to 15ft. in front of it for (8d6) thunder damage.
• Protector: The construct gains resistance to all but thunder and force damage.
• Railgun: Install a lightning bolt cannon that can be fired once per long rest manually using the attack action. After which it fires a (2d6) lightning damage beam.
Effecient Construction
At 10th level, your construct now only requires 10 gold worth of repairs per hit point and you gain extra uses of your mending ability equal to your proficiency bonus. Your construct is also created with double the hit points rolled when created. Double the average as well if taking the average.
Construct Tinkering
Beginning at 11th level, you may select one of the following upgrades.
• Flurry: Once per long rest the construct may let loose a barrage of melee attacks (4 of them).
• Siege: The construct deals an extra damage die on damage it deals.
• Extra Battery: Gain an extra use of lightning bolt for the railgun per long rest.
Construct Tinkering
At 13th level, you may select one of the following upgrades.
• Bomb: Once per long rest the construct can toss an explosive that deals (8d6) fire damage in a 20ft. radius.
• Tricky Wiring: Add three extra damage dice whenever the construct deals lightning damage.
• Arc: The lightning bolt from the railgun now arcs through targets changing it to chain lightning.
Construct Tinkering
Starting at 15th level, you may select one of the following upgrades.
• Magic Brawler: Construct deals (1d6) extra elemental damage with melee attacks.
• Static: One per long rest the construct can shock creatures within 10ft. of it for your level worth of lightning damage as a bonus action.
• Breath: Install a flamethrower onto the construct that can be manually fired with an attack action to deal (3d6) fire damage in a 15ft. cone in front of the construct. Once per long rest it can shoot a fireball as an action manually.
Construct Tinkering
At 17th level, you may select one of the following upgrades.
• Electrical Burn: Static has a 50% chance to also burn the targets for your level worth of fire damage on top of the lightning damage.
• Shockwave: When the construct hits 0 hit points it explodes in a 20ft. radius for (14d6) lightning damage. As an action you may command your construct to explode itself.
• Improved Furnace: Gain an extra use of flamethrowers fireball ability per long rest.
Construct Tinkering
Beginning at 18th level, you may select one of the following upgrades.
• Belt: Gain (1d3) extra bombs per long rest.
• Bad Breath: flamethrower now deals (3d6) extra poison or acid damage.
• Shock Tooth: Constructs melee attacks now deal extra (2d6) lightning damage.
Mecha Mage
Finally at 20th level, you learn how to create your construct without error and make it with its maximum hit points potential. You also learn how to ressurect your construct once per week. Lastly, you gain a new method of entering your construct. You may now teleport inside of it as a bonus action if you are within 30ft. of it.
Asomatous
An asomatous is a variety of fighting styles developed by the anathema race. The anathema are cursed chimeric creatures whose lineage contains both human blood and the spiritual magic of a pre-human race. Anathema look considerably different from one another as they are people with random animal traits. The asomatous fighting style draws power from their ancient lineage to combine traditional combat & common magic with their spiritual magic flowing through their veins. There are three different combat styles among them which is usually determined by the creature group each specific person belongs in.
The Asomatous
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Natural Home |
| 2nd | +2 | Fighting Style |
| 3rd | +2 | Animal Archetype |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Archetype Feature |
| 7th | +3 | Archetype Feature |
| 8th | +3 | Ability Score Improvement, Land's Stride |
| 9th | +4 | Archetype Feature |
| 10th | +4 | Wild Shape |
| 11th | +4 | Archetype Feature |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Archetype Feature |
| 14th | +5 | Vanish |
| 15th | +5 | ─ |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | ─ |
| 18th | +6 | Feral Senses |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Anathema Fury |
Class Features
As a Asomatous, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Asomatous level
- Hit Points at 1st Level: 10 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution modifier per asomatous level after 1st.
Proficiencies
- Armor: Light, Medium
- Weapons: None
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose any three skills.
Natural Home
Beginning at 1st level, you become proficient in the Survival skill or gain expertise in Survival if you were already proficient in it.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if later you get to choose again.
Archery: You gain a (+2) bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a (+1) bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a (+2) bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a (1) or (2) on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a (1) or (2). The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within (5ft.) of you, you can use your reaction to impose disadvantage on the attack roll.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Animal Archetype
At 3rd level, you start to awaken the animal aspects inside you. Your group determines which archetype you fall into and your animal archetype grants you different abilities again at levels 6, 7, 9, 11, & 13.
Extra Attack
You may attack twice per turn when you take the attack action. (Those of the aquatic archetype can cast (2) cantrips or (1) 1st level or higher spell and (1) cantrip with this ability.
Land's Stride
Starting at 8th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Wild Shape
Beginning at 10th level, you can transform into any basic beast creature of your group. You can not attack while in this form and may hold it for up to (6) hours without concentration. You can use this feature (2) times per long rest.
Vanish
At 14th level, you can use the hide action as a bonus action on your turn. You can't be tracked by non-magical means, unless you choose to leave a trail.
Feral Senses
Beginning at 18th level, you gain senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it does not impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within (30ft.) of you, provided that you are not blinded or deafened.
Anathema Fury
Finally at 20th level, you can give in to your inner animal's feral rage and let the curse of your kind consume you once per long rest. Your rage lasts for (1d6) turns. While your rage is active, you gain an extra action on each of your turns and all your attacks gain advantage. If you were already to gain advantage from a different source, your attack instead becomes a critical hit. (Can only crit this way once per turn). Your speed is increased by (20ft.) and you gain (2d20) temporary hit points. After your rage ends, you become unconscious as your body becomes tired and your mind slowly comes back to its normal self. It takes you (1d4-1) turns for you to recover (Minimum of 1).
Aquatic Archetype
Those of the aquatic archetype gain the following abilities.
Spellcasting
Beginning at 3rd level, you gain access to spellcasting and become a half-caster. You may select spells from the Druid and Ranger class spell lists.
Rejuvenating Water
At 6th level, you can enchant water to heal wounds. Any water based spell or cold damage dealing spell can be cast on allies instead of enemies to heal them. Any spells that require a saving throw that is cast on an ally may be considered an automatic failure in order for the healing to have maximum effect.
Aquatic Breath
Beginning at 7th level, you are able to breath underwater, gain a swim speed equal to your walk speed, and can walk on water.
Ice Blood
At 9th level, your veins flow with icy blood making you resistant to cold damage. Also you can turn water based spells into ice based spells and ice based spells into water based spells. This allows you to swap the type of damage between cold and regular bludgeoning, slashing, or piercing on some spells in order to get around an enemies resistance or immunity to a type of damage.
Flow Of The Tides
Beginning at 11th level, you gain an extra (10ft.) speed. Whenever you heal an ally with your rejuvenating water ability, they also gain an extra (10ft.) speed on their next turn.
Arctic Aura
At 13th level, you are able to surround yourself with a chilling presence that you can turn on and off at will as a bonus action. When active, you gain a (10ft.) aura that damages enemies at the start of their turns for cold damage equal to your proficiency bonus and heals allies at the start of their turn for the same amount. Additionally, enemies inside the aura have their movement speed cut in half.
Avian Archetype
Those of this archetype gain the following abilities.
Shed
Beginning at 3rd level, you are able to shed your feathers to be used as melee or ranged weapons. Your feather is the size of a dagger and deals (1d4) slashing or piercing damage. The amount of damage your feathers deal increases to (1d6) at 5th level, and (1d8) at 7th level. You shed your feathers as a bonus action and can produce (3) feathers at a time.
Quill Siphon
At 6th level, your feathers drain the life force from your enemies, dealing an extra (1d4) necrotic damage and healing you for the amount of necrotic damage dealt. Melee attacks instantly trigger the healing. If you make a ranged attack, the necrotic damage still applies, but in order to receive the healing that is stored in the feather, you must retrieve it on the turn you tossed it otherwise the healing stored fades. At 10th level your quill siphon deals (1d6) damage.
Companion
Beginning at 7th level, you gain a bird companion. Your bird is able to do one of two things. As a reaction, you may order your bird to retrieve a feather that you have thrown in order to receive its healing when it brings it back to you at the end of your turn. Otherwise as a reaction, you may order your bird to help you distract an enemy which gives you advantage on attacks against that enemy until you order your bird to do something else.
Colored Feathers
At 9th level, you are able to shed special feathers that are vibrant in color. If an attack made with a colored feather hits an enemy, they must succeed a Wisdom saving throw or become charmed by you for (1d6) turns or until they take damage. You can produce (3) colored feathers per short or long rest. These feathers have a DC equal to 8 plus your proficiency bonus plus your Charisma modifier.
Feather Storm
Beginning at 11th level, you can leap into the air and fire a barrage of feathers. This attack is an action that deals (3d8) piercing damage in a (30ft.) cone. Each creature in the way of this ability must make a Dexterity saving throw for full or half damage. As a bonus action, you can recall your feathers back dealing another (2d8) piercing damage to each creature in the cone again. (Damage from the recall can not be avoided). You can use this ability (3) times per long rest. (Your quill siphon ability does not apply to the feathers used in this ability).
Land Archetype
Those of this archetype gain the following abilities.
Animal Aspects
Beginning at 3rd level, you start to take on multiple animal aspects to better yourself in battle. You pick one of the following aspects at 3rd level and again at 7th, 11th, & 15th level.
Fox Like Charm: Once per short or long rest, you can give off an alluring aura. Each creature within (10ft.) of you must make a Wisdom saving throw or become charmed by you for (1d4) turns or until they take damage.
Kitsune Fey Blood: You are able to learn (1) cantrip from any spell list. At 11th level, you learn (1) 1st level spell from any spell list. Your spellcasting ability for these are Wisdom.
Claws: You grow retractable claws that are able to deal (1d12) slashing damage to a single target, or cleave each target of your choice within (5ft.) of you for (1d10) slashing damage each.
All Fours: You are able to jump twice as high and your climbing speed becomes your walking speed.
Monkey Agility: You are able to dash as a bonus action instead of a standard action.
Bears Tenacity: You gain a (+1) to AC.
Feline Balance: You gain advantage on all Dexterity saving throws.
Horses Speed: You gain a (+10) to movement speed.
Snakes Deceit: You gain proficiency in all charisma skills. Any charisma skills that you were already proficient in becomes expertise.
Scorpions Brew: Any attacks made with your body deals extra poison damage equal to your proficiency bonus. You may also secrete poison to coat weapons with for the same amount of damage and it lasts for (1d4) attacks.
Animal Reflexes
At 6th level, you may use your reaction upon taking damage to retreat up to (30ft.). Doing so this way does not provoke any attacks of opportunity.
Battle Roar
Beginning at 9th level, you may let out a battle cry as a bonus action. Doing so grants each ally that can hear you advantage on their next attack. You can use this ability an amount of times equal to your Charisma modifier.
Pursuit
At 11th level, if you miss an attack of opportunity or see an enemy fleeing, you may as a reaction dash towards them after they finish their movement. If you make it within (5ft.) of them, you may attempt to knock them down to the ground by making an Athletics check.
Blood Bathe
Beginning at 13th level, you heal yourself by bathing in the blood of your enemies. Anytime you defeat an enemy you regain hit points equal to the total amount of damage you dealt on the finishing blow. You also gain temporary hit points equal to your proficiency bonus.
Blade Sinner
Granted power from an ancient blacksmith who was known for crafting cursed weapons. Anyone who took up and wielded weapons crafted from this blacksmith were consumed by an uncontrollable urge to induldge themself in sin until it eventually became their downfall. A blade sinner is someone who instead of trying to balance or fight the urge, decides to simply accept it. Those that can accept it and respect the blacksmith's work are granted power from him and gain the ability to bring the seven deadly sins to life in their weapons.
The Blade Sinner
| Level | Proficiency Bonus | Features | Sin Charges |
|---|---|---|---|
| 1st | +2 | Soul Weapon | ─ |
| 2nd | +2 | Fighting Style | ─ |
| 3rd | +2 | Sloth | 1 |
| 4th | +2 | Ability Score Improvement | 1 |
| 5th | +3 | Extra Attack | 1 |
| 6th | +3 | Ability Score Improvement | 1 |
| 7th | +3 | Gluttony | 1 |
| 8th | +3 | Ability Score Improvement | 1 |
| 9th | +4 | Lust | 2 |
| 10th | +4 | Envy | 2 |
| 11th | +4 | Greed | 2 |
| 12th | +4 | Ability Score Improvement | 2 |
| 13th | +5 | Pride | 2 |
| 14th | +5 | Ability Score Improvement | 3 |
| 15th | +5 | Wrath | 3 |
| 16th | +5 | Ability Score Improvement | 3 |
| 17th | +6 | Blood Rush | 3 |
| 18th | +6 | Blood Javelin | 3 |
| 19th | +6 | Ability Score Improvement | 3 |
| 20th | +6 | Deadly Sin Flourish | 3 |
Class Features
As a Blade Sinner, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Blade Sinner level
- Hit Points at 1st Level: 10 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution modifier per Blade Sinner level after 1st.
Proficiencies
- Armor: Light, Medium, Shields
- Weapons: Simple, Martial
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose three skills.
Soul Weapon
Beginning at 1st level, whenever you commit an entire day to a specific sin with a specific weapon, that weapon becomes the embodiment of that sin and is linked to your soul. (Sin abilities are linked to the weapon with which sin is applied to it). Weapons linked to your soul are stored in your soul and as a bonus action you can summon one to your hand or swap one you are currently holding for a different one. At 3rd level each sin ability has (1) charge. The amount of charges increases to (2) charges at level 8 and (3) charges at level 14.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if later you get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to your armor class.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls made with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within 5ft. of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Sloth
Beginning at 3rd level, striking an enemy with your weapon imbued with the sin of sloth will devour their movement, bringing their speed to 0 and give them disadvantage on their attack rolls if they fail a Constitution saving throw. (Sin ability DC's are equal to 8 plus your proficiency bonus plus your Charisma modifier). This effect lasts for (1d4) turns.
Enhanced Effect: The duration becomes (1d12) turns.
Extra Attack
Beginning at 5th level, you can attack twice per turn when you take the attack action.
Gluttony
Beginning at 7th level, striking an enemy with your weapon imbued with the sin of gluttony will transfer their life force into you and healing for the amount of damage you dealt if they fail a Constitution saving throw.
Enhanced Effect: The healing amount becomes three times the amount of damage you dealt.
Lust
Beginning at 9th level, striking an enemy with your weapon imbued with the sin of lust will charm them for (1d6) turns if they fail a Charisma saving throw. The effect ends if the target takes damage.
Enhanced Effect: The duration of the charm increases to 24 hours.
Envy
Beginning at 10th level, striking an enemy with your weapon imbued with the sin of envy will blind and deafen them for (1d4) turns if they fail a Wisdom saving throw.
Enhanced Effect: The duration becomes (1d12) turns.
Greed
Beginning at 10th level, striking an enemy with your weapon imbued with the sin of greed will steal one random ability or spell from them that you can use once as a bonus action if they fail a Constitution saving throw. The stolen ability or spell is lost after a short or long rest.
Enhanced Effect: The amount you steal increases to (3).
Pride
Beginning at 13th level, striking an enemy with your weapon imbued with the sin of pride will grant you bonus attacks with that weapon as you go on a rant, boasting about yourself with each strike. Invoking your pride weapon grants you an extra (2) attacks for that turn.
Enhanced Effect: Amount of extra attacks becomes (4).
Wrath
Beginning at 15th level, striking an enemy with your weapon imbued with the sin of wrath grants you advantage on your attacks and deals an extra (4d12) damage of the weapon type.
Enhanced Effect: The extra damage becomes (8d12).
Blood Rush
Beginning at 17th level, you may cut yourself with one of your sin weapons to summon the ancient blacksmith to aid you for a quick attack. As your blood hits the ground the pool of blood forms into a humanoid figure hosting the soul of the blacksmith. You may give it a single target and it will blink directly to the target with a lightning fast seven slash attack that deals (7d10) damage. Damage dealt by this ability can not be avoided. You take your proficiency plus your weapon damage upon using this ability as an action.
Blood Javelin
Beginning at 18th level, javelins can be thrown to use your sins at range. When you are holding a javelin, you may transfer blood from your hand into the javelin. Doing so hurts you for (1d10 plus your proficiency bonus) and imbues the javelin with one of the sins you choose.
Deadly Sin Flourish
Beginning at 20th level, you truly become one with your weapons. Once per long rest as a bonus action, you can invoke your seven deadly sin flourish. You summon all seven sin weapons. You wield one in each hand and the other 5 are held by ghostly arms that float around you. Two on each side of you and one above you. Your next attack is the infamous "Dance Of A Thousand Cuts" developed by the blacksmith. You deal (7) attacks with such grace and display that to the eye it seems like a thousand strikes. The first attack deals normal weapon damage. Each successful attack adds (1d8) extra damage to the remaining attacks. After displaying such a technique, the next (3) sin abilities you use become enhanced.
Bloodmoon Hunter
Those of this class are magic rangers that were cursed with unique druid like abilities due to being born on a blood moon. While they are skilled with a bow, they are perfectly capable of tossing the bow aside to get physical if need be.
The Bloodmoon Hunter
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Beast Within |
| 2nd | +2 | Wild Shape |
| 3rd | +2 | Magic Bow |
| 4th | +2 | Ability Score Improvement, Cantrips |
| 5th | +3 | Extra Attack |
| 6th | +3 | Rush Of Blood |
| 7th | +3 | Arcane Shot |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Knowledge |
| 10th | +4 | Beast Embrace |
| 11th | +4 | War Magic, Arcane Option |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Arcane Option |
| 14th | +5 | Unleash The Beast |
| 15th | +5 | Ever-Ready Shot, Arcane Option |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Arcane Option |
| 18th | +6 | Arcane Option |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Bloodmoon's Gift |
Class Features
As a Bloodmoon Hunter, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Bloodmoon Hunter level
- Hit Points at 1st Level: 10 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution modifier per bloodmoon hunter level after 1st.
Proficiencies
- Armor: Light, Medium
- Weapons: Simple, Martial
- Tools: None
- Saving Throws: Dexterity, Wisdom
- Skills: Perception & two of your choice. (Gain expertise in Perception if you already gain it from a prior source).
Beast Within
Starting at 1st level, you may consume a dead creature as a bonus action to heal for (1d8) plus your Bloodmoon Hunter level.
Wild Shape
Beginning at 2nd level, you are able to wild shape (2) times per long rest into any beast of CR 1 or lower. Once you reach 6th level, you are able to transform into a beast with a CR equal to half your Bloodmoon Hunter level rounded up.
Magic Bow
At 3rd level, you can create an arcane bow as an action. The bow is a magic bow for getting around non-magical resistance and immunities. The bow has a (+1) to attack rolls and damage rolls made with it.
Cantrips
Starting at 4th level, you learn to cast a limited number of spells. You learn three cantrips of your choice that can be cast with your magic bow along with the arrow.
Extra Attack
Beginning at 5th level, you are able to attack twice when taking the attack action on your turn.
Rush Of Blood
At 6th level, when you deal damage to an enemy that has already taken damage, you deal an extra (1d8) damage. This damage is increased to (1d10) at 12th level and (1d12) at 18th level.
Arcane Shot
Starting at 7th level, you learn to unleash special magical effects with your bow. You learn three arcane options and (1) additional option at levels 11, 13, 15, 17, & 18. You may use an arcane shot once per turn when attacking. You choose to use an option after the arrow hits. You can use this ability an amount of times equal to your proficiency bonus per short or long rest.
Arcane Shot Options
These arcane shots are magical effects and your spellcasting ability for them is Wisdom.
Banishing Arrow
You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0 and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
Beguiling Arrow
Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra (2d8) psychic damage. The target must succeed on a Wisdom saving throw or it is charmed by you or an ally of your choice within 30-feet of the target. This effect ends early if who ever they are charmed with deals damage to them. The psychic damage is increased to (3d8) at 11th level and (4d8) at 15th level.
Bursting Arrow
You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10-feet of it take (2d8) fire damage each. The fire damage increases to (3d8) at 11th level and (4d8) at 15th level.
Enfeebling Arrow
You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra (2d8) necrotic damage. The target must also succeed on a Constitution saving throw or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to (3d8) at 11th level and (4d8) at 15th level.
Frostbite Arrow
When this arrow strikes its target, conjuration magic creates icicles to form and freeze around your target. The target hit by the arrow takes an extra (2d8) cold damage, its speed is reduced by 10-feet, and it takes (2d8) slashing damage the first time on each turn it moves without teleporting. The target or any creature that can reach it can use its action to remove the icicles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the icicles last for 1 minute or until you use this option again. The cold and slashing damage increases to (3d8) at 11th level and (4d8) at 15th level.
Piercing Arrow
You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don't make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1-foot wide and 30-feet long. Before disappearing, the arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw or take damage as if it were hit by the arrow. Each creature that fails also takes an extra (2d8) piercing damage. On a successful save the creature takes half as much damage. The piercing damage increases to (3d8) at 11th level and (4d8) at 15th level.
Seeking Arrow
You turn your arrow into a bolt of lightning, this grants your arrow the ability to seek out your target, allowing it to zig and zag as needed in search of its prey. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow plus an extra (2d8) lightning damage and you learn of the target's current location. On a successful save the target takes half as much damage and you don't learn its location. The arrow turns back into a normal arrow after. The lightning damage increases to (3d8) at 11th level and (4d8) at 15th level.
Shadow Arrow
You weave illusion magic into your arrow, causing it to cloud your foe's vision with shadows. The creature hit by the arrow takes an extra (2d8) psychic damage and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5-feet away until the start of your next turn. The psychic damage increases to (3d8) at 11th level and (4d8) at 15th level.
Knowledge
Beginning at 9th level, you learn one Eldritch Invocation of your choice that the blood moon infused in you.
Beast Embrace
At 10th level, you may use both of your wild shape uses at once to transform into a Lycanthrope (Detailed at the end of this class).
War Magic
Starting at 11th level, you may cast a cantrip as a bonus action when taking the attack action.
Unleash The Beast
Beginning at 14th level, when you have half your hit points or less, you may enter a trance like state. While in this state you receive halved damage and receive healing equal to half the damage you deal. This trance ends if you are healed above half health, 1 minute has passed, or you fall unconscious. You can only use this ability once per long rest.
Ever-Ready Shot
At 15th level, when you roll initiative and you have no uses of arcane shot left, you gain (1) use.
Bloodmoons Gift
Upon reaching level 20, you become one with the night as the moon watches over your soul. You passively gain advantage on initiative, attack rolls, ability checks, and saving throws when in dim light or darkness. When your hit points drop to (0) you may make a Constitution save plus you Wisdom modifier to return with a quarter of your health rounded up. The DC is equal to (5) plus the damage taken. You may only use this ability once per week as it takes (1) part of a moon cycle to recharge.
Lycanthrope
Large, Beast
- Armor Class 11 + Dexterity + Constitution
- Hit Points 120 OR (10d12+50)
- Speed 50ft.
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 20 (+5) 5 (-2) 13 (+2) 9 (-1)
- Condition Immunities None
- Senses Passive Perception 16
- Multiattack You make (2) claw attacks OR (1) claw & (1) bite attack.
- Bite DC15 To Fight Off Lycan Curse. (Stuck As The Creatue)
Actions
Claw. Melee Weapon Attack: +11 To Hit, 5ft., one target. Hit: (2d6+5) Slashing damage
Bite. Melee Weapon Attack: +11 To Hit, 5ft., one target. Hit: (1d12+5) Piercing damage
Fey Touched
The fey touched are beautiful, charming, and mischievous creatures that have been enhanced by mysterious magic from the fey wilds. The fey grants a wide, flexible variety of abilities and it is up to each individual to dig deep finding themselves to grow their powers.
The Fey Touched
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Fey Ability |
| 2nd | +2 | Fey Ability |
| 3rd | +2 | Fey Traits |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Fey Ability |
| 6th | +3 | Fey Traits |
| 7th | +3 | Fey Ability |
| 8th | +3 | Ability Score Improvement, Fey Trait |
| 9th | +4 | Fey Trait |
| 10th | +4 | Fey Ability |
| 11th | +4 | Fey Trait |
| 12th | +4 | Ability Score Improvement, Fey Trait |
| 13th | +5 | Fey Trait |
| 14th | +5 | Fey Trait |
| 15th | +5 | Fey Trait |
| 16th | +5 | Ability Score Improvement, Fey Trait |
| 17th | +6 | Fey Trait |
| 18th | +6 | Fey Trait |
| 19th | +6 | Ability Score Improvement, Fey Trait |
| 20th | +6 | Fey Augment |
Class Features
As a Fey Touched, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Fey Touched level
- Hit Points at 1st Level: 6 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d6 (or 4) plus your Constitution modifier per fey touched level after 1st.
Proficiencies
- Armor: None
- Weapons: Simple
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Deception & Two Or Your Choice.
Fey Shift
Beginning at 1st level, you are able to shift into the ethereal plane on your turn as an action and remain there for (1d4) turns or until you decide to leave as a bonus action. While you're in the ethereal plane you have double your movement speed. When you leave the ethereal plane you cause an explosion hitting all creatures within 15ft. of you. Each creature must succeed a Dexterity save or take (2d6) force damage (Half on a successful save). You can use this ability once per short or long rest. The damage caused by this ability increases to (2d8) at 5th level, (2d10) at 11th level, & (2d12) at 17th level.
Feyalyze
At 2nd level, you are able to cripple a target creatures nervous system and paralyze it until the end of your next turn. (Requires Constitution Save). You can use this ability once per short or long rest.
Fey Traits
Starting at 3rd level, you begin to alter how your abilities should fit your needs as an individual. You get to pick two of the following traits to augment your abilities.
• Bolster: Gain 1/4 of your hit points maximum rounded down as temporary hit points when you Fey Shift.
• Cripple: Feyalyze lasts for an extra round.
• Mending: Heal for your proficiency modifier per turn spent Fey Shifting.
• Ethereal Veil: After using a fey ability, gain the effect of the "shield" spell against ranged projectile attacks for (1d4) turns.
• Dazzling Light: Fey Shift has a chance to daze enemies after the explosion. Failing the save blinds the creature until the end of their next turn.
• Quick Feet: Passively gain +20ft. movement speed.
• Life Force Shield: Killing blows grant you your proficiency bonus worth of temporary hit points.
Ability Score Improvement
At 4th level, you are able to increase one of your ability scores by 2 or two of your ability scores by 1. Otherwise you may forgot an ability score increase and learn a feat instead. You gain another ability score improvement at levels 8, 12, 16, & 19.
Fey Root
Beginning at 5th level, you are able to summon magical roots to restrain a target for one minute or until it succeeds the Strength save. You can use this ability once per short or long rest.
Fey Traits
At 6th level, you are able to pick another two fey traits from the following list.
• Drug Roots: After fey root ends or the creature escapes, it must succeed a wisdom save or become confused until it succeeds the save.
• Singularity: Whenever you feyalyze or fey root, you may cause each creature within 15ft. of that one to be pulled towards it.
• Spite: You are able to cast the "hellish rebuke" spell once per short or long rest at 5th level.
• Savage Crit: Double The Damage On Critical Hits.
• Fey Charm: Feyalyze has the option to charm the target instead of paralyzing them. (Wisdom Save).
• Guardian Angel: Once per long rest, whenever you would hit 0 hit points, you get back up at the start of your turn with 1 hit point plus your Constitution modifier plus your proficiency bonus.
Fey Blast
Starting at 7th level, you are able to fire a beam of energy in a 60ft. line for (8d8) force damage. Half damage on a successful Dexterity save. You can use this ability once per short or long rest.
Fey Traits
At 8th level, you are able to pick one of the following fey traits.
• Ethereal Resistance: Gain damage resistance while fey shifting and until the start of your next turn when leaving it.
• Immolate: You may add fire damage to your unarmed and weapon attacks equal to your proficiency bonus.
• Collateral Fiend: You get to add a mental modifier of your choice along with your proficiency bonus anytime you deal AOE damage. (Area Of Effect).
Fey Trait
Beginning at 9th level, you are able to pick one of the following fey traits.
• Thrill Seeker: Whenever you get a killing blow, you gain advantage on all attacks made on your next turn and get critical hits on a roll of 19 or higher on the d20.
• White Dwarf: Feyalyze causes an explosion to creatures within 15ft. of the target for (4d6) fire damage.
• Toxic Blast: Your fey blast deals an extra (3d8) poison or acid damage.
Fey Warp
At 10th level, you are able to teleport and have (6) charges of it. You may cast the "misty step" spell by spending 1 charge. You may cast the "dimension door" spell by spending 2 charges. You may cast the "thunder step" spell by spending 4 charges. You may cast the teleport spell by spending all 6 charges. You regain all your charges after a long rest.
Fey Trait
Starting at 11th level, you are able to pick one of the following fey traits.
• Enforced Impact: You may roll one extra damage dice when rolling damage on any damaging dealing attack or ability.
• Fey Cloud: *You are able to cast the "cloud kill" spell once per short or long rest.
• Fey Fire: Your fey roots and fey blast now deal an extra (3d6) fire damage.
Fey Trait
At 12th level, you are able to pick one from the following fey traits.
• Fey Punch: Leaving fey shift empowers your unarmed strike for that turn to deal (6d12) bludgeoning damage.
• Fire Fist: Your melee attacks deal (2d6) extra fire damage.
• Killing Intent: A fey rooted target takes extra necrotic damage equal to half of all damage it takes.
Fey Trait
Beginning at 13th level, you may pick one from the following fey traits.
• Amped Up: Gain an extra attack whenever taking the attack action.
• Priority: Deal an extra (1d12) damage to creatures above half health.
• Linked: Fey rooted targets take (1d6) extra damage whenever a creature within 15ft. of it takes damage.
Fey Trait
At 14th level, you may pick one from the following fey traits.
• Resilience: Gain resistance to cold, fire, and lightning damage.
• Fey Phoenix: Summon a pet phoenix for (1d4+1) turns that deals (1d6) poison plus (1d6) fire damage to creatures it shares the same space as. Once per long rest.
• Killjoy: Killing a creature with an ability causes them to explode in a 15ft. radius for (8d6) bludgeoning damage.
Fey Trait
Starting at 15th level, you may pick one from the following fey traits.
• Ethereal Static: Deal lightning damage equal to your proficiency bonus to creatures you would be sharing spaces with while fey shifting.
• Torture: Feyalyze now burns, poisons, and electrocutes the target dealing (1d6) of each damage type.
• Elementalist: Weapon attacks deal an extra (1d6) cold, fire, or lightning damage.
At 16th level, you may pick one from the following fey traits.
• Venomous: Your melee attacks deal an extra (1d12) poison damage.
• Hurried Execution: Gain an extra attack against a feyalyzed target.
• Amped Up: Gain an extra attack when you take the attack action.
Fey Trait
Beginning at 17th level, you may pick one from the following fey traits.
• Siphon: You and allies heal for (3) hit points while a fey rooted target remains rooted.
• Life Transfer: Killing a feyalyzed target heals up to 5 creatures of your choice for 1/10 of the targets max hit points rounded down.
• Soul Sap: Abilities heal self or allies for 1/5 the damage dealt rounded down.
Fey Trait
At 18th level, you may pick one from the following traits.
• Fey Phoenix: Summon a phoenix for (1d4+1) turns that deals (1d6) poison plus (1d6) fire damage to creatures it shares the same space as. Once per long rest.
• Fey Spirit: You are able to cast the "spare the dying" spell up to 60ft. away.
• Empowered Sap: Soul sap heals for 1/2 the damage dealt rounded down instead of 1/5 and fey charm is no longer broken by damage.
Fey Trait
Starting at 19th level, you may pick one of the following fey traits.
• Suffer: Toss an elemental orb that deals (12d8) or a Siphon orb that deals (6d8) necrotic damage and heals you for half the damage dealt. Once per long rest.
• Second Chance: You may use an expended ability once more. Can only do this once per long rest.
Fey Augment
Finally at 20th level, you can use an expended ability at the cost of expending a different one once per long rest. You also gain the ability to travel to the fey wilds and back at will.
Gravity Knight
A gravity knight is a warrior who has the innate ability to manipulate the field of gravity to their benefit. By weakening or empowering gravity around themself, another creature, or object, they take control of fate on the battlefield.
The Gravity Knight
| Level | Proficiency Bonus | Features | GVB |
|---|---|---|---|
| 1st | +2 | Weightless, Gravity Force Blade, Gravity Bend Dice | D6 |
| 2nd | +2 | Fighting Style | D6 |
| 3rd | +2 | Feather Feet | D6 |
| 4th | +2 | Ability Score Improvement | D6 |
| 5th | +3 | Extra Attack | D8 |
| 6th | +3 | Swift Blood | D8 |
| 7th | +3 | ─ | D8 |
| 8th | +3 | Ability Score Improvement | D8 |
| 9th | +4 | Extra Bending | D8 |
| 10th | +4 | Zero Gravity, Pressure | D10 |
| 11th | +4 | Re-Direct | D10 |
| 12th | +4 | Ability Score Improvement | D10 |
| 13th | +5 | Second Fighting Style | D10 |
| 14th | +5 | Empowerment | D10 |
| 15th | +5 | Spacial Storm | D12 |
| 16th | +5 | Ability Score Improvement | D12 |
| 17th | +6 | Extra Attack (2) | D12 |
| 18th | +6 | Effecient Casting | D12 |
| 19th | +6 | Ability Score Improvement | D12 |
| 20th | +6 | Temporal Distortion | D12 |
Class Features
As a Gravity Knight, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Gravity Knight level
- Hit Points at 1st Level: 8 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per Gravity Knight level after 1st.
Proficiencies
- Armor: Light, Medium
- Weapons: Simple, Martial
- Tools: None
- Saving Throws: Strength, Dexterity
- Skills: Choose any three.
Weightless
At 1st level, you lower the gravitational field around you and gain plus 5-feet to your movement speed.
Gravity Force Blade
At 1st level, you are able to channel raw force through your weapon from the energy around you. Each time you land an attack or parry an enemies attack using a GVB (Gravity Bend Dice), you gain (1) charge. You can have a maximum of (5) charges. Gaining a charge when you have (5) charges causes your stored charges to explode in your hand dealing (5d8) force damage to you and each creature within 5-feet of you. You may expend any amount of your charges when attacking to deal an extra (1d8) force damage per charge spent. As an action when you have a full (5) charges, you may make a horizontal slash to hit each creature in a 15-feet cone. Each creature must make a Dexterity saving throw for full or half damage of (5d8) force damage plus your Strength or Dexterity modifier.
Gravity Bend
At 1st level, you may parry an attack made against you or an ally within 5-feet of you. You spend one of your gravity bend dice and add the number rolled to you or your allies AC against that attack. If you roll a 1 when trying to parry something, you gain no charges even if it would parry the attack and all your currently stored charges explode in your hand for (1d8) force damage per charge. You have an amount of gravity bend dice equal to your Wisdom modifier plus half your Gravity Knight level rounded down (Minimum of 1). You regain all uses on a long rest or half rounded down on a short rest.
Fighting Style
At 2nd level, you gain 1 fighting style of your choice.
Feather Feet
At 3rd level, you further reduce the gravity around you for another plus 5-feet to your movement speed.
Extra Attack
At 5th level, you may attack twice on your turn when taking the attack action.
Swift Blood
At 6th level, you are able to speed up the blood flow and push a body to the limit. You may cast the Haste spell once per long rest.
Extra Bending
At 9th level, you gain extra uses of gravity bend by learning when to gracefully do it or force it with brute strength. You gain extra uses equal to your Strength or Dexterity modifier of your choice.
Zero Gravity
At 10th level, you are able to achieve flight by removing all gravity from you or a target creature. You may cast the Fly spell once per long rest.
Pressure
At 10th level, you are able to intensify gravity on a creature and keep it bound to the ground. You may cast the Earthbind spell once per long rest.
Re-Direct
At 11th level, as a reaction upon being targeted by a melee attack, you may direct the targets attack back at themself or at another creature of your choice within range by making a successful Dexterity check contested by the attack roll.
Fighting Style
At 13th level, you gain a second fighting style of your choice. You can not take the same fighting style twice.
Empowerment
At 14th level, you may lower or increase the gravity within you or an ally to increase the Strength or Dexterity of the targeted creature by two for a (+1) in that ability. You may use this feature once per long or short rest and it lasts for 1 minute. (Requires Concentration). This ability allows the creature to temporarily pass the (20) limit.
Spacial Storm
At 15th level, you are able to effect the gravity of things much further away from you. You are able to cast the Minute Meteors spell once per long rest as you pull them down from the stars themselves.
Extra Attack (2)
At 17th level, you may attack three times when taking the attack action on your turn.
Effecient Casting
At 18th level, you are able to cast the Haste, Fly, Earthbind, & Minute Meteors spells twice per long rest.
Temporal Distortion
At 20th level, you are able to bend gravity to such an extreme that time itself stops for a moment. You are able to cast the Time Stop spell once per long rest by expending (2) gravity bend dice.
Living Sword
Creaures that have slayed a dragon at some point in their life might end up leaving their soul behind in an item after death thus creating a "dragon slayer." Through a ritual, a dragon slayer can be somewhat reverted back to a humanoid form as a living weapon. They themselves are a weapon and may channel their power through any shortsword or longsword they wield. Whenever a living sword hits (0) hit points it reverts back to a dragon slayer and can not have the ritual performed on it again as part of its soul is lost in dying a second time.
The Living Sword
| Level | Proficiency Bonus | Features | Soul Points |
|---|---|---|---|
| 1st | +2 | Fighting Style, Elemental Sword | – |
| 2nd | +2 | Soul Points | 2 |
| 3rd | +2 | Elemental Endurance | 3 |
| 4th | +2 | Ability Score Improvement | 4 |
| 5th | +3 | Extra Attack | 5 |
| 6th | +3 | Ability Score Improvement, Energy Waves | 10 |
| 7th | +3 | Fierce Aura, Scales | 11 |
| 8th | +3 | Ability Score Improvement, LR (1) | 12 |
| 9th | +4 | LA (1) | 13 |
| 10th | +4 | Energy Vortex | 14 |
| 11th | +4 | Extra Attack (2) | 15 |
| 12th | +4 | Ability Score Improvement, Wings | 30 |
| 13th | +5 | LR (2) | 31 |
| 14th | +5 | Ability Score Improvement, LA (2) | 32 |
| 15th | +5 | Ferocious Slash | 33 |
| 16th | +5 | Ability Score Improvement, Resilient Perseverance | 66 |
| 17th | +6 | LR (3) | 67 |
| 18th | +6 | Extra Attack (3), Energy Collapse | 68 |
| 19th | +6 | Ability Score Improvement, LA (3) | 69 |
| 20th | +6 | Soul Shatter | 70 |
Class Features
As a Living Sword, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Living Sword level
- Hit Points at 1st Level: 10 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d10 (or 6) plus your Constitution modifier per living sword level after first.
Proficiencies
- Armor: Light, Medium, Heavy, Shields
- Weapons: Shortsword, Longsword
- Tools: None
- Saving Throws: Dexterity, Constitution
- Skills: Survival, Perception, & Stealth
Fighting Style
Beginning at 1st level, you may choose one of the following fighting styles.
• Defense: Gain +1 to armor class while wearing armor.
• Dueling: Gain +2 to damage rolls when only wielding 1 weapon.
• Great Weapon Fighting: *When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. * • Two Weapon Fighting: *When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. *
Elemental Sword
Also at 1st level, your weapon attacks deal an extra (d4) damage depending on the type of living sword you are. Living swords take on the damage type of which the dragon they slayed was known for. This extra damage increases as you level. The damage becomes a (d6) at 4th level, (d8) at 9th level, (d10) at 13th level, (d12) at 17th level.
Soul Points
Starting at 2nd level, you gain access to soul points. The amount of soul points you can have increases as you level. You regain all your soul points after a long rest or half your level rounded down on a short rest. You may spend one of your points as a reaction any time you have to roll a d20 and grant yourself advantage on the roll.
Elemental Endurance
At 3rd level, you gain damage immunity to one type of damage and damage resistance to another type of damage depending on the type of living sword you are.
Ability Score Improvement
Beginning at 4th level, you may increase one ability score by 2 or two abilities by 1. Otherwise you may choose to not increase an ability score and instead learn one feat of your choice. You gain this feature again at levels 6, 8, 12, 14, 16, & 19.
Extra Attack
Starting at 5th level, you may attack twice on your turn when taking the attack action.
Energy Waves
At 6th level, you gain a new way to spend your soul points. As a bonus action, you can have one of your attacks launch a wave of energy depending on your damage type. This ability costs (2) soul points. You may make a vertical slash that hits each creature in a line up to 60ft. away from you. Instead of a vertical slash you may make it a horizontal slash that targets creatures in a 30ft. cone. Creatures targeted by this ability must make a dexterity save for full or half damage of (3d12) your damage type.
Fierce Aura
Beginning at 7th level, you may give off a frightening aura as a bonus action. This aura lasts for 1 minute and can be used once per short or long rest. While active, your damage type swirls around you out to 10ft. away. Creatures that start their turn in the aura take your level in damage. Whenever a creature takes damage from a melee attack you make or from your aura, you may spend (2) soul points to attempt to frighten the creature for 1 minute. DC is equal to (13) plus your proficiency bonus.
Scales
Also at 7th level, you may spend (5) soul points as a bonus action to transform your skin into dragon scales. For a number of rounds equal to your constitution modifier, you gain (+2) to your armor class and reduce damage taken from failed dexterity or constitution saving throws by twice your level.
LR (1/Day)
Starting at 8th level, you gain the use of legendary resistance and may use it once per long rest. Whenever you fail a saving throw, you may use your legendary resistance to succeed the save instead.
LA (1/Round)
At 9th level, you gain the use of legendary action and may use it once per round. At the end of another creatures turn you may use your legendary action to make a melee attack at a creature within range or instead move half your movement speed. You regain all uses of your legendary actions at the start of each of your turns.
Energy Vortex
Beginning at 10th level, you may spend (7) soul points to create a vortex of your damage type to each creature within 40ft. of you. Creatures caught in the vortex must make a dexterity save for full or half of (10d6) of your damage type. You may choose to dampen the vortex to only 20ft. around you at the cost of it only dealing (6d8) of your damage type. This costs (2) less soul points.
Extra Attack (2)
Starting at 11th level, you may attack three times whenever you take the attack action on your turn.
Wings
At 12th level, you may spend (4) soul points as a bonus action to sprout wings that represent your damage type. You gain a flying speed of 60ft. and this ability lasts for 1 hour.
LR (2/Day)
Beginning at 13th level, you now have two uses of legendary resistance per long rest.
LA (2/Round)
Starting at 14th level, you now have two uses of legendary actions per round.
Ferocious Slash
At 15th level, you may spend (10) soul points as a reaction when you make a melee attack. Your weapon attack deals an extra (7d10) of your damage type and (3d10) extra slashing damage.
Resilient Perseverance
Beginning at 16th level, you may spend (6) soul points to become condition immune and heal for half your level plus your constitution modifier at the start of your turns. This ability lasts for 1 minute.
LR (3/Day)
Starting at 17th level, you now have three uses of legendary resistance per long rest.
Extra Attack (3)
At 18th level, you may attack four times when taking the attack action on your turn.
Energy Collapse
Also at 18th level, you may spend (30) soul points to convert the ambient arcane energy on the battlefield into your damage type. Each creature of your choice that you can see within 120ft. of you must make a dexterity save for full or half of (20d6) of your damage type as they suddenly explode with from the implosion of energy.
LA (3/Round)
At 19th level, you now have three uses of legendary actions per round.
Soul Shatter
Finally at 20th level, you may spend your all your remaining soul points (minimum of 35) to become your damage type. Half of you remains humanoid shaped and the other half is replaced with dragon parts. This form lasts until you end it and deals (30) damage to you at the end of your turn. Every other time it damages you, your hit point maximum is reduced by (30) and it can never be restored. While in this form, you gain advantage on all rolls. Your armor class is increased by your constitution modifier. Your extra elemental damage on weapon attacks is doubled to (2d12). And you gain resistance to all other damage types. (Possibly a weakness to one damage type depending on your damage type).
Mesmer
Mesmers are masters of illusion and control, subverting enemy's energy for their own, and that of their allies. Combined with any other profession, their skills provide excellent support, turning enemies powers against them and changing the very fabric of reality to hinder foes and help allies and themselves. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Their powers of aggression allow them to take control of the enemies energy and skills. Their unique illusion talents can slow or even halt an enemies movement and abilities, or cause imaginary illnesses that drain health and energy from foes while healing and energizing others. While mesmers are not known for brute strength, their abilities to confuse, distract, and drain an enemy of their resources more than compensates for it.
Class Features
As a Mesmer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Mesmer level
- Hit Points at 1st Level: 8 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per Mesmer level after 1st.
Proficiencies
- Armor: None
- Weapons: Simple
- Tools: Disguise Kit
- Saving Throws: Dexterity, Charisma
- Skills: Choose two skills from (Arcana, Deception, Insight, Perception, Performance, & Stealth).
The Mesmer
| Level | Proficiency Bonus | Features | Flux Points |
|---|---|---|---|
| 1st | +2 | Manipulations, Mesmer Specialization | 4 |
| 2nd | +2 | Energy Bolt | 6 |
| 3rd | +2 | Energy Siphon | 14 |
| 4th | +2 | Ability Score Improvement | 17 |
| 5th | +3 | Projected Energy | 27 |
| 6th | +3 | Specialization Feature | 32 |
| 7th | +3 | 38 | |
| 8th | +3 | Ability Score Improvement | 44 |
| 9th | +4 | 50 | |
| 10th | +4 | Specialization Feature | 64 |
| 11th | +4 | 70 | |
| 12th | +4 | Ability Score Improvement, Advanced Manipulations | 70 |
| 13th | +5 | – | 80 |
| 14th | +5 | Specialization Feature | 80 |
| 15th | +5 | 90 | |
| 16th | +5 | Ability Score Improvement | 90 |
| 17th | +6 | 100 | |
| 18th | +6 | Psychic Nightmare | 107 |
| 19th | +6 | Ability Score Improvement | 144 |
| 20th | +6 | Translucent Skin | 120 |
Manipulations
| Level | Total |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 5th | 4 |
| 7th | 5 |
| 9th | 6 |
| 12th | 7 |
| 15th | 8 |
| 18th | 9 |
Manipulations
At 1st level, you know two regular arcane manipulations of your choice. You learn more manipulations of your choice at higher levels, as shown in the manipulations column of the Mesmer table.
In addition, whenever you gain a level in this class, you can replace one manipulation you know with a different one of your choice. You can replace a regular manipulation with an advanced manipulation.
You must be 12th level or higher to start learning advanced manipulations.
Flux Points
To use your manipulations you must spend flux points to do so. Your maximum amount of flux points increases at higher levels and are regained fully after a long rest. There is a limit on how many flux points you may spend at one time. Beginning at 1st level that limit is (2) points. This increases to (3) points at 3rd level, (5) points at 5th level, (6) points at 7th level, (7) points at 9th level, (9) points at 11th level, (10) points at 13th level, (11) points at 15th level, & (13) points at 17th level.
Arcane Focus
You use an arcane focus for your manipulations. as a bonus action, you can choose one of your manipulations & gain its focus benefit. The benefit lasts until you are unconscious or use a bonus action to change it. You can only have one focus benefit at a time active.
Mesmer Casting Ability
Charisma is your mesmer casting ability for your manipulations, since the power of your magic relies on your ability to use the energy from yourself and others. In addition, you use your Charisma modifier when setting the saving throw DC for your Mesmer abilities.
Mesmer Magic Specialization
At 1st level, you choose a mesmer magic specialization: Aggression, Illusion, or Support, which are detailed at the end of the class description. Your choice grants you unique features at 1st level and again at 6th, 10th, & 14th level.
Energy Bolt
Beginning at 2nd level, you are able to project your energy in a harmful way. As an action, you can make a ranged attack against a creature you can see within 120-feet of you. Your Charisma modifier is used for the attack roll and the attack deals (1d10) force damage on a hit. This damage increases by (1d10) when you reach 5th level and again at 11th & 17th level.
Energy Siphon
Beginning at 3rd level, as a bonus action you can impose a Charisma saving throw against a creature you can see. On a failed save, you regain (1d6) plus your proficiency bonus worth of Flux Points. You can only use this ability once per short or long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, & 19th level, you can increase one ability score of your choice by (2), or two ability scores of your choice by (1). You can't increase an ability score above (20) using this feature.
Projected Energy
Beginning at 5th level, you are able to cast the Mage Hand, Minor Illusion, & Prestidigitation spells at will. You are also able to cause light to radiate from your body in a color of your choice. As a bonus action you can cause the light to emerge up to 20-feet of light and another 20-feet of dim light. This light lasts for one hour or until canceled with a free action.
Psychic Nightmare
Beginning at 18th level, as an action you can replace the visions of a creature you can see to perceive an illusionary horror. The creature must make a Charisma saving throw. On a failed save the target takes (6d6) force damage and half as much on a successful save. If the target failed the save, they continue to make the save at the start of each of its turns for a number of rounds equal to your proficiency bonus minus (1d4). Until the spell ends or is successfully saved against, the target creature takes another (6d6) psychic damage at the start of their turns or half of much if they manage to finally make the save.
Translucent Skin
At 20th level, your skin becomes pale and slightly translucent as it becomes one with natural energy flowing about the air. You are now able to regain your proficiency bonus plus your Constitution modifier worth of Flux Points upon finishing a short rest.
Specializations:
Agression Magic
The mesmers dedicated to manipulating arcane energy in an aggressive manor, use skills and spells that disrupt their foes while dealing damage.
Karma
At 1st level, when a creature within 60-feet of you that you can see, hits you with an attack, you may use your reaction to force the target to make a Charisma saving throw. On a failed save the target takes (2d8) psychic damage or half as much on a successful save. You can use this feature a number of times equal to your Charisma modifier. You regain these uses after finishing a long rest. At 5th level, you regain your uses after finishing a short rest but only once per long rest.
Sabotage
Beginning at 6th level, when a creature within 60-feet of you that you can see makes a saving throw, you may use your reaction to impose disadvantage on the save by spending (3) Flux Points. If the target fails the save, it also takes damage equal to (1d10) plus your charisma modifier. You can't use this feature again until you finish a short or long rest.
Silence
Beginning at 10th level, when a creature you can see within 60-feet of you is casting a spell, you may use your reaction to force a Charisma saving throw on them. On a success they cast the spell as normal. On a failed save, the creature's spell fails. If you spend Flux Points equal to the level of the spell they were casting (minimum of 1), their spell slot is also wasted. You can't use this feature again until you finish a short or long rest.
Soul Fortification
Beginning at 14th level, when you damage a single creature with an ability or weapon attack, you may cause the attack to deal an extra (1d10) force damage.
Illusion Magic
The mesmers dedicated to manipulating arcane energy for illusions, use their abilities to hinder their foes by reducing their efficiency and movement with hexes and deceiving their foes.
Sluggish Mind
At 1st level, as a bonus action you may target a creature you can see within 60-feet of you. The creature has its speed reduced by half and it is no longer able to take reactions for a number of rounds equal to half your Charisma modifier (rounded up). You can't use this feature again until you finish a short or long rest.
Distortion
Beginning at 6th level, you can distort your physical form to reduce the damage of an incoming attack by half as a reaction. You may use this feature an amount of times equal to your Charisma modifier plus your Constitution modifier per short or long rest.
Illusionary Veil
Beginning at 10th level, whenever you affect a creature with one of your abilities, you may force it to make a Wisdom saving throw. On a failed save, the target is blind or deafened on a fail (your choice). This effect lasts for one minute or until a successful save. You can use this feature once per short or long rest.
Phantom Wound
Beginning at 14th level, as a bonus action, you may target a creature you can see within 60-feet to place a the wound on and the target must make a Charisma saving throw. On a failed save, the target takes (1d6) force damage at the start of each of its turns and gets half healing from all sources. This effect lasts for one minute or until a successful save. You can use this feature once per short or long rest.
Support Magic
The mesmers dedicated to manipulating arcane energy in a supportive manor, use their powers to focus on a more defensive style while giving resistances and reducing incoming damage. They also use the energy to heal.
Protection
At 1st level, you gain proficiency with another saving throw of your choice and gain advantage on Charisma saves.
Efficient Casting
Beginning at 6th level, anytime you use an ability that uses Flux Points you regain (1) Flux Point. (Minimum of 2 Flux Points spent).
Rejuvenation
Beginning at 10th level, whenever you use a manipulation to heal, the target of the manipulation regains an extra amount of healing equal to your Charisma modifier.
Fortification
Beginning at 14th level, as a reaction you can spend (3) Flux Points to gain advantage on a saving throw against a spell. In addition if it deals damage, you only take half damage on a failed save and none of a success.
Manipulations:
Psychic Pain
Regular
• (Focus) You gain temporary hit points equal to your Charisma modifier.
• (2FP) As an action, you can make a ranged ability attack against a creature within 90-feet that you can see. On a hit, the target takes (3d4) force damage immediately and (2d4) force damage at the end of its next turn.
• (5FP) The damage (both initial and later) increases by (2d4) and the target has to make a Constitution saving throw. On a failed save the target can't regain hit points until the start of your next turn.
Clone
Regular
• (Focus) You have advantage on any skill check related to magic and arcane knowledge. (Can only have 2 clones active via this ability at a time & you can only gain benefit from 1).
• (2FP) As a bonus action you create a temporary clone that has no physical form. On your next turn, you may take the attack action twice after which at the end of your turn, the clone fades.
• (8FP) The clone persists for an extra round.
• (12FP) The clone persists for an extra 2 rounds.
Clone Substitute
Regular
• (Focus) You gain resistance to force damage.
• (2FP) You can swap places with one of your clones as a bonus action.
• (3FP) Your clone can instantly make one attack after being swapped with you.
Disrupt
Regular
• (Focus) While focused on this manipulation, when you're attacked by a ranged spell, you can use your reaction and expend (1) Flux Point to impose disadvantage on the ranged spell attack roll.
• (5-10FP) As a reaction, you can cast the Counterspell spell. The spell is cast at 5th level with the base 5 Flux Point spent and is cast at one level higher per extra Flux Point spent up to (10) points maximum.
Blackout
Regular
• (Focus) You gain truesight up to 15-feet.
• (2FP) You can cast the Darkness spell on yourself. (Requires Concentration).
• (5FP) You cast the spell as normal and you no longer have to concentrate on it. You also are able to toggle it off and on for the duration of the spell.
Explosive Clone
Advanced
• (Focus) You can add half your proficiency bonus (rounded up) to damage you deal.
• (2FP) You can cause your mesmer(s) to explode in a 15-foot radius. Every creature caught in the explosion must make a Dexterity saving throw. On a failed save a creature takes (3d10) force damage and (1d10) on a successful save.
• (5FP) The damage cause by explosion is increased to (6d10) on a failed save and (3d10) on a successful save.
• (6FP) Creatures have disadvantage on the Dexterity saving throw.
Conjure Weapon
Regular
• (Focus) You have advantage on weapon attack rolls.
• (6FP) You conjure a (+3) magical dagger that deals (1d4) force damage plus (3) psychic. Lasts for 8 hours.
• (8FP) You conjure a (+3) magical shortsword that deals (1d6) force damage plus (5) psychic damage. Lasts for 8 hours.
• (10FP) You conjure a (+3) longsword or rapier that deals (1d8) force damage plus (7) psychic damage. Lasts for 8 hours.
Explosive Weapons
Advanced
• (Focus) Your conjured weapons gain the thrown properties.
• (2FP) You can cause your weapon to explode in a 5-foot radius. A failed dexterity saving throw results in (2d12) force damage. A creature who has a weapon in them automatically fails the save and takes an extra (1d12) force damage.
• (7FP) The damage increases to (4d12) on a failed save and (5d12) on an embedded target. The range of the explosion also increases to a 10-foot radius.
• (10FP) The damage increases to (5d12) on a failed save and (6d12) on an embedded target. The range of the explosion is increased to a 15-foot radius.
Resistance
Regular
• (Focus) Choose a type of damage and gain a damage reduction of (3) whenever taking that type of damage.
• (2FP) As a reaction, you can cast the Absorb Elements spell.
• (5FP) As an action you can cast the Protection From Energy spell. (Requires Concentration).
Empathy
Regular
• (Focus) Gain advantage on Charisma skill checks.
• (2FP) As an action you can cast the Friends spell.
• (5FP) As an action you can cast the Charm Person spell. (Requires Concentration).
• (7FP) You are able to target non-humanoids with charm person. (Requires Concentration).
Burning Blood
Regular
• (Focus) You may deal an extra (1d8) force damage when using Energy Bolt by spending (2) Flux Points.
• (2FP) You can cast the Witch Bolt spell as a bonus action.
• (4FP) You can cast it at 3rd level.
• (8FP) You can cast it at 5th level.
Manipulative Minds
Regular
• (Focus) You gain advantage on Wisdom Saves.
• (2FP) As a reaction, you can impose disadvantage on a target making a Wisdom or Intelligence save.
• (3FP) As a reaction, you can grant an ally advantage on any saving throw they are making.
Mental Explosions
Regular
• (Focus) As a bonus you can impose a Wisdom save against a creature you can see within 30-feet. The creature is considered marked by your thoughts on a failed save and lasts for 24 hours.
• (3FP) Every marked creature has their marked consumed causing an explosion in their mind for (3d10) force damage.
• (5-7FP) The damage is increased to (4d10)-(6d10) depending on the Flux Points spent.
Hasted Senses
Regular
• (Focus) Your speed is increased by 5-feet. and you have advantage on initiative. If you are surprised, you may spend (1) Flux Points to no longer be.
• (1-5FP) You grant yourself or an ally you can see within 60-feet a (+2) bonus to initiative per point spent. You can use this before or after rolling initiative but before the round begins.
• (5FP) As an action you can cast the Haste spell. (Requires Concentration).
Guardian
Regular
• (Focus) Choose a number of allies up to your Charisma modifier and they automatically succeed all saving throws you impose upon them with your abilities. They also take no damage on damage saves that would other wise make it half.
• (2FP) As a reaction, you can cast the Protection From Evil And Good spell. (Requires Concentration).
• (5FP) As an action you can cast the Glyph Of Warding spell.
Clone Gang
Advanced (Replaces Clone)
• (Focus) You gain a clone that stays until it dies. The clone appears with (40 Hit Points). It deals (1d8) force damage as a melee attack. Its AC is equal to 10 plus your Dexterity modifier.
• (5FP) As a bonus action, you can cause your clone to deal (2) attacks.
• *(10FP) As a bonus action, you can cause your clone to deal (3) attacks.
• (15FP) As a bonus action, you can cause your clone to deal (3) attacks and its attack is increased to (1d10) force damage.
• (20FP) As a bonus action you can cause your clone to deal (5) attacks and its attack is increased to (1d12) force damage.
• (25FP) As a bonus action you can cause your clone to deal (5) attacks and its attack is increased to (2d12) force damage.
*(This ability allows you to exceed your Flux Points limit at the cost of taking (1d6). (1d10), or (1d12) force damage depending if you spend (15), (20), or (25) Flux Points.
Recovery
Regular
• (Focus) You gain advantage on saves against being poisoned and you gain resistance to poison damage.
• (2-7FP) You can heal a target you touch for your Charisma modifier per point spent.
• (3FP) As an action you can cast the Lesser Restoration spell.
Mending
Advanced
• (Focus) As an action you can cast the Spare Dying cantrip.
• (2FP) As an action you can cast the Healing Word spell.
• (5FP) Can cast it at 3rd level.
• (6FP) Can cast it at 5th level.
• (7FP) Can cast the Mass Cure Wounds spell as an action.
• (10FP) Can cast it at 6th level.
• (13FP) Can cast the Heal spell. (Once per long rest).
Durable
Regular
• (Focus) You take (3) less damage from non-magical piercing, slashing, or bludgeoning damage of your choice.
• (2FP) As a reaction you can cast the Shield spell. (Can be cast onto allies within 30-feet.)
• (6FP) As an action you can cast the Stoneskin spell. (Requires Concentration.)
Power Flux
Advanced
• (Focus) Everything you do deals an extra (1d6) force damage.
• (2FP) As a reaction upon dealing damage, you may deal an extra (1d8) force damage.
• (5FP) The damage is increased to (3d8) force damage.
• (9FP) You can cast the Disintegrate spell. (Once per long rest).
• (13FP) You can cast it at 9th level. (Once per long rest.)
Power Siphon
Advanced
• (Focus) You gain temporary hit points equal to your proficiency bonus when defeating an enemy.
• (2FP) As an action you can spend up to (2) Mesmer Hit Dice to recover (1d8) Flux Points per hit dice spent.
• (5FP) You can cast the Dispel Magic spell.
• (13FP) You can cast it at 9th level. (Once per long rest).
Manipulation Rules:
• You may only use one ability that requires concentration at a time.
• You may only cast a 9th level spell once per long rest regardless if you gain multiple 9th level spells from different manipulations.
• You can not be reduced below (0) Flux Points and you can never gain more than your maximum amount of Flux Points.
• Manipulations can be dispelled or counterspelled if used to cast a spell.
• *Manipulations are a type of magic and are not able to be used in areas that prevent magic from being able to be used.
Shadow Wyrmling
Lurking in the ethereal plane is a well of dark energy. True shadow wyrmlings are born in the ethereal plane, bathed in the void from birth. These beings may grant others the power to tap into the well and teach them the ways of a shadow wyrmling. The original shadow wyrmling was a simple ethreal being that created a deadly form of combat by combining two of the most feared things from his time, necrotic magic and dragons.
The Shadow Wyrmling
| Level | Proficiency Bonus | Features | Void Energy |
|---|---|---|---|
| 1st | +2 | Necrotic Grasp | ─ |
| 2nd | +2 | Void Energy, Dragon Breath | 6 |
| 3rd | +2 | Shadow Blade | 14 |
| 4th | +2 | Ability Score Improvement | 18 |
| 5th | +3 | Extra Attack | 27 |
| 6th | +3 | Bonus Save | 32 |
| 7th | +3 | Billow | 38 |
| 8th | +3 | Ability Score Improvement | 44 |
| 9th | +4 | Shadow Bow | 57 |
| 10th | +4 | Ability Score Improvement | 64 |
| 11th | +4 | Darkness Dome | 64 |
| 12th | +4 | Ability Score Improvement | 64 |
| 13th | +5 | Shadow Wings | 64 |
| 14th | +5 | Black Hole | 64 |
| 15th | +5 | Dark Mirror | 71 |
| 16th | +5 | Ability Score Improvement | 71 |
| 17th | +6 | Gloom Stitching | 71 |
| 18th | +6 | Shade Shelter | 80 |
| 19th | +6 | Ability Score Improvement | 80 |
| 20th | +6 | Shadow Dragon | 80 |
Class Features
As a Shadow Wyrmling, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Shadow Wyrmling level
- Hit Points at 1st Level: 12 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d12 (or 7) plus your Constitution modifier per shadow wyrmling after 1st.
Proficiencies
- Armor: Light
- Weapons: None
- Tools: None
- Saving Throws: Dexterity, Wisdom
- Skills: Intimidation and any other two of your choice.
Necrotic Grasp
Necrotic grasp is an unarmed melee attack that deals (1d8) necrotic damage. You may spend 1 void energy to augment your necrotic grasp into a ranged melee attack that reaches up to 60ft. away. At 2nd level and higher you can augment your grasp into a large claw to resemble a dragon for 1 void energy. Your damage type is dependent on the type of dragon you choose to infuse it. Your claw deals (1d8) necrotic damage plus (1d12) damage according to the type of dragon chosen. See the dragon chart to learn at which levels you gain new types of dragons to choose from. (You can do a ranged claw by spending 2 void energy; one for the reach one for the claw).
Void Energy
Void energy is how much raw ethereal energy you can store at any given time and it is used to augment your attacks and use your abilities. The amount of void energy you can store increases as you level up and you regain all void energy on a long rest. At 16th level you are able to regain a flat 20 void energy after taking a short rest.
Dragon Breath
At 2nd level, you may infuse yourself or a creature you touch with the ability to exhale a dragon's breath. To infuse a target costs a bonus action and using the breath itself costs an action. This ability costs (5) void energy and deals (3d6) damage of the chosen dragon type. The damage increases by (1d6) for each extra void energy spent up to a maximum of an extra (4) void energy bringing the maximum damage possible up to (7d6) for (9) void energy.
Dragon Chart
| Level | Dragon | Damage Type | Range |
|---|---|---|---|
| 2 | Brass | Fire | Line (90ft.) |
| 4 | White | Cold | Line (90ft.) |
| 6 | Copper | Acid | Line (90ft.) |
| 8 | Black | Acid | Cone (60ft.) |
| 10 | Bronze | Lightning | Line (90ft.) |
| 12 | Green | Poison | Line (90ft.) |
| 14 | Blue | Lightning | Cone (60ft.) |
| 16 | Silver | Cold | Cone (60ft.) |
| 18 | Gold | Fire | Cone (60ft.) |
| 20 | Red | Fire | AoE (30ft.) |
Red Dragon Breath
The base damage for the red dragon breath is (12d6) instead of (3d6).
Shadow Blade
At 3rd level, you are able to weave a blade of solidified gloom with which you are proficient with. This ability costs 1 void energy and is cast as a bonus action. This ability requires concentration and lasts for 1 minute (10 rounds). The blade deals (4d4) psychic or necrotic damage. It has the light, finesse, and thrown properties and has a range of (20/60). As a bonus action if you are not in possession of your weapon and your concentration still remains, you may return it to your hand.
Extra Attack
At 5th level, you are able to attack twice when taking the attack action.
Bonus Save
At 6th level, you become proficient in Constitution saving throws as your body becomes more entwined with the ethereal plane and your veins partially flow with dark energy. (Noticeable when injured and bleeding as your wounds smoke).
Billow
At 7th level, as a reaction upon taking damage, you may turn into shadowy smoke and flow up to 60ft. away avoiding all the damage taken. This ability costs (8) void energy.
Shadow Bow
At 9th level, you are able to spend (5) void energy to summon a dark pulsing bow with (5) gloom arrows knocked as an action. You may fire the bow as is with your second attack to deal (5d8) necrotic damage or you may exhale energy into as many arrows as you please. Exhaling onto one or more of the arrows changes the damage type or types to a damage type of a dragon of your choice. If you make all the arrows a different dragon aspect (Fire, Cold, Acid, Lightning, Poison) you may spend an extra (10) void energy if it hits to cause an ethereal explosion of necrotic energy for an extra (10d8) necrotic damage.
Darkness Dome
At 11th level, once per long rest you may envelope yourself in a sphere of darkness as a bonus action. It is a (30ft.) aura of magical darkness centered on you and follows you as you move. You alone are able to see inside of this darkness and it lasts for (1d4) turns.
Shadow Wings
At 13th level, you are able to as an action sprout wings made of void tendrils that expel faint smoking darkness. You gain a fly speed of (60ft.) for the next 6 hours. This ability costs (12) void energy and does not require concentration.
Black Hole
At 14th level, you are able to open a black hole leading to the ethereal plane on the palm of your hand. Once per long rest as a reaction upon being targeted by a spell, you may negate the spell, sending it to the other plane.
Dark Mirror
At 15th level, as an action you may replicate a spell negated by your black hole and cast it from your palm by spending (5) void energy.
Gloom Stitching
At 17th level, once per long rest you may spend half your current void energy to cause all the shadows around you to come to life and mutilate a target. You take half the damage dealt as damage to yourself and it can not be avoided by any means even if you use your billow ability. This ability deals (1d8) necrotic damage for each void energy spent and the target must make a Strength saving throw or become rooted in place for (1d4) rounds.
Shade Shelter
At 18th level, once per long rest upon taking lethal damage or dropping to 0 hit points, you may as a reaction enter a willing creature that you can see to recover. You must spend (1d4) days inside this target. If the target dies or becomes unconscious you are expelled into nothingness, die, and are lost for forever. (Only a wish spell could revive someone that dies in this manor).
Shadow Dragon
At 20th level, you are able to awaken the legendary shadow dragon. This ability costs all of your remaining void energy (minimum of 20). You yourself transform into a dragon as a bonus action. You become a unique dragon unknown to the world of your rare kind. You become a shadow dragon of pure raw void energy. You take on the stats of an ancient dragon. Your bite, claw, tail, and breath attacks deal necrotic damage. You maintain this form for (1) turn per every (5) void energy spent rounding down. You can not use this ability again for (1d4) weeks as you recover from the overload of void energy. (You don't gain temporary hit points when transforming; damage to the dragon form is essentially damage to your being).
Shadow Dragon
Gargantuan, Dragon
- Armor Class 22
- Speed 40ft., Fly 80ft.
STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)
- Damage Immunities Necrotic
- Legendary Resistance If you fail a saving throw, you may choose to succeed instead.
Actions
Multiattack. Make (4) attacks: one bite, two claws, and one tail.
Bite. Melee Weapon Attack: Attack +16 To Hit, 15ft., one target. Hit: (2d10+10)) Piercing damage
Claw. Melee Weapon Attack: Attack +16 To Hit, 10ft., one target. Hit: (2d6+10)) Slashing damage
Tail. Melee Weapon Attack: Attack +16 To Hit, 20ft., one target. Hit: (2d8+10)) Bludgeoning damage
Breath Attack (Recharge 5-6). DC23 Constitution Saving Throw For Full/Half Damage: (26d6)
Soul Hive
A soul hive is a rare occurrence where several souls escape from the mirror world and attach themselves to a creature to survive. The creature gains knowledge and abilities from the past lives of these souls but at the cost of their mental state weakening. A Soul Hive is a schizophrenic that changes personalities daily.
The Soul Hive
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Class Trait | 1 | 1 | 1 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Class Trait | 1 | 2 | 2 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Class Trait | 2 | 3 | 3 | — | — | — | — | — | — | — | — |
| 4th | +2 | ASI/CTA/DHPD | 2 | 4 | 4 | — | — | — | — | — | — | — | — |
| 5th | +3 | Class Trait | 3 | 5 | 4 | 1 | — | — | — | — | — | — | — |
| 6th | +3 | ASI/CTA/DHPD | 3 | 6 | 4 | 2 | 1 | — | — | — | — | — | — |
| 7th | +3 | Class Trait | 3 | 7 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 8th | +3 | ASI/CTA/DHPD | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 9th | +4 | Class Trait | 4 | 9 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
| 10th | +4 | CF/CTA/TP | 4 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 11th | +4 | Class Trait | 4 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 12th | +4 | ASI/CTA/DHPD | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | Class Trait | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 14th | +5 | ASI/CTA/DHPD | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | CF/CTA/TP | 5 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 16th | +5 | ASI/CTA/DHPD | 5 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 17th | +6 | Class Trait | 6 | 17 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | — |
| 18th | +6 | Class Trait | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | — |
| 19th | +6 | ASI/CTA/DHPD | 6 | 19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | — |
| 20th | +6 | CTA/TC/REB | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
Class Features
As a Soul Hive, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Soul Hive level
- Hit Points at 1st Level: 8 plus your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per Soul Hive level after first.
Proficiencies
- Armor: None
- Weapons: Two Of Choice
- Tools: None
- Saving Throws: Constitution, Intelligence
- Skills: History & 1 Of Your Choice
Class Locked
A Soul Hive is not able to multiclass into other classes and no other class can multiclass into a Soul Hive.
1st Level
You essentially start off as any normal class and pick one to gain a single 1st level class feature from.
Spellcasting
The Soul Hive class table shows how many spells you know and how many slots you have for each level as well as when you get more. Each time you level up you can learn one spell from a class related to your current alignment. Also, each time you level up you may swap a single spell you know for a different spell.
Alignments
Your base alignment does not change be it Good, Neutral, or Evil. Your secondary alignment however does change day to day. Each time you finish a long rest you must roll to determine which alignment you are for that day.
(1-33) Chaotic
(34-66) Neutral
(67-99) Lawful
(100) Your Choice
Class Traits
Depending on which alignment you are, it determines from which list of classes you may select a trait from upon leveling up.
Alignment To Classes
| Lawful | Neutral | Chaotic |
|---|---|---|
| Arcane Engineer | Bloodmoon Hunter | Asomatous |
| Cleric | Druid | Barbarian |
| Gravity Knight | Fighter | Bard |
| Paladin | Mesmer | Blade Sinner |
| Spell Blade | Monk | Fey Touched |
| Summoner | Ranger | Rogue |
| Wizard | Tarot Warden | Shadow Wyrmling |
| — | Thought Shaper | Sorcerer |
| — | Thread Dancer | Tattoo Weaver |
| — | Witch | Warlock |
2nd Level
You gain one trait from a class of your choice from the list of classes determined by your alignment. (Of 2nd Level Or Lower)
3rd Level
You gain one trait from a class of your choice from the list of classes determined by your alignment. Also from this point on, you may select traits from a classes archetypes. (Of 3rd Level Or Lower). At levels 5, 7, 9, 11, 13, 17, & 18 you learn one trait from a class of your choice from the list of determined alignment classes equal to your level or lower.
4th Level
You may pick one of the following options;
• (+2) To an ability score or (+1) to two ability scores.
• Select a class trait from any class. (Of 3rd Level Or Lower)
• Roll for hit points twice and add them.
5th Level
You can start taking extra attack as a class trait but it does not stack until level (11).
6th Level
You may pick one of the following options;
• (+2) To an ability score or (+1) to two ability scores.
• Select a class trait from any class. (Of 3rd Level Or Lower)
• Roll for hit points twice and add them.
8th Level
You may pick one of the following options;
• (+2) To an ability score or (+1) to two ability scores.
• Select a class trait from any class. (Of 3rd Level OR Lower)
• Roll for hit points twice and add them.
10th Level
You may pick one of the following options;
• Select a class trait as normal.
• Select a class trait from any class. (Of 5th Level Or Lower)
• Gain 2 proficiencies be it language, weapon, armor, tool, or skill.
(Gaining proficiency in something you already have gives expertise.)
11th Level
You may have up to (2) extra attacks at this point.
12th Level
You may pick one of the following options;
• (+2) To an ability score or (+1) to two ability scores.
• Select a class trait from any class. (Of 6th Level Or Lower)
• Roll for hit points twice and add them.
14th Level
You may pick one of the following options;
• (+2) To an ability score or (+1) to two ability scores.
• Select a class trait from any class. (Of 6th Level Or Lower)
• Roll for hit points twice and add them.
15th Level
You may pick one of the following options;
• Select a class trait as normal.
• Select a class trait from any class. (Of 9th Level Or Lower)
• Gain 2 proficiencies be it language, weapon, armor, tool, or skill.
(Gaining proficiency in something you already have gives expertise.)
16th Level
You may pick one of the following options;
• (+2) To an ability score or (+1) to two ability scores.
• Select a class trait from any class. (Of 11th Level Or Lower)
• Roll for hit points twice and add them.
19th Level
You may pick one of the following options;
• (+2) To an ability score or (+1) to two ability scores.
• Select a class trait from any class. (Of 15th Level Or Lower)
• Roll for hit points twice and add them.
20th Level
You may pick one of the following options;
• Select a class trait from any class. (Of 19th Level Or Lower)
• Roll for a random boon.
(There is a 10% chance you may pick a level 20 trait from a class determined by your alignment.)
Spell Blade
Spellblades are people who have tethered a portion of their vitality to the weaves of magic in order to combat and mitigate magic of all sorts.
The Spell Blade
| Level | Proficiency Bonus | Features | Spell Cuts |
|---|---|---|---|
| 1st | +2 | Cantrip Immunity | 0 |
| 2nd | +2 | Fighting Style | 1 |
| 3rd | +2 | Archetype Feature | 1 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Extra Attack, Spell Immunity | 2 |
| 6th | +3 | Ability Score Improvement | 4 |
| 7th | +3 | Archetype Feature, Spell Immunity | 4 |
| 8th | +3 | Ability Score Improvement | 5 |
| 9th | +4 | Archetype Feature, Spell Immunity | 5 |
| 10th | +4 | Ability Score Improvement, Perception | 10 |
| 11th | +4 | Extra Attack, Spell Immunity | 10 |
| 12th | +4 | Ability Score Improvement | 15 |
| 13th | +5 | Spell Immunity | 15 |
| 14th | +5 | Archetype Feature | 20 |
| 15th | +5 | Spell Immunity | 20 |
| 16th | +5 | Ability Score Improvement | 20 |
| 17th | +6 | Extra Attack, Spell Immunity | 25 |
| 18th | +6 | Archetype Feature | 35 |
| 19th | +6 | Ability Score Improvement, Spell Immunity | 40 |
| 20th | +6 | Class Feature, Archetype Feature | 45 |
Class Features
As a Spell Blade, you gain the following class features
Hit Points
- Hit Dice: 1d4 per Mesmer level (Can't Take Average)
- Hit Points at 1st Level: 4 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d4 plus your Constitution modifier per Spell Blade level after 1st.
Proficiencies
- Armor: None
- Weapons: None
- Tools: None
- Saving Throws: Dexterity, Wisdom, Intelligence
- Skills: 2 Of your choice or 1 one of your choice as expertise.
Spell Immunity (1st Level)
Beginning at 1st level you may roll on the spell category table and pick a cantrip of that school of magic. You become immune to that specific spell.
Spell School Table
| D8 | School |
|---|---|
| 1 | Divination |
| 2 | Illusion |
| 3 | Abjuration |
| 4 | Transmutation |
| 5 | Enchantment |
| 6 | Conjuration |
| 7 | Necromancy |
| 8 | Evocation |
Fighting Style (2nd Level)
At 2nd level, you may pick a fighting style from the following options;
Blind Fighting: You have Blindsight with a range of 10ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have a two-handed or versatile property for you to gain this benefit.
Interception: When a creature you can see hits a target, other than you, within 5ft. of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10+ your proficiency bonus. You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection: When a creature you can see attacks a target other than you that is within 5ft. of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or a weapon.
Two-Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Spell Cut (2nd Level)
Starting at 2nd level, you gain the ability to cut spells and gain more uses of doing so as you gain more levels in this class. Using a spell cut requires you to use a reaction to attempt to cut the outgoing spell. If the spell requires an attack roll, then you make a contested attack roll. If the spell requires a saving throw, then you make a contested Perception check.
Extra Attack (5th Level)
At 5th level you are able to make 2 attacks with your attack action on your turn.
Spell Immunity (5th Level)
Starting at 5th level, you may roll on the spell category table and pick a 1st level spell or lower of that school of magic. You become immune to that specific spell.
Spell Immunity (7th Level)
At 7th level, you may roll on the spell category table and pick a 2nd level spell or lower of that school of magic. You become immune to that specific spell.
Spell Immunity (9th Level)
Starting at 9th level, you may roll on the spell category table and pick a 3rd level spell or lower of that school of magic. You become immune to that specific spell.
Perception (10th Level)
At 10th level, you gain expertise in the Perception skill.
Extra Attack (11th Level)
Starting at 11th level, you are able to make 3 attacks with your attack action on your turn.
Spell Immunity (11th Level)
At 11th level, you may roll on the spell category table and pick a 4th level spell or lower of that school of magic. You become immune to that specific spell.
Spell Immunity (13th Level)
Starting at 13th level, you may roll on the spell category table and pick a 5th level spell or lower of that school of magic. You become immune to that specific spell.
Spell Immunity (15th Level)
At 15th level, you may roll on the spell category table and pick a 6th level or lower spell of that school of magic. You become immune to that specific spell.
Extra Attack (17th Level)
Starting at 17th level, you are able to make 4 attacks with your attack action on your turn.
Spell Immunity (17th Level)
At 17th Level, you may roll on the spell category table and pick a 7th level spell or lower of that school of magic. You become immune to that specific spell.
Spell Immunity (19th Level)
Starting at 19th level, you may pick any spell from any school of magic of 7th level or lower and become immune to that specific spell.
Life Transfer (20th Level)
Finally at 20th level, you may spend a use of spell cut to cut the life force instead of a spell. On a hit, you heal for a random number of hit dice from the targets current pool. You may add your constitution modifier to these and regardless if you hit or miss with the attack the use of this spell cut is used up.
Spell Breaker (Defensive Archetype)
Spell Blades of this type are more durable and prefer to tank spells as a means to empower their weapon attacks with a portion of the power of the spells they take on.
Spell Infusion (3rd Level)
Starting at 3rd level, you can spend a use of a spell cut to take half of the damage & effect of an incoming spell and add the other half to your next attack. (For spells that have saving throws, you make the save first to determine the incoming damage and effects. After which you then apply the damage and effect reduction from this feature to that outcome.)
Improved Spell Infusion (9th Level)
At 9th level, you gain advantage against a spell when using your spell infusion feature if it requires a saving throw. You also now take half or quarter damage instead of full or half damage. (You still empower you weapon with half of the ignored damage after calculations)
Masterful Spell Infusion (14th Level)
Starting at 14th level, you now take quarter damage or no damage. (You still empower your weapon with half of the ignored damage after calculations)
Perfect Spell Infusion (18th Level)
You can now empower your weapon with all of the ignored damage before calculations. On your turn you can use your action to heal rather than attack and heal for the amount your weapon is currently empowered with.
Weave Immunity (20th Level)
Finally at 20th level, Once per long rest you can consume all the remaining uses of spell cuts you have left (Minimum of 5 uses required to be consumed) Doing so grants you an antimagic aura of 10ft. You can place your weapon into the ground to extend it to a 20ft. radius. This antimagic is able to be dispelled. Despite your number of extra attacks, you may now only make 2 attacks per turn while using this feature. Lastly, you can break your weapon to remove the antimagic area and gain absolute immunity to magic. Doing so prevents you from making a new spell blade for 1 week. The duration of this ability is 1 Minute.
Spell Reflector (Offensive Archetype)
Spell Blades of this type prefer to prevent casters from using their spells and in turn using their own spells against them. They may even try to disrupt a caster, preventing them from spellcasting for a short time.
Spell Reflection (3rd Level)
Starting at 3rd level, when using your spell cut feature, on a successful cut, you store the spell in your weapon and may replace one of your attacks you make on your turn to cast that spell instead. You can store up to two spells in your weapon. You must make a Constitution saving throw at the end of a long rest to see if you are able to keep any unused spells stored in your weapon. You make one save regardless of how many spells you have stored. The DC to keep a spell is 10 plus the level of the spell. (Upcasted spells count as the upcasted level)
Weave Vision (9th Level)
At 9th level, you now have advantage when trying to cut a spell.
Improved Spell Blade (14th Level)
Starting at 14th level, you gain a +3 bonus to attack rolls and damage rolls made with your weapon.
Magic Disruption (18th Level)
At 18th level, you can spend 2 uses of your spell cuts on an attack to attempt to prevent them from using magic. On a successful hit, they must make a Constitution saving throw. On a failed save they cant use magic for 1d4 turns. Whether you hit or miss the uses are expended. The DC is equal to half your attack roll plus your Wisdom & Intelligence modifier.
Elegant Cutting (20th Level)
Finally at 20th level, spell cut reactions are a separate type of reaction from the standard allowing you to make multiple reactions per round but only one use of a standard type of reaction per round. You have an amount of spell cut reactions equal to the number of attacks you can make with your weapon.
Summoner
A summoner is a being with the ability to teleport items and beings to their location to fufill their desires. By bonding with a trinket related to specific types of creatures, they can specialize in one type of summoning beyond the normal capabilities.
The Summoner
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Inanimate Conjuration |
| 2nd | +2 | Twin Sword Summoning |
| 3rd | +2 | Trinkets |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Magmin Summoning |
| 6th | +3 | Spacial Theft, Trinket Summoning |
| 7th | +3 | Improved Summoning |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Elemental Conjuration |
| 10th | +4 | Trinket Summoning |
| 11th | +4 | Improved Summoning |
| 12th | +4 | Ability Score Improvement, Spacial Theft |
| 13th | +5 | Improved Summoning |
| 14th | +5 | Sub Conscious Concentration, Trinket Summoning |
| 15th | +5 | Improved Summoning |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Empowered Summons |
| 18th | +6 | Spacial Theft, Improved Summoning |
| 19th | +6 | Ability Score Improvement, Efficient Summons |
| 20th | +6 | Body Link |
Class Features
As a Summoner, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Summoner level
- Hit Points at 1st Level: 6 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d6 (or 4) plus your Constitution modifier per summoner level after 1st.
Proficiencies
- Armor: Light
- Weapons: None
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Arcana, Religion, & one of your choice.
Inanimate Conjuration
Beginning at 1st level, you are capable of summoning a non-magical weapon with which you are proficient with or piece of armor with which you are proficient with. The conjured item vanishes during a long rest or whenever you fall unconscious.
Twin Sword Summoning
Starting at 2nd level, you are able to summon 2 Flying Swords to fight alongside you as an action and they last for 1 minute. You can perform this summoning an amount of times equal to your Constitution modifier per long rest. Anytime you summon a creature with this or any other ability or spell, you are required to maintain concentration to keep them around.
Trinkets
At 3rd level, you decide which type of trinket you want to bond with. You have the option to specialize in Demonic, Celestial, Or Beasts for summonings via your trinket. You may summon using it once per long rest. Your trinket requires attunement.
• Beast: Saber-Toothed Tiger
• Demonic: Spined Devil
• Celestial: Pegasus
Ability Score Improvement
Beginning at 4th level, you may increase one ability by 2 or two abilities by 1. Otherwise you may choose not to increase an ability and may instead learn one feat of your choice. You gain another ability score improvement again at levels 8, 12, 16, and 19.
Magmin Summoning
Starting at 6th level, you are able to summon 2 Magmin to fight alongside you as an action and they last for 1 minute. You can perform this summoning an amount of times equal to your charisma modifier per long rest.
Spacial Theft
At 6th level, you may focus on one uncommon magical item you desire and summon it into your hand from somewhere else.
Trinket Summoning
Also at 6th level, you gain another use of summoning via your trinket and may summon the following depending on your trinket.
• Beast: Stegosaurus
• Demonic: Succubus
• Celestial: Couatl
Improved Summoning
Beginning at 7th level, you may summon one of the following once per short or long rest.
• Construct: Animated Armor
• Construct: Clockwork Dragon
• Elemental: Fire Snake
Elemental Conjuration
Starting at 9th level, you may cast the spell Conjure Elemental once per long rest.
Trinket Summoning
At 10th level, you gain another use of summoning via your trinket and may summon the following depending on your trinket.
• Beast: Tyrannosaurus Rex
• Demonic: Chain Devil
• Celestial: Deva
Improved Summoning
Beginning at 11th level, you may summon one of the following once per long rest.
• Elemental: Azer
• Elemental: Gaygoyle
• Elemental: Water Werid
Spacial Theft (2)
Starting at 12th level, you may focus on one rare magical item you desire this time around and summon it into your hand from somewhere else.
Improved Summoning
At 13th level, you may summon one of the following an amount of times equal to your wisdom modifier.
• Construct: Hemled Horror
• Elemental: Water Weird
• Elemental: Poison Weird
Sub Conscious Concentration
Beginning at 14th level, you no longer have to make a saving throw to maintain concentration due to taking damage.
Trinket Summoning
Also at 14th level, you gain another use of summoning via your trinket and may summon the following depending on your trinket.
• Beast: Roc
• Demonic: Arcanaloth
• Celestial: Firemane Angel
Improved Summoning
Starting at 15th level, you may summon one of the following once per long rest.
• Construct: Flesh Golem
• Elemental: Xorn
Empowered Summons
At 17th level, you learn how to empower creatures that you summon. All creatures that you summon gain (30) temporary hit points.
Spacial Theft
Beginning at 18th level, you may focus on one very rare magical item you desire this final time and summon it into your hand from somewhere else.
Improved Summoning
Also at 18th level, you may summon the following creature an amount of times equal to your intelligence modifier.
• Elemental: Invisible Stalker
Efficient Summons
Starting at 19th level, you learn to to more efficiently use your energy for summonings. You may now cast the Conjure Elementals spell (3) times per short or long rest.
Body Link
Finally at 20th level, you are able to link your body and soul with the creatures you summon. Anytime you summon a creature not linked to your trinket, you may choose to summon the creature with half of its hit points and you then become the summoned creature yourself with an amount of hit points equal the the amount of hit points the summoned creature lost. You may use this ability with a creature linked to your trinket by spending some of your life force (30 hit points). Damage taken this way can not be reduced by any means.
Tarot Warden
Warriors of fate that use tarot cards to imbue themselves with powers required to carry out their tasks.
The Tarot Warden
| Level | Proficiency Bonus | Features | Cards |
|---|---|---|---|
| 1st | +2 | Strength Of Fate | 0 |
| 2nd | +2 | Mind Card | 1 |
| 3rd | +2 | Tarot Deck | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Body Card | 3 |
| 6th | +3 | _ | 3 |
| 7th | +3 | Guided By Fate | 3 |
| 8th | +3 | Ability Score Improvement | 4 |
| 9th | +4 | Tarot Deck | 4 |
| 10th | +4 | Ability Score Improvement | 4 |
| 11th | +4 | Spirit Card | 4 |
| 12th | +4 | Ability Score Improvement | 5 |
| 13th | +5 | _ | 5 |
| 14th | +5 | _ | 5 |
| 15th | +5 | Tarot Deck | 5 |
| 16th | +5 | Ability Score Improvement | 5 |
| 17th | +6 | _ | 6 |
| 18th | +6 | _ | 6 |
| 19th | +6 | Ability Score Improvement | 7 |
| 20th | +6 | Invoke | 8 |
Class Features
As a Tarot Warden, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Tarot Warden level
- Hit Points at 1st Level: 8 Plus your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per tarot warden level after first
Proficiencies
- Armor: Light
- Weapons: Simple, Martial
- Tools: None
- Saving Throws: Two Of Choice, (Influences Some Features)
- Skills: Four of choice (OR) proficiency & expertise in two of choice.
Strength Of Fate (1st Level)
At 1st level, you randomly select one of your attributes to be your stat for setting the DC of your abilities with saving throws after each long rest. If the attribute selected is not your highest stat, you gain a (+2) in it for that day.
Random Attribute
| D6 | Attribute |
|---|---|
| 1 | Strength |
| 2 | Dexterity |
| 3 | Constitution |
| 4 | Intelligence |
| 5 | Wisdom |
| 6 | Charisma |
Mind Card (2nd level)
At 2nd level, you may expend one use of your available card pulls to cast a spell of 1st level or lower. You regain all card pulls on a long rest and half rounded down on a short rest.
Tarot Deck (3rd Level)
At 3rd level you may spend a use of your available card pulls to empower yourself with the likeness of a deity. The card is exhausted until you finish a long rest.
Tarot Deck
| D12 | Card |
|---|---|
| 1 | Tempter (Chaos Goddess, Erys) |
| 2 | Swashbuckler (Queen Of Secrets, Jasmidyste) |
| 3 | Philanthropist (Trade God, Dokton) |
| 4 | Paladin (Freedom God, Sother) |
| 5 | Conjurer (Thunder Goddess, Phylia) |
| 6 | Marionette (Misfortune Goddess, Atia) |
| 7 | Shepherd (Wisdom God, Vezlios) |
| 8 | Druid (Seasons Goddess, Yuna) |
| 9 | Healer (Life Goddess, Thyvva) |
| 10 | Executioner (Afterlife Deity) |
| 11 | Raven (Avian Goddess, Xinia) |
| 12 | Dictator (Dragon God, Thregmar) |
Tempter: Gain 60ft. Truesight for 10 minutes and gain three uses of a +20 bonus to ranged attack rolls. You also gain (8) blue shuriken that vanish when thrown or when this effect ends.
Swashbuckler: Gain a kick attack as a bonus action for the next minute. Deals 3d12 bludgeoning damage and on a failed Strength save takes an extra 4d8 and is knocked prone.
Philanthropist: Gain an unconcentrated Haste buff for the next minute.
Paladin: Sprout 90ft. Flying speed wings until drawing a new card or long resting.
Conjurer: Gain the ability to innately cast any 3rd level or lower spell as a bonus action or reaction for the next minute.
Marionette: Gain 1d4 rigged dice that can manipulate another player or creatures die roll into a natural (20) or (1) on a failed wisdom saving throw.
Shepherd: Gain a purple Quill for the day that is capable of near perfect forgeries until you draw a new card or long rest.
Druid: Can cast an unconcenrated Wrath of Nature for the next minute.
Healer: Gain a familiar until you long rest that heals you for your hit die at the end of each of your turns.
Executioner: Can innately cast misty step, thunderstep, far step, & dimension door for the next hour or until you long rest.
Raven: Gain a dozen feathers that act as (+3) Daggers. They deal on extra (12d6) necrotic damage on hit on a failed constitution saving throw or half as much on a successful one. You also gain the extra attack feature.
Dictator: Grow and gain the ability to use a young dragons claw attack and tail legendary action ability. You also gain an extra attack on your turns one of which has to be with the claw. This ability lasts until you draw a new card or long rest.
Body Card (5th Level)
At 5th level, you may expend one use of your available card pulls to use up to half of your maximum hit dice rounded down and heal for that amount as if you took a short rest. You may also spend two uses to use up to all of your hit dice.
Guided By Fate (7th Level)
At 7th level, once per long rest you may grant a creature of your choice an unconcentrated bless & guidance buff for one minute.
Tarot Deck (9th Level)
At 9th level, you may draw twice when drawing and choose from the two drawn. The one not picked is discarded from the deck until a long rest is finished as if it was picked.
Tempter: Gain two extra attacks for the next 10 minutes or until you draw a new card or long rest. During this time you gain access to a (+3) Glaive and sprout vampire claws and fangs.
Swashbuckler: Gain two extra attacks for the next 10 minutes or until you draw a new card or long rest. During this time you gain (+3) twin longswords that deal (2d8) slashing damage. You also gain the lucky feat, a (+2) reaction parry, and one use of the action surge feature.
Philanthropist: Gain the ability to cast Crown of Stars (3) times or until you long rest.
Paladin: Gain three spell slots that are capable of casting an unconcentrated sunbeam or sunburst until you long rest.
Conjurer: Can innately cast any 6th level or lower spell a bonus action or reaction for the next minute.
Marionette: Gain the ability to cast an unconcentrated dark star (3) times or until you long rest. Creatures effected by this spell have disadvantage on the saving throw. If they succeed you take your hit die plus your constitution modifier in damage for each creature that succeeds.
Shepherd: Gain a vine ring that grants you immunity to one damage of your choice and resistance the all others. Each time you take damage you must roll a (d100) on a roll of 30 or less the ring vanishes.
Druid: Gain the ability to cast the following once each without concentration until you draw a new card; control weather, tsunami, & storm of vengeance.
Healer: Gain a staff of healing with double the charges until you long rest.
Executioner: Gain foresight until you long rest & gain the ability to cast the gate spell twice.
Raven: The feathers now ignore armor class by (1d4).
Dictator: Gain the ability to use an adult dragons breath.
Spirit Card (11th Level)
At 11th level, you may expend one use of your available card pulls to grant yourself one of the following; three uses of legendary resistance until you long rest, the lucky feat until you long rest, or a (+3)/(-3) on three rolls of you choice until you long rest.
Tarot Deck (15th level)
Tempter: Gain two uses of unarmed strike that are empowered by a sphere of annihilation. These unarmed strikes deal (5d10) force damage.
Swashbuckler: For the next minute gain a saber that deals (5d12) slashing damage & (8d8) force damage.
Philanthropist: Gain a (+3) War Hammer for the next hour or until you draw a new card, or long rest. The hammer deals an extra (3d6) damage and can be thrown and summoned back as a reaction.
Paladin: Gain (60) temporary hit points and a (+3) set of gauntlets for the next hour or until your draw a new card, or long rest. The gauntlets shed bright light for 30ft. and dim for an extra 30ft. The gauntlets also deal an extra (2d8) radiant damage on hit and as a reaction upon being hit you may attempt to blind them until the start of your next turn on a successful hit. Lastly you gain an extra attack.
Conjurer: Can innately cast any 9th level or lower spell as a bonus action or reaction for the next minute, or until you draw a new card, or long rest. After a successful or failed attempt at casting wish, the effect ends immediately.
Marionette: Gain a (+3) dagger for the next hour or until you draw a new card, or long rest. The dagger deals an extra (2d8) psychic damage on hit and critically hits on (18-20) on a d20 roll. You gain the extra attack feature and a (8d6) sneak attack feature. Lastly this weapon can be recalled as a bonus action when thrown.
Shepherd: Can use each of the power word spells once until you finish a long rest.
Druid: Gain a (+3) whip for the next hour or until you draw a new card, or long rest. The whip deals an extra (3d8) poison damage. Once during this time, you can whip a dead creature to true resurrect them or wrap the whip around your arm and cast shapechange on yourself.
Healer: Gain one effect for the day or two for 1 hour or until you draw a new card, or long rest.
Effects
| Saving Throw | Effect |
|---|---|
| Strength | (+10) Strength |
| Dexterity | (+5) Dexterity |
| Constitution | Max HP As Temp HP |
| Intelligence | (+1) Crit Range |
| Wisdom | Magic Resistance |
| Charisma | Inspiration |
Executioner: Gain a (+3) Scythe for the next hour or until you draw a new card, or long rest. It deals (13d6) necrotic damage and crits on (19-20). The weapon also applies a power word kill effect on any target struck by the weapon that is reduced down to (50) or less hit points.
Raven: For the next hour at any time you may combine the feathers into a sword. with the same properties
Feather Sword
| Feathers Combined | Weapon Upgrade |
|---|---|
| 4 | Shortsword |
| 8 | Longsword |
| 12 | Greatsword |
Dictator: For the next hour or until you draw a new card, or long rest, you may transform into an ancient dragon for (1d6+1) turns.
Invoke (20th Level)
At 20th level, once per long rest you may Invoke a specific card and draw that card as your next one without fail. After doing so you will be unable to Invoke that card until that deity grants you permission to do so again.
Tattoo Weaver
Those that have learned to imbue arcane aspects into tattoos and draw upon their own tattoos to use as a power source.
The Tattoo Weaver
| Level | Proficiency Bonus | Features | Unarmed Strike | Unarmed Ranged Strike | Ranged Type Available |
|---|---|---|---|---|---|
| 1st | +2 | Unarmed Tattoos, calligraphy Profiency | D4 | - | - |
| 2nd | +2 | Tattoo Knuckles, Tattoo Limit | D4 | D4 | Poison |
| 3rd | +2 | Tattoo Armor, Subclass Feature | D4 | D4 | - |
| 4th | +2 | Ability Score Improvement, Spell Copying | D4 | D4 | - |
| 5th | +3 | Extra Attack | D6 | D4 | Acid |
| 6th | +3 | Subclass Feature | D6 | D4 | - |
| 7th | +3 | - | D6 | D6 | Fire, Cold, Lightning |
| 8th | +3 | Ability Score Improvement | D6 | D6 | - |
| 9th | +4 | Improved Tattoo Armor | D6 | D6 | - |
| 10th | +4 | - | D8 | D6 | Necrotic |
| 11th | +4 | Subclass Feature | D8 | D8 | - |
| 12th | +4 | Ability Score Improvement | D8 | D8 | - |
| 13th | +5 | - | D10 | D8 | Psychic |
| 14th | +5 | Leaking Ink | D10 | D8 | - |
| 15th | +5 | Last Ditch Tat | D10 | D8 | - |
| 16th | +5 | Ability Score Improvement | D12 | D8 | - |
| 17th | +6 | Subclass Feature | D12 | D8 | Thunder |
| 18th | +6 | - | D12 | D10 | Radiant |
| 19th | +6 | Ability Score Improvement | 2D12 | D10 | Force |
| 20th | +6 | calligraphy Expertise, Subclass Feature | 2D12 | D10 | - |
Class Features
As a Tattoo Weaver, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Tattoo Weaver level
- Hit Points at 1st Level: 8 Plus your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per tattoo level after first.
Proficiencies
- Armor: None
- Weapons: None
- Tools: None
- Saving Throws: Intelligence & A Choice Of Either Constitution OR Charisma
- Skills: Sleight of Hand & 2 Other Skills Of Choice.
calligraphy
You gain proficiency with calligraphy supplies which is later used to create and manipulate your magical tattoos.
Unarmed Tattoos
Starting at 1st level, you are able to tattoo the palm or back of your hands with a tattoo that empowers your unarmed strikes. Your unarmed strikes damage dice is a (D4). and increases as you level up. The range of these are (30ft.)
Tattoo Knuckles
You begin to dedicate each knuckle to a type of damage and gain more options as you level up. Beginning at 2nd level you are able to substitute an unarmed strike to a unarmed ranged strike any time you make an unarmed strike. The ranged strike deals a type of damage of your choice that you have available to you and the damage die starts at a (D4) and increases as you level up.
Tattoo Limits
Separate from your melee & ranged unarmed strikes, you can only have a limited amount of tattoos imbued on your body. The limit is equal to your proficiency bonus. At 13th level you can imbue an additional amount equal to your Constitution modifier. In order to imbue a tattoo a calligraphy check must be made. The DC varies based on what you are creating and is set by the DM. In order to remove a tattoo, you must spend four weeks slowly removing it and you are unable to use it during the process.
Tattoo Armor
At 3rd level you are able to stretch your tattoos to cover most of your body as a bonus action which makes your armor class equal to 13 plus your Dexterity modifier. You can dismiss the armor as a bonus action. While the armor persists you are unable to use any class features other than your melee & ranged unarmed strikes.
Spell Copying
At 4th level you are able to copy spells that you have seen and occupy one of your limited tattoos with them. You may attempt to create a tattoo for a spell that you have seen within the past 24 hours using your calligraphy tools. Your spellcasting ability for spells is Intelligence
Extra Attack
You make attack twice whenever you take the attack action on your turn.
Improved Tattoo Armor
At 9th level your tattoo armor is enhanced. You are able to use your class features while the armor persists and may now activate an empowered version of it as a bonus action. The empowered version allows you to also add your Charisma modifier to your armor class. While the empowered version persists you are unable to use your class features other than your melee & ranged unarmed strikes. You can dismiss the empowered version as a bonus action.
Leaking Ink
At 14th level your armor is now able to leak ink and poison others with staph infections. Whenever a creature hits you with a melee attack, you can force them to make a Constitution saving throw (DC based off of your Constitution modifier) on a failed save they take 8d6 Poison damage and are poisoned until treated. While poisoned they will take 1d6 Poison damage at the start of their turns. On a successful save they take half damage and are not poisoned. You can use this ability a number of times equal to your Constitution modifier.
Last Ditch Tat
At 15th level you can imbue a tattoo in your mouth. At any point on your turn you may bite off your own tongue to activate the suicide tattoo. You explode dealing damage in a 15ft. area around you. Creatures within 5ft. take 60 Force damage. Creatures within 10ft. take (40) & creatures within 15ft. take (20). A grappled creature will take 100 damage and be forced to make a Constitution saving throw or be effected by your staph infection. You then reincarnate one week later as a random race.
Calligraphy Master
At 20th level you gain expertise in calligraphy supplies.
Runic Weaver
Those that focus on copying, replicating, and enhancing spells.
Spellcasting
At 3rd level a runic weaver can learn three spells of their choice from 1st through 2nd level. They can use these spells (3) times a day each. Your spellcasting ability for spells is Intelligence.
Elemental Whips
At 6th level you are able to conjure two whips that deal (2d6) damage each. The damage of each whip is random and determined by rolling on the following table.
Elemental Whips
| D12 | Damage Type |
|---|---|
| 1 | Poison |
| 2 | Acid |
| 3 | Fire |
| 4 | Cold |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Psychic |
| 8 | Thunder |
| 9 | Radiant |
| 10 | Force |
| 11 | Choice |
| 12 | Roll Again & Whip Deals Double Damage (Can Stack) |
Spellcasting #2
At 11th level you learn five spells of your choice from 3rd level through 6th level. You can only cast two times out of any of these spells per long rest.
Art Of Magic
Also at 11th level you can combine two spells you know using those uses and combining them into one spell. You must make a calligraphy check to see if you can cast the spell or lose control of it. The DC depends on the two spells you are combining. If you successfully cast the spell you must make a Constitution saving throw or take twice the combined spell levels in damage.
Investiture Of Ink
At 17th level you are able to bestow an Investiture of Ink to others. It is a concentration that lasts for 10 minutes and grants them resistance to one damage type of your choice and a bonus to their armor class equal to your Intelligence modifier. They also gain three uses of your staph infection ability that they may imbue their attacks with.
Self Image
At 20th level you can make clones with your limited tattoos of other creatures but not yourself. You also gain the use of the Shapechange spell that you may use once per week.
Brawler Weaver
Those that focus on empowering their unarmed strikes and weapons.
Improved Fists
At 3rd level a brawler's melee & ranged unarmed strikes gain a (+1) bonus to attack rolls and damage rolls. Once per day you can cast the Enhance Ability spell as a reaction at any point during a round. Lastly you gain elemental imbuements that you can use (3) times a day. Whenever you make an unarmed attack you can choose to imbue it with an extra (3d6) damage of your choice from cold, fire, & lightning. Whether the attack hits or misses the imbuement is used up. At 10th level you do not lose your imbuement whenever you miss and it persists until you manage to hit or a minute has gone by, or you dismiss it willingly as a free action.
Siphoning Ink
At 6th level, your Unarmed attacks go from a (+1) bonus to (+2) bonus to attack rolls and damage rolls. You gain a number of uses of siphoning strike equal to your Constitution modifier. On a hit you deal (4d6) Necrotic damage. Roll a (d2), you heal for half the damage dealt on a (1) and for the full damage dealt on a (2).
Weapons
At 11th level you can use your limited tattoos to create weapons. A calligraphy check is required and varies from weapon to weapon. Once per long rest you can animate all your weapon tattoos as if you used the animate objects spell on them.
Power Strike
Also at 11th level you can make a power strike that deals unarmed melee damage plus an additional (9d6) Thunder damage & (9d6) Bludgeoning damage. After using this ability you can't use any of your abilities or spells for 1 round other than your melee & ranged unarmed strikes. Can use this once per long rest.
Empowered Power Strike
At 17th level, you can spend an extra limited tattoo whenever you make a power strike to empower it with an extra (14d6) Necrotic damage. They target must a Constitution save. On a failed save the target is unable to receive healing for three rounds. You also must make a Constitution save. On a failed save you take half of the damage you dealt. On a successful save you take 1/4 of the damage you dealt with power strike. Regardless of you made or failed the save, you cant use your abilities other than your melee & ranged unarmed strikes for 1d4+1 rounds.
Perfect Fists
Also at 17th level your (+2) bonus goes to a (+3) bonus on attack rolls and damage rolls made with your unarmed strikes.
Challenging Strike
At 20th level, you can make an extra attack allowing you to make three attacks when taking the attack action. Once per long rest when you land a melee unarmed strike, you can cast tether essence on them with yourself. You also have the option in that moment to expend all your remaining limited tattoos (minimum of 3 required) to plane shift yourself and the target into a 1v1 fighting ring for 1d4+1 rounds.
Tamer Weaver
Those that focus on using their tattoos as trophies from enemies they defeat.
Swarm Attacks
At 3rd level a tamer can summon a swarm of beasts of their choice to attack something. They can do this an amount of times equal to their Constitution modifier. You may expend multiple uses in one use and on a hit their attack will deal damage an amount of times equal to the number of uses used.
Trophy Tattoos
Also at 3rd level, you can make a tattoo of a creature you have killed in the past 24 hours using your calligraphy tools. Regardless of the creature's CR the CR of it when you summon it is (2). When you use one of your limited tattoos to summon a creature you can not summon that creature again until you finish a long rest nor can you summon another one while that one is active. If you try to do so the current one vanishes. Starting at 4th level the CR of the creatures you summon are equal to half your tattoo weaver level rounded up. The type of creatures you are allowed to tattoo are the following; Abberations, Beasts, & Monstrosities
One With The Trophies
At 6th level, you are able to polymorph yourself or a target creature into one of your trophies that is not currently summoned. Can also do this while one is actively summoned.
Ability Trophies
At 11th level, you are able to tattoo a creatures ability into your limited use tattoos with a calligraphy check.
Life Tap
At 17th level, you are able to transfer the health of a currently summoned creature to yourself. As a bonus action you may spend one of its hit die. It loses health equal to that roll and you gain that health.
Menagerie
At 20th level you are able to have two active trophies summoned. You also gain the ability to cast the True Polymorph spell once per week on other creatures but not yourself.
Thought Shaper
A spell caster that uses raw arcane energies to produce physical expressions of their mind. They are able to transform their ideas into their weapon. There are two types of Thought Shapers, one that bases their magic around rare and mythical creatures and the other that bases their magic around more common things.
The Thought Shaper
| Level | Proficiency Bonus | Features | Mental Points |
|---|---|---|---|
| 1st | +2 | Spellcasting | ─ |
| 2nd | +2 | Mental Points | 1 |
| 3rd | +2 | Archetype | 2 |
| 4th | +2 | Ability Score Improvement | 4 |
| 5th | +3 | ─ | 5 |
| 6th | +3 | Mental Overcharge | 6 |
| 7th | +3 | Archetype Spell | 12 |
| 8th | +3 | Ability Score Improvement | 13 |
| 9th | +4 | Archetype Spell | 14 |
| 10th | +4 | Mental Copy | 20 |
| 11th | +4 | Archetype Spell | 21 |
| 12th | +4 | Ability Score Improvement | 22 |
| 13th | +5 | Archetype Spell | 30 |
| 14th | +5 | Mesmer | 40 |
| 15th | +5 | ─ | 40 |
| 16th | +5 | Ability Score Improvement | 45 |
| 17th | +6 | Archetype Spell | 50 |
| 18th | +6 | Subconscious Spell | 50 |
| 19th | +6 | Ability Score Improvement | 50 |
| 20th | +6 | Mental Backup | 60 |
Class Features
As a Thought Shaper, you gain the following class features
Hit Points
- Hit Dice: 1d6 per Thought Shaper level
- Hit Points at 1st Level: 6 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d6 (or 4) plus your Constitution modifier per Thought Shaper level after 1st.
Proficiencies
- Armor: None
- Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Arcana & two of your choice.
Spellcasting
Your mind is used as your spellcasting focus. At first level you know three cantrips of your choice from any spell list. You learn additional cantrips of your choice at higher levels as shown in the Cantrips Known column of the Thought Shaper table. At 1st level, you have a mind that has committed six 1st level spells of your choice from any spell list.
Spellcasting Ability
Intelligence is your spellcasting ability for your spells. Your spell save DC is equal to 8 plus your proficiency bonus plus your Intelligence modifier. Your Spell attack modifier is equal to your proficiency bonus plus your Intelligence modifier. Each time you gain a thought shaper level, you can add two spells of your choice from any spell list.
Mental Points
When you reach 2nd level, you are able to project your thoughts into the physical world to create powerful spells or amplify already existing spells and items. You have a set amount of mental fortitude until you exhaust yourself and that is represented by your Mental Points. You gain more Mental Points as you level up. You may cast spells when you run out of spell slots by using your mental points. You may cast a spell by using an amount of Mental Points equal to the spell level (Includes Upcastng). You also take the spells level in damage by casting it this way (Includes Upcasting).
Mental Archetype
Beginning at 3rd level you decide to branch into the creature branch and replicating mythical creatures and their abilities as spells or to augment the normal into the abnormal by going down the augmentation branch. Your archetype grants you unique abilities at levels 3, 7, 9, 11, 13, & 17.
Spell Slots Per Spell Level
| Player Level | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 3 | 2 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 2nd | 3 | 3 | ─ | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 3rd | 3 | 4 | 2 | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 4th | 4 | 4 | 3 | ─ | ─ | ─ | ─ | ─ | ─ | ─ |
| 5th | 4 | 4 | 3 | 2 | ─ | ─ | ─ | ─ | ─ | ─ |
| 6th | 4 | 4 | 3 | 3 | ─ | ─ | ─ | ─ | ─ | ─ |
| 7th | 4 | 4 | 3 | 3 | 2 | ─ | ─ | ─ | ─ | ─ |
| 8th | 4 | 4 | 3 | 3 | 3 | ─ | ─ | ─ | ─ | ─ |
| 9th | 4 | 4 | 3 | 3 | 3 | 1 | ─ | ─ | ─ | ─ |
| 10th | 4 | 4 | 3 | 3 | 3 | 2 | ─ | ─ | ─ | ─ |
| 11th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | ─ | ─ | ─ |
| 12th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | ─ | ─ | ─ |
| 13th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ─ | ─ |
| 14th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ─ | ─ |
| 15th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ─ |
| 16th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | ─ |
| 17th | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Mental Overcharge
Beginning at 6th level you are able to imagine the potential of spells and bring it into reality. When you cast a spell, you may spend 3 Mental Points to upcast a spell by 1 and only expend the spells normal level spell slot. At level (12) you can upcast 2 levels & finally at level (15) you can upcast 3 levels.
Mental Copy
Beginning at 10th level, you are able to copy the spells of others on the spot allowing you to temporarily mimic their spells. When someone you can see casts a spell that you can see, you may spend 4 Mental Points as a reaction to copy the spell and cast it at the start of your next turn as a bonus action. In order to use this ability the spell you are copying must be a spell you don't know. You do not learn the spell you copy either.
Mesmer
Beginning at 14th level, you are able to create a mesmer of yourself or any mythical creature. Your mesmer may attack 1 target at the start of your next turn. The mesmer uses your spell attack modifier to hit and deals (1d12) plus your intelligence modifier. After attacking whether or not it hits, it explodes for an extra (2d12) force damage that triggers a Dexterity save from every creature within 20ft. of it. Creating a mesmer costs 5 Mental Points and is cast as a bonus action.
Subconscious Spell
Beginning at 18th level, you are able to gain the effects of one of your spells as a passive ability that you may turn on and off as a bonus action. Upon finishing a long rest you select one of your spells to be a passive effect until your next long rest. The spell can't be a damaging or healing spell. The spell can be at most level 4. Using this ability costs 10 Mental Points. (Passive spells don't require concentration.)
Mental Backup
Beginning at 20th level, you are able to store an arcane copy of yourself. As a reaction upon taking lethal damage, you may spend your remaining Mental Points (Minimum of 8 Points) to swap your physical body with one of your mesmers in your mind to take the hit. Your mental backup will fuse with your soul to create a new form in (1d4) turns. This ability can only be used once per month as you take time to carefully create an accurate copy of yourself again.
Augmentation Archetype
Memory Storage
Beginning at 3rd level, you are able to store spells into weapons or objects. You may spend a spell slot to store the cast spell into the object as a memory. The spell lasts until used and does not require a spell slot when used, instead it is consumed from the object. If the one trying to use the spell stored in the object is not the person who placed it, it requires an Arcana check with a DC of (11 plus spell level). Cantrips are a DC (10). You can only have 1 spell stored at a time.
Psychic Weapon
Beginning at 7th level, you are able to channel your mind through a weapon with which you are proficient with. Doing so costs 1 Mental Point and augments your weapon to deal an extra (2d8) psychic damage. Lasts for one attack.
Explosive Ball Bearing
Beginning at 9th level, you are able to produce a ball bearing that holds immense compressed arcane energy. You may throw the ball bearing as an attack. The ball bearing explodes on contact dealing (3d10) force damage in a 20ft. area, requiring a Dexterity save from everything in the explosion. Creating an explosive ball bearing costs 2 Mental Points.
Ethereal Weapon
Beginning at 11th level, you are able to augment your weapons to phase in and out of reality at the right moments. You may spend 3 Mental Points to make your next weapon attack ignore armor. If the target does not wear armor then you instead reduce their armor class by your Intelligence modifier.
Reaper's Scythe
Beginning at 13th level, you are able to temporarily conjure the Grim Reaper's Scythe. Doing so costs 8 Mental Points. The Scythe deals (5d12) psychic or necrotic damage plus your Intelligence modifier. You can summon the Scythe as a bonus action and it only lasts for (1d4-1) turns (Minimum of 1).
Custom Spell
Once you reach 17th level, you may work with the DM to create your own unique augmentation spell.
Mythical Archetype
Familiar Casting
Beginning at 3rd level, you are able to summon a small familiar that resembles a mythical creature. This familiar can help grant you advantage on attack rolls against a target. The familiar may also cast one of your spells once per long rest without you expending a spell slot.
Banshee Screech
Beginning at 7th level, you can replicate a banshee's screech with your own yelling. As a bonus action you may spend 2 Mental Points to scream at a single target. The target must succeed a Wisdom saving throw or become frightened of you until it succeeds the save.
Gorgon Stare
Beginning at 9th level, you are able to replicate a Gorgan's stare with your eyes. As a bonus action you may spend 3 Mental Points to glare at a single target. The target must succeed a Constitution saving throw or become paralyzed until it succeeds the save.
Phoenix Claws
Beginning at 11th level, you are able to manifest the claws of a Phoenix. As a bonus action, you may wield these claws by spending 1 Mental Point. These claws last for 1 attack and deal (1d8) force damage and (1d8) fire damage. Attacks made with the claws are a melee spell attack.
Will-O' The Wisp
Beginning at 13th level, you are able to summon sticky will-o' wisps onto your targets. You may spend 10 Mental Points to summon (1d4+1) wisps onto a target that then explodes for (1d6) force damage plus (1d6) fire damage per wisp.
Custom Spell
Once you reach 17th level, you may work with the DM to create your own unique mythical spell.
Thread Dancer
Thread dancers are precise and elegant magic users that use arcane threads to manipulate their equipment and those around them. They are able to tap into an ancient arcane well mentally and have leylines deliver that energy to them in order to use certain abilities.
The Thread Dancer
| Level | Proficiency Bonus | Features | Arcane Energy |
|---|---|---|---|
| 1st | +2 | Spellcasting, Arcane Threads | ─ |
| 2nd | +2 | Arcane Well | 2 |
| 3rd | +2 | Well Abilities | 3 |
| 4th | +2 | Ability Score Improvement | 4 |
| 5th | +3 | Extra Attack | 5 |
| 6th | +3 | Twirling Threads | 6 |
| 7th | +3 | ─ | 7 |
| 8th | +3 | Ability Score Improvement | 8 |
| 9th | +4 | Puppeteer | 9 |
| 10th | +4 | Well Ability | 10 |
| 11th | +4 | ─ | 11 |
| 12th | +4 | Ability Score Improvement | 12 |
| 13th | +5 | Defensive Threads | 13 |
| 14th | +5 | Chromatic Strings | 14 |
| 15th | +5 | ─ | 15 |
| 16th | +5 | Ability Score Improvement | 16 |
| 17th | +6 | Well Ability | 17 |
| 18th | +6 | Well's Restoration | 18 |
| 19th | +6 | Ability Score Improvement | 19 |
| 20th | +6 | Arcane Recovery | 20 |
Class Features
As a Thread Dancer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Thread Dancer level
- Hit Points at 1st Level: 8 plus your Constitution modifier.
- Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per thread dancer level after 1st.
Proficiencies
- Armor: None
- Weapons: None
- Tools: None
- Saving Throws: Dexterity, Wisdom
- Skills: Arcana & Two Of Your Choice.
Spellcasting
You learn how to trace leylines back to an ancient arcane well of which you are able to draw power from mentally to empower your magic.
Arcane Threads:
At 1st level, instead of using cantrips, you learn how to weave threads of pure arcane energy at will. You are able to manipulate weapons with them. You may attach a thread to a dagger and attack someone with it up to a range of 30-feet. As you gain levels in thread dancer, you are able to move larger weapons with your threads. You may manipulate a shortsword at (3rd level) & a longsword at (7th level).#### Spell Slots: The thread dancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest & your proficiency bonus worth of 1st or 2nd level spells when you finish a short rest.
Spells Known Of 1st Level & Higher:
You know one 1st level spell of your choice from the wizard spell list. The spells known column of the Thread Dancer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another from the wizard spell list, which also must be a level for which you have spell slots.
Spellcasting Ability:
Intelligence is your spell casting ability for your thread dancer spells, since it takes a very intelligent mind to tap into the ancient arcane wells. You use your intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a thread dancer spell you cast and when making an attack roll with one.
Spells & Slots Per Level
| Level | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|
| 1st | 1 | 1 | ─ | ─ | ─ | ─ |
| 2nd | 2 | 2 | ─ | ─ | ─ | ─ |
| 3rd | 3 | 3 | 1 | ─ | ─ | ─ |
| 4th | 3 | 3 | 2 | ─ | ─ | ─ |
| 5th | 4 | 3 | 2 | 1 | ─ | ─ |
| 6th | 4 | 3 | 3 | 2 | ─ | ─ |
| 7th | 5 | 3 | 3 | 2 | 1 | ─ |
| 8th | 5 | 3 | 3 | 2 | 1 | ─ |
| 9th | 6 | 3 | 3 | 3 | 2 | ─ |
| 10th | 6 | 3 | 3 | 3 | 2 | 1 |
| 11th | 7 | 3 | 3 | 3 | 2 | 1 |
| 12th | 7 | 3 | 3 | 3 | 2 | 1 |
| 13th | 8 | 3 | 3 | 3 | 2 | 1 |
| 14th | 8 | 3 | 3 | 3 | 2 | 1 |
| 15th | 9 | 3 | 3 | 3 | 2 | 1 |
| 16th | 9 | 3 | 3 | 3 | 2 | 1 |
| 17th | 10 | 3 | 3 | 3 | 2 | 1 |
| 18th | 10 | 3 | 3 | 3 | 3 | 2 |
| 19th | 12 | 3 | 3 | 3 | 3 | 2 |
| 20th | 13 | 3 | 3 | 3 | 3 | 2 |
Arcane Well
At 2nd level, you are able to empower your magic with energy from the well. You have (2) arcane energy points, and gain more at higher levels, as shown in the Thread Dancer table. You can never have more points than shown on the table for your level. You regain all spent points when you finish a long rest. You are able to spend (1) arcane energy to flow though your thread to your weapon causing it to deal extra damage in force damage equal to your proficiency bonus. This effect lasts for 1 minute and counts the weapon as a magical weapon.
Well Abilities
At 3rd level, you gain the ability to manipulate the arcane energy further. You gain two of the following abilities of your choice. You gain another one at (10th) & (17th) level. You can only use one of these abilities per turn.
Extended Spell:
When you cast a spell that has a duration of 1 minute or longer, you can spend (1) arcane energy to double its duration, to a maximum duration of 24 hours.
Quickened Spell:
When you cast a spell that has a casting time of 1 action, you can spend (2) arcane energy to change the casting time to 1 bonus action for this casting.
Armor Of Strings:
You can cast the mage armor spell on yourself without expending a spell slot or material components by spending (1) arcane energy instead.
Beast Speech:
You can cast speak with animals without expending a spell slot by spending (1) arcane energy instead.
Performer's Influence:
You gain proficiency in the Deception & Persuasion skills for 24 hours by spending (1) arcane energy.
Empowered Sight:
You can see normally in darkness, both magical & non-magical, to a distance of 120-feet for 1 hour by spending (1) arcane energy.
Arcane Scan:
You can cast detect magic without expending a spell slot by spending (1) arcane energy instead.
Extended Strings:
The range of your threads are increased to 120-feet for 8 hours by spending (2) arcane energy. Range extended to 300-feet for 8 hours by spending (4) arcane energy.
Arcane Knowledge:
You can read all writing for 24 hours by spending (1) arcane energy.
Well's Embrace:
You can cast false life on yourself at will as a 1st level spell without expending a spell slot or material components for 1 minute by spending (2) arcane energy.
Arcane Disguise:
You can cast disguise self without expending a spell slot by spending (1) arcane energy instead.
Empowered Disguise:
You can cast alter self without expending a spell slot by spending (2) arcane energy instead.
Arcane Mirage:
You can cast silent image without expending a spell slot by spending (1) arcane energy instead.
One With Shadows:
Prerequisite: 5th Level.
When you are in an area of dim light or darkness, you can use your reaction to become invisible until you move or take an action or reaction by spending (1) arcane energy.
Gift Of The Depths:
Prerequisite: 5th Level.
You can breath underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing once without expending a spell slot by spending (1) arcane energy instead.
Arcane Shroud:
Prerequisite: 7th Level.
You can cast invisibility without expending a spell slot by spending (2) arcane energy instead.
Dimensional Travel:
You can cast misty step without expending a spell slot or any components by spending (1) arcane energy instead.
Serrated Threads:
You can bypass the damage resistances of any creature for 1 round by spending (2) arcane energy.
Protective Threads:
You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks for 1 round by spending (1) arcane Energy.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, & 19th level, you can increase one ability score of your choice by (2), or you can increase two ability scores of your choice by (1). As normal you can't increase an ability score above (20) using this feature.
Extra Attack
Beginning at 5th level, you are able to attack twice when taking the attack action on your turn due to the experience you have gained with your threads and being able to move them faster and more efficiently. You can only use this feature if attacking with your weapons. (Can not cast two spells using this feature).
Twirling Threads
At 6th level, you are able to maintain control of your threads at higher velocities and are capable of spinning in place to deal an attack against each creature of your choice within 15-feet of you. (This feature counts as your attack action and can not be used twice per turn).
Puppeteer
Starting at 9th level, you are able to attach your threads to a creature within range. The creature must succeed an Intelligence saving throw or be paralyzed until you lose concentration. As a bonus action you can force the controlled creature to attack whoever you want or move them in any way you see fit. The controlled creature may repeat the save at the start of their turns OR anytime they receive damage.
Defensive Threads
At 13th level, you gain even more precise control over your threads. As a reaction upon being hit by a ranged projectile, you may catch the projectile mid-air with your threads.
Chromatic Strings
Beginning at 14th level, you are able to infuse your threads with the elements. Your weapon attacks deal an extra (1d8) lightning, fire, or cold damage of your choice. Upon finishing a long rest you choose which of these types you would like to infuse your threads with. You may change the element during the day as a bonus action by spending (1) arcane energy. You may change the element as many times as you wish during the day.
Well's Restoration
At 18th level, you may spend all your remaining arcane energy left (minimum of 5) to regain half your maximum hit points as a bonus action. By offering your energy for the day, the well respects your tribute and rejuvenates your body.
Arcane Recovery
Finally at 20th level, you are able to regain a flat (8) arcane energy upon finishing a short rest. (Can only benefit from this once per day.)
Witch
A creature that has been given magic powers through a curse at some point in their family tree. Witch's awaken their powers at different ages usually through tense trauma. Once they awaken their powers, they suffer from a unique side effect be it mentally or physically from the curse.
The Witch
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Lingering Magic |
| 2nd | +2 | Familiar |
| 3rd | +2 | Dual Familiar |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Remedy |
| 6th | +3 | Shimmer, Dusted |
| 7th | +3 | Improved Familiars, Lingering Magic |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Hexes, Reverse Fate |
| 10th | +4 | Sacrifice Familiar, Invulnerability |
| 11th | +4 | Hexes, Dark Magic |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Hexes, Witch's Personality |
| 14th | +5 | Disrupt, Sanguine |
| 15th | +5 | Hexes, Possession, Lingering Magic |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Hexes, Slow Death |
| 18th | +6 | Hexes, Witch's Broom, Witch's Hut |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Elemental Annihilation, Hybrid |
Class Features
As a Witch, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Witch level
- Hit Points at 1st Level: 8 Plus your Constitution modifier.
- Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per witch level after first.
Proficiencies
- Armor: Light
- Weapons: Simple, Blowguns, Shortsword, Whips
- Tools: Poison Kit, Alchemy Supplies
- Saving Throws: Wisdom, Charisma
- Skills: Pick (2) from the following skills; Arcana, Deception, Insight, Intimidation, Persuasion, Nature, & Religion.
Spellcasting
Starting from 1st level, you are a full caster that can learn spells from the sorcerer, warlock, & wizard spell lists. Your spellcasting ability is Charisma. You learn spells the same way a sorcerer does when you level. You may also learn spells from scrolls outside of levling up like a wizard does.
Lingering Magic
Starting at first level, you may pick one of the following lingering magic features. You may pick another one at level 7 & 15.
Temporary Resistance: You gain fire resistance until the start of your next turn any time you cast a spell that deals fire damage.
Siphon: You gain temporary hit points equal to your witch level plus your Charisma modifier anytime you reduce a creature to (0) hit points with a spell.
Condition Immune: You are immune to being charmed.
Battle Ready: You can now add your Charisma modifier to your initiative rolls.
Familiar
Starting at 2nd level, you can cast find familiar without the need of components or expending spell slots once per long rest to summon one of the following as a pet until you dismiss it or it dies.
Homunculus
Pseudodragon
Sprite
Dual Familiar
At 3rd level, you are able to duplicate your current familiar once per long rest for 1 minute. Your familiar splits into to separate ones that have half the current & max hit points. The current & max hit points revert to normal when there is only one left. While this ability is active, you may not cast spells or use your other features.
Remedy
At 5th level, you are able to heal yourself or others by manipulating energy around them. Once per short rest you can heal a creature for (1d10) plus your witch level.
Shimmer
At 6th level, as a reaction upon taking damage, you can distort your body and move 5ft. You do not provoke attacks of opportunity moving in this manor.
Dusted
Also at 6th level, whenever you reduce a creature to (0) hit points with a spell, you may choose to have the creature turned to dust or not.
Improved Familiar
You may now summon an Imp or a Brass Dragon Wyrmling as a familiar.
Reverse Fate
Starting at 9th level, once per long rest, as a reaction you can change a natural (20) into a natural (1). You are required to see the target creature you are trying to reverse fate on.
Hexes
Also at 9th level, you may pick one of the following abilities. Each of these abilities can be used once per short rest. Abate: You can use your action to temper creatures of your choice within 30ft. of you. Those creatures can not take reactions on their next turn.
Bleeding: As an action, you can force a Constitution saving throw onto a creature of your choice that you can see within 60ft. & on a failed save the target takes (1d4) true damage until it succeeds the save. The target may make the saving throw at the end of each of its turns.
Cripple: As an action you can force a Constitution save on a creature of your choice that you can see within 60ft. & on a failed save the target has a maximum of 10ft. for movement until the end of your next turn.
Sacrifice Familiar
Starting at 10th level, you may sacrifice your active familiar as a bonus action to heal for half of its current hit points rounded up. You can use this ability once per short rest.
Invulnerability
Also at 10th level, as a reaction upon taking damage, you may reduce the incoming damage by (50). You can only use this ability once per long rest.
Dark Magic
At 11th level, you have a number of uses of dark magic equal to your Charisma modifier. Whenever you cast a spell that forces a target to make a saving throw, you may use one of your uses of dark magic to give that target disadvantage on the save. You must spend multiple uses of dark magic to target multiple creatures.
Hexes
Also at 11th level, you may pick one of the following abilities to add to your list of hexes you can use per short rest.
Disorient: As an action you can force a Constitution saving throw onto a creature of your choice that you can see within 60ft. & on a failed save the target must subtract a (d6) from its attack rolls until the end of your next turn.
Deathward: As an action you can choose a creature you can see within 60ft. of you to be protected from death until you finish a long rest. If this creature has its hit points reduced to (0)it instead remains on (1) hit point.
Duplicity: As an action you can duplicate yourself made out of gloom to conufse your enemies. You may roll any type of die when a creature attacks you. On an odd number the attack misses & this effect lasts until the end of your next turn or until you attack or cast a spell.
Witch's Personality
At 13th level, you gain a (+3) to your Charisma attribute up to a limit of (23). You also gain double your proficiency on checks made using Charisma.
Hexes
Also at 13th level you may pick one of the following to add to your list of hexes.
Tormenting Eye: As an action you can make a creature you can see within 60ft. frightened of you until the end of your next turn if they fail a Wisdom saving throw.
Face Swap: As a bonus action, you can swap faces with a willing humanoid of your choice that you can see within 60ft. This effect can last up to 1 hour.
Hesitate: As an action you can force a Wisdom save onto a creature of you choice that you can see within 60ft. on a failed save the target can move or use an action to make an attack but not both until the end of your next turn.
Disrupt
At 14th level, you may disrupt the life force of creatures around you. As an action you can force each creature within 20ft. of you to make a Constitution saving throw. Creatures take (1d10) per slot level expended when using this ability plus your Charisma modifier in necrotic damage on a failed save or half as much on a successful save.
Sanguine
Also at 14th level, you can turn your own life force into spell slots by offering up your own blood. As an action, you can choose a number of hit points to regain an expended spell slot up to 5th level. Each level of a spell slot costs (10) hit points. Once you use this ability you can not regain hit points for 1 minute.
Possession
At 15th level, as an action you can turn your body immaterial and occupy another creature you can see within 10ft. that is large or smaller. If the target fails a Charisma saving throw you occupy it. You gain control of it but don't deprive it of its awareness. You maintain your mental stats while occupying the creature. You have the creature's physical statistics but don't get access to its knowledge, class features, or proficiencies. A possession can last up to 1 hour. You can only use this ability once per long rest.
Hexes
Also at 15th level, you may pick one of the following to add to your list of hexes.
Mire: As an action, you can transform the ground within 30ft around you into a murky swamp. This area becomes difficult terrain that you yourself are able to freely move around in. This effect lasts until the end of your next turn.
Misfortune: As an action, you can force a Wisdom saving throw on a creature of your choice that you can see within 60ft. and on a failed save the target must subtract a (d6) from their ability checks & saving throws. This effect lasts until the end of your next turn.
Nails: You can grow long sharp nails that deal (1d6) slashing damage plus (3d6) necrotic damage. These nails count as magical for the purpose of overcoming magical resistance & immunity. Your nails remain until your take a long rest or choose to dismiss them early.
Slow Death
At 17th level, you can touch a creature and force it to make a Constitution saving throw. On a failed save the target takes (1) necrotic damage each hour for the next (100) days. The damage dealt by this can only be healed by magical means. This ability is considered a curse and can be removed by spells such as remove curse. You can not use this ability on another target until your previous one dies, removes it, or your willing drop it from them.
Hexes
Also at 17th level, you may pick one of the following to add to your list of hexes.
Pestilence: As an action, you create a 5ft. radius cloud of toxic gas around yourself. creatures other than you or your familiar must make a Constitution saving throw when entering the area or starting their turn in it. On a failed save the target is poisoned until the end of your next turn. This cloud follows you as you move and vanishes at the end of your next turn.
Ruin: As an action, you can force a Constitution save on a creature of your choice that you can see within 60ft. and on a failed save the target has their armor class reduced by (4) until the end of your next turn.
Slumber: As an action, you can force a Wisdom saving throw on a creature of your choice that you can see within 60ft. and on a failed save the target falls unconscious until it takes damage or until the end of your next turn. Undead, creatures immune to being charmed, and creatures whose current hit points are greater than five times your witch level are immune to this effect.
Witch's Broom
At 18th level, you are able to enchant a mundane object such as a broom or rug that you alone are able to fly with. You gain a flying speed equal to your walking speed.
Witch's Hut
Also at 18th level, you are able to create your own unique version of the tiny hut spell that is more suiting to a witch's abode.
Hexes
Lastly, at 18th level, you may pick one of the following to add to your list of hexes.
Telepathy: You can communicate telepathically with creatures you can see within 60ft. of you. You don't need to share a language with the creature for it to understand you. You can use this Hex a number of times equal to your Charisma modifier.
Tremors: As an action, you can create a small quake within 10ft. of you. Each creature must make a Dexterity saving throw and on a failed save are knocked prone.
Ward: As an action, you can target one creature within 60ft. of you or yourself. The target creature has resistance to non-magical damage until the end of your next turn. You can use this Hex a number of times equal to your Charisma modifier.
Elemental Annihilation
At 20th level, whenever you cast a spell that deals acid, cold, fire, lightning, or thunder damage; you can expend another spell slot of equal level or higher to maximize the damage dealt by the spell. You can only use this ability once per long rest.
Hybrid Form
Finally, at 20th level you gain the ability to fuse with your familiar. As a bonus action while your familiar is within 5ft. of you, you can fuse with it transforming into a magical hybrid where you are wearing your familiar as armor. For the next minute you have temporary hit points equal to your familiars maximum hit points & your armor class becomes 10 plus your Dexterity modifier plus your Charisma modifier. While transformed, you can use any actions your familiar has, you can add your Charisma modifier to your damage rolls you make with melee weapons, & you may now attack twice when taking the attack action. While in this form you can not cast spells of 1st level or higher & you can not use any of your hexes. This transformation lasts for 1 minute, until your temporary hit points are gone, or you dismiss is willingly. When it ends, your familiar is dismissed and you can't summon a familiar again until you finish a short or long rest.
Zurrial
West Marches
Material
The material in this book is a collection of homebrew material used in the Zurrial multiverse west marches.
It contains the subclasses for original classes and fully new classes that have been designed over the first two years of the server.