Solasta Wishing Well Subclasses by HazyHydra

by HazyHydra

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Bard College

College of Knowledge

Bards that study the College of Knowledge have a greater understanding of both the magical and the mundane, for both are truly wondrous to a trained eye and an enlightened mind. They often find the beauty in the strangest and most unusual of places, like the dust around an old tome or the left over cocoon from a butterfly.

Power of Knowledge

Beginning at 3rd level you learn 3 additional skills, tools, and/or languages. Additionally you gain the following benefits:

  • You can use intelligence or charisma as your spellcasting modifier, whichever is higher.
  • While you are wearing light armor or are unarmored you can add your intelligence modifier to your AC. You can use a shield and still gain this benefit.

Bounty of Inspiration

Starting at 3rd level, as a bonus action you can spend one use of your bardic inspiration to grant yourself an ally a number of temporary hit points equal to a roll of your bardic inspiration plus half your bard level (rounded up).

Understanding Weakness

At 6th level you gain the 1st level Favored Enemy feature from the Ranger. The first time on a turn you deal damage to your favored enemy with an attack or spell your favored enemies take additional damage equal to your proficiency bonus plus your intelligence modifier.

Grasp Greatness

At 14th level, as a bonus action you can grant an ally other than yourself the ability to make their next ability check, attack roll, or saving throw in the next 10 minutes a natural 20. They must choose to use this feature before they roll and when they do the roll will not benefit from advantage or disadvantage. Once you use this feature you cannot do so again until you finish a short or long rest.

Monk Monastic Tradition

Way of the Mountain

Monks of the Way of the Mountain are the most resilient and long lived of their orders. Taking in the strengths of towering peaks and the natural flow of valleys and rivers they endure themselves to the harshness of both the elements and inner doubts.

Mountain Stance

Beginning at 3rd level your maximum hit points increase by 6 and each monk level after grants 2 additional hit points. Additionally, while you meet the requirements of unarmored defense your AC can be 18 instead.

Ox Fist

Starting at 3rd level you harness the hardy strength of the beasts of the mountain enabling you to empower your strikes. Your unarmed attacks add both your strength and dexterity modifiers to damage. Additionally when you use Step of the Wind or Patient Defense you can make an unarmed attack as part of the action.

Unbreaking Stance

At 6th level you gain proficiency in constitution saving throws and can add your strength modifier to your constitution saving throws. When you make a constitution saving throw against an effect that deals damage you can use your reaction to reduce the damage by your monk level.

Rockslide Strike

Beginning at 6th level, when you are hit by an opportunity attack you can spend 1 ki to make an unarmed attack against the creature that hit you. If you hit you deal additional damage equal to half your monk level.

Heart of the Mountain

Beginning at 11th level you learn to attune your ki to the heart of the mountain and empower yourself with the power of nature. You gain resistance to fire and cold damage, and your unarmed attacks can deal an additional 1d8 fire or cold damage (your choice when you hit).

Avalanche Strike

At 17th level, when you successfully hit a creature with an unarmed strike you can spend 3 ki to empower the attack with the might of an avalanche increasing the damage by 4d10. The target then makes a constitution saving throw against your Ki DC, becoming paralyzed on a failed save until the end of your next turn.

by HazyHydra

Warlock Patron

Rift Shadow

*The Rift Shadow is a lingering creature from the Cataclysm that cannot directly interact with the world at large. They may be an ancient human that failed to pass through the rift, a Manacalon Elf that dared to travel through it, or simply the false appearance of a foul god pretending to be a warped shadow to influence people.

Whatever the truth is, Rift Shadows appear as magically living shadows and only appear to further their own mysterious goals or offer phenomenal power to a warlock in exchange for their service.*

Expanded Spell List

The Rift Shadow lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spell
1 Bane, Faerie Fire
2 Silence, Spiritual Weapon
3 Bestow Curse, Spirit Guardians
4 Black Tentacles, Confusion
5 Dominate Person, Legend Lore

1st Faerie Fire Bane 2nd Silence Spiritual Weapon 3rd Bestow Curse Spirit Guardians 4th Confusion Black Tentacles 5th Legend Lore Dominate Person

Darkest Shadows

As a bonus action while you and a creature within 60ft while in dim light or darkness you can force a creature to make a wisdom saving throw. On a failed save the target becomes blind and gains no benefit from special senses like tremor sense or true sight. It can make a new save at the end of each of its turns, ending the effect on a success. Regardless of the result the target then becomes immune to this feature for 24 hours. Once you’ve used this feature twice you must complete a short or long rest to use it again.

Rift Magic

Beginning at 6th level your patron suffuses you with unstable eldritch power that corrupts the very magic around you. You gain bonus sorcery points equal to your proficiency bonus that don’t count towards your maximum number of sorcery points and you regain all spent sorcery points when you finish a long rest.. You also gain the Empowered Spell metamagic and one more metamagic from the Sorcerer class of your choice. You gain one more metamagic at 11th level.

Each time you use a metamagic gained from this feature you must roll a d8 on the Rift Magic Surge table and apply its effect.

Rift Magic Surge Table

d8 Effect
1 A random creature within 30ft of you ignites in flame, taking 1d6 damage at the start of each of its turns. The creature can use an action to extinguish the flames. If there are no creatures in range you ignite instead.
2 You gain 1d8 plus your charisma modifier temporary hit points. While you have these hit points you’re resistant to force and acid damage.
3 You emit bright light for 30ft and dim light for 30ft past that.
4 Your speed increases by 30ft until the end of your next turn.
5 One random creature within 60ft of you and yourself both become invisible until the end of your next turn.
6 You have advantage on your next attack roll made in the next hour.
7 Each creature within 10ft of you, including yourself, must succeed on a charisma saving throw or take 3d6 necrotic damage as your own shadows attack you.
8 You can take on additional action before the end of your turn, but it can only be to dash, dodge, disengage, hide, make a single attack, or cast a cantrip.

Ancient Rift

At 10th level you can use an action to force one creature within 60ft to make a charisma saving throw as dark and ancient rift magic surrounds them. On a failure the target takes 4d12 force damage and is teleported to a location in range of your choice. On a success the creature takes only half as much damage and is teleported to a location of its choice in range at least 10ft away from where it started. Once you use this feature you cannot do so again until you finish a short or long rest.

Corrupt Shadow

At 14th level you can target one creature within 60ft and channel your patron’s dark power into their shadow, animating it as a shadowy doppelganger of them. The doppelganger appears adjacent to them on a safe surface or as close as possible if there’s no valid space and lasts for 1 minute. It has the statistics of the creature you targeted except it cannot cast spells, speak, and its HP is equal to 4 times your warlock level instead. It acts after your turn, is friendly to you, and obeys your mental commands. Once you use this feature you cannot do so again until you finish a short or long rest.

by HazyHydra

 

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