Stoumbra Encyclopedia

by Redfrog563

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Stoumbra Encyclopedia

Contents

Introduction

In the distant world of Stoumbra, two wizards work on collecting the more unusual magical beings of their world. Alaena, the high elven wizard of great renown, and the one she reluctantly accepted help from Falaani, the eccentric gemini wizard came together to write this book.

They collected their knowledge on over ten magical races, three new classes, and many many spells and class specialisations that lacked proper documentation before.

Seek Permission Before Usage

During the collection of this text, we have angered many deities, patrons, and even a whole divine domain. To avoid any further damage to the celestial patreon, please consult your God Manager (GM) before using the contents of this book.

Given we had no opportunity to test the enhancements, some slight changes may be needed to the contents to this book, but for the base ideas and features it should give enough inspiration and direction.

Writer's note: Erase the scribblings Falaani made. Makes the script less formal

-Alaena

Disclaimer

This book is under no circumstances enchanted prior selling. If the room it is left in is erupted in flames, or teleported away it is purely the effect of coincidence. The book is not sentient, despite its efforts of saying otherwise. If any sort of magical effects appear, and last for more than 4 hours please contact your local wizard.

AI Art

In order to bring the contents of this book to life (figuratively of course), artifical intelligence is used to illustrate what is described.

The art is purely used to show what the artist had in mind, and in no way takes credit, and seeks no monetary gain from this book.

Co-writer's note: Make more scribblings. The readers got to know what we are thinking.

-Falaani

On the Cover

The two-fold forces of Stoumbra, dark and light, overworld and underworld, chaos and order shown in the artists imagination, as one side is more bright than the other.

PART I

Races of Stoumbra

List of New Races

Races
Race Subrace Description Ability Score Increase Creature Type
Angel Celestial Angel Divine being with wings who follow the strict absolution to bring the glory of heavens Charisma +1 Celestial
Dark Angel Angel who fallen from grace, now forging their own path forged in sin Charisma +1 Celestial
Elf Chaos Elf Elves who possess chaotic minds, yet creative solutions Intelligence +1 Humanoid
Frost Elf Cold and calculating elves who reside in areas covered in snow Wisdom +1 Humanoid
Sandelf Hardy elves who are adept at salvaging, surviving in the harshest deserts Constitution +1 Humanoid
Faun Artisan beastkin resembling deers, wearing enchanted masks to hide their identity Dexterity +1, Wisdom +1 Humanoid
Fenril Proud wolflike creatures who believe in the pack, making good team players Strenght +1, Charisma +1 Humanoid
Gemini Dissonant Gemini Two beings share the same body, constantly fighting for control Constitution +1, Charisma +2 Humanoid
Harmonic Gemini Humanlike being having two minds that work in harmony, being inseparable Constitution +1, Wisdom +2 Humanoid
Polar Gemini Two different minds working as one, requiring two players to play Constitution +1, Intelligence +2 Humanoid
Haeli Once fiends, now purified beings free of corruption Dexterity +1, Wisdom +2 Humanoid
Ironskin Lizardlike tunneling creature made of metal, having tough skin Strenght +2 Elemental
Lamia Having the lower half of a snake, they posses venomous fangs and cold blood Dexterity +2, Constitution +1 Humanoid
Nymph Beautiful all-female protectors of nature Wisdom +1, Charisma +1 Fey
Revenant Once dead, these once humans returned from the grave, possessing free will Constitution +2 Humanoid, Undead
Troll Tall, primal creatures famous for their regenerative powers Constitution +2 Humanoid

Angel

Angels bear within their souls the light of the heavens. They are descended from ancient humans who were touched by celestial magic, changing their bodies, giving them angelic wings. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.

Angel Names

Angel names have lot in common with humans, they follow similar traditions, only difference is their names usually comes from the celestial language.

Male Names: Aritian, Beltin, Cernan, Cronwier, Eran, Ilamin, Maudril, Okrin, Parant, Tural, Wyran, Zaigan.

Female Names: Arken, Arsinoe, Davina, Drinma, Imesah, Masozi, Nijena, Niramour, Ondrea, Rhialla, Valtyra.

Angel Traits

As an Angel you have the following racial traits.

Ability Score Increase. Your Charisma score is increased by 1.

Age. Angels mature at the same rate as humans, but they can live up to ten times as long.

Alignment. Imbued with celestial power, and their strict absolution, almost all angels are good, and/or lawful.

Creature Type. Angels are descended from the celestial planes. You are Celestial.

Size. Angels have the same range of height and weight as humans, tough their wingspan can give them the illusion of large sizes. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Celestial Heritage. Your soul is imbued with the light of the heavens. You have resistance to radiant damage.

Light Bearer. You are a creature of light, and can call upon it innately.

You know the Light cantrip. Charisma is your spellcasting ability for it.

Celestial Wings. You have a flying speed of 30 feet.

Languages. You can speak, read, and write Common and Celestial.

Subrace. While most angels follow the celestial absolution, some follow the sinful path of the dark angels. Choose one of the five subraces presented below.

Celestial Angel

Celestial angels have a link to the realm of light and order. They follow a strick doctrine, the absolution, and dedicate their lives for good and order.

Absolution. You follow the doctrine of absolution, what gives you a strong sense of pourpose.

You have advantage on saving throws against being charmed.

However, you can't willingly perform acts that are considered either evil, or chaotic. (Determined at character creation)

Mercy of the Heavens. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

Aspect of Virtue. Angels follow the five virtues, and each of them choses one to be the embodiment of: Compassion, Hope, Justice, Valor, or Wisdom. Choose one of the five virtues presented below.

Your virtue also determines how you must act in certain circumstances. Failing to act on them repeatedly can cause you to fall from grace, making you become a Dark Angel.

Compassion

Chosing Compassion as your virtue gives you the following features.

Ability Score Increase. Your Charisma or Wisdom score is increased by 1.

Absorb Harm. If a creature within 30 feet takes damage, you can use your reaction to take half the damage they take instead of them. This damage cannot be resisted.

Once you used this feature, you must finish a short or long rest before you can do so again.

Virtue of Compassion. You are compelled to aid others, protect the weak, and show mercy to your foes, but temper it with wisdom.

Hope

Chosing Hope as your virtue gives you the following features.

Ability Score Increase. Your Constitution or Wisdom score is increased by 1.

Bestow Hope. As an action, you can touch one creature to end one effect on them that is causing them to be charmed or frightened.

Once you used this feature, you must finish a short or long rest before you can do so again.

Virtue of Hope. You are compelled to be a shining beacon of hope, always inspiring those around you, and never show signs of despair.

Justice

Chosing Justice as your virtue gives you the following features.

Ability Score Increase. Your Strength or Dexterity score is increased by 1.

Vengeful Strike. When you hit a creature with an attack, and the creature damaged you or one of your allies in the last hour, you can cause the attack or spell to deal extra damage equal to your level to the creature.

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

Virtue of Valor. You are compelled to fight any injustice you find, and when given the option of fighting lesser or greater evil, you are compelled to chose the greater.

Valor

Chosing Valor as your virtue gives you the following features.

Ability Score Increase. Your Strength or Constitution score is increased by 1.

Valorous March. You are immune against being frightened.

Additionally, your walking speed is increased by 5 feet.

Virtue of Valor. You are compelled to face challenges with courage, and encourage your allies to do the same.

Wisdom

Chosing Wisdom as your virtue gives you the following features.

Ability Score Increase. Your Wisdom score is increased by 1.

Teachings of the Wise. You gain profiency in one skill of your choice: Animal Handling, Insight, Medicine, Perception, or Survival.

Virtue of Wisdom. You are compelled to make no hasty decisions, leave violence as last resort, and use diplomacy first when possible.

I am pretty sure angels are just bird people, just more human.

-Falaani

Dark Angel

Dark angels are angels who defied the absolution, and fully embrace the same sins they once shunned. They follow the rules of one, and they only follow laws, they themselves make.

Rules of One. You follow the philosophy of the rules of one, meaning you follow your own way, forming your own fate.

Spending at least 5 hours of practicing, you can trade one of your professions you know for one you do not, gaining profiency in a new skill, but losing an old one in the process. You may do this over the course of a long rest.

Once you used this feature, the you must finish 1d6+1 long rests before you can do so again. Additionally you can only learn profiencies this way that are provided by your class(es) or background.

Fallen Resistance. You are hardened from necessity without the light of the heavens. You have resistance to necrotic damage.

Aspect of Sin. Dark angels follow their own desires, embracing one of the seven deadly sins: Envy, Gluttony, Greed, Lust, Pride, Sloth, or Wrath. Choose one of the seven sins presented below.

Envy

Chosing Envy as your sin gives you the following features.

Ability Score Increase. Your Dexterity score is increased by 1.

Sticky Fingers. You gain profiency in one skill of your choice: Stealth, or Sleigh of hand. Alternatively, you gain profiency with Thieves' Tools.

Sin of Envy. When you pass an item of notable monetary value not held or worn, then your DM may have you make a Wisdom save. The DC equals a number equal to the value of the item in gold divided by your level times 10. On a failure you gain disadvantage on ability checks until you finish a short or long rest, or until you have the item in your possession.

Gluttony

Chosing Guttony as your sin gives you the following features.

Ability Score Increase. Your Constitution score is increased by 1.

Glutton. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Sin of Gluttony. You require four times as much food as a Medium creature would.

Greed

Chosing Greed as your sin gives you the following features.

Ability Score Increase. Your Intelligence score is increased by 1.

Skills of Acquisition. You have advantage on Charisma checks made to barter.

Sin of Greed. If a creature offers monetary rewards, then you must make a Wisdom save. The DC equals a number equal to the gold promised divided by your level times 10. On a failure you are charmed by the creature, and do your best to fulfill its wishes. The effect lasts for 1 hour, but you may repeat the save at each minute that passes to end it early.

Lust

Chosing Lust as your sin gives you the following features.

Ability Score Increase. Your Charisma score is increased by 1.

Charmer. As an action, you may cast the charm person spell. Charisma is your spellcasting ability for it.

Once you use this trait, you can not use it again until you finish a long rest.

Sin of Lust. When making an attack roll against a humanoid creature, the DM can have you roll a d20. If you roll a 1, the attack automatically misses. If the creature damaged you in the past hour, then you automatically pass this roll.

Pride

Chosing Pride as your sin gives you the following features.

Ability Score Increase. Your Charisma score is increased by 1.

Striking Confidence. You gain profiency in one skill of your choice: Deception, Intimidation, Performance, or Persuasion.

Sin of Pride. Upon taking damage, you gain disadvantage on all charisma ability checks until you finish a short or long rest.

Sloth

Chosing Sloth as your sin gives you the following features.

Ability Score Increase. Your Constitution or Wisdom score is increased by 1.

Lazy Rest. When you finish a short rest and spend one or more hit die to restore health, you may roll an additional hit die for free, restoring health equal to the number rolled.

Sin of Sloth. You gain a -5 penalty to initiative rolls.

Angels are beings of pure grace. It would take a fool to compare them to simple birds.

-Alaena

Wrath

Chosing Wrath as your sin gives you the following features.

Ability Score Increase. Your Strength or Dexterity score is increased by 1.

Eye for an Eye. When you damage a creature with an attack, you can cause the attack to deal extra damage equal your level, provided you have less hit points than your hit point maximum.

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

Sin of Wrath. If you are able to attack an enemy that damaged you within 5 feet of, then you can't use the disengage action this turn.

Rise and Fall

The place of Angels are not absolute. Celestial angels may fall from grace to become dark angels should they repeatedly break their virtues or absolution, and dark angels may rise up to become celestial angels should they start practicing the absolution with devotion.

At your DM's discretion, your angel may undergo a transformation, becoming an angel of the opposing subrace over the duration of a long rest.

When this happens, you lose your traits provided by your subrace, virtue, or sin; and gain new ones according to the new subrace. Consult the table below to see what virtue or sin you would gain based on your previous ones. You do not lose or gain ability scores when changing subraces.

Virtue Sin
Compassion Gluttony
Compassion Lust
Hope Envy
Hope Greed
Justice Wrath
Valor Pride
Wisdom Sloth

Elf, Chaos Elf

Chaos elves are creatures of disorder, destruction, and creative solutions. They're less graceful than other elves. With a hint of insanity to them, and a tendency of obsessions, its easy to underestimate them. However they more than make up for it with their quick thinking, and surprising approaches.

They are relatively rare, but some colonies can be found in almost every places of Stoumbra.

Chaos Elf Traits

As a Chaos Elf you have the following racial traits, in addition of the Elf racial traits.

Ability Score Increase. Your Intelligence score increases by 1.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

The chaos elves are no different, tough they have wide variety between good and evil, leaning more neutral.

Hint Of Insanity. You gain profiency in one tool of your choice. Whenever you make an ability check with this tool, roll a d4 and add the number rolled to the total ability check.

Chaotic Thinking. You know the prestidigitation cantrip. Starting at 3rd level, you can also cast the suggestion spell with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest.

Intellect is your Spellcasting Ability for these spells.

Shadow Casting. If you have the Spellcasting or Pact Magic class features, the spells on the Chaos Spells table are added to the spell list of your spellcasting class.

Chaos Spells
Spell Level: Spell
1st disguise self, silent image
2nd darkness, pass without trace
3rd clairvoyance, major image
4th greater invisibility, hallucinatory terrain
5th mislead

Chaos elves seem totally insane, but in reality they have their own inner logic. I cannot say the same for Falaani.

-Alaena

Elf, Frost Elf

Living in the distant and frozen areas in the north, Frost Elves appear cold and calculating, but on a closer glance they have the elegance and warmth shared by all elves. With a strong affinity to everything cold related, they rarely venture to areas with high temperature.

While they may appear slower than most races, in truth, are just making subtle calculations and deep thinking; not rushing any decision.

Frost Elf Traits

As a Frost Elf you have the following racial traits, in addition of the Elf racial traits.

Ability Score Increase. Your Wisdom score increases by 1.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Frostelves are more collected than most elves; some are drawn towards more lawful alignments than their other elven kin.

Cold Resistance. You have resistance to cold damage.

Calculated Focus. Whenever you roll an Insight check or a Investigation check, roll a d4 and add the number rolled to the total ability check.

I swear there are so many elves, there has to be one for each color of the rainbow... Wait, are there rainbow elves?

-Falaani

Elf, Sandelf

Once denizens of a great and decadent empire, the Sandelves now live amongs the ruins of what remains of their rich past.

Clinging to their ruined deserts with stubbordness, they survive against all odds, scavenging everything they need from the dunes.

While most sandelf travels with caravans as traders, scavengers or treasure hunters, many join up with more malicious forces like bandits or assassins to make their living.

I genuinely wonder how sandelves do not get tired of all the sand. It is coarse and rough and gets everywhere...

-Alaena

Sandelf Traits

As a Sandelf you have the following racial traits, in addition of the Elf racial traits.

Ability Score Increase. Your Constitution score increases by 1.

Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.

Sandelves in particular know the importance of kinship, as one cannot survive the deserts alone, so they make strong bonds with their companions.

Scavenger. You have proficiency in the Survival skill.

Additionally, you have advantage on survival checks made to forage for items.

Survivor. You can find food and fresh water for yourself and up to five other people each day, even in the most hostile areas.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Faun

Antlers, hooves, fur, and their signature masks, these give away every faun. They are native to deep forests to and have adapted to their surroundings over long periods of time.

A Faun would be most contented working as a craftsman or researcher or farmer, though their innate nimbleness makes them fantastic hunters and fighters. Fauns are generally curious folk, with a common fascination with magic and ruins.

Faun Names

Faun names are generally nature-inspired, borrowed from other races, or go by nicknames or earned names. Name changes are typical when a Faun comes of age, to better reflect them as a person.

Male Names: Leaf-Hair, John, Oak, Resting Bear Face, ThunderFoot the Magnificent.

Female Names: Ocean-Eyes, Urania, Valis, Head-In-The-Clouds, Maria-Who-Hates-Kids.

Never trust a masked person. Tough... With Faun you can make an exception.

-Alaena

Faun Traits

As a Faun you have the following racial traits.

Ability Score Increase. Your Dexterity and Wisdom scores are increased by 1.

Age. Faun mature at about the same rate as humans, however they can generally expect to live up to 150-200 years.

Alignment. Most faun are generally kind and gracious in nature, making them tend to be good, and do not usually stray towards either lawfulness or chaos.

Creature Type. You are Humanoid.

Size. Faun stand at the same height as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Artisan Nature. Fauns are naturally drawn to creating and crafting.

You gain proficiency with one set of artisan tools of your choice.

Poker Face. You gain profiency in one skill of your choice: Deception, Performance, or Persuasion. You only gain these benefits while you wear your mask.

Natural Camouflage. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Enchanted Mask. You possess an enchanted mask. Chose one Eldritch Invocation option of your choice from the warlock class, provided it has no prerequisite. While wearing the mask, you gain the benefits of the chosen Eldritch Invocation. The mask cannot be taken off by creatures other than you while you are conscious.

The mask counts as a magic item, requiring attunement, but it does not count towards your maximum number of items you can get attuned to. Only you can get attuned to the mask. If the mask is lost or destroyed, you can expend 100 gold to create a new one. Creating a new mask destroys the previous one.

Whenever you gain a level, you can replace the invocation with another one from the warlock class, provided it has no prerequisite.

Languages. You can speak, read, and write Common and one other language of your choice.

Fenril

Of the many of the beast races, the children of the wolf carry themselves as most upright, being the pack leaders of the Feroxi. The fenril are upright wolflike humanoids who never travel alone, always forming packs to travel in.

Similar to humans, they like to form grand cities, usually led by an alpha council; a group of fenril who decide the fate of their society.

Being pragmatic creatures, they don't often dabble with magic, preferring one's own strenght to rely on.

Fenril Names

Fenril possess first and last names similar to humans. Their first names sound like noises made by wolves first glance, and their last names usually derive from nature or a wolf's parts.

Male Names: Arch, Dagnyr, Ferin, Lhoryn, Toryc, Sharl, Snarf, Thyrn, Warg, Yrych

Female Names: Delga, Ferna, Hyrgna, Gnara, Gnyrl, Kara, Malgna, Orfa, Shenba, Werga

Family Names: Blackmane, Bloodclaw, Crushbite, Goldeye, Grimmaw, Irontooth, Keeneye, Lightpaw, Snowfur, Steelfang

Never boop a fenril on the nose. I have a lasting experience on why that is a bad idea.

-Falaani

Fenril Traits

As a Fenril you have the following racial traits.

Ability Score Increase. Your Strenght and Charisma scores are increased by 1.

Age. Fenril have lifespans equivalent to humans.

Alignment. Fenril believe in the pack, being drawn towards the more lawful alignments.

Creature Type. You are Humanoid.

Size. Fenril stand at the same height as humans. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Pack Mentality. You gain profiency in one skill of your choice: History, Persuasion, or Intimidation

Keen Senses. You have advantage on Perception checks that rely on hearing or smell.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Claws. If you hit with an unarmed attack, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common and one other language of your choice.

Gemini

Hailing from an unusual place, the gemini are a race born of magic, having two souls in one body. Gemini share their body with a "twin", a second soul, making them two people in one. Having two personalities makes their mind a true enigma, and their shifting personality gives them strenghts and weaknesses that are wildly unusual to most races. In many aspects they're like humans, but their magical, shifting spots across their skin and hair gives them away, making them easily unique.

Gemini Names

Gemini have two names in one, having a name for each soul. The names can be as varied as humans easily, as each pair of gemini can have a unique name.

Gemini Names: Aran'zorri, Bari'dios, Berla'kara, Derli'olas, Elli'hela, Kior'barli, Ori'alas, Pali'rei, Sen'alo, Tali'kara

Gemini Traits

Ability Score Increase. Your Constitution score increases by 1.

Age. Gemini mature half as fast as humans, but live around twice as long.

Alignment. Gemini can be drawn to any alignment, tough the two twins of gemini tend to be of different, sometimes even opposite alignments.

Creature Type. You are Humanoid.

Size. Gemini stand at the same height as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Magic Born. You know one cantrip of your choice from the Wizard spell list. Wisdom is your spellcasting ability for it.

Fortress of the Mind. You have resistance to psychic damage.

Languages. You can speak, read, and write Common and one other language of your choice.

Subrace. Gemini can have varying relations with their twin, resulting in wildly different behavior: dissonant, harmonic, and polar. Choose one of the three subraces presented below.

Dissonant Gemini

In some cases, the two twins of a gemini can be incapable of cooperation. In these cases they become a dissonant gemini. Constantly fighting for control over their own body, their very thoughts are a struggle. This strife has its upsides tough, their minds are hardened, resisting attempts from outside control over their minds.

Of course I talk with myself. Sometimes I need to hear an expert opinion

-Falaani

Ability Score Increase. Your Charisma score increases by 2.

Buried Identity. You control two twins in one body. You have two character sheets, both with this subrace.

One character is in control, while the other has no effects whatsoever, being buried in your psyche deep.

When you finish a long rest, roll 2 d20s, one for each twin. If one twin rolls higher then the other one, that one takes control of the character. If both die rolls the same or if you roll a 20; you can chose wich one to take control.

Wrestle Control. As an action, you can create a power struggle between your twins.

You can roll 2 d20s like when you finish a long rest. If the buried one takes control, their hit points become equal to their twin's, or their own maximum hit points, wichever is lower. Additionally, all expended spell slots and class features remain expended for them; if they share them with their twin.

Regardless of the result of the power struggle, you must finish a long rest before you can initiate one again.

Mind Dominator. Given your constant struggle to remain in control, you are resistant to outside attemts to control you.

You have advantage on saving rolls against being charmed or frightened.

Harmonic Gemini

Sometimes a gemini can be in total harmony between their two twins. When this happens, they become inseparable from eachother, working in tandem. For an outsider its actually difficult to tell the twins from eachother from how familiar and similar they are.

Ability Score Increase. Your Wisdom score increases by 2.

Harmonic Focus. The two minds you posses work as one, giving you much wider focus. If you've already taken your bonus action or reaction, you may take an additional bonus action or reaction.

Once you used this feature, you must finish a short or long rest before you can do so again.

Twin Mind. Making a Wisdom, Intellect, or Charisma saving throw, you roll twice. Depending on the effect either you have advantage, disadvantage, or take half effect on one success.

Polar Gemini

Gemini who grow separate, but working in tandem with their twin to offset eachother's weaknesses are the polar gemini. Sharing a body in all aspects, like taking turns in movement, being able to go dormant, and so much more, polar gemini are able to contribute twice as much to their party as any normal race could, like two teammates sharing a body.

Ability Score Increase. Your Intelligence score increases by 2.

One Body, Two Souls. You share your body with another player as a twin, who has a character sheet with the same subrace as you.

When making a Strenght, Dexterity, or Constitution saving roll, ability check, attack or damage roll, your score is averaged with your twin (rounded up).

While wearing armor you have no profiency in, but your twin is, you have a -5 penalty to AC (to a minimum of 10 + your Dexterity modifier).

Making a Wisdom, Intellect, or Charisma saving throw makes both you, and your twin roll; and depending on the effect either only the one failing the save, or both of you if you both failed suffer the effects of the roll.

You and your twin have each of your hit point pools, and have to make death saving throws only if both of you are at 0 hit points.

States of Mind. As a polar gemini, you can be of three mind states:

  • Dominant: While dominant, you are in free control of your body, and you can use your movement. For Strenght, Dexterity and Constitution saving throws or ability checks your scores are used, additionally when taking a hit, you take damage. As an action, you can make your recessive twin dominant, and yourself recessive.

  • Recessive: You have control, but not at much as your dominant twin. You can take actions the same, but you have no control of movement.

  • Dormant: While dormant, you count as unconscious. Spending 8 hours dormant, and above 0 hit points counts as a long rest for you. Reaching 0 hit points makes you immediatly dormant, and your recessive twin goes dominant.

Equilibrium. You and your twin have perfected your balance in combat.

When rolling initiative, only the dominant one rolls, and you share initiative. During your turns, only the dominant one has movement, but each of you has an action, bonus action, and a reaction respectively.

For combat, you each have one hand aviable for weapons, but for the pourpose of spellcasting you can chose one item in your inventory to count as held, if you have a free hand for somatic spell components.

You would be surprised how often gemini argue with themselves. Trust me, seeing Falaani I know.

-Alaena

Haeli

Being cast out from both the forces of hell, and by society of mortals, the haeli always struggled to find their place in the world. Being descendants of demons purified of the infernal magics, the haeli seek to find their own place in the world. Trying to get as far as possible from the demonic magic, haeli tribes sought out the forces of the storms, and they posses their powers. Having silver-grey skin, deep blue eyes, alongside horns, hooves, tail, and weak wings, they always struggled to hide their features.

Haeli Names

Given their numbers are few, haeli have no need for family names. Because this, a haeli has its job before their name, for example: Mystic Aarula

Male Names: Achenos, Danalos, Ekemon, Icaanos, Kaairon, Leinos, Melech, Morthos, Pelaios, Skaanos, Theisai

Female Names: Alaani, Bryselli, Criella, Damaalia, Elistia, Leriisa, Maneria, Nemeia, Pheelia, Riessa

Haeli Traits

As a Haeli you have the following racial traits.

Ability Score Increase. Your Dexterity score increases by 1, and you Wisdom score increases by 2.

Age. Haeli mature at the same rate as humans but live a few years longer.

Many confuse haeli with devils. I think it has something to do with the wings...

-Falaani

Alignment. Haeli believe in independence and redemption. They have wide variety of alignments, but most of them lean towards chaotic and good. There are some tough that end up going back to their more evil roots.

Creature Type. Being puridied of your demonic roots, you are no longer considered a fiend. You are Humanoid.

Size. Haeli are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Hellish Heritage. You have resistance to fire damage.

Blessing of Storms. You know one cantrip of your choice from the Sorcerer spell list. When you reach 3rd level, choose one 1st level spell from the Sorcerer spell list. You can cast it once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Wings of Descent. You possess demonic wings, but their power is nowhere near that of a devil's. Still, it comes useful when falling, or if you want to glide.

As a bonus action, or reaction, you can chose to reduce your falling feet to 60 feet per round for 1 minute, and you take no fall damage for the duration.

Additionally, you can use this feature to gain attidute while strong winds affect you from below, and aims upwards, possibly gaining flying speed equal to your walking speed.

Languages. You can speak, read, and write Common, and Infernal.

Ironskin

Living in underground caves and tunnels, these ironclad creatures live most of their life in the dark, always seeking out metal ores. Being a scourge to dwarves, and metal wearing adventures for the matter given their appetite for precious metals; however some can lend their tunneling claws for miners in exchange for some of the metals mined.

Hailing from the elemental planes, Ironskin are no ordinary beast. Covered in metal in every inch of their body, its really tough to fight these creatures.

Ironskin Names

Tough they look feral, these beastlike creatures are intelligent, possessing names even. given they rarely meet aside mating; they do not distinguish between male and female names, and have no last name.

Names: Agra, Argon, Carven, Bastil, Ferrum, Magna, Metta, Stiila, Tikan, Tylox

Ironskin Traits

As an Ironskin you have the following racial traits.

Ability Score Increase. Your Strength score increases by 2.

Age. Ironskin become mature within 5 years after hatching, and can live up to many thousand years.

Ironskin are big, resilient and bulky creatures. But their hard interior hides a soft heart. Actually no it's made of titanium.

-Alaena

Alignment. Ironskin have little exposure to laws of the humanoids, so they are drawn towards more chaotic alignments.

Creature Type. Ironskin hail from the elemental planes. You are Elemental.

Size. Ironskin vary in size depending on their age, tough they are larger than humans in most cases. Your size is Medium.

Speed. Your base walking speed is 30 feet, and burrowing speed of 20 feet.

Tunneler. You can burrow through solid rock at half of your burrow speed and leaves a 4-foot-diameter tunnel in your wake. You can' burrow trough stone bricks.

Tremorsense. You are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 60 feet.

Elemental Nature. You doesn't require air or water, but you do require metal for food. You can consume metal ores while tunneling trough rock.

Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Iron Skin. You have a base AC of 17 (your Dexterity modifier doesn't affect this number), but you have disadvantage of stealth checks. You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Languages. You can speak, read, and write Common and Terran.

Lamia

Descendants of a long fallen empire, lamias are predatory carnivores that either form tribal villages on the outskirts of civilization or live in solitary hideouts. Their serpentine tails are powerful enough to bend steel, and their venoms are not to be underestimated either. Lamias prefer to keep to themselves, not trusting most races. In more xenophobic areas lamias are the least welcome given the deeds of their solitary kin, and in some places they are outright hunted.

Lamia Names

Lamia names can be varied just as humans, as their last names come from a physical attribute their family can be known for.

Male Names: Arios, Balas, Daros, Elion, Korras, Meriul, Ortor, Perios, Skarnos, Therron

Female Names: Arali, Berila, Chrila, Elistia, Kiia, Lenissa, Mina, Neera, Phissa, Reisa

Family Names: Acidfang, Crystalscale, Greyblood, Grimvenom, Keeneye, Sparktail, Vipermaw

Lamia Traits

As a Lamia you have the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Lamia reach maturity at 15 and can live to be 750 years or older.

Alignment. Lamia can be rarely found in civilization, so they're leaning to neutral alignments. Aside that, they can be as varied as humans.

Creature Type. You are Humanoid.

Size. Lamia stand between 5 and 6 feet tall when upright, but the total length of their bodies, head to tail, ranges from 15 to as much as 20 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet, though you slither as a snake instead of walking like a normal humanoid.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Venomblood. Given you affinity with poisons, you have advantage on saving throws against poison, and you have resistance against poison damage.

Slither. Your serpentine tail makes little noise as you move forward. You have profiency in stealth.

Venombite. Your fangs carry potent venom that you can use when making unarmed strikes. When you hit with your bite attack, the strike deals 1d4 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

Additionally when you hit with a bite attack, you can chose to inject the target with venom. The target must make a Constitution saving throw.

Save DC = 8 + your proficiency bonus +

your Constitution modifier

Creatures immune to poison automatically succeed.

On a failed save, the target counts as poisoned for 1 minute. Targets can repeat the save at the end of their turns to end the effect early. After you use this ability 3 times, you can't use it again until you complete a short or long rest.

Coil. When grappling a creature, you can chose to use your coils.

While doing so, you require no free hand to grapple, and on each of your turns can use your bonus action to deal 1d6 + your Strength modifier bludgeoning damage to the target as you squeeze them.

Cold Blood. If you took fire damage in the last minute, your walking speed is increased by 5 feet. Taking cold damage reduces your walking speed by 5 feet until you finish a short rest.

Languages. You can speak, read, and write Common and one other language of your choice.

I know calling lamias 'snakes' is accurate, but I still wouldn't recommend it. Looking at you Falaani.

-Alaena

Nymph

Hailing from the fae, nymphs are often seen as merely beautiful forest maidens, but their beautiful sights hide fierce guardians of the woods. These all-female fey are usually lone wanderers of nature, preferring the company of animals, and rarely meet with other nymphs, let alone with other races. On rare occasion tough when the need rises; they venture out to great adventures to aid the wilds they are sworn to protect.

Nymph Names

Nymph gain their names most commonly from sylvan, but its not uncommon to have one named after a tongue of a nearby civilization, often bearing a nature themed name. Their last names are their mother's name.

Nymph Names: Alcyone, Calypso, Clio, Daphne, Echo, Galatea, Maia, Scylla, Thalia, Thetis, Urania, Willow

Nymph Traits

As a Nymphs you have the following racial traits.

Ability Score Increase. Your Wisdom and Charisma scores increases by 1.

Age. Nymphs rage maturity half as slow as humans, but after that they stop aging entirely.

Alignment. Nymphs are fey creatures, and as such are driven by their emotions, and are naturally drawn towards chaotic alignments.

Creature Type. You are Fey.

Size. Nymph are slender humanoids, as they have a range of height ranging between 5-7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Nature's Guardian. Your time in nature has gifted you with its knowledge. You gain proficiency in the Animal Handling and the Nature skill.

Fey Magic. You know the Druidcraft cantrip. Once you reach 3rd level, you can cast the charm person spell once. Once you reach 5th level, you can also cast the pass without a trace spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fey Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

So pretty! Reminder to self: Shapeshift into a nymph when I get the chance

-Falaani

Revenant

Risen from the grave, and given a second chance at life, the revenant live a life of new opportunities. Not fully alive, and having the looks of an average undead, their old kin have hard time accepting them, if not outright hostile to them. Often drawn for dangerous and shady businesses, the revenants have little to fear, not being afraid of death. Given they're fueled by necromantic energies, they have a natural affinity to necromancy, if nothing else, for self preservation.

Revenant Names

Revenants have the same names as they did when they were alive, although some take a new name that's easier to remember or somehow symbolic of their nature.

Revenant Traits

As a Revenant you have the following racial traits.

Ability Score Increase. Your Constitution score increases by 2.

Age. Revenant lifespan depends on their condition, they can live from 30 to 200 years counted from their rebirth. Their apparent age does not change, instead, their features detoriate over time.

Alignment. Revenants are drawn to the chaotic and neutral alignments, given their lack of fear, and their life of new opportunities.

Creature Type. You are only considered alive in the most basic definition of the word. Your creature type is humanoid and undead.

Size. Revenants are about the same size as humans, however your weight is less given your undead nature. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Necrotic Resistance. You have resistance to necrotic damage.

Unburdened. The fear of death no longer weighs you down. You have advantage on saving throws against being frightened.

Self Preservation. Given most healing spells have no effect on you, your necromantic affinity helps you casting spells that can help you and your undead kin.

When you can prepare a spell that restores health, but has no effect on undead, you can chose to prepare a similar spell, that only heals undead. Preparing a spell this way counts towards your maximum number of spells known/prepared.

Chosing to prepare a spell this way allows you to prepare its base version. You can have one bonus spell prepared this way.

Additionally, you can share your knowledge with other spellcasters, allowing them to prepare spells the similar way.

Necromantic Affinity. Necromantic energies flow trough you, keeping you alive. You can use these energies to heal yourself, or those around you.

As an action you draw on necroantic energies, restoring health to an ally within 30 yards. The hitpoints regained equals to your level, or twice as much if the creature is undead.

After you use this feature, you can't use it again until you complete a long rest.

Unnatural State. You don't require drink, breathe, and you require half the food required to sustain yourself.

Languages. You can speak, read and write Common and one other language of your choice.

I try to be mindful and all, but man these guys are happy they have lost their sense of smell...

-Falaani

Troll

The trolls of Stoumbra have deep roots. It is uncertain where the trolls came from, but they existed before dragons, gods, or elves; some scholars believe they were amongs the first races that existed, hidden in their tribes thorough history.

Trolls usually keep to themselves, but rarely they form tribes. Untrusting of other races, they tend to keep to their hidden hideouts within forests, jungles, or caves.

They possess a unique magic, the voodoo, that is not fully understood to this day by wizards; some would even go as far as the trolls' magic existed even before wizardy or sorcery.

Troll Names

Troll names are more compact, and short compared to those of humans. Rather than having a first and last name, most trolls use a suffix to their names that signifies familiar connections; and some trolls lack any sort of suffixes or last names alltogether.

Male Names: Adra'din, Awilo, Drul'zegar, Gar'jil, Je'neu, Ki'ta, Sei'kin, Xin, Zayu, Zu'jin

Female Names: Amira, Kai'sin, Kia'lin, Lin'flin, Sheya, Tan'ki, Unjari, Xila, Ydri'kal, Zul'mara

Troll Traits

As a Troll you have the following racial traits.

Ability Score Increase. Your Constitution score increases by 2.

Age. Trolls reach adulthood at the age of 15 and can live for well over 200 years.

Alignment. Trolls prefer to keep to themselves, rarely seeking even other troll companies. As such, they tend to be drawn towards neutral alignments.

Creature Type. You are Humanoid.

Size. Trolls are a tall race, as their height can vary between 7 to 10 feet. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Primal Instinct. An ability score of your choice increases by 1, and you gain profiency in one skill, and one tool of your choice.

Troll Regeneration. At the start of your turn, you can expend one Hit Dice. Roll the die and add your Constitution modifier. You recover that many hit points. After you use this trait, you can’t use it again until you finish a short or long rest.

Flesh Wound. When losing a limb, it will grow back over the duration of 24 hours. Being decapitated, while still having hit points does not kill you outright, as it can be reattached. If the head is not reattached within 24 hours, and you are not killed, it will regrow, and the head is destroyed.

Languages. You can speak, read, and write Common, and Troll.

I heard cut off troll limbs regenerate slightly bigger... I wonder if that applies to ALL the parts.

-Falaani

PART II

New Ways to Play

List of New Classes

Classes
Class Description Hit Die Primary Ability Saving Throw Profiencies Armor and Weapon Profiencies
Death Knight A brutal warrior who returned from the grave d10 Strength & Charisma Constitution & Charisma All armor, simple and martial weapons
Spirit Warrior A magical warrior who draws power from an extraplanar spirit from within d8 Dexterity & Charisma Dexterity & Charisma Light armor, simple and martial weapons
Witch Doctor A magic-user with primitive background who uses natural ingredients and the spirits d8 Wisdom Constitution & Wisdom Light armor, simple weapons, hand crossbows, blowguns
Subclasses
Class Subclass Level Aviable Description
Death Knight Order of Blood 3rd Knight who drains the vitality of his foes
Order of Famine 3rd Weakens enemies, and rains down terrible spells on them
Order of Frost 3rd Cold warrior who freezes their foes in place
Order of Pestilence 3rd Brings forth terrible plagues, fighting with immoral means
Order of War 3rd Terrifying warrior who was created for combat
Spirit Warrior Beast Spirit 1st Is more beast than warrior, who fights with their own bestial form
Celestial Spirit 1st Carries the light of heavens to heal allies, and burns foes
Demon Spirit 1st Warrior who is used to take hits trough their demonic skin
Devil Spirit 1st Nimble fighter with great agility, yet notable resilience
Dragon Spirit 1st Carries the might of dragons, using their powers as their own
Elemental Spirit 1st One of the four elements empower them, giving varying powers
Immortal Spirit 1st Defied death before, now wields deathly power
Witch Doctor Coven of Guardians 2nd Wields envenomed weapons, taking a direct approach to combat
Coven of Juju 2nd Able to manipulate luck in almost any shape or form
Coven of Medicine 2nd Expert at healing and using natural reagents in general
Coven of Spirits 2nd Has aid from beyond the grave, gaining magical powers
Coven of The Dead 2nd Brings forth the vengeance of the dead using their summons and mojo powers

Death Knight

Whether being a powerful warrior raised from the grave into servitude, a paladin turned to the power of death, or just a necromancer wielding the powers of death alongside a blade, a death knight's presence is a dreadful sight. Whoever they serve, whatever are their pourposes, a death knight wields deathly power to decimate their foes, in the most brutal way possible.

Fallen Knights

The most common origin of deathknights are being turned from a noble warrior, usually a paladin. The turning process is a long an painful one, given the soul of the paladin must be corrupted first. This is faster, and somewhat easier if the paladin was an oathbreaker, or had been previusly died in battle.

A paladin turned to darkness in such a way is forever tainted, and return to their former glory is all but impossible.

Dark Agents

A deathknight wields the shadow of death undoubtly. Who they serve however is an entirely different question. A deathknight may serve a powerful necromancer, a lich, or even a mighty fiend. Many knights however managed to break free of their dark masters, serving their own ends.

Such a deathknight may seek atonement for the evil they caused, try to use their dark powers for their evil ambitions, or just seeking revenge for the fate that was forced on them.

Rider of the Apocalipse

The power of a deathknight is different from being a mere necromancer. Their divine power tainted with darkness opens up terrifying new powers. They walk the line between life and death, and their restorative and blessing powers are replaced with unholy curses and plagues.

Many consider deathknights an ill omen, being harbringers of the end times, and often identify them with a rider of the apocalipse; such as Famine, Pestilence, or War.

Creating a Death Knight

The first question that comes when creating a deathknight is who you were before being turned? Were you a noble knight corrupted against your will? Were you a powerful warrior who was raised as a powerful undead? Or did you serve evil previusly, and embraced the darkness? The history of your character is the most important, as for good aligned deathknights their past is their biggest motivation.

After this, consider your process of your turning. Were you chosen, was in the wrong place at the wrong time, or perhaps was just a quest gone terribly wrong? Finishing this, the question of future remains. What gives pourpose to your character? Revenge? Atonement? Perhaps exploiting your power for your own greed?

Death Knight
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Purgatory, Unholy Reneval
2nd +2 Death Strike, Fighting Style, Spellcasting 2
3rd +2 Dark Rider, Undead Resilience 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Unholy Aura 4 2
7th +3 Dark Rider Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Ill Omen 4 3 2
11th +4 Necrotic Touch 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Anti-Magic Shell 4 3 3 1
15th +5 Dark Rider Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Dark Rider Feature 4 3 3 3 2

Quick build

You can make a Death Knight quickly by following these suggestions. First, Strenght should be your highest ability score, followed by Charisma. Second, chose the Soldier background.

Class Features

As a Death Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Death Knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per death knight level after 1st

If you meet a deathknight, then I have two things to say.

Run, and pray it is not after you.

-Alaena

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • An explorer's pack, and chain mail

Purgatory

When you would fall unconscious from falling to 0 hit points, instead you can use your reaction to enter purgatory until the end of your next turn. While in purgatory, your hit points can go below 0, including from the triggering attack. When you end your turn below 1 hit points, then you fall unconscious and start making death saving throws like normal.

Unholy Reneval

As an action you can restore a number of hit points equal to three times your death knight level to yourself. You must then finish a long rest to use this feature again.

Death Strike

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. If you're below half your hit point maximum, you also restore hit points equal to half the necrotic damage dealt.

Fighting Style

Starting 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 you later get to choose again.

These guys don't mess around. They kill people like I kill mana biscuits

-Falaani

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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 reroll 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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). 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 5 feet 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.

Spellcasting

By 2nd level, you have learned to draw on the unholy magic fueling you to cast spells.

Preparing and Casting Spells

The Death Knight table shows how many spell slots you have to cast your deathknight spells. To cast one of your deathknight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of deathknight spells that are available for you to cast, choosing from the deathknight spell list. When you do so, choose a number of deathknight spells equal to your Charisma modifier + half your deathknight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level deathknight, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Charm PErson, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of deathknight spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your deathknight spells, since their power derives from forcing their dark will on the living. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a deathknight spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Spellcasting Focus

You can use a defiled holy symbol or an unholy symbol as a spellcasting focus for your paladin spells.

Dark Rider

When you reach 3rd level, you join one of the death knight riders. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include order spells.

Rider Spells

Each group of riders has a list of associated spells. You gain access to these spells at the levels specified in the rider description. Once you gain access to an order spell, you always have it prepared. Rider spells don't count against the number of spells you can prepare each day.

If you gain an order spell that doesn't appear on the deathknight spell list, the spell is nonetheless a deathknight spell for you.

Undead Resilience

By 3rd level, the necromantic magic flowing through you makes you immune to disease, and prevents you from aging.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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 can attack twice, instead of once, whenever you take the Attack action on your turn.

Unholy Aura

Starting at 6th level, whenever a creature within 10 feet of you must make a saving throw, you can chose to have the creature gain a penalty to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

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

Ill Omen

Starting at 10th level, and you can use your bonus action to force one target within 60 feet to succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the beginning of your next turn. This has no effect on undead or constructs.

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

Additionally, you can't be frightened

Necrotic Touch

By 11th level, you are so corrupted with dark power, that all your melee weapon strikes carry evil power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage. If you also use your Death Strike with an attack, you add this damage to the extra damage of your Death Strike.

Anti-Magic Shell

Beginning at 14th level, when you fail a saving throw against a spell or magic effect, you can use your reaction to succeed instead.

You can use this feature a number of times equal to your Charisma modifier. You regain expended uses when you finish a long rest.

Dark Riders

Upon achieving greater control over their powers, a deathknight joins forces with a dark group of riders aligned with the knight's interest. When he or she reaches 3rd level, the deathknight becomes able to control the unholy power that the group bestows upon them.

Each group of riders personifies a different aspect of the dark forces. Some are harbringers of the apocalipse; such as the Famine, Pestilence, or War orders, while others manifest their power in a particular form; like the Blood or Frost orders.

Rider of Blood

Knights turned by vampires, or those turned towards vampirism become part of the riders of blood. They have an unnatural hunger for life essence, what they use to their advantage, siphoning the blood of their enemies trough their hemomantic rituals, fueling their dark form.

Order of Blood Spells
DK Level Spells
3rd charm person, false life
5th darkness, misty step
9th fear, vampiric touch
13th confusion, death ward
17th dominate person, raise dead

Syphon Essence

When you take this order at 3rd level, when you hit an enemy with a melee weapon, you can use your Death Strike feature without expending a spell slot. When you do so, you deal an additional 1d8 necrotic damage to the enemy, and you restore hit points for equal of the necrotic damage dealt, even if you're above half your hit point maximum.

Once you use this feature, you must finish a short or long rest before you can use it again.

Aura of Blood

Starting at 7th level, whenever you and friendly creatures within 10 feet of you end their turn, they restore health equal to your Charisma modifier if they dealt melee damage that turn. The healing can't exceed half the melee damage dealt that turn.

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

Vampiric Embrace

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Additionally, while you're below half your hit point maximum, you heal for half the damage dealt from your Necrotic Embrace feature.

Vampire Form

At 20th level, you gain the ability to fully embrace your vampiric nature. As an action, you can magically become an avatar of blood, gaining the following benefits for 1 minute:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • At the start of each of your turns, you regain 10 hit points.
  • You have advantage on all Charisma checks and saving throws.

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

The difference between a vampire and a rider of blood is merely that one uses bites to sate their hunger, and the other uses a sword.

-Alaena

Rider of Famine

The riders of famine is one of the oldest and most insidius order of deathknights. Rather than using force to drive the people into submission, they're relying on bleeding their enemies dry; using dark spells to starve whole towns out to be weak to onslaught.

Order of Famine Spells
DK Level Spells
3rd disguise self, ray of sickness
5th ray of enfeeblement, web
9th bestow curse, slow
13th blight, giant insect
17th contagion, insect plague

Starvation

When you take this order at 3rd level, as an action, you can drain energy from your foes.

Each creature of your choosing within 30 feet must make a Constitution saving throw against you spell save DC. On a fail they can't use reactions, have their movement speed halved, and can't regain hit points for a minute. While drained this way, each creature repeats the saving throw at the end of each of its turns.

Once you use this feature, you must finish a short or long rest before you can use it again.

Aura of Famine

Starting at 7th level, when a creature within 10 feet of you takes necrotic damage, and is resistant to necrotic damage, you can chose for it to take full damage instead; or if its immune to necrotic damage, you can chose for it to take half damage instead.

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

I don't care, but if someone tries to bring famine on me by stealing my pastries, I'm gonna make that everyone's problem.

-Falaani

Gluttony

Starting at 15th level, you can use your bonus action to recover expended spell slots. the combined level of spell slots can't exceed your Charisma modifier (minimum of 1).

Once you use this feature, you must finish a long rest before you can use it again.

Agent of Famine

At 20th level, you gain the ability to infuse yourself with dark power. As an action, you can magically become an avatar of famine, gaining the following benefits for 1 minute:

  • Enemy creatures within 10 feet of you have disadvantage on attack rolls when attacking you.
  • Whenever you cast a deathknight spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your deathknight spells and Starvation feature.

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

Rider of Frost

Their mere presence causes the air to be filled with chill, these deathknights wield the chill of the frave to shatter their foes. Embracing the freezing touch of death, wherever they go, winter follows.

Order of Frost Spells
DK Level Spells
3rd detect evil and good, false life
5th gust of wind, hold person
9th sleet storm, slow
13th freedom of movement, ice storm
17th cone of cold, hold monster

Chains of Ice

When you take this order at 3rd level, as an action, you can cause spikes of ice appear to bind a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) against your spell save DC or be restrained.

While restrained by the spikes, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the spikes vanish.

Once you use this feature, you must finish a short or long rest before you can use it again.

Such cold hearts, I bet all they need is the kiss of a true love to bring them warmth and happiness.

-Falaani

Aura of Frost

Starting at 7th level, enemies within 10 feet of you have their movement speed reduced by 10 feet. This effect can't reduce movement speed below 10 feet, and creatures that ignore difficult terrain from snow or ice are immune to this effect.

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

Remorseless Winter

At 15th level, you can call on the force of freezing cold as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 cold damage and must succeed on a Strength saving throw against your spell save DC or have their movement speed halved until the end of their next turn.

Frost Wraith

At 20th level, you gain the ability to become one with the winter frost. As an action, you can magically become an avatar of frost, gaining the following benefits for 1 minute:

  • At the start of each of your turns, you can affect each enemy around you with Remorseless Winter.
  • When a creature fails their saving throw against Remorseless Winter while having their movement speed already halved from that feature, they are affected with Chains of Ice instead.
  • You are immune to cold and fire damage.

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

Rider of Pestilence

The riders of pestilence is an unholy group of deathkinghts. Instead of facing their foes head on, they use plagues, diseases, and other methods to wear their enemies down, before striking the killing blow with their blades. It is said that the mere presence of a knight of pestilence is enough to spoil and disease the area around them.

Order of Pestilence Spells
DK Level Spells
3rd bane, ray of sickness
5th blindness/deafness, ray of enfeeblement
9th bestow curse, stinking cloud
13th blight, giant insect
17th cloudkill, contagion

Spreading Plague

When you take this order at 3rd level, you can use your action to spread plague to a target point. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw against your spell save DC, or take necrotic damage equal to twice your deathknight level and is poisoned for 1 minute. On a successful save the target takes half damage, and is not poisoned.

A poisoned target can repeat the save at the end of their turns. Once you use this feature, you must finish a short or long rest before you can use it again.

Aura of Pestilence

Starting at 7th level, whenever a creature starts 10 feet within you, you can force that creature to make a Constitution save against your spell save DC. On a failed save the target is poisoned until the start of their next turn.

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

Contrary to what Falaani says you cannot smell them coming.

They are silent and deadly.

-Alaena

Potent Plague

Starting at 15th level, when you hit an enemy with a melee weapon attack, you can chose to force a target to be affected by Aura of Pestilence, forcing them to make a saving throw.

Additionally, whenever a creature fails a saving throw from your Aura of pestilence, they take necrotic damage equal to your Charisma modifier.

Plaguebringer

At 20th level, you can embrace the plague you wield to become a living biological weapon. As an action, you can magically become an avatar of pestilence, gaining the following benefits for 1 minute:

  • Whenever an enemy creature starts its turn within 30 feet of you, the creature takes 10 necrotic damage.
  • You are immune to necrotic and posion damage.
  • You gain advantage in Constitution saving throws.

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

Rider of War

Riders of war are terrifying forces on the battlefield. They are perfected by the forces of death to become harbringers of war, meeting their foes in direct combat, and delivering swift victories to their masters; or for themselves.

Order of War Spells
DK Level Spells
3rd bane, hunters mark
5th crown of Madness, hold person
9th haste, protection from energy
13th banishment, compulsion*
17th dominate person, hold monster

It is said they are the perfect soldiers. Don't let Falaani know, she would try to one-up them.

-Alaena

Thirsting Weapon

When you take this order at 3rd level, as a bonus action, you can enhance yourself with the power of death.

Once on each of your turns, you gain advantage on one attack roll against creautes below their hit point maximum, for 1 minute.

Once you use this feature, you must finish a short or long rest before you can use it again.

Aura of War

Starting at 7th level, when an enemy within 10 feet of you makes an attack roll, you can use your reaction to force a penalty on the attack roll equal to your Charisma modifier. You can choose to use this feature after the enemy rolls the die, but before the outcome is determined.

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

Warbringer

Starting at 15th level, when you are hit by a melee attack from a creature below their hit point maximum, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Perfect Soldier

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of war, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Spirit Warrior

Having endured a deadly ritual to most, a terrible accident, or just a cruel form of revenge, one thing is common in all spirit warriors. They control power that was never meant for mortals. Let it be vengeance, wish to protect, or selfish pourposes that drive them, spirit warriors are ready to unleash their alien power on those in their way.

Soul Vessel

The existence of a spirit warrior is defined by their spirit they are carrying besides their own. Trough some means they captured one such soul, and either by necessity or lust for power, they force it to do their bidding.

Most cases this soul is a prisoner, but there are cases where it is willingly taking a mortal host, biding their time waiting for opportunity.

Power from Within

Your power comes from your contained spirit. Such power is never meant for mortals to wield, is unnatural, and takes its toll on its wielder.

The hellfire of a devil, the searing light of a celestial, or the savagery of a beast; these are all double edged blades. They can be mighty weapons in war, but they can just as easily harm their user, directly or indirectly.

Fated Outcasts

Spirit warriors usually avoid society, given their freakish nature. People rarely tolerate, and are often paranoid from others who wield powers of otherwordly creatures.

Because of this, such warriors live in solitary lives, teaming up with adventures only if need arises.

Creating a Spirit Warrior

The most important question when creating a spirit warrior is the origin of your spirit you are hosting. You can chose from different spirits, but the exact entity is up for you to decide. Tying into this is the second question, trough what means did you acquire this soul? Perhaps its a ritual you conducted or was a subject of? A terrible accident that was never meant to happen? Or perhaps a last resort against an otherworldy foe?

What is your relation to this power? Is it a curse you wish to hide or get rid of, or is it a blessing you sought in the first place, wielding it as a weapon? Perhaps the spirit still has some consciousness still, and is still trying to communicate you, seeking to return to power? If so, what is your relations with them?

Quick build

You can make a Spirit Warrior quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, chose the Outlander background.

Class Features

As a Spirit Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Spirit Warrior level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Spirit Warrior level after 1st

Having a second spirit is an unimaginable feeling. And no I don't see the irony there.

-Falaani

Spirit Warrior
Level Proficiency Bonus Features Spells Known Spell Slots Spell Level
1st +2 Spirit Vessel, Unarmored Defense
2nd +2 Fighting Style, Spirit Magic 2 1 1
3rd +2 Invoke Spirit, Spirit Vessel Feature 3 2 1
4th +2 Ability Score Improvement 3 2 1
5th +3 Extra Attack 4 3 2
6th +3 Spirit Vessel Feature 4 3 2
7th +3 Evasion 5 4 2
8th +3 Ability Score Improvement 5 4 2
9th +4 6 5 3
10th +4 Spirit Vessel Feature 6 5 3
11th +4 Spectral Sight 7 6 3
12th +4 Ability Score Improvement 7 6 3
13th +5 Improved Control 8 7 4
14th +5 Spirit Vessel Feature 8 7 4
15th +5 Soul Harvest 9 8 4
16th +5 Ability Score Improvement 9 8 4
17th +6 10 9 5
18th +6 Inner Power 10 9 5
19th +6 Ability Score Improvement 11 10 5
20th +6 Final Form 11 10 5

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose four from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple melee weapon
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • An explorer’s pack, and a leather armor

Spirit Vessel

Choose a spirit you are a vessel of that is the source of your powers. Your choice grants you features when you choose it at 1st level and again at 3rd, 6th, 10th, and 14th level.

Spirit Spells

Each spirit has a list of associated spells. You gain access to these spells at the levels specified in the spirit vessel description. Spirit spells don't count against the number of spells you know.

If you gain a spirit spell that doesn't appear on the spirit warrior spell list, the spell is nonetheless a spirit warrior spell for you.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Fighting Style

Starting 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 you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spirit Magic

By the time you reach 2nd level, you have gained enough control above your absorbed spirit to use it to cast spells.

Spell Slots

The Spirit Warrior table shows how many spell slots you have to cast your spirit warrior spells of 1st level and higher. To cast one of these spells, you must expend one slot for each of the spell's level. You regain all expended spell slots when you finish a short or long rest.

For example, if you know the 2nd-level spell Misty Step and have at least 2 1st-level spell slots available, you can cast Misty Step using 2 of those slots.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the spirit warrior spell list.

The Spells Known column of the Spirit Warrior table shows when you learn more spirit warrior spells of your choice. Each of these spells must be of a level no greater than your Spell Level. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spirit warrior spells you know and replace it with another spell from the spirit warrior spell list, which also must be of a level no greater than your Spell Level.

Spellcasting Ability

Charisma is your spellcasting ability for your spirit warrior spells, since your magic comes from forcing your spirit to do your bidding. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spirit warrior spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Invoke Spirit

At 3rd level, as a bonus action, you can call upon you spirit to take up your spirit form for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

Upon transforming you gain 6 + 1d8 temporary hit points for each Spirit Warrior level you have. Your Spirit Vessel grants additional bonuses while transformed.

If you start your turn with fewer hit points than half your hit point maximum, you must succeed on a DC 8 Wisdom saving throw or have your DM determine how you act that turn according to your spirit.

Once you use this feature, you must finish a short or long rest before you can use it again.

Carrying an extrapalanar spirit sounds like an exotic experience... Too exotic for my tastes.

-Alaena

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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 can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Spectral Sight

At 11th level, you are able to see into the souls of those around you. As an action, you gain truesight for up to 30 feet, and gain advantage on Insight checks for 1 minute.

Once you use this feature, you must finish a short or long rest before you can use it again.

Improved Control

Starting at 13th level, you have advantage on the saving throw for to keep your control while in spirit form.

Soul Harvest

Starting at 15th level, when hostile creature is reduced to 0 hit points within 30 feet of you, you can use your reaction to regain one of your expended spell slots, provided that the creature is either humanoid, or is above CR 1/4. You cannot use this feature on Undead or Constructs

Inner Power

At 18th level, you have gained the ability to expunge great amounts of magical power from your hosted spirit.

You can cast a spell at 5th level once without expending a spell slot. You must finish a long rest before you can do so again.

Final Form

At 20th level, your attunement to your spirit is perfect, and now the two spirits are one. You can use your Invoke Spirit feature an unlimited number of times, and your spirit form lasts until you revert to your normal form, fall unconscious, or die.

Spirit Vessels

Each soul is different, and souls hosted in spirit warriors are no different. The power they grant however can be recognized easily. Beast, celestial, demon, devil, elemental, or immortal spirits are known to be such spirits.

Beast Spirit

Wild spirits are known to stalk trough nature, aiding those who guard nature, and punishing those who hurt it. On rare occasions tough, these spirits can be bound to mortals; by force or by mutual binding; creating a hybrid between mortal and nature.

Beast Spirit Spells
SW Level Spells
3rd animal friendship, hunter's mark
5th enhance ability, pass without trace
9th conjure animals, plant growth
13th dominate beast, locate creature
17th awaken, reincarnate

Heightened Senses

When you choose this archetype at 1st level, you gain the improved senses of a natural predator. You have advantage on Perception checks that rely on hearing or smell.

Wild Strikes

Also at 1st level, your claws had became trough your beast spirit weapons to be feared. You can roll a d4 in place of the normal damage of your unarmed attacks, and you can use Dexterity instead of Strength for the attack and damage rolls for these attacks. Additionally you deal slashing damage with your unarmed attacks.

The damage die becomes a d6 at 6th level, and a d8 at 14th level.

Invoke Spirit: Beast

Starting at 3rd level, when you use your invoke spirit, you are transformed into your beast form. While you are transformed, you gain the following features:

  • You have advantage on Strength checks and Strength saving throws.
  • Whenever you take the Attack action on your turn, you can attack one additional time.
  • You have a +1 bonus to AC.
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons.

Feral Blows

Starting at 3rd level, you have learned how to harness the wild side of your spirit. Whenever you take the Attack action on your turn, you can spend a spell slot to make two additional unarmed attacks as part of that action.

Remember my advice for fenril? It applies for beast spirits as well. Hundred times.

-Falaani

Primal Strike

Starting at 6th level, your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Frenzied Regeneration

At 10th level, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier (minimum of 1).

One With Nature

When you reach 14th level, your spirit can extract its will on the wild around you. When a beast or plant creature attacks you, you can use your reaction to force the creature to make a Wisdom saving throw against your spirit warrior spell save DC. On a failed save, the creature becomes charmed by you for 1 minute. A charmed creature can repeat the save at the end of each of its turns to end the effect early.

On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.

Celestial Spirit

Celestials are entities of pure grace. To carry one's spirit is a boon, filling your very being with the powers of the light, divine, and order. Spirit warriors wielding the souls of such celestials are true protectors, and a force of good and order, even if they got the spirit in nefarious means.

Celestial Spirit Spells
SW Level Spells
3rd cure wounds, bless
5th calm emotions, lesser restoration
9th blinding smite, revivify
13th death ward, guardian of faith
17th greater restoration, hallow

Divine Resistance

At 1st level, your soul is filled with eternal light, steeling yourself against outside sources of divine magic. You gain resistance against radiant damage.

Light Eternal

Also starting at 1st level, your soul emits a bright light that you can use to illuminate your way.

You know the Light cantrip. Also you emit bright light in a 20-foot radius and dim light for an additional 20 feet. You can summon or dismiss this light at will as a bonus action.

Invoke Spirit: Celestial

Starting at 3rd level, when you use your invoke spirit, you are transformed into your celestial form. While you are transformed, you gain the following features:

I don't often feel jealousy. But such angelic beings are an exception.

-Alaena

  • You have advantage on Charisma checks and Charisma saving throws.
  • Whenever you expend a spell slot to restore hit points to a creature, the creature regains 1d8 additional hit points.
  • You gain flying speed equal to your walking speed.
  • You have advantage on saving throws against spells and other magical effects.

Amplified Healing

Starting at 3rd level, you learned how to empower healing magic around you. When a creature you can see regains hit points, you can use your reaction to expend one spell slot to restore additional hit points equal to 1d8 + your Charisma modifier.

Radiant Flame

Starting at 6th level, when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Divine Strike

At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Angelic Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

Demon Spirit

Demons are often big, powerful, and merciless fiends. Containing one's spirit is a hard task, but the power in return makes up for it. Their raw power alone is something for the enemies of the spirit warrior to be feared, as their mere presence strikes fear into the hearts of foes.

Demon Spirit Spells
SW Level Spells
3rd burning hands, wrathful smite
5th darkness, spike growth
9th protection from energy, vampiric touch
13th blight, staggering smite
17th banishing smite, hold monster

Hellish Resistance

At 1st level, the infernal soul burning within you have steeled your nerves against external and interal flames. You gain resistance against fire damage.

Hunger for Souls

Also starting at 1st level, when you reduce a hostile creature to 0 hit points, or use your Soul Harvest feature, you gain temporary hit points equal to your Charisma modifier + your spirit warrior level (minimum of 1). You can use this feature once a turn.

You see demons and devils are totally different. One has wings, other has spikes. And yes I know which one is which. Totally.

-Falaani

Invoke Spirit: Demon

Starting at 3rd level, when you use your invoke spirit, you are transformed into your demon form. While you are transformed, you gain the following features:

  • You have advantage on Strength checks and Strength saving throws.
  • You have a +1 bonus to melee damage rolls. This bonus increases to +2 at 14th level.
  • You have a +1 bonus to AC.
  • You are immune to fire damage, and have resistance against cold; and bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.

Demonic Spikes

Also starting at 3rd level, when you are attacked, you can use your reaction to expend a spell slot to gain a +5 bonus to AC against the triggering attack.

As part of this reaction you can chose to force the target to make a Dexterity save against your spell save DC. On a failed save, the target takes 2d6 piercing damage.

Soul Carve

Starting at 6th level, when you hit a creature with a weapon attack, you can chose to force the target to make a Constitution save against your spell save DC. On a failure, the target takes 2d6 necrotic damage, and allows you to use your Hunger for Souls feature on the creature. On a success the target takes half damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Brutal Critical

Beginning at 10th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Fiendish Fortitude

Beginning at 14th level, the demonic power that fuels you allows you to shrug off fatal blows.

When you're reduced to 0 health, you can chose to not fall unconscious, and instead gain Fiendish Fortitude for 1 minute. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your Fiendish Fortitude ends, and you die then only if you still have 0 hit points.

Fiendish Fortitude ends early if you're haven't attacked, or taken damage since the last turn.

Once you used this feature, you can't do so again until you finish a long rest.

Devil Spirit

Devils are the often-winged fiends of the lower planes. To hold one of their spirits in one's body, is both a feat and a curse. Their speed and powers give spirit warriors great advantage in combat, but to contain such a spirit is a challenge in itself.

Devil Spirit Spells
SW Level Spells
3rd charm person, searing smite
5th misty step, scorching ray
9th fear, fireball
13th banishment, fire shield
17th dominate person, scrying

Hellish Resistance

At 1st level, the infernal soul burning within you have steeled your nerves against external and interal flames. You gain resistance against fire damage.

Devilish Agility

Also at 1st level, the spirit you are hosting gives you enhanced speed. Your speed increases by 10 feet, and you gain proficiency in the Acrobatics skill.

Invoke Spirit: Devil

Starting at 3rd level, when you use your invoke spirit, you are transformed into your devil form. While you are transformed, you gain the following features:

  • You have advantage on Dexterity checks and Dexterity saving throws.
  • Whenever you take the Attack action on your turn, you can attack one additional time.
  • You gain flying speed equal to your walking speed.
  • You are immune to fire damage, and have resistance against cold; and bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.

Fiery Strike

Also at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal 2d8 fire damage to the target, in addition to the weapon's damage.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Blade Dance

At 10th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Devilish Wings

Starting at 14th level, you can use a bonus action to cause a pair of fiendish wings to sprout from your back. While the wings are present, you have a flying speed equal to your walking speed.. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

I once met a high elf that smelled like a devil. I now know why.

-Falaani

Dragon Spirit

Dragons are one of the mightiest beings of the material plane, with souls that fill necromancers with envy. The pride of these dragons often cause them to defy death, as its not uncommon for dragons to delay passing on as long as possible. For this reason, in rare occasions mortals can bind their spirits to one such dragon soul.

Dragon Spirit Spells
SW Level Spells
3rd command, searing smite
5th alter self, levitate
9th fear, fireball
13th staggering smite, wall of fire
17th flame strike, scrying

Dragon Soul

At 1st level, you choose one type of dragon as your ancestor. You gain resistance to the damage type associated with your dragon type, and is used by features you gain later.

Dragon Color Damage Type Breath Weapon
Black Acid 5' by 30' line (DEX save)
Blue Lightning 5' by 30' line (DEX save)
Brass Fire 5' by 30' line (DEX save)
Bronze Lightningp 5' by 30' line (DEX save)
Copper Acid 5' by 30' line (DEX save)
Gold Fire 15' cone (DEX save)
Green Poison 15' cone (CON save)
Red Fire 15' cone (DEX save)
Silver Cold 15' cone (CON save)
Ice Cold 15' cone (CON save)

Sounds like dragonborn and draconic bloodline with extra steps.

-Alaena

Ancient Fortitude

Also at 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Invoke Spirit: Dragon

Starting at 3rd level, when you use your invoke spirit, you are transformed into your dragon form. While you are transformed, you gain the following features:

  • You have advantage on Strength checks and Strength saving throws.
  • Once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d8 damage to the target. The type of this damage the damage type associated to your dragon color.
  • You gain flying speed equal to your walking speed.
  • You are immune to the damage type associated to your dragon color.
  • You have advantage on saving throws against spells and other magical effects.

Dragon's Breath

Also starting at 3rd level, you can use your action to expend a spell slot to deal damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw against your spirit warrior spell save DC. A creature takes 2d8 damage on a failed save, and half as much damage on a successful one.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, or use your Dragon's Breath feature; add your Charisma modifier to one damage roll of that feature.

Powerful Presence

At 10th level, as an action, you can force a creature to make a Wisdom saving throw against your spirit warrior spell save DC or be charmed or frightened for 1 minute.

Creatures can repeat the save at the end of each of their turns to end the effect early. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

Elemental Spirit

Elementals wield the most primal forces of nature; fire, earth, wind, water. Their raw power are combined with unbridled fury. It is not uncommon to bind elementals to a material object, however binding one to the spirit of a mortal is a rarity.

You choose your spirit's kind or determine it randomly, using the Elemental Kind table.

Elemental Kind
d4 Element Damage Type Language
1 Earth Bludgeioning Terran
2 Air Lightning Auran
3 Fire Fire Ignan
4 Water Cold Aquan

Elemental Spirit Spells

The spells you gain from your Spirit Spells feature are determined by the kind of your Element.

Earth Spirit Spells
SW Level Spells
3rd shield, thunderwave
5th hold person, shatter
9th meld into stone, protection from energy
13th staggering smite, stone shape
17th telekinesis, wall of stone
Air Spirit Spells
SW Level Spells
3rd feather fall, witch bolt
5th gust of wind, misty step
9th call lightning, wind wall
13th freedom of movement, greater invisibility
17th cloudkill, scrying
Fire Spirit Spells
SW Level Spells
3rd burning hands, searing smite
5th branding smite, scorching ray
9th daylight, fireball
13th fire shield, wall of fire
17th flame strike, hold monster

Why become an elemental when you could become all of them? Amateurs.

-Falaani

Water Spirit Spells
SW Level Spells
3rd create and destroy water, cure wounds
5th invisibility, lesser restoration
9th sleet storm, water breathing
13th control water, ice storm
17th cone of cold, greater restoration

Elemental Nature

At 1st level, the elemental nature of your soul gives you resilience against certain effects. You have resistance against the damage type of your element, and you learn one language detailed in the Elemental Kind table.

Additionally, you gain benefits depending on your element:

Air. You can hold your breath indefinitely while you’re not incapacitated. You can hold it while incapacitated if you are an air genasi.

Earth. You can move across difficult terrain made of earth or stone without expending extra movement. Any difficult terrain if you are an earth genasi.

Fire. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red. Range is 120 feet is you are a fire genasi.

Water. You can breathe air and water, and you have a swimming speed of 30 feet. You gain additional 5 feet of swimming speed if you are an air genasi.

Invoke Spirit: Elemental

Starting at 3rd level, when you use your invoke spirit, you are transformed into your elemental form. While you are transformed, you gain the following features:

  • You are immune to poison damage, and the damage type of your element.
  • Once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d8 damage to the target. The type of this damage is determined the damage type of your element, and is magical for the purposes of resistances.

Additionally, you gain benefits depending on your element:

Earth
  • You have advantage on Strength checks and Dexterity saving throws.
  • You can burrow through nonmagical, unworked earth and stone. While doing so, you doesn't disturb the material you move through.
  • You have a +1 bonus to AC.
  • You are resistant against piercing and slashing damage From Nonmagical Attacks.
Air
  • You have advantage on Dexterity checks and Dexterity saving throws.
  • You gain flying speed equal to your walking speed.
  • You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.
  • You are resistant against thunder; bludgeoning, piercing, and slashing From nonmagical attacks.
Fire
  • You have advantage on Dexterity checks and Dexterity saving throws.
  • A creature that touches you or hits you with a melee attack while within 5 ft. of you takes 1d10 fire damage.
  • You can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 1d10 fire damage.
  • You shed bright light in a 30-foot radius and dim light in an additional 30 ft..

All the powers of the genies, and none of the tricks or tiny spaces. All good if you ask me.

-Alaena

  • You are resistant against bludgeoning, piercing, and slashing From nonmagical attacks.
  • For every 5 ft. you move in water, or for every gallon of water splashed on you, you take 1 cold damage.
Water
  • You have advantage on Strength checks and Strength saving throws.
  • You gain swim speed equal to twice of your walking speed.
  • You can enter a hostile creature's space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.
  • You are resistant against acid; bludgeoning, piercing, and slashing From nonmagical attacks.

Primal Strike

Also at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal 2d8 damage to the target, in addition to the weapon's damage. The type of this damage is determined by the damage type of your element, and is magical for the purposes of resistances.

Wrath of the Planes

At 6th level, once during each of your turns when you damage an enemy with a spell or attack, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by the damage type of your element, and is magical for the purposes of resistances.

Planar Existence

When you reach 10th level, you become immune to poison and disease, and you no longer require air, food, drink, or sleep.

Unbound Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal damage to the attacker. The damage equals your spirit warrior level, and the type of this damage is determined by the damage type of your element, and is magical for the purposes of resistances. The attacker must also make a Strength saving throw against your spirit warrior spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Immortal Spirit

Its not uncommon for the spirits of the deceased to linger in the material plane. However, on rare occasions, such souls can remain for untold amounts of times. Such are the immortal spirits; binding them to one's soul can unlock untold secrets.

Immortal Spirit Spells
SW Level Spells
3rd false life, shield
5th mirror image, misty step
9th feign death, revivify
13th blight, death ward
17th antilife shell, raise dead

Touch of the Grave

At 1st level, your spirit is touched by the lack of mortality, and thus death has lesser sway over you. You have resistance to necrotic damage.

Defy Death

Also starting at 1st level, thanks to your spirit, you can prevent people from passing on. You learn the Spare the Dying cantrip. For you, it has a range of 30 feet, and you can cast it as a bonus action.

All this work to become immortal when you could just become a wizard, risk your life getting a great wizard, and break countless moral obstacles to become practically immortal yourself.

-Alaena

Invoke Spirit: Spiritwalker

Starting at 3rd level, when you use your invoke spirit, you are transformed into your spiritwalker form. While you are transformed, you gain the following features:

  • You have advantage on Constitution checks and Constitution saving throws.
  • Whenever you deal damage with a melee attack, you regain hit points equal to half the damage dealt.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
  • You are immune to necrotic and poison damage.
  • You have resistance against acid, cold, fire, lightning, thunder; and bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered.

Secret to Immortality

Also when you reach 3rd level, you can use a bonus action to expend a spell slot to regain hit points equal to 1d8 + your Constitution modifier. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Timeless Wraith

At 6th level, your spirit has shared its power of timelessness with you. You don’t need to eat, drink, or breathe. Additionally, you suffer none of the frailty of old age, you can't be aged magically, and you can't die of old age.

In addition, once during each of your turns, when you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage.

Undying

At 10th level, when you are reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d10 + your spirit warrior level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

Deathly Resistance

Beginning at 14th level, your spirit grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend a spell slot to reroll it and take the second result.

Witch Doctor

Spirits, nature, magic. For a witch doctor there's little difference between the three. Carrying witchcraft, they can cast curses, animate dead, and even command animals. Even without their magic, and relying on their knowledge on the natural world, a witch is a terribly dangerous foe still.

Spiritual Symbiosis

A witch doctor is a servant to the spirits to the deceased, unlike necromancers who bend the souls of the dead to their will. They aid the spirits, who aid them in return.

Witch doctors share an intimate bond with the ancestral spirits, but they also have a strong connection to the kindred spirits of nature. If someone defiles places of wilderness or graves, they make an enemy in most necromancers.

Power from Chaos

The art of witchcraft is ancient, coming from an age before scholars made difference between spellschools. As a result, witch doctors carry magic that does not fall into categories.

For them using poisonous herbs or healing tinctures is just as much magic, as summoning magical missiles from one's fingertips. This results in a magic that is chaotic, not following orders of either druids or wizards.

Wonder Without Magic

For a witch doctor the knowledge of nature is just as important as the knowledge of spellcasting. They have deep knowledge on how to extract harmful, helpful --or in most cases both-- ingredients to help them. Either by coating weapons in venom, applying fiery salve to cure cold, or using psychic substances to empower spellcasting, witches carry much more than just magic and weapons.

Creating a Witch Doctor

When making a witch doctor, consider why your character took up the path of voodoo and witchcraft. Perhaps he or she was an apprentice to an old witch doctor, was kidnapped by a hag, or was grown up in a society with benevolent witches in power?

Did you study under your master, or perhaps ventured out to gather knowledge on your own? Or perhaps your wisdom comes from ancient tomes carrying forgotten witchcraft?

Quick build

You can make a Witch Doctor quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, chose the Hermit background.

Class Features

As a witch doctor, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per witch doctor level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch doctor level after 1st

Proficiencies


  • Armor: Light armor

  • Weapons: Simple weapons, hand crossbows, blowguns

  • Tools: Alchemist’s supplies, herbalism kit, poisoner’s kit

  • Saving Throws: Constitution, Wisdom

  • Skills: Choose any three

Witch Doctor
Level Proficiency Bonus Ingredients Dice Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 3 d6 Ingredients (d6), Spellcasting 2 4 2
2nd +2 3 d6 Voodoo Doll, Witch Coven 2 5 3
3rd +2 3 d6 Spirit Guidance, Witchcraft 3 6 4 2
4th +2 3 d6 Ability Score Improvement 3 7 4 3
5th +2 4 d8 Forager, Ingredients (d8) 3 8 4 3 2
6th +2 4 d8 Witch Coven Feature 3 9 4 3 3
7th +2 4 d8 Voodoo Infusion (d10) 3 10 4 3 3 2
8th +2 4 d8 Ability Score Improvement 3 11 4 3 3 3
9th +2 4 d8 3 12 4 3 3 3 1
10th +2 5 d10 Ingredients (d10) 4 14 4 3 3 3 2
11th +2 5 d10 Mask of Death 4 15 4 3 3 3 2 1
12th +2 5 d10 Ability Score Improvement 4 16 4 3 3 3 2 1
13th +2 5 d10 Voodoo Infusion (d12) 4 17 4 3 3 3 2 1 1
14th +2 5 d10 Witch Coven Feature 4 18 4 3 3 3 2 1 1
15th +2 6 d12 Ingredients (d12) 4 19 4 3 3 3 2 1 1 1
16th +2 6 d12 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +2 6 d12 4 20 4 3 3 3 2 1 1 1 1
18th +2 6 d12 Witch Coven Feature 4 22 4 3 3 3 3 1 1 1 1
19th +2 6 d12 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 6 d12 Spirit Anchor 4 22 4 3 3 3 3 2 2 1 1

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • (a) an alchemist’s supplies, (b) a herbalism kit or (c) a poisoner’s kit
  • Leather armor, blowgun, and an explorer's pack

Witches. For when you cannot afford to be a wizard, messing with mushrooms is the second best thing I guess.

-Alaena

Ingredients

You are a master at finding magic in even the most mundane places. When you finish a long rest, you may chose a number of ingredients equal to the Ingredients column from the Witch Doctor table. You cannot have more ingredients at any given time than your maximum number of ingredients shown in the Witch Doctor table.

At 1st level, you can use the ingredient in two ways. Either you can use you action to apply an ingredient to a willing creature, consuming it in the process. Or you can use a blowgun to consume an ingredient in place of ammo to apply an additional effect on hit, consulting the Applied Effect or Blowgun Effect columns of the Ingredients Table.

When you use an Blowgun Effect, you can chose for the blowgun to deal additional twice your ingredient dice damage appropriate for the ingredient. If none are listed, the blowgun cannot deal additional damage.

When an effect from the Ingredient table forces a creature to roll a saving throw, then it uses your Witch Doctor spell save DC.

All non-instantaneous effects of the ingredients last for one minute.

Spellcasting

Taking on the raw essence of nature and spirits around yourself, you can cast spells by forming these forces in the image of your will.

Cantrips

You know two cantrips of your choice from the witch doctor spell list. You learn additional witch doctor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch Doctor table.

Spell Slots

The Witch Doctor table shows how many spell slots you have to cast your witch doctor spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the witch doctor spell list.

The Spells Known column of the Witch Doctor table shows when you learn more witch doctor spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch doctor spells you know and replace it with another spell from the witch doctor spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your witch doctor spells, since your magic comes from your understanding of the forces around you, natural and phantasmal. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witch doctor spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier
Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your witch doctor spells.

Voodoo Doll

When you reach 2nd level, you have learned how to create voodoo dolls. You can expend 50 gold worth of materials; and one body part of a creature, like a lock of hair, bit of nail, or the like to create a voodoo doll over the duration of one hour. The doll targets the creature which the body part used to create doll originates from.

Once after the creation of the doll a creature can make a Charisma saving throw against your witch doctor spell save DC to resist the effects of the doll. On a successful save the voodoo doll and the materials used to create it are destroyed. If you create a voodoo doll, the previous one is destroyed.

The doll has hit points equal to half the hit points of the creature the doll is targeting. If it reaches 0 hit points, the doll is destroyed. You can cast a spell targeting the doll. When a spell is cast this way, the creature targeted by the doll is targeted by the spell, provided it is on the same plane as the doll. Spell attacks made this way have advantage, and saving throws against spells cast this way have disadvantage. Whenever a creature is damaged by a spell cast this way, the doll also takes the damage dealt. After you cast a spell, then unless the doll took damage from the spell, it takes damage equal to your Ingredient Dice.

Once you attempted to create a voodoo doll, you can't do so again until you finish a long rest.

Witch Coven

At 2nd level, you choose to identify with a coven of like minded witches and witch doctors. Your choice grants you features at 2nd level and again at 6th, 14th, and 18th level.

Spirit Guidance

Starting at 3rd level, kindred spirits surround you, nudging you and your allies closer to your goals.

When you, or an ally within 30 feet makes an ability check, you can use your reaction to roll a 2d4 and add the number rolled to one ability check.

Once you used this feature, you cannot do so again until you finish a long or short rest.

Witchcraft

At 3rd level, you have gained the ability to use your natural expertise to enhance your spellcasting. When casting a spell, you can chose to expend an ingredient, causing the spell to gain additional benefits. Consult the Witchcraft Effect of the Ingredient table to see what effects the spell gains.

When you expend an ingredient on this feature, then one damage component of your choice of the spell becomes the damage type appropriate for the ingredient. If none are listed, no damage type are changed.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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.

Forager

Beginning when you reach 5th level, you gain a number of ingredients equal to your Wisdom modifier (minimum of one), up to your ingredient maximum when you finish a short or long rest, or spend 1 hour foraging.

Roll a d8 for each ingredient to determine the ingredient gained.

Voodoo Infusion

At 7th level, the spirits surrounding you bless you with fortitude as you gain power. When you reach 7th level, your hit die becomes a d10, effective for hit point maximum for witch doctor levels gained beginning this level, and when you finish a short rest roll a d10 instead of a d8 to regain hit points.

When you reach 13th level in this class the hit die further increases to d12.

Mask of Death

Starting at 11th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

Spirit Anchor

At 20th level, when you roll a death saving throw, you can chose to instead come back to life. When doing so, you regain hit points equal to half of your hit point maximum. You can use this feature before, or after rolling a death save, and can be used after you fail your 3rd death save.

You can't use this feature if you died without rolling a death save. Once you used this feature, you must finish a long rest before you can do so again.

I remember the first time I met a witch doctor... Was the first AND last time I made fun of their headwear.

-Falaani

Ingredients Table
d8 Ingredient Applied Effect Blowgun Effect Witchcraft Effect
1 Acidic (acid) The creature is cured of one disease effect affecting it. One other creature within 5 feet of the target has to make a Dexterity saving throw. On a failed save the creature takes acid damage equal to one ingredient dice. Target a second creature in range with the same spell, provided the spell targets only one creature, doesn't have a range of self, and is no greater than 3rd level.
2 Cold (cold) The creature gains resistance to fire damage. The target has to make a Constitution saving throw. On a failed save its speed is reduced by 10 feet until the start of your next turn. One target affected by the spell has disadvantage on its first saving throw made against the spell.
3 Fiery (fire) The creature gains resistance to cold damage. The target has to make a Dexterity saving throw. On a failed save it takes Ingredient Die + your Wisdom modifier additional fire damage. On a successful save, the target takes half damage. You can reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.
4 Healing (-) The creature regains a number of hit points equal to Ingredient Dice + your Wisdom modifier. The target regains a number of hit points equal to Ingredient Dice + your Wisdom modifier. One creature affected by the spell can regain hit points equal to Ingredient Dice + your wisdom modifier.
5 Psychic (psychic) The creature gains a d6 bonus to any Intelligence, Wisdom, or Charisma saving throws they make. The target has to make a Wisdom saving throw. On a failed save it becomes blinded until the start of your next turn. If the spell has a casting time of one action, change the casting time to 1 bonus action for this casting.
6 Rotting (necrotic) The creature gains resistance to necrotic damage. The target has to make a Constitution saving throw. On a failed save it can't regain hit points until the start of your next turn. The spell has it duration doubled, to a maximum duration of 24 hours.
7 Tranquilizing (-) The creature gains immunity to the frightened and charmed condition. Roll 4 Ingredient Dices. If the creature has less health than the number rolled, it falls unconscious until 1 minute passes, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Choose a number of creatures affected by the spell up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. Additionally, the spell is cast without any somatic or verbal components.
8 Venomous (poison) The creature gains advantage against poison, and resistance to poison damage. The target has to make a Constitution saving throw. On a failed save it becomes poisoned until the start of your next turn. You gain advantage on the spell attack roll for this spell.

Witch Covens

Meeting in secret, away from prying eyes; witches and witch doctors travel far to meet up in covens. When they do, they share their knowledge of medicine, spirits, the dead, juju, or how to be a guardian. Whatever their pourpose, a witch in coven is much more capable than one running alone.

Coven of Guardians

Witches and witch doctors who join this coven in order to become guardians are fierce protectors of their communities, their wilds, or their own territory. Wielding deadly weapons coated in even more deadly venoms, they are dangerous foes to encounter.

I honestly don't understand why would one pick up a spear when they have magic at their disposal. Sounds savage.

-Alaena

Bonus Proficiencies

When you join this coven at 2nd level, you gain proficiency with medium armor, shields, and martial weapons.

Martial Training

Also at 2nd level, chose a skill from Athletics, Acrobatics, or Stealth. You gain profiency in the chosen skill. Your proficiency bonus is doubled if you already had profiency in the chosen skill.

Envenom Weapon

Starting at 2nd level, you may use your ingredients to coat your weapons in them. As a bonus action you may consume an ingredient to coat a weapon you or an ally within 5 feet wield with the chosen ingredient.

For 1 minute, the next time the weapon deals damage, the creature also suffers the Blowgun Effect of the ingredient on top of the weapon's damage.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Quickened Strike

At 14th level, you have mastered the art of using your skills together. When you use your action to cast a witch doctor spell or use an ingredient, you can make one weapon attack as a bonus action.

Lingering Coating

Starting at 18th level, your venom coating became more potent, lasting for more than one strike. When a weapon coated in your ingredient hits a creature, the coating is not consumed, and instead it can be used to apply its effect a second time until the end of the attacker's next turn.

Coven of Juju

Fortune, and misfortune. This is what the Coven of Juju is about. Witch doctors of this coven are masters at manipulating luck, cursing their enemies, and blessing their allies with this mysterious force.

Dice Master

Starting at 2nd level, you have learned how to manipulate luck in ways to aid you in combat. When a creature you can see within 60 feet makes an attack roll, saving throw, or ability check, then you can roll an additional d20. You can choose to use this feature after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

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

Beginner's Luck

Also beginning at 2nd level, fortune seems to find you in the most unusual ways. When you make an ability check you are not proficient in, you can chose to roll an additional d20, and must use the new roll. You can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.

Once you used this feature, you can't do so again until you finish a short or long rest.

Never play any games of chance with these guys. Unless they are helping you rip people off. Then play with them as much as you can.

-Falaani

Insult to the Injury

Starting at 6th level, misfortune seems to come in hoards to those who oppose you. When a creature you can see within 60 feet rolls a 1 on an attack roll, saving throw, or ability check, then you can use your reaction to deal bludgeoning damage to the target, and make the creature fall prone, as a result of them accidentally hurting themselves. The damage equals to d6 + your Witch Doctor level.

Aegis of the Fortunate

When you reach 14th level, you have gained a natural protection against bad luck. When you, or an ally within 60 feet rolls a 1 on an attack roll, ability check, or saving throw, they can chose to roll an additional d20. They then must use the new roll.

Bountiful Luck

At 18th level, when you roll initiative and have no uses of Dice Mater left, you regain one use.

Coven of Medicine

Not all healers draw from magic to heal the injured. The Coven of Medicine focuses on herbal remedies to cure the ill, gathering restorative reagents from the wild to restore anything that affects the ill.

Why would anyone use medicine when clerics exist?

-Alaena

Forager Training

When you join this coven at 2nd level, chose a skill from Medicine, Nature, or Survival. You gain profiency in the chosen skill. Your proficiency bonus is doubled if you already had profiency in the chosen skill.

Herbal Remedies

Also at 2nd level, you have gained extensive knowledge of the restorative properties of your ingredients. When you apply your ingredients to your allies, you can chose to have the creature regain 1d6 additional hit points.

The healing changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Beginning at 10 level, you can chose to cast the Lesser Restoration spell without expending a spell slot on the target instead of the extra healing. Once you cast Lesser Restoration this way, you can't do so again until you finish a long rest.

Healthy Supper

At 6th level, you have learned recipes to create meals that are just as healthy as they are delicious.

At the end of a short rest, you or any friendly creatures who regain hit points by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

Lasting Exposure

Starting at 14th level, the long exposure to wild reagents steeled your body.

You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.

Ingenious Reagents

At 18th level, you are never caught off guard, and can improvise ingredients when need rises.

When you roll initiative and have no ingredients left, roll a d8, and gain one reagent depending of the dice rolled.

Having friends on the other side sounds fun!

...Tough first one has to have friends on this side.

-Falaani

Coven of Spirits

All witch doctors have a connection to the spirits, but some take this even further. Those joining the Coven of Spirits gain a connection to the spirits that allow them to communicate with the spirits, and gain untold secrets from beyond the grave.

Spirit Training

When you join this coven at 2nd level, chose a skill from Arcana, History, or Religion. You gain profiency in the chosen skill. Your proficiency bonus is doubled if you already had profiency in the chosen skill.

Help From Beyond

Also at 2nd level, the spirits are watching over you and your allies, and protect from harm. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend an ingredient of your choice, and affect the creature with the chosen ingredient as if fired from your blowgun.

If the creature would take damage this way, instead it has to subtract the damage rolled from the creature's roll.

You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage.

Ancient Knowledge

Starting at 6th level, the spirits whisper you secrets, expanding your capabilities. You gain proficiency with two skills of your choice.

Additionally, choose two spells from any classes, including this one. A spell you choose must be of a level you have spells slots of. The chosen spells count as witch doctor spells for you and are included in the number in the Spells Known column of the Witch Doctor table.

You gain profiency in one additional skill, and learn one additional spell from any classes at 14th level and again at 18th level.

Superior Guidance

At 14th level, the spirits have become much more attuned to you. You can now use your Spirit Guidance feature a number of times equal to your Wisdom Modifier, and regain all expended uses when you finish a short or long rest.

Spirit Communion

Starting at 18th level, you can meditate to commune with your spirits. You can spend 1 minute meditating to regain expended spell slots. The spell slots can have a total level equal or lower than 10, and none of the slots can be 5th level or higher.

Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Coven of the Dead

Witch doctors who join the Coven of the Dead are grim harbingers of the vengeful spirits who seek to finish what they started in life. Rather than bending the damned to their will like most necromancers, they serve the dead, and do their bidding as servants.

Spirit Training

When you join this coven at 2nd level, chose a skill from Arcana, History, or Religion. You gain profiency in the chosen skill. Your proficiency bonus is doubled if you already had profiency in the chosen skill.

Capture Mojo

Also starting at 2st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your witch doctor level (minimum of 1).

Vengeance of the Dead

At 6th level, you have learned how to imbue the creatures you summon -or create- with your spells with the power of vengeful souls.

When you cast a spell of 1st level or higher that summons creatures (like with animate dead) or transforms creatures into other ones under your command (like with giant insect), then you can chose a number of creatures affected by the spell equal to the spells level to gain the following benefits:

  • The creature's hit point maximum is increased by an amount equal to your witch doctor level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

Grace of Death

Beginning at 14th level, death has taken you in as an ally, and as a result you are less hindered by mortal effects.

You have resistance to necrotic and poison damage, and your hit point maximum can't be reduced.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

On the list of necromancers, finally one that doesn't act out of selfishness. Or does an amazing job at lying to themselves.

-Alaena

Spirit Projection

At 18th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation.

Your spirit resembles your mortal form in almost every way, replicating game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • Once during each of your turns when you deal necrotic damage to a creature, you regain hit points equal to half the amount of necrotic damage dealt.

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

PART III

New Class Options

List of Class Options

Subclasses
Class Subclass Level Aviable Description
Artificer Demolitionist 3rd Specializes in creating explosives and destroying buildings
Barbarian Path of the Executioner 3rd Master at finishing weakened foes, while reveling in carnage
Bard College of Sin 3rd Exploits their own sins while punishing those of their foes
Blood Hunter Order of the Vampire 3rd Wields the dark power of vampires, with all of its boons and weaknesses
Cleric Draconic Domain 1st Wields the might and wrath of their draconic deity to burn their foes away
Time Domain 1st Trough their deity they are able to manipulate time itself, turning and shaping it as they please
Druid Circle of Keepers 2nd Able to turn partway into beast, gaining its powers while maintaining a humanoid form
Fighter Wind Rider 3rd Uses their wings to take to the skies, and strike from above
Monk Way of the Inner Beast 3rd Strikes like a beast, while maintaining their serenity
Paladin Oath of the Elements 3rd Carries the power of the four elements to preserve them
Oath of Freedom 3rd Seeks to break the chains of the oppressed, not afraid to break laws while doing so
Ranger Inquisitor Conclave 3rd Master at hunting down people for their deities
Rogue Time Thief 3rd Able to peek into the future, and nudge time to their benefit
Sorcerer Eldritch Touched 1st Carries the otherwordly power of patrons warlocks make pacts with
Warlock The Abstract 1st Trough their patron they can shape reality to their own image
Wizard School of Cosmos 2nd Looks into the stars for guidance, and from the starsigns they gain insight
School of Mimesis 2nd Adept at replicating spells, able to copy the spellcasting of others

Artificer, Demolitionist

In order to create, often destruction is needed. When a new building is made, often previous ones are destroyed; and when that happens, demolitionists are needed. A demolitionist is the master of controlled destruction, they can destroy buildings; and much other things; with efficiency, minimal collateral damage, and spectacular firepower.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Demolitionist Spells

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

Demolitionist Spells
Artificer Level Demolitionist Spells
3rd feather fall, thunderwave
5th heat metal, shatter
9th fireball, protection from energy
13th stone shape, wall of fire
17th telekinesis, wall of force

Bomb Maker

Beginning at 3rd level, whenever you finish a long rest, you can magically produce a bomb. As an action, a creature can throw the bomb up to 30 feet away, causing it to detonate, forcing all creatures within 10 feet to make a dexterity saving throw against your Artificer Spell save DC. A creature takes 2d10 fire damage on a fail, or half as much on a success.

You can use your action to create additional bombs by expending a spell slot of 1st level or higher for each one. The damage of the bomb increases by 1d10 for each level of the expended spell slot above the 1st. Creating a bomb requires you to have alchemist supplies on your person.

When you reach certain levels in this class, you can make more bombs at the end of a long rest: two at 6th level and three at 15th level.

Demolition Savant

Starting at 5th level, your destructive effects are much more powerful. When you cast an Artificer spell or use a bomb, you can add your Intelligence modifier to one damage roll of the spell or bomb.

Additionally, when you use a spell, attack roll, or bomb on objects and structures, then you can chose to deal double damage to them.

Controlled Destruction

At 9th level, you have learned how to destroy things with the least amounts of collateral damage. When you cast an Artificer spell, throw a bomb, or intentionally destroy a building, then you can choose a number of creatures equal to 1 + your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the effect, and they take no damage if they would normally take half damage on a successful save.

Siege Mastery

By 15th level, your long exposure to explosions have toughened your skin and mind. You gain resistance to fire damage. Additionally, your spells and bombs ignore resistance to fire damage.

Because when your inventions go up in flames, and you still want to claim its intentional.

-Alaena

Barbarian, Path of the Executioner

Those barbarians who follow the path of the Executioner seek to not only defeat their enemies, but to brutally destroy them. In their rage, they revel in the havoc and gore they cause, giving them renewed vigor as they fight.

Execute

Starting when you choose this path at 3rd level, you can brutally execute your enemies. Once on each of your turns, when you deal damage to an enemy with a weapon attack using Strength while raging, then you can use your bonus action roll 2d10. If the creature has no more hit points remaining than the amount rolled, then you can use your bonus action to execute them, killing them instantly.

If the creature is resistant to the damage dealt by your weapon, then the amount rolled is halved. You can execute a number of creatures equal to your Strength modifier. You regain all expended uses when you finish a short or long rest.

The dice rolled increases to 3d10 dice at 6th level, to 4d10 at 10th level, and to 5d10 at 14th level.

Guts and Glory

Beginning at 6th level, you revel in the grim destruction you cause with your executions. Whenever you succesfully execute an enemy, you gain temporary hit points equal to half of the dice rolled for the execution.

Carnage

At 10th level, you learn how to maneuver in combat to slay the enemies of your allies. When an ally deals damage to an enemy, you can use your reaction to use your Execute feature to roll dice on the damaged creature. If the creature has no more health remaining than the amount rolled, then you can move up to half your walking speed towards the creature, and execute them as part of that reaction.

Unending Strife

Starting at 14th level, whenever you roll initiative or score a critical hit, then you regain one expended use of your Execute feature.

I know I am not one to speak, but these guys are nuts. whole walnuts even.

-Falaani

Bard, College of Sin

Bards of the College of Sin study the sin as a concept; how one indulges in such sinful behaivors, how one can atone for such sins, and most of all, how one can exploit these sins.

Unlike what the name suggests, bards from this college are not all depraved sinners. Some become inquisitors who seek out the guilty, while some others seek a balance between the deadly sins and atonements to reach the maximum of their potential.

Crime and Punishment

At 3rd level, you can call upon your sins to empower you, and then face the consequences.

When you make an attack roll or saving throw, you can chose to gain advantage on the roll. You can wait until after you roll the d20 before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails. Using this feature marks you. While marked, the next attack roll against you has advantage, or the next saving throw you make has disadvantage. The mark fades when you finish a long rest.

Once you used this feature, you can’t do so again until your mark fades.

Sinful Indulgement

At 3rd level, you touch into the power of the seven deadly sins to empower your performance.

When you use a bonus action to give an ally Bardic Inspiration, roll on the Deadly Sins table using a d8 to determine the effect you recieve.

Bard college of sin? What an unneeded distinction.

-Alaena

Deadly Sins
d8 Sin
1 Depravity. You can chose one effect from this table, but not this one.
2 Envy. When the ally uses their Bardic Inspiration, you recieve a Bardic Inspiration die aswell.
3 Gluttony. Roll your Bardic Inspiration die, restoring health to yourself equal to the roll.
4 Greed. You recieve a Bardic Inspiration die aswell, being one dice lower than your dice. (Example: you recieve a d4 if your dice is d6)
5 Lust. You can give one Bardic Inspiration die to a creature other than yourself that does not already have one for free.
6 Pride. Whenever you make a Charisma ability check or saving throw in the next 10 minutes, you can roll your Bardic Inspiration die, and add the result to the roll.
7 Sloth. Next time you take damage in the next 10 minutes, you can chose to reduce damage taken equal to your Bardic Inspiration die.
8 Wrath. The next time you hit a creature with a weapon or spell attack in the next 10 minutes, the target takes extra damage equal to your Bardic Inspiration die.

Atonement

By 6th level, you have learned how to extract the sins of others.

When a creature damages you or an ally within 30 feet of you, you can force the creature to make a Charisma saving roll against your spell save DC. Celestials and creatures your DM determines as pure make this save with advantage; fiends and creatures your DM deems as unpure make this save with disadvantage.

On a failure, roll on the Atonement table using a d8 to determine the effect the target recieves until the end of their next turn. Additionally, you learn the sin of the target. Your DM can chose from the table below if the target has a prevalent sin.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. You cannot use this feature on a creature that you used Atonement in the past 24 hours.

Atonement
d8 Sin
1 Depravity. Roll on this table twice, ignoring this result on subsequent rolls.
2 Envy. The creature has disadvantage on Charisma saves and ability checks, and it can' attack creatures other than you.
3 Gluttony. The creature has disadvantage on Constitution saves and ability checks, and it can't regain health.
4 Greed. The creature has disadvantage on Intelligence saves and ability checks, and it can't attack the same creature twice in a turn.
5 Lust. The creature has disadvantage on Strength saves and ability checks, and it must use all of its movement to get as close to you as it can.
6 Pride. Attacks against the creature have advantage.
7 Sloth. The creature has disadvantage on Dexterity saves and ability checks, and it can't take reactions.
8 Wrath. The creature has disadvantage on Wisdom saves, ability checks and attack rolls.

Aspect of Sin

At 14th level, you now have the ability to manipulate the sins around you.

Whenever you roll on the Deadly Sins or Atonement table, you can roll the die twice and choose which of the two effects to take place. If you roll the same number on both dice, you can ignore the number and choose any effect on the table aside Depravity.

Blood Hunter, Order of the Vampire

Vampires are dark powerful, and fearful creatures, who often turn their victims into vampire spawn as thralls. In rare cases, when these fledglings break free; whether because of intervention or the death of their vampire master; they are left without cause. The Blood Hunter order of the Vampire seeks spawns like this, to turn them into powerful weapons against the darkness they once served.

Shadowfell Magic

When you choose this archetype at 3rd level, you gain the ability to channel the power of vampires, altough for a limited time. You learn two spells from the following list:

animal friendship, charm person, cure wounds (self only, cannot be used in sunlight or running water), gaseous form (self only), crittershape (self only, and into bat only), spider climb (self only).

You can cast each of them once, and you gain all expended uses when you finish a short or long rest. You ignore all material, somatic, and verbal components for the spell. You use your Hemocraft modifier for spellcasting modifier when casting these spells.

You learn an additional spell when you reach 7th, 11th, 15th, and 18th level.

Nightvision

Vampires have superior sight in the darkness, but at a cost of vulnerability to sunlight. Also at 3rd level, you gain darkvision for 120 feet, but have disadvantage on attack rolls and ability checks while in sunlight.

Life Syphon

At 3rd level, you learned how to drain the life from those damaged by your blood magic. When you deal damage using your Blood Maledict, Crimson Rite, or Brand of Castigation feature, you can chose to gain temporary hit points equal to the damage dealt, provided the damaged creature has blood.

Additionally, consuming blood of humanoids as an action grants temporary hit points to you equal to twice of your Hemocraft Die, and causes you to not need food or water for one day.

Dark Resistance

Starting at 7th level, you possess the unholy resistances of those of a vampire. You have resistance to necrotic damage. You also gain resistance to bludgeoning, piercing, and slashing from nonmagical attacks not made of silver.

Vampiric Might

When you reach 11th level, your mastery over the magic of the Shadowfell becomes much more evident.

You can now cast spells granted by your Shadowfell Magic feature twice instead of once, and you regain all expended uses when you finish a short or long rest.

No sunbathing, no garlic bread, no silverware, no self adoration in the mirror? No barging into people's homes uninvited?! No thanks, I pass.

-Falaani

Blood Curse of Draining

Starting at 15th level, your blood curse can cause a target to lose its regained vitalities. You gain the Blood Curse of Draining for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Draining

Prerequisite: 15th level, Order of the Vampire

As a bonus action, you curse a creature that you can see within 30 feet of you, causing its body to be drained until the end of your next turn. For the duration, when the creature regains hit points, or temporary hit points, it takes 1d8 necrotic damage, and the amount of hit points gained is halved.

Amplify. The cursed creature takes 4d6 necrotic damage when you inflict this curse, and this curse lasts for 1 minute. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Misty Escape

At 18th level, you have gained power to resist death. When you drop to 0 hit points, you can chose to use your Shadowfell Magic to cast gaseous form instead of dropping unconscious.

You cannot fall unconscious while the spell lasts, but will have to make death saving throws if you have 0 hit points once the spell ends.

You cannot use this feature if you are in sunlight or running water, and once you used it, you must finish a long rest before you can do so again.

Cleric, Draconic Domain

In ancient times, dragons were revered as gods, and with the faith of the mortals, some dragons have achieved godhood; while others had godly power before the mortals. There are mortals who serve these gods still, and the deities of the Draconic Domain reward them.

Gods like Bahamut or Tiamat from the forgotten realms; Azura or Yvex from Stoumbra; even Galakrond or Deathwing of Azeroth can serve as deities of this domain.

Draconic Domain Spells
Cleric Level Spells
1st burning hands, chromatic orb
3rd alter self, levitate
5th fireball, protection from energy
7th locate creature, wall of fire
9th flame strike, scrying

Bonus Proficiency

At 1st level, you gain proficiency with martial weapons and heavy armor.

Ancient Protection

Also at 1st level, you can call upon the power of your deity to protect yourself from damage. When you take damage, you can use your reaction to gain resistance to one of the following damage types until the end of your next turn: Acid, Cold, Fire, Lightning, or Poison.

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

Channel Divinity: Dragon's Wrath

Starting at 2nd level, you can use your Channel Divinity to call down the wrath of your Deity.

As an action, you can force each creature in a 20-foot-radius sphere centered on a point within 60 feet to make a Dexterity saving throw. Chose a damage type: Acid, Cold, Fire, Lightning, or Poison.

A creature takes damage equal to 3d10 + your cleric level on a failed saving throw, and half as much damage on a successful one.

Channel Divinity: Dragon's Authority

At 6th level, you present your holy symbol, and each hostile creature within 30 feet must succeed on a Wisdom saving throw or be charmed or frightened by you (your choice) for 1 minute.

Targets can repeat the save at the end of their turns to end the effect early.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Draconic Visage

At 17th level, you gain the ability to take on a Draconic Visage bestowed on you by your deity.

As a bonus action, you can shapeshift into a young dragon of your choice for 1 hour, as if afflicted by the polymorph spell. You can't use the dragon's multiattack feature, or cast spells.

You must then finish a long rest to use your this feature again.

Dragon gods. One would think the world would implode from the ego of one such being.

-Alaena

I have met with a time god once in the future. Don't think too hard about it.

-Falaani

Cleric, Time Domain

The Time Domain represents a set of gods who watch over the ever moving gears of time. Serving them means helping maintaining this eternal cicle, and in reward gaining the ability to subtly change it to fit one's needs.

Gods like Chronos or Janus keep watch over time and history, gaining their favor means gaining access to a near unlimited amount of historical knowledge.

Time Domain Spells
Cleric Level Spells
1st feather fall, longstrider
3rd hold person, misty step
5th haste, slow
7th dimension door, divination
9th modify memory, scrying

Timeless Knowledge

At 1st level, you gain proficiency in the history skill and Intelligence saving throws.

Precognition

Also at 1st level, you can add your Wisdom modifier to your initiative rolls.

Channel Divinity: Alter Time

Starting at 2nd level, you can use your Channel Divinity to change a creature's perception of time.

As an action, you present your holy symbol, altering time on a creature within 60 feet. You choose how you alter time on the creature until the end of your next turn, and then the creature can choose to make a Charisma saving throw against your spell DC to resist the effect.

You can choose one of the following effects:

Accelerate. The creature can take an extra turn at the end of your turn, and can make an action, bonus action, and movement.

Decelerate. The creature's speed is halved, it can’t use reactions, and on its turn it can use either an action or a bonus action, not both.

Stop. The creature is petrified, and cannot move in any direction. Whenever it takes damage, it can choose repeat the save.

Rewind. The creature is teleported to the place it stood at the end of your previous turn, along with any equipment it is carrying. Also set its health to what it was at the end of your previous turn.

Expedite

At 6th level, you gain the ability to subtly hasten your spellcasting.

If you cast a spell using a spell slot of 1st level or higher but not above 4th level, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

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

Potent Spellcasting

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

Temporal Loop

Starting at 17th level, you can create a fixed point in time you can return at when need rises.

As an action, you create a fixed point in time for up to 24 hours. During this time, you can use your action to instantly rewind time to this point, along with all creatures and objects, gaining one level of exhaustion. Only you remember the events that transpired during this time.

You have to maintain concentration on this effect to keep the fixed point, but being incapacitated or unconscious doesn't break this concentration.

Once you rewound time using this feature, you can't use this feature again until you finish 1d6+1 long rests.

Druid, Circle of Keepers

Druids who join the Circle of Keepers understand the limits of the wilds, and know that sometimes the hand of civilization is what can save nature. With this in mind, they seek to blur the line between themselves and the wild, hoping to achieve the perfect blend of the two.

Cross Shape

When you choose this circle at 2nd level, you gain the ability to blend your wildshape with your own features. When you use your wildshape, you can chose to enter Cross Shape instead, gaining the following benefits:

  • Your Strenght, Dexterity, and Constitution scores are replaced by the beast's, unless yours is higher. You also gain the skill and saving throw profiencies of the creature.
  • You gain temporary hit points equal to the beast's maximum hit points until the end of this effect.
  • If the beast's AC is higher than yours, your AC becomes equal to the beast's AC.
  • You gain access to the creature's actions, bonus actions, and reactions, in addition you retain the benefit of any features from your class, race, or other source.
  • You gain the creature's movement and senses in addition to your own.

You can stay in this shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of Wildshape. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you lose the bonus hit points provided by this feature.

Wild Conduit

At 6th level, your Cross Shape empowers your spellcasting abilities. Whenever you cast a spell that deals damage or restores hit points while you are in your Cross Shape, roll a d6, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, you gain advantage on saves made to maintain concentration while you are in your Cross Shape.

Shape Meld

At 10th level, you gain the ability to further blend the line between your shapes. When using your Cross Shape feature, you can chose to add one of the following bonuses to your Cross Shape from another beast that is viable with your Wild Shape:

Mixing the might of the wilds with the power of the opposable thumb. Will wonders never cease?

-Alaena

  • The creature's Strenght, Dexterity, or Constitution score.
  • The creature's hit point maximum in place of the original creature's as temporary hit points.
  • The creature's AC.
  • One of the creature's speeds.
  • One of the creature's senses.
  • One of the creature's actions, reactions, or bonus actions.

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.

Fighter, Wind Rider

Most armies wage war on the ground, but there are warriors who fight in the skies instead. The wind riders are a group of fighters who take to the winds with their wings, and strike from above. They strike like lightning, wrecking havoc, and leaving as quick as they struck; wind riders are truly a force one should be cautious of.

Wings of Flight

When you chose this archetype at 3rd level, you gain the ability to fly with unrivaled agility; either with a wing sprouting from your back, a magical force manifesting, or a contraption you made.

At any time if you have flying speed, your flying speed is increased by 10 feet; else you gain 40 feet of flying speed.

To use this feature, you can’t be wearing medium or heavy armor.

Dive Attack

At 3rd level, you have learned how to exploit your speed in combat. Once on each of your turns, if you move at least 10 feet in a straight line, then one weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

Agile Maneuvers

At 7th level, you have learned how to navigate the battlefield quickly to evade counterattacks. Opportunity attacks made against you have disadvantage.

Weight Training

By 10th level, you are trained your wings to deliver bigger force. You can now wear medium armor and gain the benefits of your Wings of Flight feature.

Moreover, the extra damage you deal with your Dive Attack feature increases to 1d8.

Burst of Speed

By 15th level, you have learned how to fly in small bursts, even in tight spaces. As a bonus action on your turn, you gain the ability to fly in spaces too tight to spread your wings; however you fall if you end your turn in the air and nothing else is holding you aloft.

Additionally, your flying speed is increased by an additional 20 feet.

Aerial Ace

At 18th level, you have became the pinnacle of flying. You can now wear heavy armor and still gain the benefits of your Wings of Flight feature.

Moreover, the extra damage you deal with your Dive Attack feature increases to 1d10.

Cloudy with a chance of winged fighters

-Falaani

Monk, Way of the Inner Beast

Monks of the Way of the Inner Beast seek to balance their inner aggression and savagery with their teachings and discipline, becoming a living weapon themselves.

They learn how to fight like a beast does, specializing themselves to fit a certain animal of their choosings; like the precision of a hawk, savagery of a tiger, endurance of a bear, cunning of a fox, or viciousness of a snake.

Animal Tongue

At 3rd level when you choose this tradition at 3rd level, you gain the ability to cast Speak with Animals spell at will.

Beast Path

Also at 3rd level, you choose a beast path and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of your path.

Forest Path. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Jungle Path. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.

Mountain Path. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Sea Path. You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.

Sky Path. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Savage Techniques

At 6th level, you gain bonuses to your ki abilities based on your beast path. You can choose the same path you selected at 3rd level or a different one.

Forest Path. Your friends have advantage on melee attack rolls against any creature within 5 feet of you that you damaged with your unarmed strikes in the last turn.

Jungle Path. When using Flurry of Blows, and you have either advantage on the initial attack; or if another enemy of the target is within 5 feet of it, and that enemy isn't incapacitated; then you can make one additional attack as part of your Flurry of Blows feature.

Mountain Path. When taking the Dodge or Patient Defense features, then you have advantage on Strength and Dexterity saving throws until the end of your next turn.

Sea Path. When taking the Dash or Step of the Wind features, you can make one unarmed strike as part of that action.

Sky Path. When using Flurry of Blows, you can chose that instead of two extra strikes cause your initial attack to deal extra damage equal to twice of your Martial Arts die.

When you absolutely want to show you can one up nature around you.

-Alaena

Spirit Walker.

At 11th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of an animal fitting for your Beast Path appears to you to convey the information you seek.

One with the Beast

At 17th level, your connection to your animal side gives you magical bonuses. You can choose the a path you selected previously or a different one.

Forest Path. When hitting an enemy with an unarmed strike, you can use a bonus action on your turn to knock a Large or smaller creature prone.

Jungle Path. When using your Stunning Strike feature, and the target succeeds the saving throw, then the next time Stunning Strike feature against the target in the next minute costs no ki point.

Mountain Path. At the start of your turn, you can chose to enter mountain stance. Until the end of your next turn, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Sea Path. Once per turn, if you've already taken your bonus, you may spend 1 ki point to take an additional bonus action.

Sky Path. You have a flying speed equal to your walking speed.

Paladin, Oath of the Elements

The Oath of the Elements is an ancient path paladins take, who are often called guardian of elements, shamans, or even spirit walkers. Drawing their powers from the very thing they seek to protect, these paladins wield the primal wrath of the elements. They wield armor decorated with earthen, aquatic, and fiery motives, representing the primal forces.

Tenets of the Elements

Assuming the Oath of the Elements binds the paladin to safeguard those who would defile the four elements.

Treasures of Earth. The earth is the cradle of life and death. Recklessly digging and mining it brings consequences.

Passion of Fire. Fire is a force of purification. Those who exploit this power to cause suffering shall face this power themselves.

Purity of Water. The waters are the wellspring of life. Those who defile this wellspring must be punished.

Clarity of Wind. Wind is represents the clear sky. Should one bring darkness to the skies, then they shall face the wrath of the paladin.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Elements Spells
Paladin Level Spells
3rd create or destroy water, thunderwave
5th enhance ability, gust of wind
9th call lightning, protection from energy
13th conjure minor elementals, control water
17th conjure elemental, scrying

Channel Divinity

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

Wrath of the Elements. You can use your Channel Divinity to invoke primeval forces to amplify damage against a foe. As an action, you can force an enemy within 30 feet to make a Dexterity save against your paladin spell save DC. Chose one of the following damage types: Cold, Fire, Lightning, or Thunder. On a failure, the target takes 1d10 damage of the chosen damage type, and an additional 1d6 damage whenever it takes damage from the chosen damage type for the next minute.

Command Elements. You can use your Channel Divinity to issue commands to the elements around you. As an action, you can command earth, fire, water, or wind. Nonmagical items of the elements that are no greater than a 5 feet cube are moved for 30 feet. You can also extinguish nonmagical fire or electricity this way.

Aura of Shifting Elements

At 7th level, you can bend the elements around you to either aid your allies, or hinder your enemies. On your turn, you can use your action to chose wich one of the following auras be active. The aura lasts until you fall unconscious, or chose a different aura.

Flamewrath/Windwrath. When an ally within 10 feet uses its bonus action to use two weapon fighting, they make an additional weapon attack as part of that action, using either weapon of their choice.

Slick Ice/Shifting Ground. When an enemy starts its turn within 10 feet of you, or enters the area within 10 feet of you, they must make a dexterity save against your paladin spell save DC, or fall prone.

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

Primal Protection

Starting at 15th level, you can cast the Protection from Energy spell on yourself at will as a bonus action, without expending a spell slot.

Primordial Champion

At 20th level, you can assume the form of a force of the elements, taking on an appearance you choose. For example, your skin may turn into stone, your hair into fire, or gain frozen appearance instead.

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

  • You have resistance to acid, cold, fire, lightning, and thunder damage.
  • Using your *Primal Protection feature to cast Protection from Energy causes you to gain immunity to the chosen damage type instead.
  • Allies within 30 feet of you can take one additional action on their turn. One creature can use this feature once.

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

Serving elements? One would think they can fight their own battles.

-Alaena

Paladin, Oath of Freedom

The Oath of Freedom is an unorthodox path that is rarely walked by most paladins. When tyrants create opressive laws that unjustly punishes the innocent, then the laws need to be broken.

These paladins rather than following the laws of kings follow their own moral compass above all else. Rebelling against opressors hiding behind laws, these paladins are not afraid to stray from lawful lifestyle to bring the betterment of society.

Tenets of Freedom

The tenets of the Oath of Freedom are laws against opressive laws, paladins swear to uphold for the greater good.

Independence. A person cannot be forced to act against their will, unless they force others themselves.

Rebellion. If a law brings more harm than good to the common folk, it has to be dismantled.

Revolution. If a tyrant hides behind laws, they must be removed from power, even by breaking those laws.

Liberty. Innocent that is bound in chains must be freed, and those chaining them brought to justice.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Freedom Spells
Paladin Level Spells
3rd hellish rebuke, heroism
5th lesser restoration, misty step
9th fly, haste
13th confusion, freedom of movement
17th greater restoration, teleportation circle

Channel Divinity

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

Chainbreaker. You can use your Channel Divinity to free nearby creatures of binding forces. As an action, you can cause each creature of your choice within 30 feet that is charmed, grappled, paralyzed, or restrained to immediatly repeat the save with advantage; provided the save can be repeated. Creatures affected by multiple effects must chose one of the effects.

Rebel Strike. You can use your Channel Divinity to chase down foes. As an action, you can move up to you speed, and then immediatly take the attack action. Attacks made with Rebel Strike have advantage.

Aura of Freedom

At 7th level, your spirit hardens the resolve of nearby allies, causing them to be able to move trough the hardest obstacles even.

Paladins who advocate chaos? And here I thought this class is off limits for me.

-Falaani

You, and any ally who starts their turn within 5 feet of you recieves a 20 feet bonus to their walking speed, but not above their base walking speed.

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

Chaotic Smite

Starting at 15th level, as a bonus action, you can chose one of the following damage types: acid, cold, fire, lightning, necrotic, or radiant. Damage dealt by your Divine Smite or Improved Divine Smite features is changed to deal the chosen damage instead.

Additionally, Divine Smite now always deals extra damage, regardless if the target is an undead, a fiend or not.

Angel of Liberty

At 20th level, as an action, you can transform yourself into a symbol of freedom. As a bonus action, you gain the following benefits for 1 minute:

  • You gain flight speed equal to your walking speed.
  • The walking speed of any ally who starts their turn within 30 feet of you increases by 10 feet until the end of that turn.
  • Allies within 30 feet have advantage on saving throws against being charmed, grappled, paralyzed, or restrained.

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

Ranger, Inquisitor Conclave

Rangers dedicate themselves to hunt a certain type of foe. What Inquisitors differ from other ranger conclaves is their ability to unerringly track down; and then hunt down; ones of their own kin. Often led by righteous purpose, these hunters are led by the divine; let it be evil or good.

Inquisitor Magic

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

Inquisitor Spells
Ranger Level Spells
3rd disguise self
5th zone of truth
9th sending
13th divination
17th legend lore

Finally! People hunter!

-Falaani

Mark of Heresy

At 3rd level, you gain the ability to hunt down and mark creatures you seek to vanquish. As an action, attempt to mark a creature that you have either seen, or given an accurate description by someone who had seen it. If the creature is on the same plane as you, is alive, and is not polymorphed; then it gets marked by you.

You gain advantage on Wisdom (Survival) checks to track marked enemies, as well as on Intelligence checks to recall information about them. You also magically learn the native language of the marked creature (if it has any) while it's marked by you.

The mark lasts until you dismiss it as a bonus action, you fall unconscious, or you mark a different creature. Once you succesfully marked a creature, you can't do so again until you finish a long rest.

Inquisitor's Smite

At 3rd level, you learn to call down divine wrath on those carrying the mark of heresy. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d8 damage. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Unwavering Will

Beginning at 7th level, the your divine purpose strengthens your will. You have advantage on saving throws against being charmed or frightened.

In addition, if another creature within 30 feet of you fails a saving throw against being charmed or frightened, then you can use your reaction to give the creature advantage on the roll.

Divine Vendetta

At 11th level, you gain the ability to thwart those carrying your mark whenever possible. A creature carrying your Mark of Heresy provokes an attack of opportunity from you, whenever it makes an attack roll or forces another creature to make a saving throw.

Inquisitive Eye

By 15th level, your blessed senses allowed you to unerringly track down certain creatures. You can cast the locate creature spell without expending a spell slot, without preparing the spell, and without providing the material component. Once you cast the spell with this feature, you can't do so again until you finish a long rest.

Rogue, Time Thief

You carry the gift of time, with the ability to get glimpses from the future, and in rare occasions even manipulate it. You exploit this blessing to its fullest, combining it with your roguish skills to steal, assassinate, or even disarm traps.

Temporal Awareness

Starting at 3rd level, you can add your Intelligence modifiers to your initiative rolls.

Trap Foresight

When you choose this archetype at 3rd level, you always get a glimpse of future when things would go wrong. When making a saving throw to avoid being harmed by a trap, then you have advantage on the saving throw.

Skip Time

At 9th level, you learn how to cause time to skip a few seconds to those around you. You can use your bonus action granted by your Cunning Action feature to move up to your walking speed. This movement is instant, and counts as teleporting for the purposes of reactions.

When you take the attack action on the same turn after using this feature, then you can use your Sneak Attack feature, even if you don't have advantage on the attack or have an ally near the enemy, provided you don't have disadvantage on the attack roll.

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

When you thought rogues have stolen everything they could, they start stealing your time. Figures.

-Alaena

Deadly Moments

Starting at 13th level, you can nudge time to bring more grim future to your enemies. When rolling for Sneak Attack damage, you can chose to reroll the die and must use the new roll.

You can use this feature a number of times equal to your profiency bonus. You regain all expended uses when you finish a long rest.

Stop the World

When you reach 17th level, you became so proficent at manipulating time, you can cause the whole world to stop for a moment. On your turn as a bonus action, you can cause to gain an extra action, bonus action, and movement for this turn. During this time, you have advantage on all attack rolls, and any hit you score against a creature is a critical hit.

Once you used this feature, you suffer one point of exhaustion, and can't use this feature again until you finish a long rest.

Sorcerer, Eldritch Touched

The powers of the eldritch gives untold power to those who lust for knowledge, and seek to uncover the mysteries of the multiverse. You however, got entangled with the otherwordly powers unwittingly, as it has touched you by other means. You, or someone from your lineage got marked by a patron; maybe even without its knowledge, giving you your gifts.

Otherworldly Magic

You learn additional spells when you reach certain levels in this class, as shown on the Otherworldly Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

You know, I was a patron once. I did good until everyone died.

-Falaani

Otherworldly Spells
Sorcerer Level Spells
1st hellish rebuke, hex
3rd enthrall, ray of enfeeblement
5th hunger of hadar, remove curse
7th blight, hallucinatory terrain
9th dream, scrying

Pactlike Magic

From 1st level, you know the Eldritch Blast cantrip, and one other cantrip from the warlock spell list. These cantrips count as sorcerer cantrips for you, and doesn't count against your number of cantrips known.

Otherwordly Power

Starting at 6th level, you add your Charisma modifier to the damage you deal with any sorcerer cantrip.

Eldritch Recovery

At 14th level, you learn how to regain some of your magic with ease. When you finish a short rest, you can choose 2 expended spell slots to recover. The spell slots can have no more than 5th level each.

Once you used this feature, you must finish a long rest before you can do so again.

Patron's Presence

Beginning at 18th level, you can share your power with people around you. When you finish a long rest, you can chose a number of willing creatures around you equal to your Charisma modifier (minimum one). For 24 hours, you can see trough the eyes of these creatures.

On the end of one of the creatures' turns, you can use your reaction to cast a spell of 1st level or higher originating from the creature, provided you haven't cast a spell of 1st level or higher this turn. You can also use your reaction to spend 2 sorcery points to cast a cantrip originating from the creature.

The creature must be on the same plane as you, and it must see the target of your spell for this feature to be used.

Warlock, The Abstract

There are beings not of this world. Not like gods or fiends, these being exists in a place where your realm is a mere dream or a shadow.

Your patron is one such being, who you cannot understand even the broad nature of. Looking at the world as a lucid dream, it gave you the power to alter it as such; giving you the choice of what is real, and what is not.

Expanded Spell List

The Abstract 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.

Abstract Expanded Spells
Spell Level Spells
1st disguise self, silent image
2nd enlarge/reduce, silence
3rd nondetection, protection from energy
4th confusion, polymorph
5th animate objects, telekinesis

Dreamscape

Starting at 1st level, reality itself unravels in your mere presence. Area within 10 feet of you counts as Dreamscape. As an action you can shape your dreamscape, changing its appearance. It can be a desert with deep sands, slick ice, or forest with large roots. The changes are real, but you cannot create new items, and cannot create or seal passageways, and the dreamscape vanishes when you walk away.

Dreamscape counts as nonmagical difficult terrain for creatures of your choosing.

Destabilize

At 6th level, when you damage a creature with a spell or a weapon attack, or touch them as an action, you can force an unwilling creature to make a Charisma saving throw against your spell save DC. On a failure the creature becomes Destabilized for 1 hour. Creatures can repeat the save at the end of their turns. Destabilized creatures have Dreamscape in their space.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When destabilizing a creature, you can forcefully reshape them. You can change their appearance, as if subjecting them to the disguise self spell for the duration of the Destabilize, but the illusion is made real. As an action you can change the appearance or the extra effect of a Destabilized creature. In addition you can chose one of the following effects.

Altered Defense. The creature gains a +2 bonus or a -2 penalty to armor class.

Alter Resilience. The creature gains or loses one resistance of your choice.

Frailness. The creature has disadvantage on saving throws against your spells.

Silence. The creature becomes unable to speak, and use verbal components to spells.

Enhanced Form. The creature gains either advantage or disadvantage in ability checks using either Strength or Dexterity.

Weakness. The creature has disadvantage on attack rolls.

Unreality

Starting at 10th level, when you cast an illusion spell of 1st level or higher, you can choose one object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for the duration of the spell.

The illusion can deal damage once a turn. When doing so, one target must make a Dexterity save against your spell save DC. On a failure the target takes 3d6 damage appropriate for the effect. This damage increases to 4d6 on 14th level.

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

Absurdum

When you reach 14th level, you have gained immense power on deciding what is real and what is not.

The range of your Dreamscape becomes 20 feet, Destabilize now creates a Dreamscape within 10 feet of the creature, and now you can call shape your dreamscape. As an action, you can choose an area affected by your dreamscape.

Any creatures of your choice within 10 feet of the choosen area must make a Dexterity save against your spell save DC, or take 6d10 damage appropriate for the Dreamscape, and can choose to teleport yourself and up to five other willing creatures to the target point.

Once you used this feature, you must finish a long rest before you can do so again.

Having reality as your plaything is a great tool, until you realise none of your spells have permament effects.

-Alaena

Wizard, School of Cosmos

The cosmos is a wast space of endless secrets. Wizards who pledge their lives to study its mysteries are the students of the School of Cosmos. Believing they can see the future in the 12 starsigns, they endlessly watch the night sky to understand the hidden machinations of the universe, and eventually, wield this power themselves.

Enchanted Book

Beginning when you select this school at 2nd level, your spellbook becomes imbued with magic itself. You can dismiss the book, shunting it into an extradimensional space, and it appears whenever you create you use your action to summon thereafter. Your book cannot be destroyed by normal damage, and if destroyed, you can summon it during a 1 hour long ritual.

Star Signs

Also at 2nd level, your understanding of the stars allows you to gain glimpses of the future, allowing you to gain benefits from the state of the stars. When you finish a long rest, roll a dice on the Starsigns table. Before the end of your next long rest you can use the rolled sign, consuming it in the process.

Daylight Stars

Beginning at 6th level, you can gain the guidance of the stars even when the sun shines the brightest. When you use your Arcane Recovery feature at the end of a short rest, and you have expended your use of Star Signs, you may roll on the Starsigns table to regain your use.

Destructive Portent

Beginning at 10th level, you have gained knowledge on the destructive forces of the universe. Once on each of your turns when you deal damage, you can deal extra damage to one creature equal to your Intelligence modifier.

Power Cosmic

At 14th level, you have learned how to harness the power of the stars directly. As an action you can enter Power Cosmic for 1 minute, gaining the following benefits:

  • You gain temporary hit points equal to twice your Wizard level.
  • You can cast 1st level spells without expending a spell slot.
  • When you cast a wizard cantrip or 1st level spell that has a casting time of 1 action, you can cast it as a bonus action instead.

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

Phenomenal cosmic power! None of the drawbacks.

-Falaani

Starsigns
d12 Sign
1 Aries. When you are forced to make a constitution save to maintain concentration, you can chose to automatically succeed instead.
2 Taurus. When you cast an abjuration spell, then you can gain temporary hit points equal to twice your wizard level. If the spell grants temporary hit points to you, this gets added to that instead.
3 Gemini. When you cast a spell that either creates undead, or summons 2 or more creatures, then you can create/summon one additional creature.
4 Cancer. When you cast an illusion spell with a cast time of 1 action, you can reduce it to a bonus action instead.
5 Leo. When you deal damage with an evocation spell, then you can roll one additional damage dice when determinig the damage for the spell.
6 Virgo. When you cast a spell that is at least 1st level on a creature, then you can restore 1d8 + your wizard level hit points to that creature as part of the spell.
7 Libra. When you roll damage for a spell, then you can chose to use the average number in place of the dice rolled.
8 Scorpio. When you cast a concentration spell that deals damage, you can chose to deal damage once on each of your turns to the creature while you maintain concentration. The damage equals one damage dice of the spell.
9 Saggitarius. When you make a spell attack roll, you can chose to gain a +5 bonus to hit with the spell.
10 Capricorn. When you cast an abjuration spell on a creature, then you may chose a damage type. Either the creature gains resistance to the chosen damage type, or loses the resistance for the duration of the spell.
11 Aquarius. When a creature succeeds the saving throw against an enchantment spell you cast, you can force the creature to repeat the save, using the new roll.
12 Pisces. When you cast a spell of 1st level or higher, you may take the Dash, Disengage, or Hide action as a bonus action this turn.

Wizard, School of Mimesis

Wizards are the apex of the arcane. If a spell exists, there's a good chance a wizard can cast it. While wizards in general carry the most variety in spells; those who practice the School of Mimesis can claim the title of the biggest versitality.

Rather than specializing on spellschools, these wizards focus their studies on the ability of recreating spells; even those that a wizard is usually unable to cast; and relentlessly noting their studies.

Lorekeeper

Beginning when you select this school at 2nd level, the gold you must spend to copy a spell of any school into your spellbook is 35 gold; instead of the 50 gold normally.

Additionally, the gold and time you must spend to make a backup copy of your spellbook is halved.

Scroll Scribe

Beginning at 2nd level, when you finish a long rest, you can create a Spell Scroll.

You may create a scroll containing a 1st or 2nd level spell you have copied into your spellbook.

The creation of this scroll takes 1 hour, and 25 gold for each level of the copied spell.

You can have a maximum of scrolls equal to your Intelligence modifier (minimum of one scroll), and creating more causes the last created to crumble into dust.

Arcane Simulacrum

Starting at 6th level, you gain the ability to cast almost any spell you saw being cast.

When a creature you can see and hear casts a spell within 60 feet of you, provided it is of a spell level you can prepare, you can use your reaction to store that spell.

Imitation IS the greatest form of flattery afterall.

-Alaena

For the following minute, the spell counts as a wizard spell for you, and you have it prepared. Once you cast the spell, it will be no longer stored.

Once you used this feature, you must finish a long rest before you can use it again.

Advanced Mimesis

By 10th level, you gained enough skill of casting spells of all kinds to do so at a whim. Choose two spells from any classes, including this one. A spell you choose must of a spell level you can prepare.

You copy the chosen spells into your spellbook for free, and count as wizard spells for you.

If you lose your spellbook, you may copy the chosen spells into it as if they were wizard spells, spending gold and time as normal.

You learn two additional spells from any classes at 14th level.

Sigma Rune

At 14th level, you have learned how to carve a rune containing the sum of your knowledge.

Over the duration of 10 minutes you create a rune that spans between 5x5 feet and 20x20 feet of your choice. The rune lasts for 1 hour before losing its magic.

Once you used this feature, you must finish a long rest before you can use it again.

While standing in the rune, you gain the following benefits:

  • You have advantage on all saving rolls against magic.
  • You have resistance to force damage.
  • You can cast any spell within your spellbook, without them being prepared.
  • As a bonus action you can chose a spell of 1st or 2nd level. While standing in the rune, the spell counts as prepared for you.

PART IV

Magic of Stoumbra

List of New Spells

Spells
Level Spell School Conc. Ritual Class
1st Alaena's Magic Wardrobe Conjuration No No Bard, Wizard
1st Immolation Aura Evocation Yes No Death Knight, Paladin, Ranger, Spirit Warrior, Sorcerer
2nd Alaena's Safe Return Conjuration Yes No Bard, Sorcerer, Warlock, Wizard
2nd Controlled Chaos Evocation No No Bard, Sorcerer, Warlock, Witch Doctor, Wizard
2nd Ethereal Grasp Conjuration No No Cleric, Death Knight, Paladin
2nd Mana Burn Evocation No No Spirit Warrior, Sorcerer, Warlock, Wizard
2nd Marking Strike Evocation Yes No Death Knight
3rd Crittershape Transmutation Yes No Bard, Druid, Sorcerer, Witch Doctor, Wizard
3rd Death Mantle Evocation Yes No Death Knight
3rd Falaani's Star Walk Enchantment Yes No Bard, Sorcerer, Wizard
3rd Probability Field Evocation No No Bard, Sorcerer, Warlock, Witch Doctor, Wizard
3rd Shadow Strike Evocation Yes No Death Knight
3rd Spirit Roar Necromancy No No Spirit Warrior
4th Falaani's Frightful Flight Evocation Yes No Sorcerer, Wizard
5th Fractal Chamber Illusion Yes No Sorcerer, Warlock, Witch Doctor, Wizard
5th Brewstorm Conjuration Yes No Witch Doctor
6th Ley Missile Evocation No No Wizard
8th Falaani's Falling Stars Evocation No No Sorcerer, Wizard
9th Leyline Detonation Evocation No No Wizard

Spell Lists

Death Knight Spells

1st Level
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Hellish Rebuke
  • Heroism
  • Immolation Aura
  • Protection from Evil and Good
  • Purify Food and Drink
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Wrathful Smite
2nd Level
  • Crown of Madness
  • Darkness
  • Enthrall
  • Ethereal Grasp
  • Find Steed
  • Hold Person
  • Locate Object
  • Marking Strike
  • Magic Weapon
  • Protection from Poison
  • Ray of Enfeeblement
  • Zone of Truth
3rd Level
  • Create Food and Water
  • Daylight
  • Death Mantle
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fear
  • Incite Greed
  • Magic Circle
  • Remove Curse
  • Revivify
  • Shadow Strike
  • Spirit Shroud
4th Level
  • Banishment
  • Blight
  • Confusion
  • Death Ward
  • Dimension Door
  • Elemental Bane
  • Fabricate
  • Find Greater Steed
  • Freedom of Movement
  • Locate Creature
  • Staggering Smite
5th Level
  • Banishing Smite
  • Circle of Power
  • Destructive Wave
  • Dispel Evil and Good
  • Geas
  • Raise Dead

Spirit Warrior Spells

1st Level
  • Bane
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Ensnaring Strike
  • False Life
  • Feather Fall
  • Hellish Rebuke
  • Hex
  • Immolation Aura
  • Jump
  • Protection from Evil and Good
  • Longstrider
  • Searing Smite
2nd Level
  • Darkness
  • Cordon of Arrows
  • Hold Person
  • Invisibility
  • Levitate
  • Locate Object
  • Magic Weapon
  • Mana Burn
  • Misty Step
  • Pass without Trace
  • Protection from Poison
  • See Invisibility
  • Silence
  • Spider Climb
3rd Level
  • Conjure Barrage
  • Elemental Weapon
  • Dispel Magic
  • Fear
  • Fly
  • Glyph of Warding
  • Magic Circle
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Speak with Dead
  • Spirit Roar
  • Thunder Step
  • Vampiric Touch
4th Level
  • Banishment
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Locate Creature
  • Staggering Smite
5th Level
  • Banishing Smite
  • Circle of Power
  • Conjure Volley
  • Dispel Evil and Good
  • Far Step
  • Hold Monster

I am still salty I couldn't add the Falaani's Living Balloon spell to this book. This will have consequences, you know.

-Falaani

Witch Doctor Spells

Cantrips (0 Level)
  • Blade Ward
  • Chill Touch
  • Create Bonfire
  • Dancing Lights
  • Druidcraft
  • Friends
  • Guidance
  • Infestation
  • Light
  • Mending
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Toll the Dead
1st Level
  • Animal Friendship
  • Bane
  • Charm Person
  • Chromatic Orb
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Dissonant Whispers
  • False Life
  • Find Familiar
  • Goodberry
  • Healing Word
  • Hideous Laughter
  • Identify
  • Jump
  • Longstrider
  • Protection from Evil and Good
  • Purify Food and Drink
  • Ray of Sickness
  • Silent Image
  • Sleep
  • Speak with Animals
  • Tasha's Caustic Brew
  • Tasha’s Hideous Laughter
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Animal Messenger
  • Blindness/Deafness
  • Calm Emotions
  • Crown of Madness
  • Controlled Chaos
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Gift of Gab
  • Healing Spirit
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Misty Step
  • Mirror Image
  • Phantasmal Force
  • Ray of Enfeeblement
  • See Invisibility
  • Shatter
  • Silence
  • Suggestion
  • Summon Beast
  • Tasha's Mind Whip
  • Zone of Truth
3rd Level
  • Animate Dead
  • Bestow Curse
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Enemies Abound
  • Fear
  • Feign Death
  • Fly
  • Glyph of Warding
  • Hypnotic Pattern
  • Incite Greed
  • Intellect Fortress
  • Life Transference
  • Magic Circle
  • Major Image
  • Probability Field
  • Nondetection
  • Protection from Energy
  • Remove Curse
  • Sending
  • Speak with Dead
  • Spirit Shroud
  • Stinking Cloud
  • Summon Shadowspawn
  • Summon Undead
  • Tiny Hut
  • Tongues
  • Vampiric Touch
4th Level
  • Banishment
  • Black Tentacles
  • Blight
  • Charm Monster
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Evard’s Black Tentacles
  • Elemental Bane
  • Giant Insect
  • Guardian of Nature
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
5th Level
  • Animate Objects
  • Antilife Shell
  • Awaken
  • Brewstorm
  • Dominate Person
  • Contagion
  • Danse Macabre
  • Dream
  • Enervation
  • Fractal Chamber
  • Geas
  • Greater Restoration
  • Hold Monster
  • Insect Plague
  • Mass Cure Wounds
  • Modify Memory
  • Negative Energy Flood
  • Raise Dead
  • Reincarnate
  • Scrying
  • Seeming
  • Teleportation Circle
  • Wrath Of Nature
6th Level
  • Circle of Death
  • Create Undead
  • Eyebite
  • Find the Path
  • Mass Suggestion
  • Otto's Irresistible Dance
  • Primordial Ward
  • Programmed Illusion
  • Soul Cage
  • Tasha's Otherworldly Guise
  • True Seeing
7th Level
  • Dream of the Blue Veil
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Power Word: Pain
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Resurrection
  • Symbol
  • Teleport
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Maddening Darkness
  • Power Word Stun
9th Level
  • Astral Projection
  • Foresight
  • Mass Polymorph
  • Power Word Heal
  • Power Word Kill
  • Psychic Scream
  • True Polymorph
  • True Resurrection

Spell Descriptions

The spells are presented in alphabetical order.

Alaena's Magic Wardrobe

1st-level conjuration


  • Casting Time: 1 minute
  • Range: touch
  • Components: V, S, M (a roll of yarn)
  • Duration: 1 hour

You touch one willing creature, and conjure clothes that perfectly fit the creature. The clothes can be anything you want them to be, but to replicate a specific clothing you must have seen the clothing first. The clothes fit over armor, but do not alter the target's armor class in any way. The clothes can include hats, hoods, shoulderguards, or even cloaks. Once the duration is over, the clothes vanish into dust. The creature can don and doff the clothes like normal, but only the creature can wear them.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is doubled for each slot level above 1st.

Alaena's Safe Return

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: self
  • Components: S
  • Duration: Concentration, up to 1 minute

You create a fixed point in space where you stand. While concentrating on the spell, you can use your bonus action to instantly teleport to the fixed point you created, provided you are on the same plane of existence as when you cast the spell. If the space is occupied, then you teleport to the nearest occupied space instead.

Brewstorm

5th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (vial filled with alchemical liquid)
  • Duration: Concentration, up to 1 minute

Alchemical juices pour down on a 20-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. Until the spell ends, that area is difficult terrain, and any unwilling creature that starts its turn there must succeed on a Constitution save. When the spell is cast, and before choosing the area, roll a d8 to determine the nature of the spell, and what happens when a creature is affected by the spell.

d8 Ingredient Effect
1 Acidic The radius of the spell is increased to 40 feet. A creature takes 6d6 acid damage on a failed save.
2 Cold A creature takes 6d6 cold damage on a failed save, and have its walking speed halved until the end of its turn.
3 Fiery A creature takes 8d6 fire damage on a failed save.
4 Healing A creature regains 4d6 hit points.
5 Psychic A creature takes 5d6 psychic damage on a failed save, and is blinded until the start of its next turn.
6 Rotting A creature takes 6d6 necrotic damage on a failed save, and cannot regain hit points until the start of its next turn.
7 Tranquilizing A creature is incapacitated until the start of its next turn on a failed save.
8 Venomous A creature takes 6d6 poison damage on a failed save, and is poisoned until the start of its next turn.

If you used the Witch Doctor's Witchcraft feature on the spell, instead of rolling a d8 you instead use the used ingredient to determine the effect.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 6th.

Controlled Chaos

2nd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

You create an orb of raw chaos, and hurl it at a target within range. Make a ranged spell attack. On a hit, the target takes 4d6 force damage, and has to make a charisma save.

If the target fails its saving throw, roll a d100 to create an effect from the Wild Magic Surge table. You can chose if the effect should target you, or the creature. If the effect requires a spell to be cast, use your spell attack bonus and spell save DC. If a creature rolls a 99-00, then you can chose one effect on the table at will instead.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Crittershape

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V S M (Tail of a mouse)
  • Duration: Concentration, up to 1 hour

This spell transforms a willing creature that you can see within range into a new form. The spell has no effect on a creature with 0 hit points. The new form can be of any beast that has a challenge rating of 0.

The target's game statistics are replaced by the statistics of the chosen creature, though it retains its alignment and Intelligence, Wisdom, and Charisma scores. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. If the target takes any damage, the damage is applied to its original form, it reverts to its original form, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Death Mantle

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Deathly power emanates from you in an aura with a 30-foot radius, empowering friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 force damage when it hits with a weapon attack.

Ethereal Grasp

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 ft
  • Components: V, S
  • Duration: 1 turn

Ethereal power shifts between you and the target object or creature within range. Unless the creature is willing, it has to make a Strength saving throw. Objects automatically fail this save. On a failure, the creature is forcefully pulled to an unoccupied space next to you. For the duration, if the creature was willing, attacks made against them are at a disadvantage; else the creature has disadvantage on attacks made against creatures other than you.

This spell can only pull large or smaller creatures, and objects that fit in a 5 feet cube.

Falaani's Falling Stars

8th-level evocation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V S M (A piece of meteorite)
  • Duration: Instantaneous

You raise your arms to the sky, and call to the skies, calling down celestial beams to strike your foes. Chose 2 points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 12d6 force damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one celestial burst is affected only once.

At Higher Levels. When you cast this spell using a 9th level spell slot, the damage is increased to 20d6 force damage for each beam.

Wait, where is my Alaena's Temporal Shift spell? I could've sworn I wrote 3 of my spells here...

-Alaena

Falaani's Frightful Flight

4th level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (A gold nugget)
  • Duration: Concentration, up to 10 minutes

As you cast the spell, sparkles start flying off from your feet and hands. You gain a flying speed of 60 feet for the duration. In addition, when you cast a spell, each creature within 10 feet of you, not including you, has to make a Dexterity saving throw. On a failure, a target takes 3d6 fire damage, or half as much on a successful one. You repeat this effect at the start of each of your turns while concentrating on the spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage is increased by 1d6 for each slot level above 4th.

Falaani's Star Walk

3rd-level enhancement


  • Casting Time: 1 action
  • Range: Self
  • Components: V S M (A pouch of black powder)
  • Duration: Concentration, up to 10 minutes

Magical light condenses around your feet, and wherever you step a translucent golden platform appears. For the duration of the spell, wherever you step a platform the size of a 6 feet square appears, even in the air. You can walk trough the air, and can ascend or descend on a 45 degree slope, creating stairs.

The platforms remain in place for 1 minute after you step off of them, allowing other creatures to follow you. After the 1 minute, they turn to golden dust, and vanish. Once the spell ends, the platforms remain in place for 1 minute, unless their own duration expires first.

Fractal Chamber

5th-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A crystal orb)
  • Duration: Concentration, up to 10 minutes

Mystical force encloses a 20 feet cube. Each unwilling creature in the area must make a Dexterity saving throw. On a failed save, a creature vanishes, and is locked in a chamber for the duration.

The chamber has exits in it, but leaving trough an exit causes the creature to appear back in the chamber, one size smaller. Returning trough the exit reverses this effect. Once a turn a creature can use its action to make an Intelligence save. On a success, the creature finds the way outside, ending the spell early. The caster of the spell always know the way out, and can tell others as a bonus action.

Once the spell ends, all creatures return to the nearest unoccupied space they occupied when the spell is cast, and all size changes from the spell are reverted.

Immolation Aura

1st-level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Flames engulf your body, not harming you but burning those around you. Each creature within 5 feet of you must make a Dexterity saving throw. A creature takes 1d10 fire damage on a failed save, or half as much damage on a successful one. A creature takes 1d10 fire damage when it comes within 5 feet of you for the first time on a turn or starts its turn there.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d10 for each slot level above 1st.

Leyline Detonation

9th-level evocation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S
  • Duration: Instantaneous

You cause a massive detonation that causes the leylines erupt beneath your enemies' feet, making the air distruptive against all attempts at spellcasting. Each creature in a 50-foot-radius must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d8 force damage, or half as much damage on a successful one.

For 1d6 + 2 days, whenever a creature casts a spell within 1 mile of the place of the detonation have counterspell cast on them at 5th level to interrupt spellcasting, using your spellcasting ability.

Ley Missile

6th-level evocation


  • Casting Time: 1 action
  • Range: 300 ft
  • Components: V, S
  • Duration: Instantaneous

You draw upon the leylines to call forth a damaging missile from beyond to blast your target from beneath. Chose a creature, forcing it to make a Wisdom save. At the end of your next turn a forceful detonation appears in a 50-foot radius. The sphere spreads around corners. If the creature made the save, the detonation happens where it stood when the spell was cast, otherwise it happens at its current position. In the detonation, each creature must make a Dexterity saving throw, and makes it with disadvantage if the detonation is centered on the creature. A creature takes 10d8 force damage, or half as much damage on a successful one.

Until the start of your next turn, whenever a creature casts a spell within 50 feet of the place of the detonation have counterspell cast on them at 3rd level to interrupt spellcasting, using your spellcasting ability.

Marking Strike

2nd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon burns with hellish flames as you strike. The attack deals an extra 2d6 fire damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Mana Burn

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Make a melee spell attack against a creature you can reach. You have disadvantage on the attack roll if the target has no available spell slots, or limited innate spellcasting spells. On a hit, the target takes 3d10 force damage, and has to make a Constitution saving throw. On a fail, it has to expend one of its lowest spell slots, or limited innate spellcasting spells.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the base damage increases by 1d10 for each slot level above 2nd.

Probability Field

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 ft
  • Components: V, S, M (a game dice)
  • Duration: Instantaneous

Reality shifts and morphs in the target area, as red energy cascades around. Each creature in a 30-foot radius must make a Charisma saving throw. A target takes 6d6 force damage on a failed save, or half as much damage on a successful one. The field spreads around corners.

A creature that fails the save must roll a d100 to create an effect from the Wild Magic Surge table. If the effect requires a spell to be cast, use your spell attack bonus and spell save DC. If a creature rolls a 99-00, then you can chose one effect on the table at will instead.

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

Shadow Strike

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon burns with a black flame, and the attack deals an extra 3d8 necrotic damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Spirit Roar

3rd-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: 1 minute

You let out a terrifying howl at your enemies. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or take 3d8 thunder damage and become frightened for 1 minute. On a successful save a creature takes half damage and is not frightened.

A creature frightened by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer frightened.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Practice

Safe

Homebrewing

Stoumbra is a magical place. Literally. And such a place is filled with often unusual people. With this knowledge, Alaena and Falaani composed this book to introduce the denizens of the forgotten realms to such opportunities like death knights, wolf folk, wind riding fighters, and many more!

Contains over 10 new races, 3 new classes, new specializations for each classes, and many new spells.

Created by Redfrog, with the assistance of Skythedragones

 

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