This documents includes....
A revision on the following Subclasses
- Thief Rogue
- Assassin Rogue
- Soulknife Rogue
- Scout Rogue
- Mastermind Rogue
- Inquisitive Rogue
- Gloom Stalker Ranger
- Shadow Monk
- Drunken Master Monk
- Trickery Domain Cleric
- Twilight Domain Cleric
- Lunar magic Sorcerer
- College of Whispers Bard
Rogue: Thief
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
Fast Hands
At 3rd lvl, you are quick and ready for when trouble looms around your business. You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Additionally, you have an extra bonus action you can only use to take the Dash or Hide action on your turn.
Second Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
Additionally, you can use your Dexterity when making a jump instead of your strength score.
Hard to Track
At 6th lvl, you can use the element of surprise and hide away from a creature in the mids of combat. When you deal your sneak attack to a creature, that creature has disadvantage on its perception checks to find you.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Use Magic device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Quick Reflex
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
Rogue: Assassin
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: assassins, hired killers, spies, bounty hunters and more. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
Notes
This revision improves upon This Revision made by Kibbles tasty.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency with your choice of the disguise kit or the poisoner’s kit.
Back Stab
Starting at 3rd level, you are pragmatic and deadly in eliminating your foes. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet, or when an allied creature within 5 feet of the target is directly on the other side of a creature.
Killer's Method
Starting at 6th level, you have mastered one technique of your choice for approaching a target. Select one of the following benefits:
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False Face: You gain expertise with the disguise kit, and can assume a prepared disguise with the bonus action granted by Cunning Action.
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Blade in the Dark: You gain expertise with the Stealth skill. You can attempt to hide even when you are only lightly obscured by dim light.
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Poisoner's Path: You gain expertise with the poisoner's kit. During a long rest, you can create a long lasting poison for one or more weapons for free. Until the end of your next long rest your Sneak Attack damage with that weapon becomes Poison damage and creatures struck with it must make a Constitution saving throw with a DC of 8 + your Proficiency modifier + your Dexterity modifier or become Poisoned for one minute. Creatures poisoned this way make a new save at the end of each of their turns ending the condition on success. Once a creature passes the save against this effect, it cannot suffer the Poisoned condition from it again for 24 hours.
If you gain expertise in a skill you already have expertise in, you can instead select another skill or tool you have proficiency in to gain expertise in.
Finishing Blow
Starting at 9th lvl, you have mastered eliminating a target even if they survive the initial strike. At the first round of combat, when you deal sneak attack to a creature and they don't die, you can make an additional attack against that same creature as a bonus action. On a hit, you deal half your sneak attack die rounded down as well.
Favored Approach
Starting at 13th level, you hone your skills gaining a favored approach to dealing death. Select one of the following benefits:
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Trusted Face: If you spend seven days establishing a fake identity for yourself or three hours studying another person to impersonate, you have advantage on any Charisma (Deception) check involving maintaining your disguise and identity.
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Swift Blade: When you roll initiative while hidden, you gain advantage on the roll.
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Specialized Poisons: When you create a poison, you can designate one creature type (for example, Fiends). The damage of that poison ignores resistance or immunity that creature type may have to poison.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature with your sneak attack, you can force it to make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
You can use this feature a number of times equal to your Dexterity Modifier. All Expended uses come back after finishing a long rest.
Rogue: SoulKnife
Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Psionic Power
Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Psionic Energy dice.
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Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
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Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
Psychic Blades
Also at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
Soul Blades
Starting at 6th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
Psychic Teleportation. As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
Guarded Mind
Starting at 9th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.
Psychic veil
At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Rend Mind
When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
Rogue: Scout
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Survival Instinct
At 6th lvl, your training in the wilderness has given you a natural sense for danger. You can not be surprised and you have advantage on con saves against poison and disease.
Superior Mobility
At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Ambush Master
Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.
Sudden Strike
Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Rogue: Mastermind
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Expert of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Mind Games
At 6th lvl, your words can root doubt, fear or confusion in the minds of your foes. As an action, you can force a creature that can hear and understand you to make a wisdom saving throw. (Save DC= 8+ proficiency modifier + charisma modifier) On a fail, you can subject them to one of the following effects.
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Confuse: The creature becomes charmed by you until the end of it's next turn and must use all it's movement to get closer to you.
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Fear: The target if afraid of you until the end of its next turn.
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Doubt: The creature is uncertain of what to do. Until the end of it's next turn it's movement speed is halved and it has disadvantage on the next attack roll it makes.
Master of Tactics
At 9th lvl, your mind has grown custom to common tactics and can now implement more complex ones. You can use the help action up to 2 creatures within 60 feet of you that can hear or see you.
Misdirection
Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack, you can use your reaction and force the attack roll to be made against another creature within 5 feet of you.
Soul of Deceit
Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
Rogue: Inquisitive
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail
Starting at 3rd level, when you make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues, you gain advantage on those roles.
Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Analyzer
At 6th lvl, you can easily discern your opponents attack and insightfully approach them. Any creature under the effects of your Insightful Fighting, has disadvantage on the first attack roll it makes against you every turn.
Focused Strike
At 9th lvl, your attack rolls against a creature under the effects of insightful fighting gain 1d6 bonus.
Unerring Eye
At 13th level, your senses are almost impossible to foil. As a bonus action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, Even if you are blinded or deafened. You sense that an effect is attempting to trick you, you gain insight into whether it is magical or natural.
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.
Eye for Weakness
At 17th level, you learn to exploit a creature's weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Ranger: Gloom Stalker Conclave
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
Gloom Stalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
| Ranger LvL | Spell | |
|---|---|---|
| 3rd | Disguise Self | |
| 5th | Rope Trick | |
| 9th | Fear | |
| 13th | Greater invisibility | |
| 17th | seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. (You can only benefit from this extra attack once) If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. When you reach 7th lvl in this class, While in darkness, you can use a bonus action and become invisible. This condition ends early if you step into dim light, light, make an attack roll, cast a spell or use a bonus action to become unveiled.
Notes
The Gloom Stalker was a very front loaded subclass with certain exploides through muticlassing. Its features have been cleared up to keep a healthy multiclass enviroment.
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Stalker's Flurry
At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.
Shadowey Dodge
Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Monk: Way of Shadow
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
Shadow Arts
Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can cast each of the following spells: darkness, silent image, pass without trace, or silence, once for free without providing material components. After which, you must finish a long rest or spend 2 ki points to cast these spells in this way again.
Additionally, you gain the following benefits
- you know the minor illusion cantrip if you don't already know it.
- You gain dark vision up to 60 feet. If you already have dark vision, it is increased by 30 feet.
- You can see through any magical darkness that you create with Shadow Arts.
Shadow Step
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Cloak of Shadows
By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your bonus action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Opportunist
At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Monk: Drunken Master
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer's supplies if you don't already have it.
Drunken Technique
At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.
Additionally, when you use your step of the wind feature, the next attack roll you make is made with advantage.
Tipsy Sway
Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.
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Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
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Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point and use your reaction to cause that attack to hit one creature of your choice, that you can see within 5 feet of you.
Drunkard's Luck
Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 1 ki points to cancel the disadvantage for that roll.
Intoxicated Frenzy
At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can spent two additional ki point to make up to three additional attacks with it (up to a total of five Flurry of Blows attacks).
Cleric: trickery Domain
Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They're patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
| Cleric LvL | Spell | |
|---|---|---|
| 1st | Charm Person | Disguise Self |
| 3rd | Mirror Image | Pass without Trace |
| 5th | Blink | Dispel Magic |
| 7th | Dimension Door | Polymorph |
| 9th | Dominate Person | Modify Memory |
Blessing of The Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Invoke Duplicity
Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.
As an action, you create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when you or an ally and your illusion are within 5 feet of a creature that can see the illusion, you or the ally have advantage on attack rolls against that creature, given how distracting the illusion is to the target. If a creatures makes an attack roll against you or the illusion, then can make an investigation check against your spell save DC. On a success, they see through the illusion and are no longer distracted by it.
Duplicity Switch
Starting at 6th lvl, When your Invoke Duplicity is active, you can use a bonus action to switch place with your illusion.
Potent Spell Casting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Improved Duplicity
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Cleric: Twilight Domain
The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
| Cleric LvL | Spell | |
|---|---|---|
| 1st | Fearie Fire | Sleep |
| 3rd | Moon Beam | See Invisibility |
| 5th | Aura of Vitality | Leomund's Tiny Hut |
| 7th | Aura of Life | Greater Invisibility |
| 9th | Circle of Power | Mislead |
Eyes of The Night
Starting at 1st level, you can see through the deepest gloom. You have darkvision out to a range of 120 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.
Vigilant Blessing
At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
Channel Divinity: Twilight Sanctuary
At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits as a reaction:
- You grant it temporary hit points equal to 1d10 plus your cleric level.
- You end one effect on it causing it to be charmed or frightened.
Steps of Night
Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action twice, and you regain all expended uses when you finish a long rest.
Potent Spell casting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Twilight Shroud
At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
Sorcerer: Lunar Sorcery
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world's three moons. On the world of Toril, the god Selûne uses the light of the moon to battle darkness. On Eberron, scholars of the Draconic Prophecy decipher ancient secrets from the waxing and waning of that world's twelve moons.
You or someone from your lineage has been exposed to the concentrated magic of the moon (or moons) of your world, imbuing you with lunar magic. Perhaps your ancestor was involved in a druidic ritual involving an eclipse, or maybe a mystical fragment of a moon crashed near you. However you came to have your magic, your connection to the moon is obvious when you cast sorcerer spells-perhaps making your pupils glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
Manifestation of Lunar Magic
| D4 | Manifestation | |
|---|---|---|
| 1 | ------------ | You glow with faint light that matches the color of a moon from your world |
| 2 | ------------ | your pupils shift in shape, matching the current phase of a moon from your world. |
| 3 | ------------ | Spectral manifestations of the moon (or moons) of your world orbit you. |
| 4 | ------------ | Your shadow is limned in faint light, as if it were a lunar body during a solar eclipse. |
Moon Fire
Starting at 1st level, you can call down the radiant light of the moon on command. You learn the Sacred Flame spell, which doesn’t count against the number of sorcerer cantrips you know. When you cast the spell, you can target one creature as normal or target two creatures within range that are within 5 feet of each other.
Lunar Embodiment
You have access to additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
| SorcererLvL | Full Moon | New Moon | Crescent Moon |
|---|---|---|---|
| 1st | Fearie Fire | Silent Image | Detect Magic |
| 3rd | Moon Beam | Invisibility | Suggestion |
| 5th | Dispel Magic | Life Transferrence | Clairvoyance |
| 7th | Banishment | Greater Invisibility | Compulsion |
| 9th | Circle of Power | Mislead | Scrying |
Whenever you finish a long rest, you can choose what lunar phase manifests its power through your magic: Full Moon, New Moon, or Crescent Moon. While in the chosen phase, the spells on the table are considered known to you. Additionally, you gain resistance to a damage type depending on your manifested phase.
- Full Moon: Radiant
- New Moon: Necrotic
- Crescent Moon: Psychic
Lunar Boons
Starting at 6th level, lunar phases influence your magic. You gain one of the following benefits depending on your current phase manifestation.
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Full Moon: When you cast a spell of 1st lvl or higher, you can use a bonus action to fire a beam of lunar energy and make a ranged spell attack against a creature you can see within 120 feet of you. On a hit, you deal 1d10 radiant damage.
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New Moon: When you cast a spell of 1st lvl or higher, you can use a bonus action to become engulfed in shadows, making you harder to hit an gain a plus 2 to your AC until the start of your next turn.
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Crescent Moon When you cast a spell of 1st lvl or higher, you can use a bonus action to guide the strike of an that you can see within 60 feet of you. The chosen creature adds a 1d8 to their next attack roll.
Waxing And waning
Starting at 6th level, you gain greater control over the phases of your lunar magic. As a bonus action, you can spend 1 sorcery point to change your lunar phase for a different one.
Lunar Empowerment
Starting at 14th level, the power of a lunar phase becomes stronger and more potent in your magic. Your Lunar boons effects improve:
- Full Moon : The damage increases to 2d10.
- New Moon : The Bonus Ac increased to +3.
- Crescent Moon : The chosen ally now deals an additional 1d8 radiant damage as well.
Lunar
At 18th level, as a bonus action, you can tap into a special power of your current Lunar Embodiment phase. Alternatively, as part of the bonus action you take to change your lunar phase using the Waxing and Waning feature, you can immediately use the power of the lunar phase you are entering:
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Full Moon: You radiate moonlight for a moment. Each creature of your choice within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn. In addition, one creature of your choice in that area regains 3d8 hit points.
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New Moon: You momentarily emanate gloom. Each creature of your choice within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC or take 3d10 necrotic damage and have its speed reduced to 0 until the end of its next turn. In addition, you become invisible until the end of your next turn, or until immediately after you make an attack or cast a spell.
-
Crescent Moon: You can magically teleport to an unoccupied space you can see within 120 feet of yourself. You can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice that you can see within 5 feet of your destination space. In addition, you and that creature gain resistance to all damage until the start of your next turn.
Once you use one of these bonus action benefits, you can’t use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.
Metamagic Option
Phase Spell: depending on your current manisfested moon phase, you can spend 1 sorcery point and effect your spell in the following ways.
- Full Moon: You change your spell's damage type to radiant.
- New Moon: You Change your Spell's Damage type to Necrotic.
- Crescent Moon: Your spell can target invisible creatures you have seen in the past minute and if it makes an attack roll, it gains a =3 to the attack roll.
Bard: College of Whispers
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.
Psychic Strike
When you join the College of Whispers at 3rd level, you can use your words to arm and ally with the power to toxic a creature's mind.
A creature that has your bardic inspiration can expend it to deal an additional 2d6 psychic damage to creature with an attack roll.
The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Words of Terror
At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.
If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.
If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.
Once you use this feature, you can't use it again until you finish a short rest or long rest.
Mantle of Whispers
At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.
You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.
While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.
Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.
Shadow Lore
At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.
As an action, you magically whisper a phrase that only up to 5 creatures of your choice within 60 feet of you can hear.
The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.
If the targets fail their saving throws, It interprets the whispers as a description of its most mortifying secret and are frightened of you for 1 minute. While frightened in this way, their speed is reduced to zero. The targets can repeat the saving throw at the end of their subsequent turns. Ending the effect on a success.
Practice
Safe
Homebrewing
The arts used in this document were found randomely on the net and I have not found their original artist. If you own one of the arts used in this document rest assured this document won't be used to gain profit. This is a free document, created for fun for my own games and perhaps sharing with those who would like to check my revisions as well.
Cover Art: Skiorh