The Findings & Insights of the Playtest Dungeon's
First Expedition
Table of Contents
Introduction
I started The Playtest Dungeon during the pandemic. I had just started creating homebrew and I realized I had no place to test it. I had recently been exposed to a server a friend started where people shared music they wrote and then engaged in feedback using a structured method: Statements of Meaning, Questions from the Creator, Neutral Questions to the Creator, Opinions (asking for permission first). I found this layout extremely helpful, and thought such an formula would be perfect for D&D homebrew as well. Games are run where people can bring their homebrew and test it out, and then feedback is given by the group, following this formula and moderated by the DM.
The creators in The Playtest Dungeon have created incredible pieces. Some have designed content for the public, putting it through rigorous balancing and testing. Others have created content for their personal games, bending traditional D&D balancing concerns for personal design philosophies. I realized at the top of this year though that lots of these people, including me, have trouble finishing that last 10%-20% of their projects. We have trouble getting the last bit of polish on a balance, and getting a document visual and linguistically cleaned up and ready to use. This document is our challenge to change that. In our first document you will find 8 creators who have put their homebrew through the dungeon time and time again. Some have been with the server for a long time, others have joined us recently. All have found this server to be helpful in finishing their works.
I am humbled that people find this server useful, and proud of the content people make from it. If you would like to join the server, please reach out to me on discord at tsotomusic. I hope you find this content useful and inspiring for your games, and I hope we get to see more of you in the dungeon.
Happy homebrewing!
-TSotoMusic
Erant91
I go by the handle Erant91, and I can be found on most platforms under that name.
The College of Defiance Bard was designed as a fan tribute to Dimension 20's Fantasy High Junior Year. The main focus is the idea of acting out of turn.
The Path of Monstrous Mutation had many inspirations but mainly drew from My Hero Academia (The Hero Suneater) and Dungeon Meshi. The main design came from a base of the Totem Barbarian and with a core mechanic of providing spell like abilities to a class that does not usually get those.
The two Warlock subclasses, The pact of Predestined and the pact of the Plague, were both player requested warlock options. The Pact of the future was such a clever suggestion to me I have been crafting other future themed subclasses to match it.
College of Defiance
Unleash the Rebel Yell!
Bards of the College of Defiance would not consider themselves part of a college at all. Some may not consider themselves bards, as that would only confine them to a label.
Whether it is challenging perceived norms by the written word, or by taking direct action by damaging property of the powerful, those in the college of defiance use their art to leave a mark on the world, a mark that says 'I am not a part of your system!"
Antagonistic Magic
3rd level College of Defiance feature
When you enter into this college you learn new spells that signify your disapproval with the current state of bard magic. You learn the Distraction*, Graffiti* and Malicious Vocabulary* cantrips.
Acts of Rebellion
3rd level College of Defiance feature
You can call out to allies and allow them to act out of turn. As an action, choose an ally you can see, they can use their reaction to take one of these actions: attack, dash, or dodge.
At 6th level when you use your Acts of Rebellion you can choose two allies take an action, at 14th level this increases to three allies."
Deviant Inspiration
6th level College of Defiance feature
Giving out inspiration allows you can act out at the same time. When you use your bonus action to give bardic inspiration you may also cast a Bard cantrip you know as a part of the same action.
Counter Culture
14th level College of Defiance feature
You have become an avatar for opposition movements and are a symbol of defiance. When a creature targets you or an ally within 5 feet of you with a spell or an attack you can use your reaction to attempt to counter it by making a performance check. On a success, the attack or spell fails and has no effect.
For attacks, your performance check is opposed to the attack roll. For a spell it works as if you had cast Counterspell replacing the ability check to counter higher level spells with a performance check.
You can impose your counter culture a number of times per short rest equal to your charisma modifier (minimum of 1).
Fig Faeth by Lucia Li on ArtStation
New Spells*
Distraction
Illusion cantrip
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, or M (discarded gum wrapper, a crushed button, or any small item you can throw worth at least 1 cp)
- Duration: 1 round
Using a flash of illusory color you attempt to distract a target. This effect is enhanced by adding a shout, a hand gesture or by throwing an item at the target. The target must then succeed on an intelligence saving throw. On a failure the target subtracts 1d4 from the next attack roll or skill check they make before the start of your next turn.
Graffiti
Transmutation Cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: M (a stencil made of materials worth at least 1 cp)
- Duration: Instantaneous
After placing the stencil on a flat inorganic surface the natural colors become permanently dyed into a single color of your choice within the bounds of the stencil, no greater than 5 feet. This change in color cannot be painted over and can only be removed by effects that Dispel magic.
Malicious Vocabulary
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You point at a creature and fire off a strong word or string of words that takes physical form and collides with the target. Make a ranged spell attack against the target.
On a hit, it takes 1d4 psychic damage and is moved 10 feet away from you. If the creature collides with another creature when it is pushed, that second creature takes damage equal to half of the damage dealt to the first creature (rounded up).
The spell's damage increases when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).
The Path of Monstrous Mutation
"What doesn't kill me makes me stronger."
The Barbarian that walks this path recognizes the inherent power of the monsters that make up this adventuring world and looks to absorb their power in the most direct means possible. This means putting their constitutions to the ultimate test.
Monstrous Aspect
3rd level Path of Monstrous Mutation feature
When you adopt this path, you choose a monster type and consume a part of that monster to gain some of its features. This aspect of the monster that you absorb can be physical or metaphysical.You also gain minor physical attributes that are reminiscent of the consumed monster. For example, if you have eaten Ooze jelly, you might be unusually sticky and green-skinned, or if you eat a part of an owl bear, your eyes turn bright yellow.
Select one of the following options bellow:
Aberration - Mindflayer Brain
You learn the Mind Sliver cantrip. Additionally, when a creature grappled by you starts its turn, it takes psychic damage equal to your Intelligence modifier (minimum of 1).
Construct - Heart of Stone
While raging, you have immunity to psychic damage, you have advantage on saving throws against being poisoned, and you have resistance to poison damage.
Monstrosity - Owl Bear Claws
You learn the Primal Savagery cantrip. While raging, when you make a melee attack, you can use your bonus action to cast primal savagery.
Ooze - Corrosive Skin
You learn the Acid Splash cantrip. Additionally, you can use your reaction to slow down a creature that strikes you with a melee attack, reducing their speed by half and making it so they cannot take reactions until the start of their next turn.
Plant - Treant Roots
If you touch a creature for a prolonged time you can transfer some of your stamina to them. After 1 minute of contact with the creature, you can consume an amount of Hit Die equal to your proficiency bonus, roll the expended hit die, and the creature regains hit points equal to the total + your Constitution modifier.
You can use this ability a number of times per long rest equal to your constitution mofdifier, minimum of 1.
Undead - Vampire Fang
When you attack and make contact with a living creature you can use your connection to the undead to steal some of their vitality and life.
If you hit a creature with a melee attack you can use your bonus action to give yourself temporary hit points equal to your Constitution modifier.
Cantrips While Raging
Depending on your Monstrous Aspect choice at 3rd level you can learn a cantrip. These cantrips are considered monster abiliities and can thus be cast while raging and cannot be counterspelled.
These cantrips use your Constitution Modifier as it's spell modifier when determining spell attack bonus and spell save DC.
Changeling Catalyst
3rd level Path of Monstrous Mutation feature
You also gain the ability to cast the Comprehend Languages and Alter Self spells, but only as rituals.
Monstrous Attunement
6th level Path of Monstrous Mutation feature
You gain an additional magical benefit based on the monstrous mutation of your choice. You can choose the same mutation you selected at 3rd level or a different one.
Aberration - Psychic Wings
You can use an action to summon translucent wings that last for 10 minutes, granting you a fly speed of 20 feet. If you already possess a fly speed, it is increased by 20 feet.
Construct - Clay Skin
You can use an action to resonate with structures, allowing you to move through and into stone as if you had cast the Meld Into Stone spell.
Monstrosity - Minotaur Horns
When you move at least 10 feet straight toward a target and then hit it with a melee attack on the same turn, the target takes an extra 10 piercing damage.
If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and be knocked prone.
Ooze - Gelatinous Legs
You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Plant - Awakened Seeds
As an action, you can expend a Hit Die to touch a creature within 5 feet of you and share some of the benefits of your mutation.
The chosen creature has advantage on Constitution saving throws and they gain temporary hit points equal to your Constitution modifier at the start of their turn for a number of rounds equal to half your barbarian level.
You can only give this benefit to one creature at a time.
Undead - Ghost Tongue
You can use an action to cast the spell Speak with Dead at will, but you can only ask the corpse 1 question.
You also gain proficiency in either the Deception or Intimidation skill.
Monster Empathy
10th level Path of Monstrous Mutation feature
You are able to meditate on your connection to the monsters you consume to better understand the skills they possess. Because of this, you can cast the Skill Empowerment spell targeting yourself, but only as a ritual.
When you do so, a spiritual version of one of the monsters you chose for Monstrous Aspect or Attunement appears to you to impart the skills you seek.
Main Course
14th level Path of Monstrous Mutation feature
You gain a powerful magical benefit based on a monster mutation of your choice. You can choose the same mutation you selected previously or a different one.
Aberration - Aboleth Tentacle
When a creature moves within 30 feet of you or starts their turn there, you can use your reaction to magically emit psionic energy in a 30-foot-radius sphere centered on yourself.
Each creature, of your choice, in that area must succeed on a Intelligence saving throw with a DC equal to 8 + half your barbarian level, or their speed is reduced to 0, and they can not take reactions until the start of your next turn.
Construct - Golem Shield
When you are the target of an attack, you can use your reaction to fortify your natural armor. Your AC is increased by your Strength modifier until the start of your next turn.
Monstrosity - Rust Monster Antennae
Any non magical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to attack and damage rolls. If its penalty drops to -3, the weapon is destroyed.
Non magical ammunition made of metal that hits you is destroyed after dealing damage.
Ooze - Jelly Bones
You can move through a space as narrow as 1 foot wide. Additionally creatures damaged by you have their armor corroded, taking a cumulative -1 penalty to their AC with each melee attack you make.
This penalty can be healed by having the Mending cantrip cast on the armor.
Plant - Sentient Spores
As an action, you can release sweet spores that burst out in a cloud that fills a 10-foot-radius sphere centered on you, and the cloud lingers until the start of your next turn.
Any creature of your choice that is in the cloud when it appears, or the first time they enter it later, they can communicate telepathically for 1 hour. The communication is possible over any distance, though it can't extend to other planes of existence.
Whenever a creature bound by the spores receives healing they can gain the max amount of hit points possible, but in doing so end the telepathic bond as they consume the spore.
Undead - Mummy's Curse
While raging, as a bonus action you can activate or deactivate a deathly aura. While active, the aura deals necrotic damage equal to your Constitution modifier to any creature that ends its turn within 10 feet of you.
Undead and Fiends ignore this effect.
Chef Grolo's Secret Ingredient by maringouin
The Plague
Find the Cure at All Costs

Plague Doctor by Luis Aguirre Gárate (Kronte)
Your patron is a living plague that has infected you. The disease consumes magic but can also provide magical abilities to it's host in exchange for helping it spread. However having the plague reside inside you is a hazard to your health.
The goal of those who make a Pact of the Plague should be either to placate the plague by helping it spread or to seek a cure. Ironically, in order to cure the magiphage, you have to rely on the magic power it provides you and study how it infects others.
Expanded Spell List
The Plague 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.
Plague Expanded Spells
| Spell Level | Spell |
|---|---|
| 1st | Cure Wounds, Ray of Sickness |
| 2nd | Lesser Restoration, Wither and Bloom |
| 3rd | Aura of Vitality, Bestow Curse |
| 4th | Blight, Death Ward |
| 5th | Contagion, Greater Restoration |
Infectious Burst
1st level Plague feature
The plague you harbor inside of you is always waiting to spread to those around you. As a reaction when you take damage from an enemy attack, creatures within 5 feet of yourself must make a constitution saving throw equal to your spell save DC. On a failed save, you release a diseased mist that deals poison damage equal to your Warlock level. As a bonus action you can trigger this burst on your own but you must also make a constitution saving throw or take poison damage as well.
You can use the ability this way a number of times per long rest equal to your proficiency bonus.
Treatment
1st level Plague feature
You can attempt to treat the symptoms of your infection. You gain proficiency in Medicine skill checks.
Additionally, you can choose a type of treatment and use your bonus action to administer it once per long rest, gaining the benefits the treatment provides.
The three treatment types are as follows:
- Ether Inhalation - You gain a temporary pact slot. When you cast a spell using pact magic, this temporary slot is used first.
- Blood Transfusion - The next time you take damage gain temporary hit points equal to half the damage taken.
- Potion Consumption -The next saving throw you make (that does not already have advantage) is made with advantage.
Balancing the Humors
6th level Plague feature
Your understanding of the disease within you allows you to experiment with cures during battle. When you roll initiative you can choose one of three Humors to study during battle and gain the associated effect for 1 minute.
After studying one Humor you cannot choose that same Humor again until you take a long rest.
Humors
- Blood: Your Infectious Burst deals an extra 1d4 poison damage on a failed save.
- Bile: The saving throw DC for your Infectious Burst is increased by 1
- Phlegm: The radius of your Infectious Burst increases to 10 feet.
Vital Vaccination
14th level Plague feature
You have achieved such a powerful understanding of the disease that lives inside of you that you can manipulate its growth to benefit yourself and others.
As an action you can touch a creature and enhance its natural healing ability. The target regains 6d6 hit points and gains temporary hit points equal to your warlock level.
As long as the target possesses the temporary hit points gained by this ability the target has immunity to poison damage and they can make Strength, Dexterity, and Constitution saving throws with advantage.
Once you use this feature, you can't use it again until you finish a long rest.
The Magiphage
Created by mages of the Slow Army of the city state of Talisman, The magiphage was an experimental bio weapon with the intention of destroying the most powerful magic users. It was a weapon against their own leadership but during its development it took on a life of its own and manipulated one of the mages into letting it escape.
The Predestined
Be Who You Were Always Meant to Be
Your patron is a future version of yourself that has attained great powers. Now safe in the future, your patron has contacted you in order to guide and support you to a future where they exist.
Accepting that guidance makes you a Predestined, one who walks through the fog of time with clear eyes.
Expanded Spell List
The Predestined 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.
Future Expanded Spells
| Spell Level | Spell |
|---|---|
| 1st | Identify, Silvery Barbs |
| 2nd | Rope Trick, Vortex Warp |
| 3rd | Blink, Tongues |
| 4th | Divination, Guardian of Faith |
| 5th | Legend Lore, Temporal Shunt |
Borrowed Magic
1st level Predestined feature
Being a Predestined allows you to borrow magic from your future self. As such, the first time you cast a spell from you expanded spell list it does not use a pact slot to cast. You can borrow magic this way again once you take a short or long rest.
Additionally, you learn the Guidance and Distraction Cantrips and cast them without verbal, somatic or material components
Déjà vu
1st level Predestined feature
You can sense important moments in your future self's past, your present, and gain insight into how to handle those situations. Once per short rest if you were to fail a skill check, saving throw, or attack roll you can choose to add your warlock level to the result. If this addition gives you a result that equals 21 exactly, before bonues are added, it is considered a critical success.
Control the Narrative
6th level Predestined feature
You have a better sense of what needs to happen in your journey and are more proficient in shaping events. When casting the Guidance or Distraction cantrip you roll a 1d6 instead of a 1d4.
Additionally, whenever you make a Charisma (Persuasion) check, treat a roll of 7 or lower on the d20 as an 8.
Checkpoint
10th level Predestined feature
When you roll initiative you can expend a pact slot to create a checkpoint for your current self, marking the location with magic for as long as you remain in initiative.
When a source of damage were to reduce you to 0 hit points you can use your reaction to teleport to the checkpoint you marked regain hit points up to the amount you had when you created the checkpoint. Any spell effects that were affecting you are dispelled and any conditions you had gained after establishing the check point are removed. After using this ability you cannot do so again until after you take a long rest.
Unleashing Your Potential
14th level Predestined feature
You can draw out a portion of your potential power granting enhanced proficiency and skill. As a bonus action you can access this power for 10 minutes gaining the following benefits
- Your proficiency bonus is doubled
- You can add your proficiency bonus to damage done by cantrips or by martial weapons
- You gain 50 temporary hit points. If any of these remain at the end of 10 minutes, they are lost.
- You gain proficiency in all tools.
Immediately after the 10 minutes ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Once you use this feature, you can't do so again until you finish a long rest.

Prophecy of Boon by SEMSEI
GameWizard13
I am GameWizard13 the writer of the Mana Breather, I strive for vanilla compatible and fun homebrew.
The Mana Breather was inspired from Demon Slayer, and is meant to fill the power gap between martial and casters. Each style has its own play style; from being sneaky and attacking from shadows, taking blow for blow with a tank, or supporting the team.
In most places I go by GameWizard13 or some version of it.
Mana Breather
His blade glistened with magic as the air seemed to distort with each breath, and with one forceful movement the elf bounded up the mountain.
A giff tinkers on her gun as they integrate magic into the weapon. As her tinkering completes the weapon’s colors shifted as the magic binds to it.
The kobold meditates, focusing on its breathing. feeling mana flowing into, around, and out. An unknown time later the smell of food arises and with a surge of mana they teleport away.
Each of these unique people are Mana Breathers, one of the most magically Spiritual classes. Mana Breathers follow the flow of mana and learn from it. Whether its through instruction, or personal discovery, Mana Breathers must eventually be chosen by the mana of their surrounding environment. Without this choosing, no amount of training will suffice.
Breath of Mana
Mana Breathers have an intimate connection with magic, pulling it into themselves and releasing it into attacks. Whether it be the winds in the sky, the water flowing through the rivers, or the passage of time itself, each Mana Breather draws on a worldly connection to channel and influcence their Mana. Some Mana Breathers find this connection through meditation, others through the instructions of a teacher, and yet others find inspiration in nature.
Honed Mana
Mana is gained in many ways, such as years of study, being innatetly born with it, or through external stimuli. As a result of the many ways one can obtain a blessing of the mana, meditation and self discovery is a core part of one's journey. This leads a Mana Breather to practice martial arts, using the weapons as a focus for their mana. As Well as other outlets for mana, whether they tailor elegant clothing, paint works of art, or forge their own weapons. Each path is a reflection of their personality.
Inugami Azami by GuZArt
Creating a Mana Breather
As you build your Mana Breather, think about two core elements of your character's background: how did you gain your abilities, and how did you train them?
Additionally, why do you pursue the creatures of your world? Was there a person who helped you understand your abilities?
Quick build
You can make a Mana Breather quickly by following these suggestions. First, make Constitution your highest ability score, followed by Dexterity Second. Finally, choose the Outlander background.

The Mana Breather
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Unarmored Defense, Mana Reflexes, Mana's Blessing |
| 2nd | +2 | Breath Points |
| 3rd | +2 | Breath Style, Focus Breathing |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Mana's Blessing Improvement |
| 7th | +3 | Breath Style Feature, Silent Chase |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Total Focus Breathing, Breath Point Improvement |
| 10th | +4 | Breath Style Feature |
| 11th | +4 | Recovery Breathing |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | - |
| 14th | +5 | Mana's Blessing Improvement, Breath Style Feature |
| 15th | +5 | - |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Extra Attack |
| 18th | +6 | Breath Style Feature, Mana Mark |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Breath Mastery Feature |
Class Features
As a Mana Breather, you gain the following features.
Hit Points
- Hit Dice: 1d8 per Mana Breather level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Mana Breather level after the first
Proficiencies
- Armor: Light Armor
- Weapons: Simple Weapons, Martial Weapons
- Tools: One of your choice
- Saving Throws: Dexterity, Charisma
- Skills: Choose two from Acrobatics, Athletics, Arcana, Insight, Investigation, Religion, Stealth, Survival, Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A martial weapon of your choice (if it has the ammo property, you get 20 pieces of ammo)
- (a) a longbow and a quiver of 20 arrows or (b) a shortsword
- (a) an explorer's pack, or (b) a dungeoneer's pack
- A set of tools you're proficient with
Unarmored Defense
1st level Mana Breather feature
While you are not wearing armor or using a shield, your AC is equal to 10 + Your Dexterity Modifier + Constitution Modifier
Mana Reflexes
1st level Mana Breather feature
You have found the more you use mana, the more natural weapons feel. Any melee weapon that that lacks the Two-Handed, Heavy, and Special property is treated as a having the Finesse property.
Mana's Blessing
1st level Mana Breather feature
You learn to place a powerful and lethal blessing upon your weapons. Select one of the following types of creature types: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoid, monstrosities, oozes, plants, or undead. Select one melee weapon that you are proficient with to apply your Mana's Blessing to. Only one Weapon can benefit from your Mana's Blessing at a time. When you hit a creature of the chosen type using a weapon to which you've applied your Mana's Blessing, you can increase the damage dealt by 1d4 (1d6 at 7th level, 1d8 at 14th level).
At the end of a long rest, you can change which weapon receives your Mana's Blessing, and change your chosen creature type.
At 6th level, while your weapon is under the effects of Mana's Blessing it counts as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. This benefit also applies to any damage dealt by your Breath Forms (gained from your choice of Breath Style at 3rd level).
At 9th level, you can change the creature type Mana's Blessing effects on a short or long rest.
Breath Points
2nd level Mana Breather feature
Your Mana Breathing allows you to access a pool of power known as Breath Points. You have a number of Breath Points equal to your Mana Breather level + your Constitution modifier. You can spend these points to fuel various features gained in your Breathing Style. In order to use Breath Points, you must be able to breathe. You regain all spent Breath Points at the end of a long rest.
Some of your Breath Point features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Breath Save DC = 8 + your proficiency bonus +
You can spend Breath Points to fuel various features. You start knowing three features:
- Patient Defense: You can spend 1 Breath Point to take the Dodge action as a bonus action.
- Quicken Step: You may spend one Breath Point to take the Dash or Disengage action as a bonus action.
- Quicken Strike: After you take the attack action, you can spend 1 Breath Point and make a weapon attack as a bonus action using a weapon that benefits from your Mana Reflexes feature. On your turn, if you used a Breath Form with a cost of at least 1 Breath Point, you can use this feature once before the end of your turn without spending a Breath Point.
Breath Style
3rd level Mana Breather feature
You choose a breath style to guide the flow of your sword: Water, Mist, Reality, or Time Breathing. These options are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 14th, 18th, & 20th level.
Focus Breathing
3rd level Mana Breather feature
You learn to channel mana through your breathing, strengthening your body. As a bonus action, you may enter a state known as Focus Breathing for the next 10 minutes. This ends early if you you are unable to breathe, or are reduced to 0 hit points. You can use this feature a number of times equal to your Proficiency Bonus, regaining all spent uses after a long rest.
While focus breathing, you gain the following benefits:
- Your walking speed is increased by 10 feet.
- Your jumping distance/height becomes 5 times your Proficiency bonus, and you no longer require a running start to long jump.
- Once per turn, you can jump without expending movement speed.
- When calculating how much damage you would take from falling, the height of the fall is reduced by an amount equal to your jump height.
Ability Score Improvement
4th level Mana Breather feature
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
5th level Mana Breather feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 17th level in this class.
Silent Chase
7th level Mana Breather feature
You gain advantage on Dexterity (Stealth).
You also create no sound or vibration while moving, making your movement undetectable to hearing or tremorsense.
Total Focus Breathing
9th level Mana Breather feature
Through vigorous training and breathing exercises you acquire the ability to constantly use Focus Breathing, now called Total Focus Breathing. Total Focus Breathing only ends when you are unable to breathe or your hit points are reduced to 0.
Additionally, while in Total Focus Breathing, you gain resistance to cold damage.
Breath Point Improvement
9th level Mana Breather feature
You now recover all spent Breath Points at the end of a short rest.
Recovery Breathing
11th level Mana Breather feature
Thanks to your training you can use a bonus action to gain one of the following benefits:
- You recover hit points equal to your Mana Breather level.
- You regain Breath Points equal to your Constitution modifier.
You can use Recovery Breathing once, and cannot do so again until you finish a long rest. Starting at 15th level, you can use Recovery Breathing twice between long rests.
Mana's Blessing Improvement
14th level Mana Breather feature
During a long rest you can select up to two creature types for your Mana's Blessing, instead of one.
Mana Mark
18th level Mana Breather feature
You gain the ability to manifest a mark on your face, called a Mana Mark. Marks differ in appearance, ranging from fire-like patterns spanning across the face, to a small wind symbol, dotted on the cheek.
As a bonus action during your turn, you may manifest your mark, granting you the following benefits for 1 minute:
- Mana's Blessing damage increases to 1d10 damage and is applied to all creatures.
- Your jump distance is doubled.
You can use this feature once and must finish a long rest before you could use it again
Multiclassing
- Ability Score Prerequisite: Dexterity 13, Constitution 13
- Multiclassing Proficiencies: light armor, simple weapons, martial weapons
Water Hashira color sketch by Morphielae
Breath Styles
Mana Breathers pursue many techniques. Here are the breath style options you can choose from at 3rd level.
Water Breathing
You gain the ability to breathe underwater, gain a swimming speed equal to your walking speed, and your jump distance is not hindered by being underwater
Additionally, while you are submerged the range of your melee weapon attacks increases by 5 feet.
First Form: Ripple
3rd level Water Breathing feature
When you hit with an attack as part of the Attack action on your turn, you can spend 1 Breath Point to cause the next attack you make this turn to create an arc of water to spray out of your weapon, striking another creature you can see within 15 feet of your original target. It must make a Dexterity saving throw.
On a failure, roll your weapon's damage. You may repeat this process as long as you have one attack remaining, choosing a new target within 15 feet of the last attacked creature, until either you run out of attacks or a creature succeeds the saving throw.
Second Form: Rolling Tide
3rd level Water Breathing feature
As an action you can spend 2 Breath Points to cause water to flow either away from you or towards you. All creatures within 5 x your Proficiency Bonus feet of you must make a Strength saving throw.
On a failure, a creature is moved a 5 x your Proficiency Bonus feet in the direction you chose the water to flow. If there's something blocking them, they move as far as they're physically able to. On a success, they move half this distance instead.
Additionally, until the end of your next turn, you have advantage on your next attack roll you make against creatures effected by this form, or the creatures gain disadvantage on the next saving throw they make against one of your Mana Breather features, whichever happens first.
Third Form: Vortex
7th level Water Breathing feature
As an action you can spend 3 Breath Points to fiercely twists your upper and lower body, creating a whirlpool of air that cuts anything in a 10-foot Radius of you.
All creatures in this radius must make a Dexterity saving throw. A target takes two rolls of your weapon's damage as slashing damage on a failed save, or half as much damage on a successful one.
Fourth Form:
Tsunami Impact
10th level Water Breathing feature
Once per turn, when you hit a creature with a weapon attack, you may spend up to 3 Breath Points. For each Breath Point you spend, you add one additional Mana's Blessing die to the damage of the attack. The creature must then make a Strength saving throw, being pushed back 10 feet on a failed save.
Additionally, you can move across liquids on your turn without falling during the move.

The Duel by Morphielae
Fifth Form: Frozen Dome
14th level Water Breathing feature
As a reaction to yourself or a friendly creature being hit by an attack within 30 ft of you, you can spend 3 Breath Points to throw out a protective disc of water.
Until the start of your next turn the protected creature gains a +5 bonus to their AC, including against the triggering attack, and they reduce any fire or acid damage by an amount equal to your level.
Sixth Form: Raging River
18th level Water Breathing feature
As an action you can spend 12 Breath Points to perform a continuous flowing attack which seemingly takes the form of a water dragon, increasing in strength and power with each rotation.
You make 6 attacks, choosing a different creature for each attack. Each attack after the first gains a bonus to its damage equal to the number of attacks made before it +1, to a max of +6. You can move between each attack in order to reach new targets, provided you have the movement to do so. If the final attack hits, it is considered a critical hit.
Mastery Form: Counterflow
20th level Water Breathing feature
As an action you can spend 13 Breath Points to create a 15-foot radius of still air centered on you for 1d4 + your Proficiency Bonus turns.
While this ability is active you gain the following effects:
- Your movement speed is reduced to 15 feet.
- Damage dealt to you and friendly creatures within this area is reduced by an amount equal to your Proficiency Bonus + your Dexterity Modifier.
- A hostile creature that starts its turn in, or first enters, this area must make a Dexterity saving throw. On a failed save they take slashing damage equal to a roll of your weapon's damage.
Mist Breathing
When you roll Initiative, you roll twice and and select which roll to use.
Additionally, once per turn when you spend at least 1 Breath Point, you can also create a 5-foot radius area of heavy obscuring mist centered on where you are located, called a Mist Cloud. Mist Clouds last for 1 minute and have the properties of the Fog Cloud spell. You can sense if a creature is in your Mist Clouds, and you can tell if they are hostile. You cannot place a Mist Cloud in the same location as another.
At 7th level the radius of your Mist Clouds increase to 10 feet and you can take the Hide action as a bonus action while obscured by them.
Second Form:
Collapsing Mist
3rd level Mist Breathing feature
Mist is ice in its softest form. In coagulating them with a sharp chill, they can turn into shards. As an action, if you have at least one Mist Cloud, you can spend Breath Points up to your proficiency bonus to detonate a cloud per Breath Point. Each creature within a Mist Cloud must make a Constitution saving throw. On a failed save they take cold damage equal to one roll of your Mana's Blessing die.
At 7th level the cold damage increases to two rolls of your Mana's Blessing die.
Third Form: Freezing fog
7th level Mist Breathing feature
As a reaction to taking damage, you can spend 3 Breath Points to momentarily freeze the mist around you, reducing the incoming damage by two rolls of your Mana's Blessing die.
Additionally, you can see through mundane heavy obscurement as if it were unobscured, and you consider magical heavy obscurement as light obscurement.
Finally, you can move through rain and not get wet.
Fourth Form: Mist Step
10th level Mist Breathing feature
If you are standing in one of your Mist Clouds, you can use your bonus action to teleport to another one of your active Mist Clouds if it is within 120ft.
If you are not in combat you can create clouds that last longer. As a bonus action and 1 Breath Point you create a Lingering Mist Cloud that lasts for 10 minutes. You can only have a number of these clouds active equal to your proficiency bonus. When you enter combat they act like your normal mist cloud
Fifth Form: Sea of Mist
14th level Mist Breathing feature
As an action you can expend 4 Breath Points to create a 20ft radius sphere of mist centered on you that causes light obscurement. It lasts for 1 minute unless a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You cannot place Sea of Mist within the same location as another Sea of Mist
As a bonus action, you can become invisible when you're within a Mist Cloud or Sea of Mist until the start of your next turn or you leave the mist.
Sixth Form: Fog of War
18th level Mist Breathing feature
Those who enter your mists are rarely seen again. When you target a creature that is obscured by any of your Mist Breathing features, your attacks score a critical hit on a roll of 18-20.
Mastery Form:
Molecular Dissonance
20th level Mist Breathing feature
As a bonus action you enter a momentary state where your presence is removed from the battlefield. This lasts for 3 rounds. While in this state you cannot be targeted by any creature and you cannot take Actions, Bonus Actions, Reactions, or any other type of minor action or free object interactions.
Instead, you gain 3 Legendary Actions. You can spend these Legendary Actions to use the options below. Only one Legendary Action option can be used at a time and only at the end of another creature's turn. You regain spent Legendary Actions at the start of your turn.
- Movement (Costs 1 Action): You move up to your speed.
- Attack (Costs 1 Actions): You make two melee attacks at advantage.
- Sea of Mist (Costs 2 Actions): You can use Sea of Mist without spending Breath Points.
- Collapsing Mist (Costs 3 Actions): You can use Collapsing Mist without spending Breath Points.
You can enter this state once per long rest unless you can spend 13 Breath Points to enter it again before then.
Reality Breathing
You can breathe normally in any environment, and can survive in a vacuum.
Additionally, at any time you can lock yourself in place until the start of your next turn, entering a Spacial Stance. You cannot move or be moved while in this Spacial Stance. You choose what you are locked to relatively, such as the ground, an object, or a vehicle.
First Form: Reality Slash
3rd level Reality Breathing feature
You can infuse your weapon with the force of reality as you sketch its outline. As a bonus action you can turn your weapon into a Reality Weapon: a two-handed weapon of your design whose appearance is that of a universe filled with stars in a void. The weapon benefits from your Mana Reflexes feature, its damage dice becomes 1d6 force, and its range becomes 5 feet It keeps all other properties. Its damage die increases to 1d8 at 5th level, 1d10 at 11th, and 2d6 at 17th.
You can also deactivate this feature as a bonus action, causing the weapon to revert to normal.
At 6th level, you can make your melee attacks slash space and cause a tear to fly towards your targets. Your Reality Weapon's melee range increases to 10 x your Proficiency Bonus.
The Cannon Style by A. Shipwright
Second Form: Fold
3rd level Reality Breathing feature
Finding the space in between, you move through reality like you're folding paper. Once per turn, as a bonus action, you can spend 2 Breath Points to teleport a number of feet equal to 5 x your Proficiency Bonus. Your location does not need to be on ground, but it can not be into an occupied space. After you use this form you can not use your movement speed. After teleporting this way, the next attack roll you make before the end of your turn has advantage.
At 10th level you can teleport this way without needing to spend your bonus action.
Third form: Shunting Space
7th level Reality Breathing feature
You learn to play with space like a drawing that can move. As an action you can spend 4 Breath Points, causing all creatures of your choice within 5 x your Proficiency Bonus feet of you to make a Strength Saving throw. On a failure, a creature takes 4d8 force damage and is teleported 5 x your Proficiency Bonus feet away from you. On a success a creature takes half damage and is only teleported 10 feet away.
You can spend up to 6 additional Breath Points when activating this form to increase the damage by 1d8 for each 2 points spent.
Additionally, you can now jump from your Spatial Stance as if you were standing on solid ground at the start of your next turn.
Finally, you cannot become disorientated by airborne and gravity-related effects.
Fourth Form: Space Shift
10th level Reality Breathing feature
Your pencil lines in reality don't need to stay sharp. As a reaction to when you are targeted by an attack or an effect that calls for a saving throw to take damage, you can spend 3 Breath Points to shift into a pocket of space, negating the attack or effect, after which you return to where you left before you shifted into the pocket of space.
If you would be targeted by two or more attacks caused by the same action, such as a creature's Multiattack, you can spend 2 more Breath Points to cause up to two of the attacks to be negated.
Additionally, you know the Prestidigitation cantrip. However, it doesn't count as a spell for you, and you increase the affected range to 2 cubic feet, and the trinket can now fit with a 6 inch cube.
Finally, you also gain resistance to force damage.
Fifth Form: Reality Barrage
14th level Reality Breathing feature
The paper of reality can be scraped away. As an action while wielding your Reality Weapon, you can spend 4 Breath Points to make three attacks at a creature within it's range. You then teleport behind the creature and make one more melee attack against it with advantage.
Sixth Form: Multi Barrage
18th level Reality Breathing feature
The sketch of reality can be drawn over. As an action you can spend 6 Breath Points to flourish your Reality Weapon then vanish to strike like a beam of light. Choose up to five different creatures you can see. Make a melee attack against each target. On a hit, a target takes damage equal to your Reality Weapon's damage + three rolls of your Mana's Blessing die.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Mastery Form: Point of Void
20th level Reality Breathing feature
Void is simply the erasure of reality, as such, space is a concept. You no longer need to breathe or eat. You can choose to be affected or unaffected by effects that supernaturally distort the space around you. For example, if the spell Reverse Gravity is cast, you can be unaffected, or you could survive in the singularity of a black hole.
Additionally, you can use the spell Ravenous Void as a spell-like ability once per long rest. When casted this way, you are immune to effects of the spell. While you're within the area of the spell that would be difficult terrain, your movement is instead doubled.
Time Breathing
Your sense of time is sharpened to the point where you can sense disturbances in time. You recognize when time manipulation happens.
At 11th level, you have advantage saving throws to resist spells and effects that manipulate time.
At 14th level, while in Total Focus Breathing you can add your Constitution Modifier to your Initiative rolls.
Finally, at 20th level, you are unaffected by any effect or spell that manipulates time.
First Form:
Accelerated Moment
3rd level Time Breathing feature
You learn to look at the world as a curtain. As an action you can spend 2 Breath Points to accelerate your mind and body to the point where time slows down. For a number of rounds equal to your Constitution Modifier (minimum of 1), you gain the following benefits:
- Your movement speed increases by 10 feet.
- You can make a single melee attack as a bonus action
- You add your Proficiency Bonus to your melee attack's damage rolls.
Second Form: Time Frame
3rd level Time Breathing feature
Folding time allows you to resolve creases in the fabric. At any time you can spend 3 Breath Points to grant yourself an additional bonus action or reaction until the start of your next turn.
Third Form: Time Skip
7th level Time Breathing feature
Memory is just action put to motion. As a reaction when you are hit by an attack or targeted by an effect that requires a saving throw to avoid damage, you can use 3 Breath Points to phase out of time during that attack, causing it to miss, and return to the space where you were before you phased out of time unaffected. For effects that require a saving throw, you still make the saving throw, but on a success you take no damage, and only half should you fail.
At 14th level, you can spend an additional 3 Breath Points to make a melee attack against the attacker if they are within your melee range. If the attacker is not within melee range, you can instead move up to half your movement speed towards them.
This reaction cannot be used against attacks or effects that extend into the ethereal plane.
Forth Form: Time Rush
10th level Time Breathing feature
Learning when to slow down or speed up is vital when moving through life. As an action you can spend 4 Breath Points to attack three targets within 30 feet of you. You move faster than time and make a single melee attack against each target with advantage, dealing additional force damage on a hit equal to three rolls of your Mana's Blessing die on a hit. After you make the attacks you return to where you activated this form.
Additionally, you always know what time it is and can set mental timers that alert you when a specified amount of time has passed. These timers can wake you from being unconscious.
Fifth Form:
Temporal Dilation
14th level Time Breathing feature
As a bonus action you can enter a Temporal Dilation stance. While in this stance, any ongoing effects (positive or negative) that are affecting you as well as any damage you take or healing you receive is delayed for either one or two turns (your choice when you enter this stance). At the beginning of the turn in which this stance ends, you are subjected to the accumulated delayed effects and damage.
You can use this ability a number of times equal to your Proficiency Bonus per long rest.
Sixth Form: Time Out
18th level Time Breathing feature
As an action, you can touch a willing creature to grant them the effects of a short rest. If they have spell slots, they can recover 1d3 spell slots of 5th level or lower of their choice. You can not use this feature again until you complete a long rest.
Mastery Form:
Action Beyond Time
20th level Time Breathing feature
You no longer age and you are immune to any form of aging.
In addition, you can speed up to the point that everything else comes to a stand still. As an action you can spend 13 Breath Points to use the spell time stop as a spell like ability.
While the spell is active, if you use an ability that costs Breathe Points, the ability does not fully activate. Instead, you spend the action and Breathe Point requirements and the start of the ability manifests frozen in the air, but does not affect any creatures. Once the spell ends, any abilities frozen in this matter all simultaneously unfreeze and affect their targets simultaneously. If multiple abilities would affect a creature, you decide the order they apply.
Link
Greetings! As a very grateful member of the Playtest Dungeon, I am proud to be a part of their first homebrew collection. My contribution is the Author, which, believe it or not, I created spontaneously after being struck by inspiration after seeing some art by Mich Niro.
If you would like to check out my writing or some of my other homebrew, you can find me at daydreams.blog.
Peace
Hello, I'm Missing-Peace, or Peace for short. I made the Way of the Mantle Monk subclass, the School of Rifts Wizard subclass, and The Faceless Warlock Patron featured in this document. I also provided the black pudding pellets and blooming smite spells.
The Way of the Mantle Monk was inspired by the Henshin Hero and Magical Girl tropes. Think shows like Power Rangers, Kamen Rider, Sailor Moon, and Symphogear. I grew up with shows like these and wanted to make a subclass showing my love for them. And because I wanted to provide a 1/3-caster subclass for monk that I feel can actually work.
The School of Rifts was mainly fueled by the lack of portal shenanigans in 5e. It's pretty much "What if Portal was a subclass?" I also liked the idea of a bunch of salty School of Conjuration students being like, "We'll make our own conjuration magic with Blackjack and hookers."
The Faceless Patron was based off of Koh the Face Stealer from "Avatar: The Last Airbender". Around when I first got into homebrewing, I thought that Koh as a Warlock patron would be a cool idea. A design challenge run by Thane gave me the kick in the ass needed to get started on making this. It was neat trying to see how far I can go with the central concept of "masks and faces" for a subclass.
I typically post my homebrews as u/Missing-Peace on Reddit.
Way of the Mantle
A Spectacularly Spirited Monastic Tradition
Monks that follow the Way of the Mantle have learned to enhance their already impressive capabilities even further with the power of their ideals.
In order to keep their traditions secret, warriors of this practice have also learned to convert their ki into outfits to hide their identities. Some monasteries tend to have their practitioners theme themselves around certain concepts such as animals, vehicles, or the elements. Another way to keep their ways hidden is to keep their numbers small. The average number of students at a time tend to be around six, but certain sects have expanded to be up to double that. Some students break away from their cloisters go the path of vigilantism either as a team or individually.
Although the initial reason to transform
is to keep themselves hidden, there can
be other reasons to do so. There are
those who want to separate their
acts of heroism from their
core selves. Some want to
give people a symbol to aspire
to.
The Way of the Mantle is known to be the more bombastic of the monastic traditions when compared to the others in the eyes of the laymen and other monks. This is due to a combination of their usually loud outfits, propensity for dramatic poses, and the occasional explosion that tends to occur around them.
The origins of this teaching is shrouded in mystery. Some say that this tradition is a spin-off of another that learned to manifest their true selves. Others claim that this practice stems from a group of color-coordinated monks with attitude adapting the ways paladins manifest their oath into power to better suit themselves. Some hypothesize that the start of this tradition may be sourced from beyond the stars or even this plane. There are those who state that there is a very simple explanation before they're interrupted and the conversation never continues from there.
Ryuu ranger
(dairanger)
by catball1994
Origin
| d6 | Origin |
|---|---|
| 1 | A floating limb or talking magical creature gave me a trinket that lets me transform and fight. A deal may or may not be involved. |
| 2 | My family heirloom's dormant power awakened with the cultivation of my ki. |
| 3 | An ancient artifact I found merged with my being, granting me these powers. |
| 4 | Memories of a secret society kidnapping and experimenting on me until I unlocked my now new abilities surfaced. |
| 5 | The power of [insert ideal/emotion here] unlocked my hidden potential. |
| 6 | A being from outside of my home realm inhabits my body and urges me to fight. |

Heroic Mantle
3rd level Way of the Mantle feature
The power of justice and your ki causes you to transform! Choose a tiny object, a piece of armor, or a weapon to infuse your ki and your vision of heroism into. This object functions as your transformation device and it only works for you.
From then on, you can use a bonus action to don your Heroic Mantle by spending 1 ki point which activates your transformation device. Your Heroic Mantle can be as simple as a change in hairstyle and/or color. Or it could be a complete change in outfit including the look of your equipment. If your Heroic Mantle includes armor, you do not benefit from any change in Armor Class from it. You can change the appearance of your Heroic Mantle during a short or long rest. When you assume this state, you gain the following benefits:
- Any bludgeoning, piercing, and slashing damage you take is reduced by an amount equal to your proficiency bonus.
- Your Martial Arts die goes up by one level with a maximum of 2d6. For example, if it's normally 1d4, it becomes 1d6. If your Martial Arts die in your normal state is 1d10, it becomes 2d6.
- If a spell you cast requires a weapon attack to activate its effect(s), you can use unarmed strikes instead.
- Your jump height and distance are doubled.
This form lasts for up to 1 minute. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can also end this transformation early as a bonus action.
If your transformation device is lost or broken, it can be replaced with a 1-hour ritual where you repeat the process from the start of this feature into an applicable item to give yourself the ability to transform again. This ceremony can take place during a short or long rest.
Spellcasting
3rd level Way of the Mantle feature
You can execute special attacks through casting spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Paladin spell list. Added to this spell list are the Enlarge/Reduce, Pyrotechnics, and Summon Construct spells.
Cantrip: You learn the Thaumaturgy cantrip.
Spell Slots: The Way of the Mantle Spellcasting table shows how many spell slots you have to cast your Paladin 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 three 1st-level Paladin spells of your choice.
The Spells Known column of the Way of the Mantle Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the Paladin spells you know with another spell of your choice from the expanded Paladin spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability: Wisdom is your spellcasting ability for your Paladin spells, since your power derives from the strength of your willpower. 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 Paladin spell you cast and when making an attack roll with one.
Spell Save DC = your Ki save DC
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus. You can use your transformation device as a spellcasting focus for your Paladin spells.
Way of the Mantle Spellcasting
| Monk Level |
Spells Known |
1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|
| 3rd | 3 | 2 | — | — | — |
| 4th | 4 | 3 | — | — | — |
| 5th | 4 | 3 | — | — | — |
| 6th | 4 | 3 | — | — | — |
| 7th | 5 | 4 | 2 | — | — |
| 8th | 6 | 4 | 2 | — | — |
| 9th | 6 | 4 | 2 | — | — |
| 10th | 7 | 4 | 3 | — | — |
| 11th | 8 | 4 | 3 | — | — |
| 12th | 8 | 4 | 3 | — | — |
| 13th | 9 | 4 | 3 | 2 | — |
| 14th | 10 | 4 | 3 | 2 | — |
| 15th | 10 | 4 | 3 | 2 | — |
| 16th | 11 | 4 | 3 | 3 | — |
| 17th | 11 | 4 | 3 | 3 | — |
| 18th | 11 | 4 | 3 | 3 | — |
| 19th | 12 | 4 | 3 | 3 | 1 |
| 20th | 13 | 4 | 3 | 3 | 1 |
Optional Feature
If the world you're in has access to firearms, add the following feature to your character:
Firearm Proficiency
Just because you can run out of ki, it doesn't mean you're out of options! Starting at 3rd level, you gain proficiency in firearms if you don't already have it. Firearms count as monk weapons for you as long as they don't have the two-handed or heavy properties.
Spirited Rush
6th level Way of the Mantle feature
You've learned to activate certain techniques when you're barraging your opponents.
When you cast a spell that has a casting time of "1 Bonus Action" and requires a weapon attack to hit to activate its effects, you can make an additional attack if you take the Attack action in the same turn. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Weakening Wallop
11th level Way of the Mantle feature
You know how to keep your foes on the back foot.
When you force a creature to make a saving throw, you can spend 1 ki point to roll your Martial Arts die and subtract that number from the creature's saving throw.
Power of Friendship
17th level Way of the Mantle feature
The strength you gain from your bonds fuels your ultimate technique!
As an Action, you create a weapon made of ki and strike with it in a line 60 feet long and 5 feet wide, in a direction of your choice. Each creature in that line must make a Dexterity saving throw against your ki save DC. A creature that fails this save takes 7d10 force damage and half as much on a successful one. If there are any allied creatures within 30 feet of you in your Heroic Mantle, the number of damage die you roll increases by 1d10 for each creature, up to your proficiency bonus. Any creature that is reduced to 0 hit points by this feature is encased in an illusionary explosion that is one size larger than it that lasts until the end of your turn.
Once you use this feature, you can't use it again until you take a long rest, unless you expend 6 ki points.
The Faceless
A Gratuitously Grody Warlock Patron
The Faceless is a newer entity in the realms. Despite their young age, they are able and willing to dole out a fraction of their power.
This creature has a peculiar hobby: Stealing faces. Their reason for doing so is unknown to the layman. Some theorize that they are a trickster deity out to get some kicks by spreading chaos. On the flip side of said theory, some claim they are a forgotten deity, trying to regain their former glory. As some schools of thought believe that taking one's face means stealing identities which leads to amassing their power. Rumors say that the Faceless is an extremely powerful bard looking to create a collection of adoring fan's faces to have an eternally captivated audience. A minor theory going around is that the Faceless is the manifestation of the universe's loss. Or they could be the antithesis of beauty.
Followers of this patron typically give up either their faces or their true name in exchange for power. In rare cases, they can even give up the ability to recognize faces. The typical sign of someone who has the Faceless as their patron is the possession of a reflective or featureless mask.
The Faceless Expanded Spell List
The Faceless 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.
The Faceless Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | compelled duel, inflict wounds |
| 2nd | arcanist's magic aura, mirror image |
| 3rd | sending, speak with dead |
| 4th | phantasmal killer, polymorph |
| 5th | mislead, modify memory |
Face Off
1st level Faceless feature
You can steal the faces of creatures and embody them.
As a reaction when a creature that is the same size as you dies within 60 feet of you, you can magically steal that creature's face. You can also do this as a bonus action on a deceased creature.
As a bonus action, you can don one of these stolen faces as a disguise. These faces only work for you. Your physical form will completely change into the creature the face originated from, even changing your height, voice, and clothes. However, your creature type, stats, speeds, and abilities do not change. If they were wearing armor, you do not gain any change in armor class.
If a creature whose face you've stolen gets revived, then it magically returns to its original owner.
You can posses a number of stolen faces up to equal your Charisma modifier. If you want to add a new one, you must replace of one of the ones you currently have.
While wearing a stolen face, you can easily recall the source's memories a number of days before their death up to equal to your Warlock level + your Charisma modifier. Anything further than that is beyond your grasp. You gain any skill proficiencies and can read, speak, and write any languages that the originator can. You have advantage on checks meant to convince other creatures that you are the creature you're taking the form of.
You can remain in that form for a number of hours equal to your Charisma modifier. You can extend the effect of this ability by your current time limit by expending another stolen face as a bonus action. You can end this effect early as a bonus action. This effect ends automatically if you fall unconscious, drop to 0 hit points, or die. Once the effect is ended, the stolen face is expended.
Saving Faces
Your collection can take on any form. This could range from a bundle of shrunken heads on a belt loop to tattoos of your victims. Masks made of jerkied flesh are a popular option.
It can even can take on different forms depending on your Pact. For example, if you have the Pact of the Blade, the faces you stole can appear as the pattern on the blade or on the hilt, only appearing if looked at from the right angle. For Pact of the Chain, the patterns on your familiar's fur, feathers, scales, or skin can resemble the stolen faces. For Pact of the Tome, they can appear as pages in the book or on the covers. A "Face Book" if you will.
Service Without a Smile
1st level Faceless feature
Forfeiting a face to your patron fills you with a supernatural confidence.
After you roll an ability check, attack roll, or saving throw, but before the DM says whether the roll succeeds or fails, you can expend a stolen face to add your proficiency bonus to the roll, even if you're already rolling with proficiency. You can also use this feature with a face you're using as a disguise.
Slip of the Mask
6th level Faceless feature
You can give up the faces you've stolen to get out of scrapes by the skin of your teeth.
As a reaction to taking damage, you can expend one of your stolen faces to reduce that damage to half (rounded down). You can also use this feature with a face you're using as a disguise.
Yama-of-Many-Faces
by PO-WEN
Unflappable
10th level Faceless feature
You are stoic in the face of danger and can spread that quality around (from a point of view).
You gain resistance to psychic damage and you are immune to being frightened.
Additionally, as an action, you can expend a number of stolen faces (including a face you're using as a disguise) then target the same amount of creatures within 30 feet of you. The chosen creatures must make a Charisma saving throw against your spell save DC. If they fail, they become faceless until the start of your next turn. The method of which could be throwing the stolen faces at your targets to cover their own faces. Or it can simply sacrificing the stolen faces in order to wipe away your targets' faces temporarily.
Faceless. The affected creature can't speak or orally make noises. They can't use any spells that require verbal components. They can't use any attacks or abilities that require their mouth (For example, bite attacks or breath weapons). They are also blinded (Standard Rules Document, pg. 358 for more details).

Face in the Crowd
14th level Faceless feature
You can now animate the faces you've stolen to fight for you.
As an action, you can twist the essence left in the faces you've procured into a mockery of life. You can expend any number of the stolen faces you have to summon spectral versions of their originators, known as Masked Actors, and assign them roles. They are summoned in unoccupied spaces 10 feet around you. The Masked Actors come in three types: Soldier, Beast, and Demon.
The creatures are allies to you and your companions. In combat, the manifestations shares your initiative count, but they take their turn immediately after yours. They can move and use their reaction on their own, but the only action they take on their turn is the Dodge action, unless you take a bonus action on your turn to command them to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the creatures acts on their own, focusing on protecting you and themselves. The creatures never requires your command to use their reaction, such as when making an opportunity attack.
The Masked Actors can last up to an hour and can be dismissed early as a bonus action. The Masked Actors also disappear automatically if you fall unconscious, drop to 0 hit points, or die.
Once you use this ability, you can't use it again until you complete a long rest.
Masked Actor
Medium undead
- Armor Class 13 (15 [Soldier only])
- Hit Points 30 + your proficiency bonus
- Speed 30 ft, (Fly 30 ft. [Demon only])
STR DEX CON INT WIS CHA 14 12 13 4 9 6 (+2) (+1) (+1) (-3) (-1) (-2)
- Saving Throws Dex +1 plus PB, Con +1 plus PB
- Damage Resistances Psychic
- Condition Immunities exhaustion, frightened, poisoned
- Senses Darkvision 60 ft, Passive perception 9
- Languages understands the languages you speak
- Challenge — Proficiency Bonus (PB) equals your bonus
Pounce (Beast only). If the Masked Actor (Beast) moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the Masked Actor (Beast) can make one claw attack against it as a bonus action.
Actions
Spear (Soldier only). +2 plus PB to hit, reach 10 ft., one target. Hit: 1d8 plus PB piercing damage.
Claw (Beast and Demon only). +2 plus PB to hit, reach 5 ft., one target. Hit: 1d6 plus PB slashing damage.
Psychic Wave (Demon only). +2 plus PB to hit, range: 30 ft., one target. Hit: 2d6 psychic damage.
Reactions
Deflect Attack (Soldier only). The Masked Actor (Soldier) imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the Actor.
The School of Rifts
A Rip-Roarin' Wizard School
How this school of magic got its start is rooted in rumors. Some say that these techniques were left behind by a planeswalker forgotten to time. Others will claim that a fey prankster left the secrets to these abilities laying around to see what will happen on the material plane. There are those who say that the god of travel gifted these abilities to mortals. Most will say that origin of this school of magic came from a group of students of a wizard specialized in conjuration being salty about the lack of portal shenanigans in their specialty. It's probably also a result of spite and caffeine.
A concerned portal wizard by Artistic_Appeltaart
Wormhole
2nd level School of Rifts feature
Your dabbling in conjuration magic and need for tomfoolery unlocks a new type of magic.
You can create a pair of medium-sized wormholes at two points you can see within 60 feet of you as a bonus action. These wormholes can only be created on solid surfaces and can stay for up to 1 hour or until your concentration ends (as if you were concentrating on a spell). As a bonus action, you can move each wormhole up to 30 feet. They disappear if you're more than 60 feet away from them.
Creatures can look through the wormholes to see out the other side. Entering and exiting the wormholes costs 5 feet of a creature's movement speed. Anything that goes through them are immediately placed in an unoccupied space 5 feet near the other wormhole. The exception to this are attacks and spells that are launched through them.
You can use this feature a number of times equal to your proficiency bonus. You regain uses of this when you finish a long rest.
Misdirection
2nd level School of Rifts feature
You can assist your allies by creating briefly existing mini-portals.
When a creature within 30 feet of you attacks, you can use your reaction to give that creature advantage on the attack as you create a pair of miniature portals in path of the attacking creature's weapon and in the target creature's blind spot.
You can do this a number of times equal to your proficiency bonus. You regain uses of this when you finish a long rest.
Multiclassing Rules
If you want to multiclass with this school of magic as your subclass, you must have an Intelligence score of 15 or higher.

Egress
6th level School of Rifts feature
You can now weaponize your wormholes.
As an action, you can force a creature or object within 5 feet of a wormhole to make a Strength saving throw against your spell save DC. On a failure, the target is sucked into it and forced out your other wormhole. You can choose to place them gently on the other side or launch them as a ranged spell attack with a range of 30 feet of the exit wormhole. On a hit, both the target of the attack and the creature or object used as ammunition take bludgeoning damage + your Intelligence modifier plus an additional damage die per 10 feet traveled. The maximum sized creature you can affect as well as the damage die they deal and take can be found on the Egress Table. After dealing and taking damage, the launched creature will then land prone.
Objects intended as ammo (arrows, crossbow bolts, etc.) and weapons with the thrown property retain their damage die and you add your Intelligence modifier to any damage they deal.
Damage from this feature counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
If a creature or object keeps falling after 30 feet, they start following the falling rules detailed in the Standard Rules Document (pg. 86). This damage does not count as magical.
You can use this feature's action as a reaction when a creature is within 5 feet of a wormhole.
Egress Table
| Minimum Wizard Level |
Projectile Size |
Damage Die |
|---|---|---|
| 6th | Medium or smaller | 1d8 |
| 6th | Large | 1d10 |
| 10th | Huge | 2d6 |
Launching larger creatures
If you launch a large or larger creature with the action/reaction from Egress and there are creatures adjacent to the target of the ranged spell attack, they must roll a Dexterity saving throw against your spell save DC. If they fail, they take the same damage that the target creature took/would have taken.
Extra-Planar Expertise
10th level School of Rifts feature
Your experience has strengthened your abilities and offers you resistance to being sent to other dimensions.
You can now create wormholes in the air. When you do so, you must choose which way the portals face. You can also move them from solid surfaces to exist mid-air. Wormholes that exist this way maintain their medium size and are also one foot thick. You can change the way they face as part of the same bonus action as moving them. You cannot make your wormholes intersect with a space a creature or object is occupying or with another wormhole.
Also, you can now use Egress' action and reaction to affect creatures within 10 feet of the wormholes.
Additionally, you have advantage against effects that try to force you into another plane of existence.
Dimensional Tear
14th level School of Rifts feature
"That rip in reality can be buffed out, right?"
As an action, you pick a point you can see within 60 feet of you and create a rip into a demiplane. A number of creatures of your choice up to equal your proficiency bonus within 15 feet of that point must make a Charisma saving throw against your spell save DC. Any creature at the center of the selected point rolls this save with disadvantage. On a failure, they are sucked to that point and take 8d10 force damage. Once you use this ability, you can't use it again until you complete a long rest, unless you expend a spell slot of 5th level or higher.
Additionally, the base damage die caused by Egress' action and reaction is increased by one.
Spells
Black Pudding Pellet
2nd-level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a handful of rusty dust)
- Duration: Instantaneous
You fire a glob of black, gooey energy that mimics the metal-eating properties of a Black Pudding. Make a ranged spell attack. On a hit, the target takes 1d8 acid damage.
Also on a hit, choose a piece of metal equipment that the target is holding or wearing that you can see. If it's a nonmagical weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5 and it deals damage, the weapon is destroyed.
If you target nonmagical armor, it takes a permanent and cumulative −1 penalty to its Armor Class. If its penalty drops to −5 and if the creature wearing it takes damage, the armor is destroyed.
This spell can also eat through 2-inch-thick, nonmagical wood or metal in 1 round.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional blast for each slot level above 2nd. You can hurl them at one target or several.
Spell lists: Artificer, Druid, Ranger, Wizard
Blooming Smite
2nd-level transmutation
- 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 during the spell's duration, your weapon sparks with natural energy and the attack deals an additional 2d8 poison damage. Additionally, the plant life in a 10-foot-radius around the creature overgrows, making the area difficult terrain for the spell's duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot level above 2nd.
Spell lists: Artificer, Druid, Paladin, Ranger
Reedha
Void Titan by Everdrift
Voidnaught Archetype
Capable of controlling the black mass of the Void, these Voidnaughts are widely known for their signature Voidwall: a black force capable of protecting themselves and others from harm. More advanced Voidnaughts are capable of creating protective shields, portals, and even transforming into the Void itself.
Voidwall
3rd level Voidnaught feature
You can warp and meld the void into a tangible substance capable of protecting yourself and others. As a bonus action, you can create a number of walls up to your proficiency bonus as determined by the Fighter Table, each 10 feet on a side, 1 inch thick, and within 30 feet of you. The walls are opaque, cannot be moved through, need not be contiguous, and grants cover depending on the size of the creature (Full cover for medium and small creatures, 3/4 cover for large-size creatures and onwards). If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall (Your choice).
Each wall has an AC equal to your constitution score, and hit points equal to 6 times your constitution modifier. It is immune to Poison, Psychic, and Void damage, and immune to all conditions. If it needs to make any saving throw, it uses your constitution modifier. On your turn, you can use your bonus action to mentally command any number of walls to move to a space within 30 feet of you. You can choose to rotate them as a part of its movement.
This feature last for a minute, you have one use, and you regain all uses when you finish a short or long rest, or when you roll initiative. You can use this feature twice at 10th level.
Voidstrike
3rd level Voidnaught feature
You can use the void to empower your strikes. When you take the attack action, you can choose to use this feature, when you do so, your attacks deals void damage and you gain a bonus to your attack rolls equal to the amount of existing Voidwalls until the end of your turn.
You have a number of uses equal to your proficiency bonus, and you regain all uses when you finish a long rest.
Voidfield
7th level Voidnaught feature
Your Voidwalls begin to emit protective energies. Whenever a creature you can see begins its turn within 10 feet of one of your Voidwalls, you may grant them temporary hit points equal to your fighter level.
Additionally each Voidwall gains its own reaction. Whenever a creature within 10 feet of a Voidwall is targeted by a ranged attack roll, you can mentally command the Voidwall to use its reaction to be the target of the attack. All Voidwalls regain their reaction at the start of your turn.
Body of the Void
7th level Voidnaught feature
As your powers grow stronger and stronger, your body too begins to change. You gain resistance to cold damage, you no longer need to breathe, you don't require food, water, or sleep, and you can survive underwater or in the vacuum of space without ill effect although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
Void Gate
10th level Voidnaught feature
You and your allies can use your Voidwalls as portals. You or a creature of your choice can use their bonus action to step into a Voidwall within 5 feet and reappear within 5 feet of another Voidwall.
Bolstering Void
15th level Voidnaught feature
You can consume your Voidwalls to further strengthen yourself. When a Voidwall within 30 feet of you is destroyed by taking damage, you regain a number of hit points equal to half your fighter level.
Void Castle
18th level Voidnaught feature
You have learned to use your Voidwalls to transform into an unbreakable bastion. When you use your bonus action to summon your Voidwall you can instead consume all of them to transform into a Void Castle. You gain the following benefits for 1 minute or until you lose all temporary hit points from this feature:
- You gain temporary hit points equal to 10 times your constitution modifier. Whilst you have these temporary hit points, you gain immunity to Poison, Psychic, and Void damage, and resistance to all other damage.
- Whenever a creature within 30 feet of you is targeted by a ranged attack roll, you can use your reaction to be the target of the attack.
- You gain 6 extra reactions, which you can only use to protect creatures as per the second bullet point of this feature. You regain all reactions when you start your turn.
- You grant all creatures of your choice within 30 feet of you temporary hit points equal to your fighter level when you end your turn.
You can transform into this form once, and you regain the ability to do so when you finish a short or long rest, or when you roll initiative.
Prismatic Soul Origin
Being able to see the world in a way that others can only imagine, these sorcerers draw power from the colours around them. Whether their powers come from exposure to magic from the feywilds, or a disastrous experiment with prismatic magic, these sorcerers turn any battlefield into a show of prismatic colour.
Prismatic Magic
You learn additional spells when you reach certain levels in this class, as shown on the Prismatic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Prismatic Soul Expanded Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Colour Spray, Chromatic Orb |
| 3rd | Invisibility, Mirror Image |
| 5th | Daylight, Hypnotic Pattern |
| 7th | Black Tenta |
| 9th | Wall of Force, Wall of Light |
Prismatic Shift
1st level Prismatic Soul feature
You gain the ability to augment your spells with your prismatic magic. Whenever you cast a sorcerer spell of 1st level or higher that deals damage,you may turn it into a prismatic spell. Roll on the table below, the damage type of the spell changes to match the result you rolled. Every colour comes with its own effect, if a spell affects several creatures you can only choose one creature to apply the effect. If you roll a 10 on the d10 the spells damage splits between both elements, and you may apply both effects onto them. You must be in an area of dim or bright light to use Prismatic Shift. Additionally, you can cast Chromatic Orb without its material component.
| D10 result | Color/Element | Effect |
|---|---|---|
| 1 | Red/Fire | The creature takes bonus fire damage equal to the level of the spell + your charisma modifier |
| 2 | Orange/Acid | The creature's armor class is reduced by 2until the end of your next turn |
| 3 | Yellow/Lightning | The creature loses it's reaction. |
| 4 | Green/Poison | The creature takes poison damage equal to twice the spell's level at the start of it's turns. The creature can make a Constitution save against your spell save DC at the end of their turns, ending it on a success. |
| 5 | Blue/Cold | The Creature's speed is reduced by 10 feet until the start of your next turn. |
| 6 | Indigo/Thunder | The creature is pushed 10 feet horizontally in a direction you choose. |
| 7 | Violet/Force | Choose a creature within 60 feet of you, it takes force damage equal to the spell's level + your Charisma modifier. |
| 8 | White/Radiant | The creature has disadvantage on it's next attack roll. |
| 9 | Black/Necrotic | The creature cannot regain hit points until the start of your next turn. |
| 10 | Multihued | Roll twice more, rerolling any 10s. Additionally, if both dice show the same result, choose one of them to reroll, rerolling until you get a different number. |
Prismatic Sight
6th level Prismatic Soul feature
With your prismatic magic developing further and further, you have gained the ability to see a wider spectrum of colour that others can only imagine. You gain a + 5 bonus on ability checks and saving throws against illusion spells or effects.
It is a +5 bonus, instead of advantage, so that the DM can add it behind the screen without informing the players and potentially ruining the purpose of the Illusion.

Prismatic Artist - Linda Dyes by Soranihanabi
Greater Shift
14th level Prismatic Soul feature
You have gained more control with your prismatic magic. At 14th level when you cast a spell affected by Prismatic Shift, you may spend a sorcery point to shift the d10 result by 1. For example if you rolled a 3, you may spend a sorcery point to change the result to a 2 or 4.
Prismatic Form
18th level Prismatic Soul feature
You have fully mastered your prismatic magic, allowing you to unleash a deluge of magnificent colours. You can spend an action to change your body into a brilliant prism of shifting colours for 1 minute. Whilst transformed in this way, you gain Truesight to a range of 120ft, and resistance to fire, acid, lightning, poison, cold, thunder, force, radiant and necrotic damage. In addition, when you cast a spell that affects several creatures, you may apply the effects to a number of creatures equal to the spells level.
Once you use this action, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.
Void Soul Origin
Before the world came into existence there was the void. An empty, dark, expanse that once covered the entire world. Void Souls are individuals that can wield the dark powers of the void to create black holes, capable of consuming the world around them.
Void Magic
You learn additional spells when you reach certain levels in this class, as shown on the Void Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Void Soul Expanded Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | Armor of Agathys, Magnify Gravity |
| 3rd | Darkness, Vortex Warp |
| 5th | Counterspell, Dispell Magic |
| 7th | Black Tentacles, Gravity Sinkhole |
| 9th | Passwall, Telekinesis |
Void Sphere
1st level Void Soul feature
You can control the void to protect yourself from harm. However, if channeled too long, will consume your mortal body. You can use your bonus action to create a Void Sphere. When you create a Void Sphere and each subsequent turn you begin while your Void Sphere is active, you take special necrotic damage called Void damage. This damage begins at 1d4 when you create your Void Sphere, and increases to 2d4 the following turn, 3d4 the turn after, and so on. This damage can't be reduced or avoided. You don't make Constitution saving throws to maintain your concentration as a result of taking this damage. Your Void Sphere ends if you drop to 0 hit points or if you use your bonus action to end it.
While your Void Sphere is active, you reduce all damage you take except for psychic, up to a maximum of twice the number of Void damage dice you have taken on your turn. For example, if you take 3d4 Void damage, you reduce the damage you take by 6d4.
If you reduce the damage of a ranged attack to 0 it disappears, if you reduce the damage of a non-magical melee weapon attack to 0 it takes a - 1 penalty to all attack and damage rolls until it's repaired. If this penalty accumulates to a - 5 the weapon is destroyed. If you reduce the damage of a natural weapon such as a unarmed strike, bite, or claws you deal Void damage to the creature equal to the amount of damage you reduce.
Body of the Void
6th level Void Soul feature
As your powers grow stronger and stronger, your body too begins to change. You gain resistance to cold damage, you no longer need to breathe, you don't require food, water, or sleep, and you can survive underwater or in the vacuum of space without ill effect although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.
Consuming Void
6th level Void Soul feature
Your connection to the void allows you to take magic for yourself. When you perform a successful Counterspell or Dispel Magic. You gain sorcery points equal to the level of the spell you countered or dispelled. Any sorcery points gained by this feature disappear at the end of a long rest.
Controlled Sphere
14th level Void Soul feature
You have gained better control over your Void Sphere. When you create a Void Sphere and on subsequent turns, you can choose the amount of Void damage dice you take.
Consuming Vengeance
18th level Void Soul feature
Your body becomes more unstable as you step closer to death. At 18th level, when you die your body collapses into a black hole. Each creature within a 30 feet radius must make a Constitution saving throw against your spell save DC, on a fail they take Void damage equal to 2d10 + your sorcerer level and half as much on a success. Afterwards you come back to life with a half your maximum hit points.
Creatures that die as a result of this damage are consumed into the void, the creature can be restored to life only by means of a Wish spell.
Once you use this feature, you can't use it again until you finish a long rest.
Black Hole by Melissa Houpert
Wind Walker Origin
Blessed with the ability to control the wind, Wind Walkers are widely known for their innate ability to bolster themselves and their allies with supernatural agility, allowing them to easily move across the battlefield. Maybe your inherent magic comes from the elemental plane of air, or perhaps you were blessed by a powerful air elemental, or born into a circle of druids who lives in windy conditions.
Wind Magic
You learn additional spells when you reach certain levels in this class, as shown on the Wind Walker Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Additionally, any spell in this list with the ritual tag can be casted as a ritual.
| Sorcerer Level | Spells |
|---|---|
| 1st | Feather Fall, Longstrider |
| 3rd | Levitate, Skywrite |
| 5th | Fly, Wind Wall |
| 7th | Galder's Speedy Courier, Storm Sphere |
| 9th | Control Winds, Steel Wind Strike |
Gale Force
1st level Wind Walker feature
You can control the winds to boost the speed of your allies. When you roll initiative and are not surprised, you can choose a number of creatures within 60 feet of you equal to your Charisma modifier. Chosen creatures gain a bonus to their initiative rolls equal to your charisma modifier and their speed is increased by 10 feet until the end of their turn.
You have a number of uses equal to your proficiency bonus, which you regain upon a long rest.
Blessing's of the Wind
1st level Wind Walker feature
You gain the Breeze Barrage* cantrip. Additionally, when you cast a Sorcerer spell of 1st level or higher, you can choose a number of creatures equal to the spell's level within 60 feet of you. Chosen creatures have their speed increased by 10 feet until the end of their turn, and at the beginning of the next round, any creatures affected by this feature have their initiative increased by 1.
One with the Wind
6th level Wind Walker feature
Your connection to the wind allows you to grant your allies the ability to fly. You can cast the Fly spell at its lowest level a number of times equal to your proficiency bonus. Casting the Fly spell with this feature changes its duration to 1 minute. You regain all uses of the spell in this way on a long rest. Charisma is your spellcasting ability for these spells.
Kvothe by Djamila Knopf
Additionally, when you cast Fly on a creature other than yourself, they can choose to concentrate on the spell as if they'd cast it upon themselves. When upcasted at a higher level, each creature affected by the Fly spell may choose to concentrate on it, treating it as a separate casting.
Cloud Walker
6th level Wind Walker feature
You gain the ability to walk on clouds, and you don't take any falling damage as a result of falling on one.

Tailwind
14th level Wind Walker feature
You are accompanied by a gentle breeze that gifts your allies with speed. Your walking speed increases by 10 feet, and you may dash or disengage as a bonus action. In addition, if you aren't incapacitated, any ally who starts their turn within 30 feet of you gains these benefits until the end of their turn.
Endless Gale
18th level Wind Walker feature
Your magic has developed to the point where you can control the wind with little difficulty. At 18th level, You have unlimited uses of your Gale Force, and affected creatures have their speed increased by 30 feet until the end of their turn. Additionally, creatures affected by Blessing's of the Wind can dash or disengage as a bonus action.
Additionally, you are permanently under the effects of the Fly spell and can hover.
Spells
Breeze Barrage
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Instantaneous
You assault a creature with spheres of compressed air. Make two ranged spell attacks. You can direct your attacks at the same target or at different ones. On a hit, a target takes 1d4 bludgeoning damage from the first attack and 1d6 damage from the second.
You can make a third attack when you reach 5th level (1d8), a fourth attack at 11th level (1d10), a fifth attack at 17th level (1d12).
The Void Patron
Most people think of black holes as a scientific phenomena, a powerful force capable of pulling and consuming anything that gets close. However, there are a small group of warlocks who know better, calling upon the black holes for their power. The Void is powerful, intelligent, and most importantly, hungry.
Void Expanded Spells
The Void 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.
Void Soul Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Absorb Elements, Catapult |
| 2nd | Vortex Warp, Wither and Bloom |
| 3rd | Life Transference, Melf's Minute Meteors |
| 4th | Gravity Sinkhole, Resilient Sphere |
| 5th | Rary's Telepathic Bond, Telekinesis |
Consume
1st level Void feature
You grow in strength by consuming those who get in your way. Once per turn when you damage a creature with a Warlock spell, cantrip, or a Pact of the Blade weapon, you can force them to make a Constitution saving throw against your Warlock Spell Save DC. On a failure, their hit point maximum is reduced by an amount equal to twice the level of the Warlock spell slot used, (by 1 if a cantrip was used or by 2 if you attacked with a Pact weapon) and your current and maximum hit points increase by the same amount.
This reduction and increase of hit point maximums, as well as any hit points gained, last until the affected creatures complete a long rest. Creatures who’s hit point maximum has been reduced by this feature can also regain their lost hit point maximum from spells such as greater restoration or regenerate.
If a spell targets more than one creature, they all make the saving throw against this feature, but your current and maximum hit points are only increased once, provided at least one of the creatures fails their saving throw. Using this feature, your hit point maximum can only be increased up to a limit equal to your Warlock level x 2. Once you hit this limit, you can choose for your Warlock spells to deal Void damage instead of their usual damage type.
Fear the Void
Designing any ability that heals from an endless resource is problematic due to the limitless usage. Consume is intended and written to heal only in combat. By putting yourself in danger, you gain a benefit. Also your patron will probably get mad if you start feeding them rats.
Body of the Void
6th level Void feature
Your patron begins to change your body to better suit their needs. You gain resistance to cold damage, you no longer need to breathe, you don't require food, water, or sleep, and you can survive underwater or in the vacuum of space without ill effect although you still the normal benefits from finishing short and long rests.
Voidspace
6th level Void feature
Your patron now allows you to bring your friends and foes into the void. You can use a bonus action to target a creature of your choice within 60 feet. If the creature is willing, they disappear into the void until the start of your next turn, and if the creature is unwilling, it can make a Charisma saving throw against your spell save DC to resist it. Whilst in the void, they cannot take any actions, is immune to all damage, and all spells and conditions end as your patron consumes them. You regain hit points equal to your Charisma modifier for every spell and condition you end with this feature. If you are incapacitated or prevented from using any actions, you can use this feature on yourself with no action cost as your patron ushers you to safety.
You can use this feature a number of times equal to your proficiency modifier as determined by the Warlock table, and you regain all uses upon finishing a long rest.
Devour
10th level Void feature
No creature can resist the destructive power of the void. All creatures automatically fail their saving throws against your Consume feature.
Spell Exploration - Black Hole by Thomas Karlsson
Annihilation
14th level Void feature
You can summon a black hole to consume your foes. As an action you can target a creature within 120 feet of you. The targeted creature is sent to the void until the end of your next turn. When the creature reappears, choose one of the Annihilation options below:
- Annihilation of the Body: The creatures current and maximum hit points is reduced by twice your Warlock level, and your current hit points is increased by twice your Warlock level.
- Annihilation of the Soul; Choose an ability score from the targeted creature. Their targeted score is reduced by 4, and your score is increased by 2 until you finished a long rest.
- Annihilation of the Weave: The creature loses one of its highest level spell slots, maximum of 5th level, and you regain one expended Warlock spell slot.
Creatures that have their ability score reduced to 0 die.
Creatures that die as a result of this feature are consumed into the void. They can only be restored to life by means of a Wish spell.
Once you use this feature, you can't use it again until you finish a long rest.
Sam
Howdy, name's Sam. I made the Intimacy Domain Cleric and put a collection of homebrew spells into my eponymously named Strange Spellbook.
The Intimacy Cleric was designed as a soft support class with themes of fertility, life, and love. Some working names of it was the Love and Beauty Domains before I settled on Intimacy to reflect themes of self-acceptance also present in it and its spells.
You'll notice some familiar faces in the Strange Spellbook. The spells from UA 10: Modern Magic had been polished up a bit, and if you read that Tumblr post that said wizard original spells follow the pattern of [wizard name]'s {adjective} (noun), like Mordenkainen's Faithful Hound or Tenser's Floating Disk, concluding that Mike's Hard Lemonade is also a wizard spell. Some were inspired by pop culture, like Star Blazing from Undertale and Vladof's Phantom Suit from Borderlands, while others are solely unique, like the radiomancy spells and Last Resort.
I go by Sam pretty much wherever I go, or some variation of it, but I'm not on most social platforms.

Intimacy Domain
dance by HarmaanArt
Gods of the Intimacy Domain are frequently also gods of sex, love, and romance, and their Clerics often have a very relaxed and casual attitude about sex. That much is commonly known. What is not as often known is that many gods who have some dominion over the Intimacy Domain are not gods of sex and love. Many are patrons of those with an atypical gender presentation, are confused about their sex, or were confused and have since figured it out. Due to this, Aphrodite, Apollo, Dionysus, Hermes, and Hermaphroditos are examples of gods who may express some influence in the Intimacy Domain.
Expanded Spell List
You gain Intimacy Domain spells at the Cleric levels listed.
A spell marked with an asterisk (*) appears in Sam's Strange Spellbook, as well as later in this document.
Intimacy Domain Spells
| Cleric Level | Spell |
|---|---|
| 1st | Blessing of Affection*, Ceremony |
| 3rd | Calm Emotions, Change Sex* |
| 5th | Blessing of Fertility*, Suggestion |
| 7th | Charm Monster, Heartfelt Bond* |
| 9th | Induce Fertility* , Telepathy |
Bonus Cantrip
1st level Intimacy Domain feature
You gain the Command Characteristics* cantrip in addition to your chosen cantrips. This cantrip does not count against the number of cantrips you can have prepared.
Bonus Proficiencies
1st level Intimacy Domain feature
You gain proficiency in Persuasion.
Servant of Love
1st level Intimacy Domain feature
You have an easier time bringing out the kind feelings in others. You have advantage on Animal Handling and Persuasion checks made to calm a creature down, and if a creature would be hostile to you when a spell ends, such as Charm Person, that creature is not hostile, but may not be friendly depending on how you treated it.
Channel Divinity:
Self-Acceptance
2nd level Intimacy Domain feature
You can help another creature see into their heart to see what they truly desire, and who they truly are. As an action, you hold your holy symbol close and encourage a willing creature within 30 feet of you. For the next minute, that creature has advantage on saving throws against being charmed, frightened, or when compelled to act against its will.
Bond of Empathy
6th level Intimacy Domain feature
You can shoulder the burden your friends bear. When a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce the damage that creature took by half. You receive the other half of the damage.
Embrace the Unseen
8th level Intimacy Domain feature
You learn how to tell what a creature is feeling even greater. You learn the Detect Thoughts spell, and it does not count against the number of Cleric Spells you can have prepared. You can cast it without expending a spell slot a number of times equal to your Wisdom or Charisma modifier, whichever is higher to a minimum of once. You regain all uses of the spell in this way on a long rest.
Unconditional Love
17th level Intimacy Domain feature
At 17th level, your affection for your allies has grown powerful. When you use your Self-Acceptance Channel Divinity, you can affect a number of creatures within 30 feet of your equal to your Wisdom or Charisma modifier, whichever is higher, to a minimum of 1. You can also cast Mass Cure Wounds without expending a spell slot, regaining the ability to do so when you finish a long rest.
Sam's Strange Spellbook
This spellbook contains new spells that the DM may add to a campaign, making them available to player characters and monster spellcasters alike. it also includes spells for the Intimacy Domain subclass.
This spellbook includes following new spell tags:
Philimancy: Magic relating to love, attraction, and affection, but by no means is it restricted to this, nor is it only romantic love. Spells like Heartfelt Bond exemplify this, as childhood friends are viable targets for Heartfelt Bond. As this is a new tag, some spells would qualify for it that do not have it, such as Charm Person.
Radiomancy: A new art-blending nuclear energy with arcane power. Very few spells would have this tag even from core sourcebooks, with Sickening Radiance as the only example.
Technomancy: A similarly energy, using the arcane to power or control technology. No spells from other sourcebooks have this, and only the revised spells from "Unearthed Arcana Modern Magic" are examples of pre-existing spells having the tag.
The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, which new spell tag it has, whether it requires concentration, whether it bears the ritual tag, and which classes have access to it.
If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.
Spells
| Level | Spell | School | Conc. | Ritual | Class | Tag |
|---|---|---|---|---|---|---|
| 0 | Command Characteristics | Transmutation | No | No | Artificer, Bard, Druid, Sorcerer, Warlock, Wizard |
Philimancy |
| 0 | On/Off | Transmutation | No | No | Artificer, Sorcerer, Wizard | Technomancy |
| 1st | Blessing of Affection | Enchantment | No | No | Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock |
Philimancy |
| 1st | Infallible Relay | Divination | Yes | No | Artificer, Sorcerer, Wizard | Technomancy |
| 1st | Mike's Hard Lemonade | Transmutation | No | No | Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard |
|
| 1st | Omega Blast | Evocation | No | No | Sorcerer, Warlock, Wizard | Radiomancy |
| 1st | Remote Access | Transmutation | No | No | Artificer, Sorcerer, Wizard | Technomancy |
| 2nd | Arcane Hacking | Transmutation | Yes | No | Artificer, Sorcerer, Wizard | Technomancy |
| 2nd | Change Sex | Transmutation | No | No | Artificer, Bard, Druid, Ranger, Sorcerer, Warlock, Wizard |
Philimancy |
| 2nd | Digital Phantom | Abjuration | Yes | No | Artificer, Sorcerer, Wizard | Technomancy |
| 2nd | Find Vehicle | Conjuration | No | No | Artificer, Paladin, Sorcerer, Wizard | Technomancy |
| 2nd | Meltdown Smackdown | Evocation | No | No | Sorcerer, Warlock, Wizard | Radiomancy |
| 3rd | Blessing of Fertility | Transmutation | No | No | Artificer, Bard, Cleric, Druid, Ranger, Sorcerer, Warlock, Wizard |
Philimancy |
| 3rd | Haywire | Enchantment | Yes | No | Artificer, Sorcerer, Wizard | Technomancy |
| 3rd | Invisibility to Cameras | Illusion | Yes | No | Artificer, Sorcerer, Wizard | Technomancy |
| 3rd | Irradiate | Evocation | Yes | No | Sorcerer, Warlock, Wizard | Radiomancy |
| 3rd | Protection from Ballistics | Abjuration | Yes | No | Artificer, Sorcerer, Wizard | Technomancy |
| 3rd | Wilow's Illusionary Band | Illusion | Yes | No | Bard | |
| 4th | Conjure Knowbot | Conjuration | No | No | Artificer, Sorcerer, Wizard | Technomancy |
| 4th | Heartfelt Bond | Divination | No | Yes | Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock |
Philimancy |
| 4th | Rad Beam | Evocation | No | No | Sorcerer, Warlock, Wizard | Radiomancy |
| 4th | Synchronicity | Enchantment | Yes | No | Artificer, Sorcerer, Wizard | Technomancy |
| 4th | System Backdoor | Transmutation | Yes | No | Artificer, Sorcerer, Wizard | Technomancy |
| 4th | Vladof's Phantom Suit | Conjuration | Yes? | No | Artificer, Sorcerer, Warlock, Wizard | Technomancy |
| 5th | Commune with City | Divination | No | Yes | Artificer, Druid, Sorcere, Wizard | Technomancy |
| 5th | Gamma Burst | Evocation | Yes | No | Sorcerer, Warlock, Wizard | Radiomancy |
| 5th | Induce Fertility | Transmutation | No | Yes | Artificer, Bard, Druid, Sorcerer, Warlock, Wizard |
Philimancy |
| 5th | Shutdown | Transmutation | No | No | Artificer, Sorcerer, Wizard | Technomancy |
| 9th | Mini-Nuke | Evocation | No | No | Sorcerer, Wizard | Radiomancy |
| 9th | Sam's Last Resort | Evocation | No | No | Cleric, Sorcerer, Warlock, Wizard | |
| 9th | Star Blazing | Evocation | No | No | Bard, Cleric, Sorcerer, Warlock |
Spell Descriptions
The spells are presented in alphabetical order
Arcane Hacking
2nd-level transmutation (technomancy)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (hacking tools)
- Duration: Concentration, up to 1 hour
You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system.
This spell also allows you to break 2nd level and lower protective spells such as Arcane Lock or Glyph of Warding by making an Intelligence check using hacking tools against the spellsave DC of the spell's caster.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spell's level is equal to or less than the level of the spell slot you used.
Blessing of Affection
1st-level enchantment (philimancy)
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (a heart-shaped gem)
- Duration: 1 hour
You open the hearts of two willing creatures within range to eachother. Alternatively, you place this blessing upon a food or drink item which affects two creatures of your choice you can see when you cast the spell, which then affects them if they ingest the food or drink within 10 minutes. If a creature is immune to being Charmed, it is not affected by this spell unless it is aware and willing.
For the duration, an affected creature is considered to be Charmed by the other, and cannot be Charmed or Frightened by any other effects for the duration unless the source of the Charm condition comes from the other target. This spell merely opens the hearts of the targets to the possibilities. If the two targets do not naturally have good chemistry, they may be hostile to eachother when the spell ends. If they do have naturally good chemistry, they will be friendly.
If these two creatures are later bound together through the Marriage Rite of the Ceremony spell, the benefits of the Rite are permanent until a creature can be affected by it again. A creature can only be affected by this spell with another specific target once in its life.
Dexter's Lab: Radioactive by Ishali Perez
Blessing of Fertility
3rd-level transmutation (philimancy)
- Casting Time: 1 Action
- Range: 10 feet
- Components: V, S, M (a pinch of fertile soil)
- Duration: Varies
You grant a willing creature a greater range of sex capabilities. For the duration, the creature can reproduce as if it were the opposite sex. If this spell is cast on an infertile creature, the spell fails and has no effect.
This does not change the creature's external sex characteristics or change its sex for spells like Command Characteristics or Change Sex, nor does it guarantee a pregnancy. This spell lasts for 1d8 hours. If a male creature becomes pregnant through this spell, the creature is able to carry the baby to full term
If this spell is cast on the same creature daily for a year and a day, the benefits become permanent, though its sex still does not change.
Change Sex
2nd-level transmutation (philimancy)
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Until dispelled
You touch a willing creature within range. You can change that creature's physical sex to one you choose for the duration, or until this spell is cast on it again. The creature's appearance can change in minor ways, but the creature's size category will not change, and the creature cannot have a difference in height greater than 6 inches taller or shorter, and cannot have more of a difference in weight of 50 lbs heavier or lighter. This does not change a creature's game statistics. This cannot make a creature infertile if it was fertile, nor can it make a creature fertile if it was infertile. This spell can blend sex characteristics within the target creature.
Command Characteristics
Transmutation cantrip (philimancy)
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Until dispelled
You touch a willing creature, minorly changing its sex characteristics. The particulars of a creature's change is up to you, and they stay for the duration or until this spell is cast on it again. This does not affect a creature's game statistics and cannot make a creature infertile if it was fertile, or make it fertile if it was infertile.
You cannot give a female creature a phallus and you cannot develop a male creature's mammaries nor give a male creature a womb. If the creature is intersex, you cannot remove an atypical sex characteristic.
Commune with City
5th-level divination (ritual) (technomancy)
- Casting Time: 1 minute
- Range: Self
- Components: V, S
- Duration: Instantaneous
You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- Terrain and bodies of water
- Prevalent buildings, plants, animals, or intelligent creatures
- Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead
- Influences from other planes of existence
- Electrical currents, wireless signals, and active transit lines and tracks
For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.
Conjure Knowbot
4th-level conjuration (technomancy)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 10 minutes
You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses including your proficiency with hacking tools, if applicable.
You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond.
The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell's duration expires.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.
Digital Phantom
2nd-level abjuration (technomancy)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small piece of copper wire)
- Duration: Concentration, up to 1 hour
This spell works to actively hide your presence within a computer system. For the spell's duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased.
Find Vehicle
2nd-level conjuration (technomancy)
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S
- Duration: 8 hours
You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.
You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.
If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.
You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air or space vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval.
Gamma Burst
5th-level evocation (radiomancy)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of lead)
- Duration: Concentration, up to 1 minute
You blend radiation and magic to cause a miniature explosion. You center a 20 foot sphere on a point within range, and all creatures in that area must make a Constitution saving throw. On a failed save, they take 10d6 Radiant damage, and take 1d6 Radiant damage at the start of their turns until the spell ends. On a success, they take half as much damage and do not take damage at the start of their turns.
As a side effect of casting this spell, the area within the sphere becomes radioactive for the next month. For every minute that a creature spends in the area, they must make a Constitution saving throw or take 1d6 Radiant damage.
At Higher Levels: If you cast this spell with a spell slot of 6th level or higher, the immediate damage increases by 2d6 per level above 5th, the damage taken by failed saves increases by 1d6, the sphere increases in increments of 5 feet, and the side effects last longer. On a slot of 6th level, it lasts for a year, it lasts for a decade at 7th, a century at 8th, and 1000 years at 9th.
Haywire
3rd-level enchantment (technomancy)
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
| 1 | The device shuts down and must be restarted. Do not roll again for this device until it is restarted. |
|---|---|
| 2-4 | The device does not function. |
| 5 | The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. |
| 6 | The device is usable as normal. |
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.
Heartfelt Bond
4th-Level divination (ritual) (philimancy)
- Casting Time: 10 minutes
- Range: 10 feet
- Components: V, S, M (two tokens of friendship and love worth at least 20 gp each)
- Duration: Indefinite
Choose two willing creatures who have known and been friendly with each other for at least 1 year within range. During the casting time, the target creatures must create the material components, with one making a totem for the other. After the spell is cast, the target creatures can telepathically communicate with each other as long as they are on the same plane and both are wearing their token, and gain the following benefits while they’re within 30 feet of each other and wearing their tokens:
- When one creature regains hit points from a spell, the other regains hit points equal to [x].
- When one creature takes damage from a spell, the other creature can use their reaction to have the spell damage them instead. *If one creature is reduced to 0 hit points, the other gains advantage on Medicine checks to stabilise them and on attack rolls against the source that reduced the dying creature to 0 hit points until the dying creature is stabilised or dies.
A creature cannot be affected by this spell again until the other target of the spell is dead. If that creature is later restored to life, the surviving creature can decide which spell to end the effect of - The old one or the new one. This harmlessly ends the effect for the other creature which can now be affected by a new casting of this spell.
Induce Fertility
5th-level transmutation (ritual) (philimancy)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a small sapphire worth at least 50 gp, which the spell consumes)
- Duration: Varies
You grind up the sapphire used in casting this spell in a small bowl while saying a prayer, and then sprinkle the sapphire dust on a willing creature. If the creature was infertile, it becomes fertile for the duration. If the creature was fertile, it can successfully reproduce with any willing infertile creatures for the duration.
The spell lasts for 1d8 hours. Any offspring created due to this spell are carried to their full term. If this spell is cast on the same creature daily for a year and a day, the creature permanently gains the benefits of the spell. The spell cannot be dispelled and the spell can never be successfully cast on the creature again.
Infallible Relay
1st-level divination (technomancy)
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (some mobile communications device)
- Duration: Concentration, up to 10 minutes
With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.
The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spell's duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.
Invisibility to Cameras
3rd-level illusion (technomancy)
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (a scrap of black paper)
- Duration: Concentration, up to 1 minute
Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision.
Irradiate
3rd-level evocation (radiomancy)
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S, M (a piece of lead)
- Duration: Concentration, up to 1 minute
You attempt to pump a dangerous amount of radiation into a creature you can see within range. The creature must succeed on a Constitution saving throw. On a failed save, the target takes 5d4 Radiant damage and is poisoned for the duration. At the start of each of the creature's turns while they are poisoned, they take 1d4 Radiant damage, and then can repeat the Saving throw. On a successful save, the creature takes half as much damage and isn't poisoned. The spell ends early if the creature resists the poison.
At Higher Levels: When you cast this spell with a slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Meltdown Smack
2nd-level evocation (radiomancy)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece of lead)
- Duration: Instantaneous
You channel nuclear energy into your hand, and make a melee spell attack. On a hit, the target creature takes 4d6 Radiant damage and 2d4 Poison damage. If you did not use the material component to cast the spell, you also take 1d4 Radiant damage to cast this spell.
At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the damage you take increases by 1d4, and the damage the target takes increases by 1d6 Radiant damage and 1d4 poison damage, for each slot level above 2nd.
Mike's Hard Lemonade
1st-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (up to a gallon of water per level of the spell, which is consumed upon casting)
- Duration: 8 hours
You magically turn the material component into an alcoholic beverage similar to lemonade. You can choose if it has a specific flavor (ex. Mike's Hard Strawberry Lemonade) but the flavor does not change the properties of the spell
A creature can consume a serving of the lemonade as an action on its turn. Ingesting too much will force the creature to make a Constitution save against alcohol as normal, in this case the DC being equal to your Spell Save DC. If your table uses the rules outlined in "Taverns and Tankards", the lemonade gives two levels of drunkenness on a failed save, and one on a successful one. On consuming a serving, a creature gains 2d4+2 temporary hit points.
Once the spell ends, the lemonade loses the boosting property, but can still be consumed, and any temporary hit points created by this spell are lost.
At Higher Levels: If you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 1d4+1 for each level above 1st.
Mini-Nuke
9th-level evocation (radiomancy)
- Casting Time: 1 minute
- Range: 1 mile
- Components: V, S, M (a tiny caricature of a nuclear bomb or nuclear reactor)
- Duration: Instantaneous
Throughout the casting time, sirens blare for 500 feet away from the point you choose within range. A creature that can hear the sirens must make an Intelligence or Wisdom saving throw (whichever is higher). On a failed save, nothing happens. If they succeed with their saving throw and have an Intelligence above 5, they are Terrified.
A Terrified creature suffers as if they were affected by the Frightened condition and must spend their turns moving as fast as possible away from the point you chose, and can move up to their speed as a reaction. Even creatures immune to the Frightened condition are not immune to Terrified, as it is a simple survival instinct to get the ever-loving Positas away from what comes next. A creature is only immune to this granting of Terrified if they don't know what comes next, and if they don't, they are probably dead.
When the sirens are done blaring, a powerful shockwave blasts out from the point you chose, accompanied by blinding light, a red sky, and a mushroom cloud. All creatures within 500 feet of the point you chose must make a Constitution saving throw. On a failed save, a creature takes 20d6 Radiant damage, 10d6 Fire damage, 10d6 Thunder damage, and takes 10d6 Radiant damage and 5d6 Fire damage at the start of its turns for the next minute. On a successful save, a creature takes half as much damage and does not take damage at the start of its turns. Regardless, an affected creature is blinded and deafened for the rest of its life. It loses these conditions only if a spell or other effect removes them.
After casting this spell, radioactive particles rain down over a mile area away from the point you casted the spell. This area is radioactive. For every minute a creature spends in the area, they must make a Constitution saving throw or take 5d6 Radiant damage. The area is radioactive for the next 500 years.
Omega Blast
1st-level evocation (radiomancy)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of lead)
- Duration: Instantaneous
You draw some radioactive energy, and fire a burst of green light at a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes 2d8 Radiant damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d8 for each slot level above 1st.
On/Off
transmutation Cantrip (technomancy)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by On/Off.
Protection from Ballistics
3rd-level abjuration (technomancy)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a gun clip)
- Duration: Concentration, up to 10 minutes
This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.
Rad Beam
4th-level evocation (radiomancy)
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S, M (a piece of lead)
- Duration: Instantaneous
You harness a dangerous energy, and unleash it in a 60 foot line originating from you. Each creature in the line must make a Constitution saving throw, taking 8d8 Radiant damage on a failed save, or half as much on a successful one. If you did not use the requisite material component, you also take 1d8 Radiant damage.
At Higher Levels: If you cast this spell with a spell slot of 5th level or higher, the Radiant damage all affected creatures take increases by 1d8 for each level above 4th.
Remote Access
1st-level transmutation (technomancy)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 10 minutes
You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time.
Sam's Last Resort
9th-level evocation
- Casting Time: Special
- Range: Self (20 foot by 500 foot line)
- Components: V, S
- Duration: Instantaneous
Channeling as much power as you can from the Negative Energy Planes, you can only cast this spell at the start of your turn before moving or taking any other actions. You then unleash the energy in a straight line out from you. Everything in a 20 foot wide, 500 foot long line must make a Constitution saving throw or take 40d6 Necrotic damage. This necrotic damage ignores resistance, and immune creatures only take half damage. On a successful save, a creature takes half as much damage. The damage can only be reduced in these ways. A creature reduced to 0 HP by this spell is instantly and irreversibly killed, as it's body and spirit are blasted to fucking nothingness.
After casting this spell, you are immediately reduced to 0 HP, but you do not immediately die.
Shutdown
5th-level transmutation (technomancy)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
All electronic devices within range that are not wielded by or under the direct control of a creature are shut down. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.
Star Blazing
9th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
A giant rainbow-colored star-shaped projectile fires down from the sky upon your word. Target 1 creature of your choice within range. That target must succeed on a Dexterity saving throw. On a failed save they take 30d6 radiant damage, or half as much on a successful one. Upon the star's initial impact, it splits into many smaller white stars. Every creature in a 30-foot radius sphere except for the creature targeted by the spell must also make a Dexterity saving throw. A creature takes 7d8 radiant damage, or half as much on a successful one.
Synchronicity
4th-level enchantment (technomancy)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn't inconvenienced by mundane delays of any sort. Traffic lights are always green, there's always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target's movement are made with disadvantage.
Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.
In the event that two or more creatures under the effect of Synchronicity are attempting to avoid being inconvenienced by each other, the creatures must make a contested Charisma check each time the effects of the spells would oppose each other. Only the winner of each contest gains the benefits of this spell for the triggering interaction.
System Backdoor
4th-level transmutation (technomancy)
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (hacking tools)
- Duration: Concentration, up to 1 hour
This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator-level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.
Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell's level is equal to or less than the level of the spell slot you used.
Vladof's Phantom Suit
4th-level conjuration (technomancy)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a minature figure of the form the suit is to take, which costs at least 1sp)
- Duration: Up to 1 minute
You summon an armored combat suit which takes the form of the figure needed to cast this spell. While the spell is active, you have the following benefits.
- Your AC is 17, and you have a "shield" of 70 hit points, which are affected before your actual hit points, or any sources of temporary hit points you may have, though it does not remove any temporary hit points. Your Strength and Constitution are considered as being 20 for saving throws and skill checks, and your Dexterity as 12.
- Your jumping distance is doubled.
- You have resistance to nonmagical bludgeoning, piercing, and slashing damage, and to all fire and lightning damage. You are, however, vulnerable to acid damage.
- You gain access to a collection of a couple weapons. From the list below, select two weapons (you can select the same weapon twice). You can use both as part of the same action, but they do need to reload. At the end of your turn, each weapon automatically reloads. Some weapons are only available at certain spell levels, and while using your spell attack modifier and save DC, count as weapon attacks.
| Weapon | # of Attacks | Range | Damage per hit |
|---|---|---|---|
| Stormblaster | 1 | 200 feet | 2d8 lightning |
| Swiftblaster | 4 | 50 feet | 1d4 piercing damage |
| Bomblaster | 3 Each creates a 10 foot sphere. Creatures within make a Dexterity saving throw |
120 feet | 2d4 fire damage on a fail and half on a success |
| Fistblaster (5th level) |
1 | 5 feet | 2d6 bludgeoning & 2d4 lighting |
| Burstblaster (6th level) |
6 | 300 feet | 1d10 fire |
| Flameblaster (7th level) |
1 Each creature in range makes a Dexterity saving throw |
60 foot cone | 3d6 on a fail, half on a success. |
You cannot use actions granted by your normal equipment while the spell is active, nor can you cast additional spells or engage in two weapon fighting with the spell's weapons, but you can use a bonus action to end the spell early, and use class features that do not use spells or mundane equipment. If you have access to a feature that grants you additional actions, you can use those actions to make attacks with the weapons supplied by the spell to the normal limits (ex, the additional action granted by Haste allows you to make one attack with a weapon your suit has, while the additional action granted by Action Surge allows you to make each attack with the weapons again). Any "shield" hit points you had are lost when the spell ends. Additionally, if your "shield" hit points are reduced to 0, any lingering damage is carried over to you, and the spell ends immediately.
At Higher Levels: When you cast this spell with a spell slot of 5th level or higher, you gain access to additional weapons. You also gain a +1 bonus to AC, +10 more shield hit points, and a 1d4 damage bonus for each level above 4th. Damage rolls for locked weapons are not affected until the requisite level is improved- For example, the Fistblaster deals 5d4 bludgeoning and 2d4 lightning damage at 5th level, but at 6th level, it deals 6d4 and 3d4. The Flameblaster will be 7d4 until 8th level, when it becomes 8d4.
Willow's Illusionary Band
3rd-level illusion
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a musical instrument which costs at least one silver piece)
- Duration: Concentration, up to 1 minute
You begin a dramatic performance. To a radius of 30 feet from you, magical music begins to play, matching your rhythm and audible out to a distance of 300 feet. If you yourself are performing and your performance goes beyond the base duration of the spell, it does not end until your performance ends or until you drop concentration. While the spell is active, you gain a bonus to your Performance checks equal to your level in the Bard class (minimum of 1) and you can force a creature that starts its turn within 30 feet of you to make a Constitution save or be Deafened until the spell ends.
At Higher Levels: If you cast this spell with a spell slot of 5th level or higher, you gain an additional bonus to your Performance checks equal to your proficiency bonus. If you cast this spell with a spell slot of 7th level or higher, you gain an additional bonus to your Performance checks equal to your Charisma modifier (minimum of 1).
Thane
G'day, I'm Thane. I contributed the Marshal class to this document.
The Marshal was originally a class designed for my seminal D&D 5E homebrew compendium: Steel & Sinew. Both here and there, the Marshal was designed to fill the niche of a non-magical support class. In this release, the class has been adjusted for 20 level play and has had several of its abilities reworked to avoid clashing with other base D&D classes.
If you wish to see the original Marshal, you can find it in the Steel and Steel document pinned on my Reddit account (u/The-Thane).
As a long-time member of the Playtest Dungeon, I can say with confidence that it has been an invaluable resource for receiving feedback for and playtesting my D&D related projects, including the Marshal. I look forward to see what new monstrosities crawl their way out of the dungeon in the future!
Marshal
"Arise, arise, riders of Rohan! Fell deeds awake, fire and slaughter! Spear shall be shaken, shield be splintered! A sword-day, a red day, ere the sun rises! Ride now, ride now, ride to Gondor! Ride for ruin, and the world's ending! DEATH! DEATH! DEATH!"
— King Theoden, at the Battle of the Pelennor Fields. LOTR: The Return of the King
Marshals are leaders of soldiers, of warriors — of people. Their words, deeds, and, in some cases, mere presence are enough to inspire those under their command to perform great deeds. It is a name earned through fire and blood.
Regardless of whether they lead from the front, from the back, or from within castle walls pouring over battlemaps, the efforts
of a Marshal can turn defeat into victory
and sway the course of history to
their side.
The Edain by woutart
True Leaders
Maintaining control over yourself and others in dangerous situations often determines who lives and dies. In this regard, Marshals are unmatched, making an exceptional and often much-needed addition to any group pursuing an arduous, dangerous, or glorious endeavour.
The ways in which a Marshal can command those under them vary greatly from person to person. However, all Marshals spend their time barking orders, issuing commands, and leading their followers with their inspiring presence. Through preparation, meticulous training, and flawless coordination, a warband led by a skilled Marshal is capable of magnitudes more than a common fighting force and will be able to fell foes several times greater than themselves.
Marshals often require those they lead to share a common goal, a moral code, a willingness to work together, or at least an unwavering ability to take orders. This preference is largely reflected in the Marshal themselves and the style in which they choose to lead.
| d8 | Leadership Style |
|---|---|
| 1 | Autocratic. Your word is law, and your order is absolute. You exert significant control over those you lead and demand that they follow no one but you. |
| 2 | Bureaucratic. You abide by a strict set of rules set by yourself or your superior. You expect those under you to value and follow these rules to the letter. |
| 3 | Charismatic. You rely heavily on charm, wit, and character to lead your troops. They follow you because of who you are, not what you fight for. |
| 4 | Democratic. You encourage your followers to give their thoughts on plans and decisions before you make a final judgement. |
| 5 | Laissez-faire. You have a hands-off approach to leadership — preferring your warriors to get on with tasks as they see fit. |
| 6 | Situational. You lead how the current situation demands it. Inconsistent but highly adaptable. |
| 7 | Transactional. You've established a clear chain of command and utilize a "carrot and stick" approach to reward performance. |
| 8 | Transformational. You inspire change in those you lead to best suit your needs as a leader and the needs of the warband. |

Force of Character
Marshals often start out as soldiers or members of a larger group, whether military or otherwise. However, they rise above the rest. Not by honing skills with weapons or magic, but by their ability to draw greatness out of others, whether consciously or not. When an individual with such talents surfaces, they are often thrust into positions of leadership, willingly or otherwise, by those around them.
However, not all Marshals are trained warriors. A village elder, the captain of a ship, or even the head of a gang of thugs make equally viable Marshals. The key similarity among them all is that they all possess a magnetic personality that makes people flock to them, and a strong force of character that allows them to inspire great acts in others when other leaders could not. Thus, those under the leadership of a Marshal are often surprised that they must find a way to accommodate such a strong-willed personality being added to their number.
| d8 | Strong-willed Personality Trait |
|---|---|
| 1 | Brutal. You do what needs to be done in order to achieve victory. To you, no cost is too great or an act too vile to justify failure. |
| 2 | Cold. You are uncomfortably distant from those you lead. Yet they follow you, afraid of what you will do if they desert you or mutiny against you. |
| 3 | Committed. You give your all to ensure the warband works like a finely tuned machine of war. Those under you work hard to repay your commitment as a result. |
| 4 | Confident. You are always sure of yourself. Your commands are devoid of uncertainty, and your troops respect your order regardless of doubt. |
| 5 | Creative. You know that innovation distinguishes between a leader and a follower. The first to die on the battlefield are the unimaginative. |
| 6 | Decisive. You don't mix words or deal in uncertainties. You mean what you say, and you expect others to act accordingly. |
| 7 | Empathetic. You know well the plights of those you lead. A leader cannot properly lead without understanding their followers. |
| 8 | Inspirational. You strive to accomplish great deeds so that your followers are inspired to perform even greater deeds. |
Marshal Quickbuild
You can make a marshal quickly by following these suggestions:
First, make Charisma your highest ability score. Alternatively, if you choose to adopt the Tactician Warpath, make Intelligence your highest score instead. Secondly, your next highest score should be either Strength or Dexterity — the former if you plan on being in melee often and the latter if you plan on avoiding direct confrontation. Having a decent Constitution score is beneficial in any situation. Lastly, choose the Noble background.
Class Features
As a Marshal, you gain the following features.
Hit Points
- Hit Dice: 1d8 per Marshal level
- Hit points at 1st Level: 8 + your Constitution modifier
- Hit points at Higher Levels: 1d8 (or 5) + your Constitution modifier per marshal level after the 1st
Proficiencies
- Armour: Light & Medium, Shields
- Weapons: Simple Weapons, Longswords, Rapiers, Shortswords
- Tools: None
- Saving Throws: Dexterity & Charisma
- Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armour, a shortbow, and 20 arrows
- (a) a spear and a shield or (b) a longsword
- (a) a diplomat's pack or (b) an explorer's pack
- a simple weapon
Orders
What separates a Marshal from other would-be leaders? It is when, amidst the violence and horrors of the battlefield — over the deafening din of shouted curses of combatants and the death screams of the wounded — a Marshal's order cuts through the din to spur their allies to action. If war is the crucible where warriors are forged, then the orders of a Marshal are the hammer that shapes their mettle.
At 1st level, you learn two Orders of your choice. These Orders are listed on the following page.
You learn additional Orders as you gain levels in this class, as seen in the Orders column of the Marshal class table. You can only issue orders to creatures that can see or hear you. Additionally, when you gain a level in this class, you can choose one Order you know and replace it with another.
Boromir by evankart
The Marshal
| Level | Proficiency Bonus | Features | Orders | Command | Leader's Presence |
|---|---|---|---|---|---|
| 1 | +2 | Orders, Marshal's Warpath | 2 | - | - |
| 2 | +2 | Rallying Speech, Leader's Presence | 2 | 1 | 1 |
| 3 | +2 | Warpath Feature | 3 | 1 | 1 |
| 4 | +2 | Ability Score Improvement | 3 | 1 | 1 |
| 5 | +3 | - | 4 | 2 | 2 |
| 6 | +3 | Warpath Feature | 4 | 2 | 2 |
| 7 | +3 | Take Charge | 5 | 2 | 2 |
| 8 | +3 | Ability Score Improvement | 5 | 3 | 3 |
| 9 | +4 | Anticipate | 6 | 3 | 3 |
| 10 | +4 | Command the Troops | 6 | 3 | 3 |
| 11 | +4 | - | 7 | 4 | 4 |
| 12 | +4 | Ability Score Improvement, Warpath Feature | 7 | 4 | 4 |
| 13 | +5 | Dauntless Leader | 8 | 4 | 4 |
| 14 | +5 | Disciplined Mind | 8 | 5 | 5 |
| 15 | +5 | Embolden the Troops | 9 | 5 | 5 |
| 16 | +5 | Ability Score Improvement | 9 | 5 | 5 |
| 17 | +6 | - | 10 | 6 | 6 |
| 18 | +6 | Warpath Feature | 10 | 6 | 6 |
| 19 | +6 | Ability Score Improvement | 11 | 6 | 6 |
| 20 | +6 | Peerless Leader | 11 | 7 | 7 |

- Attack!: As an action you can direct one of your allies to strike. That creature can immediately use its reaction to make one weapon attack with a bonus to damage equal to half your Marshal level (rounded up).
- Brace!: As a bonus action you warn an ally to defend themselves. That ally gains temporary hit points equal to your Marshal Level. At the end of your next turn the temporary hit points are lost. A creature can only benefit from this Order once per combat.
- Disengage!: As an action you call your allies to withdraw from an enemy. Choose a hostile creature. A number of allies equal to your Charisma modifier that are adjacent to this creature may use their reaction to Disengage and move 5 feet away from it.
- Fight On!: As an action you inspire an ally. For 1 minute, whenever the ally makes an attack roll or a saving throw, the ally can roll a d4 and add the number rolled to the roll. This effect requires the ally to maintain concentration. Only one ally can benefit from this Order at a time. A creature can only benefit from this Order once per short rest.
- Flank!: As an action you order one ally to flank the enemy. That creature can use their reaction to move up to half their movement speed towards an enemy. If they end this movement adjacent to this enemy, until the start of your next turn all other allies gain a bonus to attack rolls against the enemy equal to your Charisma modifier.
- Hold the Line!: As an action you can direct one of your allies to hold out against the enemy's assault. That creature may use its reaction to take the Dodge action.
- Improvise!: As a bonus action you call for your allies to think on their feet. When you do so, select a number of allies equal to your Charisma modifier. You and the chosen allies gain an additional reaction until the start of your next turn.
- Move!: As a bonus action, you choose an ally. Until the end of their next turn, they gain a bonus to their movement speed equal to 5 x your Charisma modifier (minimum of 5 feet).
- Push Forward!: As an action you call your allies to advance. When you do so, choose a number of allies up to your Charisma modifier. Those selected can immediately use their reaction to take the Shove action.
- Rally!: As an action, you embolden the resolve of your allies. Choose a number of allies up to your Charisma modifier within 15 feet of you. Those creatures regain 1d4 + your Proficiency Bonus hit points. A creature can only benefit from this Order once per short rest.
- Ready Up!: As a reaction to combat starting, you give one ally advantage on their initiative roll.
- Regroup!: As an action, you can order your allies to regroup. When you do so, choose a number of allies up to your Charisma modifier who are at least 15 feet away from you. Those selected may use their reaction to move up to half their movement speed towards a point you choose. Each gain a +1 bonus to their AC for each conscious ally within 5 feet of them after they do so until the end of your next turn.
- Reposition!: As an action, you direct one of your allies towards a better position. That creature can immediately use its reaction to move up to its movement speed, adding your Charisma modifier to their AC for any opportunity attacks provoked by the movement.
- Scatter!: As a reaction to being targeted by an effect that requires a Dexterity saving throw, you can order your allies to scatter. A number of allies up to your Charisma modifier that are within 15 feet of you may use their reaction to move up to half their movement speed. If they end this movement more than 5 feet from all other allies, they gain advantage on Dexterity saving throws until the start of your next turn.
- Shields Up!: As an action, you enter a defensive stance and protect nearby allies from harm. Until the start of your next turn, allies within 5 feet of you that are wielding a shield gain a +2 bonus to their AC. You must be wielding a shield to use and maintain this effect.
- Snap Out of It!: As a bonus action, you can inflict 1d4 + your Strength or Dexterity modifier (whichever is highest) damage on an adjacent ally who is charmed or frightened and remove the effect. You cannot remove a condition in this way that you yourself are suffering from.
- Strike Again!: As a reaction to an ally within 5 feet of you missing an attack, you can inflict 1d4 + your Strength or Dexterity modifier (whichever is highest) damage on that ally and have them re-roll with a bonus to their attack roll equal to your Charisma modifier.
- Suppress the Enemy!: As an action, you can command your allies to hinder the enemy. When you do so, choose a number of allies equal to your Charisma modifier who are wielding ranged or throwing weapons. Those creatures may use their reaction to make a single weapon attack. Any enemies hit take damage equal to the attackers weapon's damage bonus and their speed is reduced by 10 feet until end of their next turn.
- Vengeance!: As a reaction to you or an ally that you can see being critically hit, you can demand vengeance for the wounded. When you do so, choose one ally. That ally can use their reaction to make an attack against the creature that inflicted the critical hit with advantage.
Marshal's Warpath
The path that a Marshal walks shapes their ability to lead others. You must choose one that your Marshal walks down.
Choose either the Bannermen, Counsellor, Raidmaster, Tactician, or Warlord.
This choice grants you Warpath features at 1st level and again at 3rd, 6th, 12th and 18th level.
Leader's Presence
Your words and actions generate a presence that can motivate and embolden those you deem your allies, giving you unprecedented command over the battlefield.
Beginning at 2nd level, you gain a Leader's Presence of your choice. Your Leader's Presence options are detailed at the end of the class description.
Each Leader's Presence
affects the area within
30 feet of you. Leader's
Presences become inactive
while you're unconscious. You
gain no benefit from your own
Leader's Presence.
You gain additional Leader's
Presences as you gain levels in this
class, as seen in the Leader's Presence
column of the Marshal class table.
Additionally, when you gain a level in this
class, you can choose one of your Leader's
Presence and replace it with another.
Commands
Each Leader's Presence also has two Commands listed in their description. You can use an action to give a Command on your turn. You can do this a number of times as seen in the Command column of the Marshal class table. You regain all spent uses after you complete a long rest.
Commands only effect creatures in range of your Leader's Presence.
Some Commands require a target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Command Save DC = 8 + your proficiency bonus + your Charisma modifier
Sketches by Magnus Norén
Rallying Speech
In the uneasy calm before the storm, your words bolster the resolve of your allies.
Starting at 2nd level, if you give words of encouragement to your allies during a short rest, then at the end of the rest those allies can roll a number of dice equal to the number of Hit Die they spent during the short rest, up to a maximum equal to your Marshal level. The type of dice rolled is the same used for their Hit Die. They gain temporary hit points equal to the result of the dice roll.
These temporary hit points last until they take a short or long rest.
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 cannot increase
an ability score above 20
using this feature.
Take Charge
You are quick to take control when the unexpected strikes.
Starting at 7th level, if you are surprised at the beginning of combat and aren't incapacitated you can act normally on your first turn, but only if you issue an Order or Command before doing anything else on that turn.
Anticipate
Your knowledge and experience in leading others almost give you a sixth sense when it comes to anticipating things you may need in advance or what might go wrong.
At 9th level, you gain the ability to anticipate the unexpected while planning ahead and purchasing supplies.
-
Planning. During a long rest if you spend at least an hour pondering a course of action, the GM gives you some insight on one or more likely problems with your contemplated course of action. This could be a particularly stubborn diplomat, an insufficient number of troops to accomplish a goal or even the lack of an ally's resolve to see a plan through.
This feature does not give you access to any information that you would not reasonably know. For example, if an enemy has secretly bolstered their forces with mercenaries, you wouldn't learn that; however, the GM may inform you that this enemy would never make a move against you at their current strength, so the fact that they are must mean that something has changed, something that is likely to impact your own forces.
-
Purchasing. While you are in a location where equipment can be purchased, you can spend at least an hour during a long rest gathering supplies in careful preparation. At any time thereafter, before your next long rest, if you find yourself in need of a particular item, you can add such items to your equipment as if you had purchased them during your careful preparation. The cost of such items is equal to their market price.
Up to three items may be retroactively purchased in this manner at a time. Once you produce any given item, you can't add that item to your equipment again until the next time you come to a location where that item can be purchased. A GM can limit or exempt certain items according to availability or reasonability.
Command the Troops
When you give a command, your allies carry it out unwaveringly. Such is your resolve.
Starting at 10th level, you have advantage on Constitution saving throws made to concentrate on Commands.
Dauntless Leader
You are the dominant presence in any conflict, your will manifest in the bloodshed.
At 13th level, whenever an ally in range of your Leader's Presence makes an a saving throw against a damaging effect (such as a rain of arrows) or an attack roll, you can choose to change the d20 roll to a 10 should the ally roll a 9 or lower.
You can do this a number of times equal to your Charisma modifier per short rest.
Disciplined Mind
You have acquired greater mental strength.
At 14th level, you gain proficiency in Wisdom saving throws.
Embolden the Troops
Shouted commands inspire others to fight on.
Starting at 15th level, when you issue a Command all allies within range of your Leader's presence regain 4d8 + your Charisma modifier hit points.
Peerless Leader
Those you lead will never know defeat; your leadership inspires the greatest among all who stand besides you.
At 20th level, when you spend a use of your Dauntless Leader feature, you can choose to also expend a Hit Die to have the result of the saving throw against a damaging effect or attack roll be considered to have been a 20 on the d20, instead of a 10 on the d20.
Marshal's Warpath
Marshals walk one of these warpaths: Bannermen, Counsellor, Raidmaster, Tactician, or Warlord.
These archetypes of the Marshal class are each different, but all involve leading and aiding others.
.
| Warpath | Description |
|---|---|
| Bannermen | Wield a banner that inspires those who gaze upon it, claiming the battlefield as your own. |
| Counsellor | Play the long game by engaging in intrigue and politics with those in positions of power. |
| Raidmaster | Hold your own in the thick of battle while leading your allies in brutal combat. |
| Tactician | Make use of your intellect to plan and evaluate your foes, adjusting your strategies as needed. |
| Warlord | Train and command a band of NPC followers that protect and fight besides you. |
Counsellor
A Counsellors voice is their weapon. Counsellors fight the war of words and politics, while their companions fight the war of steel and blood. They have the ears of heroes and lords and can accomplish more with a whispered word than with a drawn sword.
Open Ears
You make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful.
Starting at 1st level, if you can freely travel about an area talking with locals and passing travelers for a few hours, you hear all the latest local news, including news of trouble, without raising suspicion.
War of Words
If you can keep yourself aloof enough, one can begin to see that most wars are prompted by the words of one powerful person to another. An insult given, a declaration made, an oath sworn — people have killed for less. You know this and know how to shape history by uttering the right words to the right people.
Starting at 3rd level, you gain the ability to generate Counsel Points. Once gained, they are lost after a number of weeks equal to your Marshal Level have passed since you last gained a Counsel Point or when you spend them.
You gain 1 Counsel Point when you:
- Carry out a difficult order given to you by a superior, such as collecting taxes from a disloyal village.
- Successfully shift the balance of political power in a settlement in your favor.
- Give useful advice to a superior that later ends up playing an important role in securing victory.
- Spend a period of downtime every day for a week in a settlement improving your relationship with a local high ranking official.
The DM may also award Counsel Points should you partake in similar acts of political intrigue, at their discretion.
You can spend Counsel Points to activate the following abilities, paying the stated number of points in order to do so:
- Favors Owed (1 Point). Choose one non-hostile NPC that you know. That NPC now owes you a favor. They will not risk injury to themselves of their allies while returning this favor.
- Gleaned Secrets (2 Points). Choose an NPC that you know. After spending 4 periods of downtime collecting information, you learn a secret about them that they would rather keep hidden. The chosen NPC is aware that you know this secret if the NPC succeeds on a Wisdom (Insight) check made against your Command Save DC after you learn the secret
- Plots Thwarted (3 Points). You spend 7 periods of downtime searching for plots against you or your superiors. Should one or more be present, you become aware of one of the GMs choosing. After doing so, you gain advantage on ability checks you make to stop this plot over the next week. If there are no plots, the spent Counsel Points are refunded.
- Friendships Forged (4 Points). You publicly offer friendship to a non-hostile faction, earning their trust if just for some time. The next time you assist the chosen faction in a combat encounter, your allies and the chosen faction gain a bonus to their AC equal to half your Charisma modifier (rounded up) until the end of combat.
- Enemies Made (5 Points). You publicly insult and defame an enemy faction, earning their ire. In the next combat encounter you participate in against the chosen enemy, your allies gain a bonus to their damage rolls and Intelligence Saving Throws equal to your Charisma modifier until the end of combat.
- Knives Plunged (6 Points). You choose a NPC that you know of and begin to plot their downfall. You must spend a number of periods of downtime equal to the chosen NPCs modifier in the Charisma (Deception) skill x 10 (minimum of 5) gathering information and talking to allies. At the end of each week you spend plotting, you must make a contested Intelligence (Investigation) check against the target or someone the target has employed to discover schemes against them. Should you fail, you must continue your plot for an additional 10 periods of downtime. If you fail 3 times your plot is discovered and the target will become hostile to you and your allies until reparations are made. However, should your plot remain undiscovered, after the final period of downtime has been spent the target gains disadvantage on all ability checks, saving throws, and attack rolls against you and your allies for one week.
Worthy Counsel
Those who trust your word reap the gift of your guidance. It is a pity for some, for your counsel can blindly lead them astray, should you wish it.
By 6th level, whenever a creature that can hear you makes a skill check using a skill you're proficient with following your counsel, you can use your reaction to give them advantage on their roll.
Alternatively, you can give bad counsel and impose disadvantage on the roll, but only if the creature trusts you and accepts your advice at face value. The creature is not aware you hindered them with your advise, unless it is blatantly obvious you did so.
Repose
You always know what to say to calm the nerves of the worried.
Beginning at 12th level, whenever you use your Rallying Speech feature, your allies gain additional temporary hit points equal to your Charisma modifier for each Hit die they spend.
The Rings by
A. Shipwright
Embassy
Such is your skill in wordcraft and your reputation as a diplomat that you are widely respected by all those you meet. Even the fiercest of foes will take pause to hear what you have to say.
At 18th level, you are widely respected. No matter how hostile an enemy, your summons will bring that enemy to the negotiating table to hear your pleas or proposals. This is done under a flag of truce and there will be no deception on the part of those whom you have summoned. During this period of negotiation (usually about an hour) you have advantage on any ability checks made against your enemy.
While this may not result in the enemy agreeing to your demands, you may have at least bought some time to get better prepared or learn more about your foe. Note that some forces may choose to spend the hour mocking you. However, you can still glean much between their threats and insults. Regardless, after this meeting ends, you gain 1d4 Counsel Points.
You can only enforce an audience with an enemy once during any particular ongoing event or war, although the GM may waive
this limitation for particularly
complex plots or long
wars.

Artorius by
Makoto
Yukimura
Raidmaster
The Raidmaster is the head of any invasion force. Their ferocity and martial prowess inspire the best quality possessed by the killers they lead: brutality. Whether breaking down the doors of a castle or conquering foreign shores, a Raidmaster is there, leading the charge from within the thick of battle.
Tools of War
You march into battle garbed in shining wargear.
You gain proficiency in Heavy armour and 4 weapons of your choice.
Bring Forth the Slaughter
The vast majority of casualties in war are caused during a rout. Thus, being able to break the enemy's will to fight brings the slaughter ever closer.
Starting at 1st level, when an ally that you can see scores a critical hit on an attack, you can use your reaction to spit curses and inspire fear into your foes. All hostile creatures within 10 feet of the ally who scored the critical hit must make a DC 10 Charisma saving throw or become frightened of you and the ally until the end of their next turn.
At 2nd level the DC for the Charisma saving throw becomes your Command Save DC.
Leader of the Wolf Pack
You lead your comrades with every strike.
Starting at 3rd level, you gain the following features:
- If you hit a creature with a melee attack, the next attack made by one of your allies against the same creature gains advantage.
- If you hit a creature with a ranged or thrown weapon attack, that creature gains disadvantage on opportunity attacks until the start of your next turn.
- If an enemy deals damage to one of your allies, you can use your reaction to bellow insults at them. If you do, you deal 1d4 psychic damage to that creature. This damage increases by 1d4 at 9th, 15th, and 20th level.
Lead from the Front
When your allies lose sight of you during battle, they know they'll find you where the fighting is thickest.
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Additionally, if you use an Action to issue an Order or Command, you can use your bonus action to make a single weapon attack.
Spit Back
You have a way of taking the brass from the balls of those who challenge you.
Starting at 12th level, when a creature would cause you to become frightened, they must make a contested Charisma (Intimidation) against you. If they succeed, you are frightened as normal, if they fail, they are instead frightened of you as per the effect.
Let Slip the Dogs of War
Your leadership methods have bred violence and bloodlust into your warband. These wolves need only your command to lose themselves in the slaughter.
At 18th level, you can use your action to command your allies to send the weak to a shallow grave. Each ally within 120 feet of you can use their reaction to make a single attack with a bonus to its attack roll equal to your Charisma modifier and a bonus to its damage roll equal to your Marshal level.
Once you use this feature, and cannot use it again until you finish a long rest.
Tactician
Tacticians use their supreme understanding of tactics to lead their allies to victory, emphasising cautious consideration and strategic attack over brute force and raw martial maneuverers.
Their orders are cunningly thought out and executed.
Learned Commander
A dull mind is far more detrimental to a warrior than a dull blade, though a sharp one is a far greater weapon then any axe.
Starting at 1st level, you may add your Intelligence modifier to your Initiative rolls in addition to your Dexterity modifier.
Additionally, when an Order, Command, or Leader's Presence states to use your Charisma modifier for an effect, you can use your Intelligence modifier instead. Your Command Save DC is also now calculated using your Intelligence modifier instead of your
Charisma modifier.
Cunning Strategist
Your keen mind for the logistics of warfare allows you to best organize your allies and prepare plans for the battles ahead.
At 3rd level, you gain an additional Order and can issue an additional Command per long rest.
Additionally, over the course of a long rest you can choose one Order you know and replace it with another.
Plan Ahead
Knowing when and where a battle will occur and being able to leverage this information to your advantage can be the key to securing victory.
Starting at 6th level, as long as you study a battlefield for an hour before the start of combat, you may ask your GM to describe the terrain, and you may choose for you and your allies to start behind or next to favourable terrain, if any is present (behind a fallen tree, at the top of a hill etc.).
Studying battlefield terrain can be done in person, via maps or written description if such exist and are detailed enough, or by hearing a verbal description from an ally who has studied the battlefield in detail.
Should your allies be surprised before they can get into position, they can Dash towards the nominated favourable terrain as a bonus action on their turn.
Hild fanart by
tanoshige
Tactical Evaluation
You assess your enemies weaknesses at a glance and bid your allies to strike according to your evaluation.
Starting at 12th level, as a bonus action you choose a creature you can see within 30 feet of you. Make an Intelligence (Investigation) check contested by their Charisma (Deception) check. On a success you and your allies may add your Intelligence modifier to damage rolls against that creature until the start of your next turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once) per short rest.
Foremost Tactician
The carnage of battle is little more than a bloody chess board. The pieces move to your order as your grand strategy unfolds.
Starting at 18th level, if an Order requires you to use an action to issue it, you can issue another Order of your choice as apart of the same action.
Warlord
A Warlord is a veteran of leadership, often ruling over a domain long before leading soldiers in battle. Most noble lords in the world are Warlords, using their influence in land, oaths, and gold to rally the peasantry to arms.
Inspiring Leader
Just as you look over the battlefield and give orders to your warriors, you survey your lands and tell the people how to work it.
Starting at 1st level, you gain proficiency in Charisma (Persuasion) if you did not already have it. You can add double your proficiency bonus to Charisma (Persuasion) checks when attempting to recruit allies or give orders.
Levys
Through your lordly influence, you can sway the rabble and call peasants to fight besides you.
Starting at 3rd level, while in a non-hostile settlement of village size or larger, you can attract a number of Levys equal to your proficiency bonus. You cannot have more levys than this at any one time.
These people swear allegiance to you and will serve you loyally and even fight for you, at no cost besides basic lifestyle expenses and assurance of safety and comfort in your holdings and the holdings of your superiors. However, they might desert or even mutiny against you if they are treated poorly or exposed to moral breaking experiences.
In combat, the Levys share your initiative count, but take their turns immediately after yours. They can move and use their reactions on their own, but the only Action they take on their turn is the Dodge action unless you take a bonus action on your turn to command them to take one of the actions in their stat block or the Dash, Disengage, Help, Hide, or Search action. Unless commanded to otherwise, Levys will always remain within 5 feet of each other. Additionally, all Levies make saving throws as a single creature if multiple of them are targeted by an effect.
Over a Long rest, you can spend 6 hours running your Levys through combat drills and other marital training to keep them in fighting shape. If these drills are preformed, until your next long rest the Levys add your proficiency bonus to their AC, attack rolls, and damage rolls, and your Marshal level to their Hit Point maximum.
Protect Your Lord!
Your loyal levies will gladly throw themselves between you and harm.
Beginning at 6th level, while one of your Levys is with 5 feet of you and is not incapacitated or frightened, they can use their reaction to you being damaged by an attack from a source the Levy can see to take the hit for you. When they do so they become the target of the attack.
Taskmaster
While they may complain about combat drills in the moment, your levys won't complain when their well-practiced strikes save them from an untimely death.
Starting at 12th level, after successfully running your Levys through drills they can attack twice, instead of once, when they take the Attack action on their turn.
Lord of the Land
The endless drills have payed off for your levys now respond to your orders without hesitation.
Starting at 18th level, whenever you issue an Order to one of your Levys, all other Levys within 5 feet of the ordered Levy that can hear you are also affected by it, if they meet the prerequisites to use the Order.
Levy
Medium humanoid (any)
- Armor Class 12 (shield)
- Hit Points 12 (levys have a number of Hit Dice [d6s] equal to your marshal level)
- Speed 30ft.
STR DEX CON INT WIS CHA 11 (+0) 10 (+0) 11 (+0) 8 (-1) 10 (+0) 10 (+0)
- Languages Common
- Senses passive perception 10
Actions
Spear. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6) piercing damage
Leader's Presences
The list of Leader's Presences is presented below, in alphabetical order.
Air of Dominance
You are a domineering force on the battlefield. Your battle brothers and sisters strike harder as to not earn your ire.
All allies in range that can see and hear you can re-roll all 1s on their damage rolls.
No Quarter: You command your allies to cut deeper. For 1 minute, all allies in range that can see and hear you can re-roll all 2s and 3s on their damage rolls. This Command requires you to maintain Concentration.
Intimidation Tactics: You command the attention of your foes, causing them to falter at your power. For 1 minute, all enemies in range that can see or hear you roll their damage die twice and take the lower result. This Command requires you to maintain Concentration.
Always Ready
You have a keen sense for spotting a fight before it begins.
All allies in range that can hear you gain a bonus to their initiative rolls equal to your Charisma modifier.
Get Ready: You command your warriors to make a lasting first impression on your foes. All allies in range that can hear you gain a bonus equal to your Marshal level on their first attack roll, ability check, and saving throw they make on the first round of combat.
No Surprises: You command your allies to remain vigilant. For 1 hour all allies in range cannot be surprised and creatures cannot gain advantage on attack rolls against them as a result of being hidden. This Command requires you to maintain Concentration.
By Example
You don't keep back and order from a distance. You lead from in the midst of the battlefield, inspiring your allies to fight.
While you are engaged with an enemy, all allies in range gain a bonus to Strength and Wisdom saving throws equal to your Charisma modifier.
Keep Fighting: You command those around you to fight on despite their wounds. For 1 minute, while you are engaged with an enemy, all allies in range gain advantage on Constitution saving throws.
Shield Brothers: You command your battle brothers to keep their shields up as they fight beside you. For 1 minute, while you are engaged with an enemy, all allies in range gain a +1 bonus to their AC and damage rolls.
Cull the Weak
In your presence, wholesale slaughter is common.
Enemies in range that receive a critical hit gain a penalty to their AC equal to your Charisma Modifier until the end of their next turn. This penalty does not stack with itself.
Feed the Worms: You command your allies to slaughter them all, down to the last. For 1 minute, whenever an ally in range that can see or hear you scores a critical hit against a creature, they add your Marshal level to the damage of the attack. This Command requires you to maintain Concentration.
Death: You command your troops to end your foes. Until the beginning of your next turn all allies in range that can see you can make an additional attack when they take the Attack action on their turn.
Dirty Hands
War is a grim thing. As such you inspire your warriors to win the fight, by what ever means necessary.
All allies that can see you in range that are Flanking a creature may use their reaction to make an opportunity attack against the flanked creature should that creature take the Attack action on their turn and not target all flanking creatures with an attack. This only provokes an opportunity attack for the non-targeted flanking creatures.
Kick 'em While They're Down: You command those around you to curb stomp fallen enemies. For 1 minute all allies that can see you in range add your Charisma modifier to damage rolls made against prone or incapacitated creatures. This Command requires you to maintain Concentration.
Impaling Insult: You command your foes to stick their weapons were the sun don't shine. Choose a number of enemies in range that can hear and understand you equal to your Charisma modifier. The chosen targets must make a Wisdom saving throw or take 1d6 + your proficiency bonus psychic damage and take a -2 penalty to their AC for 1 minute as they drop their guard in response to your scathing comment. Effected targets can reattempt the saving throw at the end of their turn, ending the effect on a success.
Marshal's Heart
You have an aura of unnatural charisma that make warriors flock to you and heed your order.
While in combat your Charisma score is considered to be increased by 2, as is your maximum for that score. This does not give you additional uses of abilities who's number of uses is tied to your Charisma Modifier.
Face of the Warband: You command such an aura of charisma that your orders never go unheard. For 1 minute while in combat, you can use your Charisma score as the DC for your Command Save DC, should it be higher. This Command ends early if you become frightened or incapacitated.
Join or Die. You command a foe to join your forces or perish with their own. Choose one hostile creature within range that can see, hear, and understand you. It must succeed on a Wisdom saving throw or be charmed by you for one minute. If you or creatures that are friendly to you are currently fighting it, it has advantage on the saving throw. While the target is charmed, you can issue commands to the creature while you are conscious as an action, which it does it's best to obey. The command must take no longer than an action to complete. If the creature doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Each time the target takes damage, it makes a new Wisdom saving throw, ending the effect on a success. Creatures immune to the charmed or frightened condition are unaffected.
Morale Breaker
Enemies take one look at you and begin to rethink their approach.
All enemies in range that can see you must spend 2 feet of movement for every 1 they move towards you.
Demoralize: You command your allies to hurl abuse at your foes, demoralising them. For 1 minute, all enemies in range that can see and hear you gain a penalty to their attack rolls and Wisdom saving throws equal to your Charisma modifier. At the start of their turns, effected targets can use a bonus action to make a Wisdom saving throw, negating the effect until the end of their turn on a success. This Command requires you to maintain Concentration.
Menacing Gaze: You command your foes to fear you. Select a number of enemies that can see you in range equal to your Charisma modifier. The chosen enemies must succeed on a Wisdom saving throw or become frightened of you until the end of their next turn, at which point they can use a bonus action on their turn to attempt the saving throw again, ending the effect on a success.
Reassuring Presence
Those you lead into battle are assured by your leadership.
All allies in range that can see and hear you have resistance to psychic damage and halve the duration of negative mind altering effects they're suffering from (minimum of 1 round).
Sound Advice: You command your allies not to succumb to the horrors of the battlefield. For 10 minutes, all allies in range that can see and hear you gain a bonus to saving throws against negative mind altering effects equal to you Charisma modifier.
Recoup: You command your allies to catch their breath before re-engaging. Choose a number of allies equal to your Charisma modifier that can see or hear you in range. The chosen allies regain Hit Points equal to a roll of their Hit Die + your Charisma modifier.
Shoulder to Shoulder
In the gore spilling and blood letting of combat, your warriors stand united.
All allies in range that stand within 5 feet of another ally who isn't incapacitated gain a +1 bonus to their AC.
Back to Back: You command your allies to cover each others backs. For 1 minute, all allies in range that stand within 5 feet of another ally do not provoke opportunity attacks and cannot be Flanked.
Together We Stand: You command your troops to gather around you. All allies that are within 10 feet of you at the end of your next turn gain temporary hit points equal to 2 x your Marshal level, which last until combat ends.
Stand as One
As wounds mount, many will resign themselves to death. But as long as you stand, no one falls.
All allies in range that can see or hear you reduce all damage, except psychic damage, inflicted on them by 2.
Ironclad: You command your allies to reinforce their armour while in the fray. For 1 minute, all allies in range that can see or hear you reduce all damage, except psychic damage, inflicted on them by 4 instead of 2. This Command requires you to maintain Concentration.
Get Up: You command your allies to press on despite grievous injury. Choose an ally in range that has been reduced to 0 hit points. That ally is immediately stabilized and regains hit points equal to your Marshal Level. That ally then stands from prone without spending any movement.
Strategic Precision
You convey your plans even in the midst of battle, allowing your allies to take advantage of any situation that arises.
All allies in range gain a +1 bonus to their attack rolls.
Take the Opportunity: You command your brothers in arms to seize any opportunity that comes their way. For 1 minute, all allies in range that can hear you can make two attacks whenever they make an opportunity attack against an enemy in range. This Command requires you to maintain Concentration.
Press the Advantage: You command your allies to take a mile when given an inch. For 1 minute, all allies in range that can hear you add your Charisma modifier to rolls they make with advantage.
Multiclassing: Marshal
- Ability Score Prerequisite: Charisma 13
- Multiclassing Proficiencies: Simple weapons, one skill of your choice


TSotoMusic
I fell in love with the world of Eberron, especially its 13 planes. They were so different and interesting compared to the traditional D&D planes. Several years ago, I started a project to make 13 subclasses, one based on each plane of Eberron. This project is almost finished, and I wanted to share a few of my favorites here. While the lore is based on Eberron, feel free to reflavor it for your game!
You can find me on reddit at u/tsotomusic. Please check out the rest of my Eberron doc when it comes out as well. Thank you for looking at both my work, and this document as a whole. I hope it brings you joy in your D&D journey.
REST DOMAIN
Araam, the Architect of the Refuge in Irian, promotes healing, hope, and rest. He inspires and helps all who find their way to his monestary. Clerics of the Rest Domain draw upon the energy of Irian, and from his layers specifically. They seek to establish bastions of safety in danger, beacons of hope in the middle of despair. Priests who follow this path are often known for their wisdom, having advice for bany situation a parishioner might be going through.
EXPANDED SPELL LIST
You gain Rest Domain spells at the Cleric levels listed. These spells are considered Cleric spells for you and are always prepared.
REST DOMAIN SPELLS
| Cleric Level | Spell |
|---|---|
| 1st | Sanctuary, Sleep |
| 3rd | Calm Emotions, Rope Trick |
| 5th | Tiny Hut, Catnap |
| 7th | Private Sanctum, Aura of Life |
| 9th | Mass Cure Wounds , Skill Empowerment |
CONVENIENT TRAVEL
1st level Rest Domain feature
You magically soothe the muscles of people nearby. When traveling, creatures within 60 feet of you can travel at a fast pace as if they were traveling at a normal pace.
You also know the Shape Water cantrip. You can use this cantrip to heat up water as well, though not until a point it would cause damage. This cantrip doesn't count against the number of cleric cantrips you know.
DEEP REST
1st level Rest Domain feature
A good rest gives you more endurance than others. After a long rest you gain temporary hit points equal to your Cleric level.
CHANNEL DIVINITY: RENEWED STRENGTH
2nd level Rest Domain feature
You can use your Channel Divinity to fortify the bodies of your allies when danger seems near.
As a reaction to a friendly creature taking an Action, Bonus Action, Reaction or ending their movement, you channel restorative magic towards them, allowing them to regain two of the following of their choice that has been expended:
- Action
- Bonus Action
- Reaction
- Any expended movement.
REJUVENATING WATERS
6th level Rest Domain feature
You can recreate a soothing hot springs from the The Refuge in Irian. Once per long rest, during a short rest, you can summon a magical hot springs within a 30 foot cube. Up to 6 people who take a short rest in the hot springs gain one of the following benefits of their choice:
- They regain a spell slot of equal to half your level. (rounded up, maximum of 5th level)
- They regain a use/charge of one of your abilities. (You can not regain your use of Rejuvinating Waters)
- When they spend hit dice to heal, you can use the maximum instead of rolling.
In addition, if you take a short rest in the hot springs, you may gain the effects of your Deep Rest feature.
POTENT SPELLCASTING
8th level Rest Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
ETERNAL REST
17th level Rest Domain feature
You cannot gain levels of exhaustion.
Creatures in your Rejuvenating Waters can expend a hit die to remove a level of exhaustion.
QUICK REJUVENATION
17th level Rest Domain feature
You are able to provide a creature a deep, quick rest in the middle of combat. As an action, you can touch a willing creature other than yourself to instantly put them to sleep. Until the end of your next turn, they are unconscious and can't be woken up. At the end of your next turn, they wake up and are considered to have taken a short rest. In addition, they may select two of the following benefits:
- Recover expended spell slots of a combined level equal to or less than 5th level.
- Recover two uses of one ability, or one use of two abilities, that would normally be regained on a long rest.
- When they spend hit dice to heal front this short rest, you can use the maximum instead of rolling.
Once you use this effect, you can't use this feature again until you finish a long rest. You can not regain your use of this feature unless its through a long rest.
DemE, Cleric of Rest by @KOr1_Robit
TEMPLES OF REST
Temples of Rest focus on providing a complete experience of rest for their visitors. Because of the nature of their service and their broad appeal in ideals, they appear in a wide range of cultures and faiths, leading to a vast array of temples all with different ways to provide rest. Bellow are some descriptions of what differences to consider when creating your own temple. There is also an example of a temple, Boldrei's Spring, that you can use if you want.
MIND, BODY, SPIRIT
Providing rest for these three aspects of the self is core to every Temple of Rest. Because of cultural differences, and differences in the faiths of those in service to the temple, the way this rest is provided can differ from temple to temple. A temple may employ a staff of trained magewright psychiatrists who use Calm Emotions to help parishioners with emotional turmoil. A temple with strong influence from The Silver Flame may preach about taking the time to properly rest, in order that when you do take action against evil, you can do so with everything within you. Temples in areas of high physical labor may provide a community sauna or bath house for people to relax their muscles after a hard day of work. What ever amenities are provided, priests in the temple like to blend spiritual lessons into their use.
BOLDREI'S SPRING
In a small town at the intersection of many trade routes lies a popular rest stop for travlers called Bodrei's Spring. This rest stop is also a Temple of Rest for the Goddess of Community and Society, Boldrei. The temple is built on a large hot springs that serves to provide relaxation for the body. For the spirit and the mind, the Temple seeks to build a sense of community with visitors. Bunk beds are provided in a large communal dorm for those passing through, and every evening group activities are offered for the locals and those staying at the temple. Events range from pickup games of team sports, to trivia nights, to discussions on topical issues.
RELIGIOUS VARIANCE
Temples of Rest have a direct impact on the lives of people. There is nothing prohibiting priest of a certain faith for working in or starting a Temple of Rest, but certain faiths then to lend themselves towards it. The Silver Flame has a strong presence in many temples, as the religion is already founded on taking action. Consider what the primary faith of your temple is, how it affects the activities and teachings of the temple, and how its priests interact with its parishioners. A Sovereign Host temple may provide a rooms where people can engage in meditative activities related to the Host they worship. A temple with a Blood of Vol presence may recruit self-help speakers, or use Dream spells to help a person discover their inner divinity. While providing multiple forms of rest is the primary focus, they are still religious temples, and the religious values should impact how the temple expresses themselves.
CLERICS & PRIESTS
The religious workers of Temples of Rest look very different then their more traditional counterparts. With a mandate to serve, their attire is geared more towards the work they do in service of the community. Divine power is a crucial measure for these workers though, and often determines their position in the temple, and what kind of role they play. Priests serve the community on a direct level, often assisting more personally with people's needs. Many priests are magewrights, using simple magic to improve the daily lives of people. Clerics perform more magical & divine tasks, often making appearances to groups of community members. Their clothing is more elaborate and ritualistic, but never in a way that keeps them from interacting on a ground level with the community.
A HEALING COMMUNITY
Mortals were not made to be alone. This is a core belief of those who work at the spring, and they know that too many people walk through the world surrounded by people, but horribly alone. The Goddess Boldrei is the goddess of everything good about communities and society, and watches over homes. Her believers founded Bodrei's Spring in an effort to bring the comfort of society to travelers, and to give a chosen family to those who might not have a biological one. For these priests, connection is a need as important a food and shelter. Any issue can be solved and wound can be healed, if someone has the proper community to support them. Priests of the temple provide a safe space for those who come through their doors, and often connect people to communities that they would both benefit and benefit from.
DemE
DemE is a warforged made to be demolitions expert. After the war ended, and warforged were given full citizenship, DemE swore off violence and entered a temple of Boldrei. She grinded off all sharp edges on her body, and repurposed it for relaxation, adding steam vents in her legs, soothing herbs in hear headpiece, and magic runes of healing to her hands. Her intense devotion led to her gaining divine powers and becoming an official cleric of the church. Now she works in Boldrei's Spring, helping others recover from the trauma of the war that she herself still seeks to overcome.
Kloysa, Druid of War by @KOr1_Robit
CIRCLE OF WAR
On the edges of society, there are tribes of people that fight against the extra-planar horrors that bleed into the material plane. Embracing this life of conflict, some tribes have made their home in manifest zones to Shavarath, the Battleground. Living under the influence of the plane of war heightens their senses for battle and speeds up their training. Druids of these tribes understand that there is a sliver of every person on every plane, and a sliver of every plane in each person. If this is true, then war and violence are a natural part of the world, and a force they can tap into. They will lead the fight, whether it be from the back commanding units or from the front disrupting the enemy personally. Metal is often incorporated into their armor and weapons, as it is both from the earth and necessary tool of the trade. Because of the planar influence, these druids usually embody the values of either the Legion of Justice or the Legion of Tyranny, the opposing legions of Shavarath.
ADVANCED ARMAMENTS
2nd level Circle of War feature
Your connection to The Battleground allows bonds you with your armor, allowing nature to enhance it.
You can bond with one magical or non magical set of armor you are proficient in by performing a special ritual while wearing it. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the armor (no action required) while wearing it, shunting it into an extra-dimensional space. While it's dismissed, as an action, you can summon the armor donning it instantly. You can't affect an artifact or a sentient armor in this way. The armor ceases being bonded to you if you die, if you perform the 1-hour ritual on a different set of armor, or if you use a 1-hour ritual to break your bond to it. The armor appears at your feet if it is in the extra-dimensional space when the bond breaks.
When you summon the armor, nature grows around it giving you an extra +2 AC until the next instance of damage you take. You can't benefit from this effect again until you take a Short Rest
DIVINE CONSCRIPTION
2nd level Circle of War feature
In addition, the legions at war in Shavarath each seek to recruit you to their cause. Choose one of the following legions to join, gaining an ability upon doing so.
Justice: You control the battle field through manipulating your spells. When you cast a spell that has concentration, and a continuous area of effect who's shape is a sphere, cube, or cylinder, you can use your bonus action during the duration of the spell to move the area of the spell up to 20 feet. If a creature would make a saving throw only if they are in the area of the spell as it is cast, they instead make the saving thro2 the first time they enter the spell's effect area during the duration of the spell, resisting the effects of the spell till a long rest if they succeed the saving throw.
Tyranny: Using a bonus action and expending a use of your wildshape, you merge a melee weapon with your arm. Wood, stone, and metal form around your forearm, merging and replacing your hand with the weapon. This effect lasts for 1 minute, or until you will it to end. The weapon has its reach extended by 10 feet and deals an extra 1d6 force damage. If you hit a creature with an attack from this weapon, you can pull yourself adjacent to the creature, or pull the creature adjacent to you. A creature can make a Strength Save vs your Spell Save DC to avoid being pulled.
MIND OF WAR
6th level Circle of War feature
Your ferocity for battle is seen and felt by others. You gain a magical benefit based on the legion you selected at 2nd level.
Justice: Your control over your spells allows you to cover a wider range. As an action, you can expend a use of your wildshape to target a spell under the effect of your Divine Conscription feature, you can split the area of effect of that spell into two areas each half the size of the original. You can control both using your bonus action. You can't use this effect if one side of the area would be smaller then 5 feet.
Tyranny: When you make a melee weapon attack with a weapon benefiting from your Divine Conscription feature, you may expend a spell slot of up to 5th level. If you do, the attack gains a +1 to hit for each level of the spell and deal an extra 1d6 force damage per level of the spell slot if it hits. In addition, the creature you hit makes a Wisdom saving throw versus your Spell Save DC. For every level of the spell slot above 1st you may either increase this DC by 1, or target another creature within 10 feet of you. Any creature who fails this saving throw is under the effects of the Confusion spell until the end of their next turn.
CRITICAL MANEUVER
10th level Circle of War feature
You become accustomed to the very nature of pain. No war is black and white though, and to reflect this conflict, pick from any option:
Justice: As a reaction to taking damage, you half the damage you would have taken. Once you use this ability, you must wait until you finish a long rest before you use it again.
SWITCHING SIDES
In any war there are always defectors. If your DM allows it, you can switch legions, loosing the abilities of your current legion and gaining the abilities of your new legion. Any new abilities you gain will be in the new legion. Critical Maneuver is the exception, and should stay the same if you switched legions after gaining it. This is to reflect the complicated nature of war and its grey areas. A player switching sides should discuss with their DM how this effects their character, and if any sort of repercussions, physical or mental, occur.
Tyranny: As a reaction to dealing damage to a single target, you cause that target to become vulnerable to the damage it takes. Once you use this ability, you must wait until you finish a long rest before you use it again.
ASPECT OF WAR
14th level Circle of War feature
You fully embody an aspect of the plane of war based on the legion you choose at 2nd level.
Justice: Your mastery of the battlefield leaves no escape route. You know the Blade Barrier spell. In addition, your Divine Conscription feature now extends to spells that create walls. As a bonus action, you can move any wall you created through a spell, as long as no portion of the wall moves more then 20 feet or into another creature's space.
Tyranny: You become a typhoon of death, bringing dread to your enemies. As part of expending a use of your wildshape for any reason, you conjure a whirlwind of blades that attack adjacent enemies. Until the feature or ability using your wildshape ends, creatures of your choice that enter, or start their turn, within 5 feet of you must make a Dexterity saving throw vs your Spell Save DC or take 2d6 force damage, or half on a success. If a creature fails this saving throw, and was under the effects of the confusion spell from your Mind of War feature, that effect is extended to the end of the creatures next turn.
A DYADIC COMMUNITY
Druid communities under the influence of Shavarath manifest zones tend to live on the outskirts of civilization, forgoing modern advancements for a connection to nature. This goes doubly for those connected with the plane of war, as their naturally violent tendencies often clash with orderly society. To combat this, populations don't often grow too big in order to maintain a sense of interconnectedness, and to support each other against the negative effects of the planar energies. Below are some general descriptions of these communities to help you design your own. There is also an example of a community, The Endless Hunt that you can use if you want.
THE MISSION
Each community has a communal mission. This mission acts as a lighting rod for the people, allowing them to channel the violent planar energies in a safe manner. Without it, people will fall to infighting and violence. Consider what your community's goal is. Do they exist to safeguard an important relic or location? Are they charged with eliminating fiends or aberrations from the plane? The community can have other interests in the world at large, but this goal should be the primary anchor for the community. These goals don't usually stray too far towards the values of Justice or Tyranny. How a tribe accomplishes their goals is another matter and can depend on the character of the leader.
TRIBAL LEADERSHIP
The leader of a community is determined through a ritual contest of violence. This could be anything ranging from a fist fight, to the hunt of a dangerous creature, to a duel with subterfuge and poison. The winner can also range from victory to who displays their community's values best. Anyone may officially challenge the leader for the right to rule. This can happen at any time except for during a battle, during which the leader must be free to lead. The character of the leader has a strong impact on how the manifest zone affects the community at large. An overly cruel leader may see petty crime and selfish violence spike. An aggressively virtuous leader may see unnecessary deaths and injuries in the name of justice and mercy. Balancing these virtues in themselves, and in the community, dampens the effects of the plane, and is therefore one of the responsibilities of the leader. While being the primary source of authority, their power and influence is kept in check by The Speakers of the Legions
THE ENDLESS HUNT
The Endless Hunt lives in a northern, temperate, portion of the Eldeen Reaches forest. Their core tenants are Strength and Control. What good is power if you don't have the finesse to use it?
Shavarath has caused the creatures of the forest around the tribe to grow large and violent, mutating new features designed for carnage. Normally peaceful creatures have turned violent and dangerous. The Endless Hunt has settled here with the mission of keeping these creatures in check. Many of their ceremonies and celebrations involve competitive hunting.
KLOYSA OF THE ENDLESS HUNT
Kloysa has been the leader of The Endless Hunt for over a decade. When she challenged the former leader, the contest was to hunt a dangerous creature while showing both strength and control. Their target was a particularly aggressive and mutated bear that had been causing trouble. During the challenge, the Speakers lost sight of the two when the bear knocked over a tree, kicking up debris in the air. When the foliage settled, she was left standing over the corpses of both the bear and the former leader. No one is exactly sure what happened in the forest that day, but since then her reign has been unchallenged. She values personal strength and responsibility above all else, and is constantly looking for new outlets to channel the community's violent urges. This is both to counter the effects of the manifest zone, and to keep an eye on those who would challenge her reign.
SPEAKERS OF
THE LEGIONS
The Speakers of the Legions have unique connections with the legions of their namesake in Shavarath. They act as voices for the ideals they represent, and provide wisdom to the leader and community at large. They act as a balance against the leader, and hold great sway over the community. Speakers are barred from becoming leaders, and vise versa, in order to keep the leadership, and therefore the planar energies, balanced. Good speakers exemplify their legion, but do not let it fully define them. They are the pillar of that legion's values in the community, and are often used as guideposts for people who hold that virtue in high regard. Speakers are chosen by their predecessors. A child who is sensed to be blessed by a particular Legion will be selected and trained in their philosophy, and the history of their community. There are two Speakers: The Speaker of Justice and the Speaker of Tyranny.
SPEAKERS ISOL & OSKIM
Speakrs Isol and Oskim are the Speakers of Justice and Tyranny respectively. Isol is known as a master negotiator and leader. In his youth he was known for tactical plans that allowed the tribe to take down any creature they came across. Nowadays he is seen mediating conflicts between residents, coordinating hunting parties, and advocating for the protection and safety of his tribe. Oskim on the otherhand believes in the strength of the individual, and will do anything for victory. Before he was Speaker, he would often be seen dissapearing into the woods, only to be seen emerging with some unspeakably dangerous creature on his back. As the Speaker of greater influence currently in the tribe, Oskim can often be found offering consul to Kloysa. Under his mentorship, the tribe has taken a more aggressive leaning. While this has lead to a decrease in dangerous monsters in the region, some worry about the safety and morals of the tribe itself.
Duushra, Paladin of Change by @KOr1_Robit
OATH OF CHANGE
Can one find faith in something new? Can people put their trust in the unknown? Paladins who follow the Oath of Change believe so. They have seen what stubbornness has done to people, the pain that forced expectations brings, and refuse to be held by them. They have been touched by Kythri, the plane of Chaos, and now seek to guide people through seasons of change.
Many paladins who follow this Oath tend to conflict with laws and society, finding their absolutism amoral. Instead, many of these paladins can be found wandering from place to place, advising those caught in tough situations, helping people escape oppressive contracts, and being catalysts for change in individuals and societies.
TENETS OF CHANGE
The tenets of the Oath of Change drive a paladin to seek out oppressive laws and rigidity, and to bring about positive change in the world using whatever means necessary.
Embrace the Chaos. Life is chaotic and impossible to predict. Don't try to. Be open to the small and big changes in life. Open your mind to the unexpected.
Be Adaptive. Rigidity leads to stagnation. Always adapt to your new circumstances, and be ready to try new things.
See the Whole Picture. Don't get caught up in your plans. Strive to see the big picture in life, and all the different paths that can originate from your current place. Good can come from anywhere.
OATH SPELLS
3rd level Oath of Change feature
You gain oath spells at the paladin levels listed in the Oath of Change table.
OATH OF CHANGE SPELL LIST
| Paladin Level | Spell |
|---|---|
| 1st | Chaos Bolt, Disguise Self |
| 2nd | Alter Self, Enlarge/Reduce |
| 3rd | Glyph of Warding, Magic Circle |
| 4th | Conjure Minor Elementals, Polymorph |
| 5th | Hallow, Dispel Evil and Good |
CHANNEL DIVINITY
3rd level Oath of Change feature
You gain the following two Channel Divinity options:
Shifting Terrain
You can use your Channel Divinity to manipulate the terrain around you. As a bonus action, you affect the terrain within a 30 foot sphere originating from a point you can see for 1 minute. When you create the sphere, you must choose one of the effects below, which lasts until the start of your next turn. At the start of your turn you must then choose a different effect, but cannot choose one that you have previously chosen. Once all effects have been chosen, you can then choose any effect to start this cycle again.
- Restrictive Terrain: A creature spends 10 feet of movement to move 5 feet within the terrain. In addition, they have disadvantage on rolls to resist being grappled or restrained.
- Normal Terrain: The terrain continues to be, or returns to, its original form.
- Favorable Terrain: A creature spends 5 feet of movement to move 10 feet within the terrain. In addition, they have advantage on rolls to resist being grappled or restrained.
Chaos Warp
You can use your Channel Divinity to try to manipulate a spell being cast. As a reaction, you target a creature casting a spell within 60 feet. If the creature is casting a spell of 4th level or higher, make an ability check using your Charisma. The DC equals 10 + spell's level. If it is casting a spell of 3rd level or lower, you automatically succeed the role. On a success, the spell becomes Cure Wounds, but is still cast at the same level as the original spell. If the original spell had no target, Cure Wounds targets you.
SHIFTING FORTITUDE
7th level Oath of Change feature
You emanate an aura of shifting protection for you and allies within 10 feet. You and your allies can add your Charisma modifier to either your Strength and Dexterity saving throws, Constitution and Wisdom saving throws, or Intelligence and Charisma saving throws. This ability can let you add your Charisma modifier twice. After a short or long rest, you must choose a different option, which lasts until the end of your next short or long rest, but cannot choose one that you have previously chosen. Once all options have been chosen, you can then choose any option to start this cycle again.
CONTROL GRAVITY
15th level Oath of Change feature
You can manipulation over the laws of nature let you manipulate gravity to a greater extent then others. You can cast Reverse Gravity once without expending a spell slot. As an action on future turns, you can rotate the cylinder in any direction, and you can move the cylinder up to 30 feet in any direction to a point you can see. Once you cast the spell this way, you can't do so again until you finish a long rest.
Avatar of Chaos
20th level Oath of Change feature
You channel the chaos of Kythri around you, forcing everything to change. As a bonus action, you gain the following benefits for 1 minute:
- A sphere of confusion is created in a 30 foot sphere centered on yourself. Whenever creatures of your choice willingly enter the sphere, or start their turn in the sphere, they must make a Wisdom saving throw vs your spell save DC. On a failure, the creature must use the rest of its movement to immediately move in a random direction.
- Creatures of your choice within 15 feet of you can not attack the same creature two turns in a row, and can not cast a spell targeting or damaging the same creature two turns in a row.
FREEDOM TO CHANGE
Some people have a touch of chaotic energy from Kythri in their lives. This can lead to violent or mismanaged lives as they struggle with this nature within them. Some people have used religion to help control and channel the chaotic energy, and for some it has led to a strong calling. These people are Paladins who take the Oath of Change. For them, something rigid has brought injustice in their eyes. People's, or societie, unwillingness to change has brought hurt in their lives, or someone they know, and now they refuse to let it continue. These Paladins believe in Freedom, and the mandate to adapt to new information and circumstances. To become set in ones ways and complacent is equivalent to giving up on their oath. Below is some information and questions you can use to help create your Paladin, as well as Duushra, an example of one such Paladin and her story.
INCITING INCIDENT
To become a Paladin is no small decision, and most Paladins who follow the Oath of Change have some sort of inciting incident to push them towards this life. Maybe they were religious before, or maybe this incident spurred the faith, but before the incident they were content with their place in the world. Something changed though that challenged their beliefs and demanded action. Consider what kind of incident this was for you. It could be something personal, like societies unwillingness to accept you for a job based on who you are. Maybe your town has a ritual that they believe always has to be followed, and you did too until you saw the pain of it up close.
RELIGION & CHANGE
Oath of Change Paladins can be a part of any religion. Consider if your deity is focused on change, or if you are focused on change within your deity's domain of influence. You could be a follower of Aureon always seeking new knowledge, or maybe you follow the Blood of Vol seeking to change yourself and bring out the deity within yourself. Sometimes the touch of Kythri can lead to a drastic change in religious belief or deities in the process of your inciting incident. Do you still believe in the same deity as before? Did you gain faith through this incident? These changes could be small, like focusing on a different deity in the Sovereign Host, or as drastic as switching from the Sovereign Host to the Dark Six, or from being agnostic to believing in the Silver Flame.
DUUSHRA
Duushra is a Hobgoblin from a town in Darguun. She worked in the equivalent of a middle management position within the leadership of her clan, having a say in things while not being able to affect much. One day, a goblin friend of hers was severely beaten and killed by a superior for a minor mistake that wasn't their fault. She tried to stop it, but the laws of her society meant that she was powerless. In a moment of despair and desperation, she received a vision from The Traveler who called her to travel all of Khorvaire, learn how every society conducts itself, and find a better path for her people.
A SUDDEN VISION
When Duushra say her friend killed by the laws of her society, she blacked out from the grief and despair. In that darkness, she saw the vision of a cloaked figure, traveling down a path. As they walked down the path she saw courts, small town justice, neighborly squabbles, and all kinds of disagreements and conflict solving systems. The cloaked figure offered no judgement on any of them, simple briefly looked at each as they continued their trek down the trail. At some point, she found herself next to the cloaked figure. With an open trail in front of her, they spoke one word that reverberated through her spirit: "CHANGE!" When she came to, the vision lingered in her mind, until eventually she took it as a sign of being called by The Traveler, and set off on a journey to fulfill that calling.
THE MISSION
Those who follow an Oath of Change have some sort of mission. They are searching for answers of some kind, whether that be for themselves, for individuals, or for communities. Consider what sort of change your Paladin is seeking? Maybe they seek to like in a constant state of change in the hope that what is true about themselves will settle and remain. Systemic injustice could have driven them to find a solution outside of their known community. They could have undergone the change themselves already and now seek to help others change in a similar, beneficial way. Maybe their mission even changes at the whim of their deity. While the inciting incident kicks off their journey, their mission should be what sustains them.
The Perfect Society
Duushra initially set out to find a better way for her clan to live. She was tired of seeing people die for petty reasons and for disorder to reign supreme in their hierarchy. As she began to travel the lands, she learned new ways for societies to conduct themselves. She studied stories about the rise and fall of countless civilizations. A curious trait she discovered is that different systems worked for different people. She was shocked at the strictness of The Trust in Zillargo and intrigued by the honor and freedom of The Znir Pact. From all this exposure, her mission shifted. She no longer wanted to find a better society for her clan, but a perfect system for all peoples.
Cover and section art done by Velga the Oberserver (@velgatheobserver)
Thank you to everyone who submitted work to this document, and to all those who helped our creators reach this point. I hope your work gives you a sense of pride after many sessions in the dungeon and workshop.
Special thanks to u/Thane who has been with me since the start of this server and helped put together this doc and design our trade dress! Thank you for helping to make this project/server worth it. I appreciate you more then you know.
The Playtest Dungeon is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.




