Samroa's Tome of Sanity

by DrakeBigShep

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Artificer

Arcane Tailor Artificer

The phrase 'dress for success' is passed around many a habberdashery. Some artificers, hearing this phrase, take up the role of an Arcane Tailor, creating high quality, professional garments to garnish them and their allies. These elegant garments keep allies protected, while able to project confidence and poise to every corner of the battlefield.

Tailor's Spell list

Level Spells
3rd Armor of Agathys, Disguise Self
5th Alter Self, Enlarge/Reduce
9th Crusader's Mantle, Tiny Servant
13th Freedom of Movement, Fabricate
17th Passwall, Seeming

Tools of the Trade

Starting at 3rd level, you begin to specialize in weaving fabrics into high quality, professional clothing. You gain proficiency in Weaver's tools and can use it as a spellcasting focus for your Artificer spells. If you already have proficiency in Weaver's Tools, you can gain proficiency in another artisain tool of your choice.

Arcane Attire

Also at 3rd level, you can weave fabric into elegant clothing infused with protective magic. While wearing clothing you made using your weaver's tools, you can use your intelligence modifier in place of your dexterity modifer for calculating your AC.

Additionally, when you complete a long rest, you can create a piece of fancy clothing using your weaver's tools, such as a tie, cummerbund, or jacket. When equipped by a non-hostile target, they can use your intelligence modifier to calculate their AC instead of their dexterity modifier. This lasts until they take a long rest where the magic will fade from the accessory, becoming a mundane, albeit elegant, piece of clothing. You can make additional accessories when you reach further levels in artificer: two at 6th level and three at 15th level.

Dress to Impress

At 5th level, your expert tailoring allows you to present yourself with social poise and confidence. When you complete a long rest, you can choose to add your Intelligence modifier (minimum of +1) to one of the following skills- Persuasion, Performance, or Intimidation. This benefit lasts until your next long rest.

Additionally, you create and wear a signature accessory to define your personal flare- a masterwork piece tailored to an aesthetic of your choice. Choose one aesthetic from the list below and consider describing what the accessory itself looks like. While wearing this accessory, you may use your Intelligence modifier in place of another ability score modifier when making saving throws of that type. When you gain a level in artificer, you may change your signature accessory to match another aesthetic from the available list.

Aesthetic Saving Throw
Business Charisma
Education Wisdom
Sleek Dexterity
Athlete Strength

Empowered Ensemble

Starting at 9th level, you trust in your craft becomes a guiding force on the battlefield. You learn the Bless spell without impacting your number of artificer spells known. You can cast it to benefit all targets effected by your Arcane Attire without expending a spellslot or needing you to concentrate on it. You must complete a long rest before you can use this feature again.

Weave of the Weave

Starting at 15th level, your masterwork tailoring can shield your allies from harm with threads that provide resistance to energy. When you grant a creature your Arcane Attire, you may also imbue their accessory with resistance to one damage type of your choice of either acid, cold, fire, lightning, poison or thunder. You and each of these creatures gain resistance to that damage type until they complete a long rest.

Easel Weaver Artificer

The Easel Weaver is an Artificer who blends magic with artistic skill, using their creations to influence the world around them. They can bring their drawings and paintings to life, whether by crafting temporary constructs, illusions, or even finding a more explosive use for their discarded ideas. Their magic is tied to their artistic expression, allowing them to channel creativity into tangible effects.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Painter's supplies and can use them as an arcane focus for your Artificer spells and features. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Easel Weaver Spells

Level Spell
3rd Color Spray, Chromatic Orb
5th Invisibility, Mirror Image
9th Hypnotic Pattern, Major Image
13th Hallucinatory Terrain, Fabricate
17th Bigby's Hand, Creation

Scrapbook Explosives

Starting at 3rd level, you figure how to put those concept paintings to use, turning medicore ideas into an explosive munition. When you finish a long rest, you can use your painter's supplies to turn a number of Scrapped Sketches equal to your Intelligence Modifier into colorful explosives.

As an action you can throw one of these explosives to a spot you can see within 60 feet. The Scrapped Sketch bursts into a colorful burst, requiring all creatures within a 15 foot radius to make a Dexterity saving throw against your spell save DC. The effects of each burst depend on the scrapped idea; you can choose one of the following when you throw one of your scraps:


Pose Study. Creatures that fail their saving throw take 1d6 force damage, and those that succeed take half as much. This damage increases by 1d6 when you reach 5th, 11th, and 17th level.


Landscape Practice. Creatures are pushed up to 10 feet directly away from the explosion.


Color Study. Creatures that fail their saving throw become blinded until the end of your next turn.


Senseless Scribbles Creatures must make a Wisdom saving throw or have disadvantage on their next attack roll or saving throw.

Color Palate

Starting at 5th level, you develop a preference for a particular color scheme to use in your artwork. Whenever you complete a short or long rest, choose acid, cold, fire, lightning, poison, or thunder. The damage type of your Pose Study changes to this camage type and you can add your Intelligence Modifier to spell that deal that type of damage and your Pose Study Scraps.

Realistic Illustration

Starting at 9th level, you gain the ability to create highly realistic illusions. You learn the Silent Image spell, which doesn't count against your number of spells known. When you cast Silent Image, you can spend an additional 1 minute to make the image feel real if it is physically interacted with. To determine if the illusion is real, a creature must succeed on an Intelligence (Investigation) check against your spell save DC.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain expended uses after finishing a long rest.

Art Barrier

Starting at 15th level, you can transform a simple illustration into a tangible barrier that provides protection. As a bonus action, you can create a vivid barrier in a space within 30 feet of you. This barrier grants three-quarters cover to you or an ally behind it. The barrier is stationary and lasts up to 1 minute. You and your allies can move through the barrier without hindrance.

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

Jewelcrafter Artificer

Jewelers are masters of shaping precious metals and gemstones into brilliant garments that spare with an almost arcane brilliance. Where others see mere ornament, some see potential- a pendant that shields its wearer, a ring that can heal grevious wounds, a crown that shimmers with stored magic. Every cut of a gem is as important as the words of a spell, every linked chain a lattice of arcane circuitry.

Tool Proficiency

When you choose this subclass at 3rd level, you gain proficiency with jeweler’s tools. If you already have this proficiency, you may instead gain proficiency in another type of artisan’s tools of your choice.

Jewelcrafter Spells

Level Spells
3rd Bless, Charm Person
5th Calm Emotions, Crown of Madness
9th Catnap, Incite Greed
13th Charm Monster, Compulsion
17th Dominate Person, Geas

Fantastical Jewelry

Also at 3rd level, your craftsmanship infuses your jewelry with subtle wards and enhancements. When you finish a short or long rest you can use valuable gems and metals to create a piece of magical jewelry using your jeweler’s tools. The jewelry can be an earring, necklace, or ring. The jewelry loses its magic when you complete a long rest, and instead of crafting one you can reinfuse a pre-existing jewelry you have created.

You can create a number of magical jewelry pieces equal to your intelligence modifier, regaining all uses when you complete a long rest. While a creature is wearing your mystical jewelry, they gain either a +1 bonus to AC or attack rolls (you choose when creating the jewelry) and it cannot be removed against the wearer's will. A creature may not benefit from more than one piece of jewelry at a time.

When you craft a piece of jewelry, you may apply an artificer infusion to it without expending one of your uses for the day, but you cannot apply one this way until you complete a long rest.

Adorned Infusions

Finally at 3rd level, you can change one of your infusions active when you complete a short rest.

Gem Appraisal

Starting at 5th level, you can read the resonance of precious stones as easily as others read ink, discerning their hidden magical or mundane properties. You gain proficiency in your choice of either Perception or Investigation. If you already have proficiency in both of these skills, you gain an additional proficiency from the choices available to Artificer. Additionally, you gain the ability to, as a magic action, you can spend a spellslot of 1st level or higher to magically sense anything made of or containing any gemstones or precious metals within 150 feet of you.

Resplendent Adornments

Starting at 9th level, your jewelry can gleam with layered enchantments. Every piece of your Fantastical Jewelry can now hold 2 unique infusions each.

Arcane Treasury

Starting at 15th level, your jewelry becomes a vault of magic itself. When you use your Spell-Storing Item feature with your Fantastical Jewelry, you can store a spell from the Artificer, Cleric, Druid, or Wizard spell lists. Artificer spells can be stored at 1st–3rd level; all other spells are limited to 1st or 2nd level.

Additionally, when you finish a Long Rest, you can use your Spell-Storing Item feature on a number of Fantastical Jewelry pieces equal to half your Intelligence modifier (minimum of one, rounded up) but only one piece of jewelry can contain a 3rd-level spell at a time.

Barbarian

Path of Blood Ink Barbarian

Within the bones of the world, ancient sigils are drawn in blood. Rituals long forgotten by civilized minds. An ancient art of using illustrations painted in the blood of one's enemies, forcing those who practice this art to walk a line between creativity and madness. Their blood is your ink, and your blade is the brush. To walk this path is to embrace the untamed and unrestrained forces that flow through us all.

Bloody Sigils

Starting at 3rd level, your weapon begins to soak up the blood of your enemies, allowing you to use it to paint or carve sigils that channel ancient and devestating powers. You gain a new resource called Blood Ink. You can have a number of charges equal to 1 + your Constitution modifier. Whenever you successfully land an attack with a melee weapon while raging, you gain a charge of Blood Ink. You can spend these charges on Blood Sigils as a bonus action. You learn 2 Blood Sigils at 3rd level and learn an additional sigil at 6th, 10th, and 14th levels. Whenever you gain a level in the barbarian class, you can swap one of your Blood Sigils for a new one. The DC for any saving throws required by your Blood Sigils is based on your Constitution modifier. Your Blood Ink charges reset to 1 whenever you complete a long rest.

Blood Reading

Starting at 3rd level, you know the flow of blood through the bodies of people and the creatures of nature both, and how to use your sigils to read it. You can expend a charge of Blood Ink to grant yourself advantage on a Medicine, Animal Handling, or Athletics check. You also gain proficiency in Painter's Supplies if you didn't already have it.

Clarity of Mind

Starting at 6th level, you are skilled enough to calmly use your sigils and with the clarity to use extra blood when needed. You can now use your Blood Sigils while not raging. Additionally, while you are raging you can expend an addition Blood Ink to increase the range of Tremor, Tyrant, and Destruction by 5 feet; you can add your strength modifier to Rot and Aegis; you can add an additional 20 feet to Tiger, and Slaughter applies to one additional attack.

Ancient Imposition

Starting at 10th level, your illustrations with blood are impressive but horrifying, and you learn how to exploit that. You can expend a charge of Blood Ink to grant yourself advantage on an Intimidation, Performance, or Insight check.

Blood Burst

Starting at 14th level, you have reached full mastery of the ancient blood arts and can release them in an explosive blast. As an action, you trace a Mark of Eruption on your own chest to expend a number of Blood Ink charges up to 4, to release an explosive burst. All creatures within 10 feet of you must make a constitution saving throw. On a fail, each target takes 1d12 necrotic damage for each Blood Ink you possess, adding both your strength modifier and rage damage. On a success they take half damage. You automatically succeed on this saving throw. Additionally, you double your proficiency bonus when making checks with Painter's Supplies.


Sigils

Mark of Rot. You carve a rancid sigil of death into a target. Make a melee attack roll. On a hit, you deal 1d4 necrotic damage. The damage increases as you gain levels: 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.


Mark of Tremors. You stamp a mark into the ground at the feet of a target. The target and any creature of your choice within 5 feet of them must make a constitution saving throw or fall prone.


Mark of the Tyrant. You create a terrifying mark of tyranny on a target. The target and any creature of your choice within 5 feet of them must make a Wisdom saving throw or become frightened by you until the end of your next turn.


Mark of Destruction. You carve a mark signifying destruction. When used on an object, it takes 6d8 force damage. If the object is destroyed, any creatures within 5 feet, except yourself, must succeed on a Dexterity saving throw or take 1d6 force damage from shrapnel.


Mark of the Aegis. You gently trace a protective mark on a target you can see within your range, including yourself, granting them temporary hit points equal to 1d4 + your Constitution modifier.


Mark of the Tiger. You quickly trace this sigil under your own feet or the feet of a friendly target. The target must make a Constitution saving throw. On a failed save, they are launched 20 feet in a direction of your choice. They can choose to fail this save.


Mark of Slaughter. You carve a sigil of murder into a target, marking them for death. The next attack made against the marked target by a creature other than you is made with advantage.

Path of the Outlaw

Path of the Outlaw barbarians are those who have been wronged by the law, forced to live on the run. Their fighting style reflects their desperate, survivalist nature, using whatever they can grab to fend off their enemies—even if that means using one foe against another.

"Nothing enrages a man more than being accused of a crime they didn't commit."

No More Running

Starting when you choose this path at 3rd level, your refusal to flee manifests in your combat style, take a head-on last stand approach. While raging, when you make a successful attack on a target, you can attempt to grapple them as a bonus action. Additionally, at the end of each of your turns while raging, you automatically deal your rage damage to any target you have grappled.

Thin the Herd

At 6th level, your ability to use your surroundings and enemies to your advantage has become quite literal. You gain proficiency in improvised weapons. Also, while raging, if you have a creature grappled, you can use them as an improvised melee weapon,provided the creature's weight does not exceed your carrying capacity. This attack deals 1d8 + your Strength modifier in bludgeoning damage to both the creature used as a weapon and the target and has a +1 bonus to attack and damage rolls. This bonus increases to +2 at 10th level, and to +3 at 14th level. The attack uses the same role for both targets.

Natural Survivor

At 10th level, your survival instincts are honed to perfection. You gain proficiency in the Survival skill. If you already have proficiency, you instead gain expertise, allowing you to add double your proficiency bonus to Survival checks. Additionally you have become much more elusive. Creatures cannot gain advantage on checks to track you using features such as Hunter's Mark.

Meat Shield

At 14th level, you learn to use your enemies as protection. While you have a creature grappled, your AC is increased by 2. Additionally, if an attack misses you, you can use your reaction to position your meat shield in front of the blow. The grapple ends, and the creature takes half the damage from the attack.

Path of Arcane Fury

Many barbarians scorn magic as the domain of cowards and weaklings, but not you. Whether you were orn under a storm-wracked sky or given a magical glyph at birth, your rage is infused with raw arcane power that erupts at your command. You wield spells like war cries and channel forgotten rituals and cantrips with brute strength behind every incantation. To you, magic is another weapon, and like all weapons, it’s better when swung with both hands and a battle cry.

Arcane Fury Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Arcane Fury

When you choose this path at 3rd level, you learn to use your mind as a shield. You can use your Intelligence modifier in place of Dexterity when calculating your Armor Class. Additionally, Arcana is added to the list of proficiencies you can gain using your Primal Knowledge feature.

Furious Magic

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn two cantrips of your choice from the Wizard spell list. You learn an additional Wizard cantrip of your choice at 10th level.

Spell Slots

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

Spells Known of 1st Level and Higher

You know three 1st-level Wizard spells of your choice.

The Spells Known column of the Wizard Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be from the Wizard spell list, and must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Surge

Also at 3rd level, You can channel the fury of your rage into arcane rituals. You can expend one use of your rage to cast a spell with the ritual tag that you know using its normal casting time instead of the extended ritual time without expending a spellslot.

Spellforged Armament

Starting at 6th level, your rage fuels not only brute strength but arcane invention, allowing you to shape weapons from raw magic and cast spells through brute force. You learn a cantrip of your choice that uses a melee weapon as part of the casting materials, such as booming blade, without impacting your number of cantrips known. When you enter a rage, choose a cantrip you know and you can conjure a melee weapon of your choice. That weapon's damage type is the damage type of that cantrip and it lasts lasts until your rage ends or until you move more than 30 feet away from it.

Alternatively, you may choose a melee weapon you are holding. That weapon deals damage of the chosen cantrip’s damage type until your rage ends.

While raging, when you take the Attack action with this weapon, you can replace one of your weapon attacks with the casting of a cantrip using a melee weapon as part of its material components.

Primal Guard

Starting at 10th level, you can direct your magic to absorb damage while your rage is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

Arcane Outburst

Starting at 14th level, your rage now supercharges your spellcasting, turning rituals into immediate, volatile power. When you use a use of your rage to cast a ritual, its casting time becomes one action and you can enter a rage as part of casting the spell while still maintaining the ritual for its duration, even if it requires concentration. When you do this, you gain resistance to your choice of fire, lightning, acid, thunder, or cold damage for the duration of the rage.

Path of spines

Growth without restraint and instinct without boundary. This is how the animals of the wild live, instead keeping itself in check only by the limitations of their sorroundings. Without these limits, claw and nail grow unchecked and unmanagable. Whether by ancient ritual, or simply being born unlucky, barbarians who walk this path bear the brunt of this excess, learning to weaponize it as a method to keep their own growth in line.

Spined Hide

When you embrace this path at 3rd level, dense spines begin to grow from your back, providing natural protection. While not wearing armor, your AC is calculated as 13 + your Constitution modifier, however the unpredictable growth of your quills prevent you from properly wearing armor and clothing needs to be tailed specifically for your spines to not be damaged. You can wear a shield and still gain this benefit.

In addition, your strange adaptation manifests with an unsettling quirk. Roll a d4 or work with your DM to choose one distinct physical trait.

d4 Trait
1 A constantly running nose
2 Bristly patches of smaller spines on the arms and legs
3 Gnarled teeth with small lower tusks that cause light drooling
4 Long, wild, and untamable hair

Quill Spray

Also at 3rd level, you learn to weaponize the constant regrowth of your quills. You gain a number of Quills equal to half your Barbarian level (rounded up) + your Constitution modifier (minimum of 1). When you enter your rage, or as a bonus action while raging, you can expend one of these charges to spray quills outward in all directions. Each creature of your choice within 5 feet of you takes piercing damage equal to your Rage Damage. This damage counts as an unarmed strike for the purpose of features and items that modify them.

You regain half of your expended Quills when you finish a long rest (rounded down), and 1 Quill whenever you spend a Hit Die to regain hit points.

Because your body’s regenerative process demands immense fuel, you must consume twice the normal amount of food each day. If you fail to do so, you don’t regain any Quills when you finish a long rest.

Viscious Goop

Starting at 6th level, when you rage, you begin to produce excess mucus, much to others' dismay, but it makes an excellent coating for weapons. Before you roll to make a weapon attack roll or unarmed strike while raging, you can expend a charge of your Quills to coat your weapon in sticky mucus that causes the target to to have their movespeed reduced by 10 on a successful hit.

Bristly Back

Starting at 10th level, your natural viciousness causes you to grow even more excess spines. When you activate rage, you regain a number of expended quills equal to your Constitution modifier (minimum of 1).

Additionally, your reckless posture is guarded by your coat of spines. When you use your Reckless Attack feature, only creatures directly in front of you gain advantage on attack rolls against you until the start of your next turn. The DM determines which creatures fall within this area.

Warpath

Starting at 14th level, every spray of your quills sends your pulse racing faster, driving you into a relentless frenzy. Whenever you expend a Quill, your movement speed increases by 5 feet until the end of your next turn. This movespeed is cumulative up to 15 feet and its duration refreshes every time you use Quill Spray or Viscious Goop.

While benefiting from this feature, once per turn when you hit with a melee weapon attack or unarmed strike, you can add your Constitution modifier to the damage roll.

Bard

College of Illustration Bard

A sketchbook in hand and a mind full of ideas. Bards of this college are always sketching, putting their ideas and creativity onto paper. Some get so skilled that the magic they weild can bring their illustrations to life, able to change the very world around them with their art. They enjoy a moment to show their art to the world, making them physical and capable of interacting with things or aiding their allies. Illustration is a method of entertainment as well, afterall.

Bonus Proficiencies

Starting at 3rd level, you gan proficiency in Performance and Painter's Supplies. If you already have proficiency in performance you may choose another proficiency from those available to bard. If you already have proficiency in painter's supplies, you can choose another artisian tool of your choice. You can also use your Painter's Supplies as an arcane focus to cast your bard spells.

Quick Concept

Starting at 3rd level, you're skilled enough to do crude sketches within seconds that you can manifest to help allies. As a reaction, when a creature within 60 feet of you that you can see or hear makes an attack roll or ability check you can expend a use of your Bardic Inspiration to conjure a temporary, physical version of a drawing you've made. You can sketch the following doodles.


Crude Shield. You quickly sketch a shield, which manifests in front of a creature that is attacked, granting them a bonus to their AC equal to your Bardic Inspiration die against the triggering attack.


Fancy Weapon. You draw a fancier version of the weapon they currently hold. It momentarily alters their weapon and allows them to add your Bardic Inspiration die to their next weapon damage roll.


Butler. You quickly draw what you think an assistant for them may look like. It helps them, allowing them to add a roll of your Bardic Inspiration die to the triggering skill check.

Expanded Repitoire

Starting at 6th level, you learn how to make more elaborate illustrations, able to make bigger and grander art. You learn 2 additional spells of your choice. These spells must be of the illusion school and be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know. Whenever you gain a level in Bard, you may replace one of your known spells with another spell from the Illusion school.

Realistic Depictions

Starting at 14th level, you learn how to sketch so thoroughly that your drawings are practically real. When you cast an illusion spell, you can use your bonus action to make the illusions feel physically real, able to be interactable for the duration. You cannot use illusions in this way to remove parts of terrain or deal direct damage, such as creating a pit or dropping a boulder onto another creature. To tell an illusion isn't real and dispell it, a creature must use their action to make an investigation or arcana check against your spellsave DC and you can use your reaction to add a roll of your bardic inspiration to the DC.

College of Metal

Bards of the College of Metal don’t simply play songs. They forge them by hammering rhythm and melody into weapons that ring out with song with every strike. To them, steel strings and sharpened steel are one and the same, and a true performance means standing in the thick of the fight, each swing ringing out as loud as a power chord.

Heavy Metal

When you join this college at 3rd level, you gain proficiency with medium armor, shields, martial weapons, and Tinker's Tools. Additionally, you learn the Shocking Grasp without impacting your number of bard cantrips known.

Insturment of War

Also at 3rd level, you learn how to meld song and blade. Over the course of an hour, you can magically combine one simple or martial melee weapon with one instrument you are proficient with. This fused weapon instrument counts as both an instrument and a weapon for you.

Additionally, when you hit a creature with a weapon attack using this weapon, you can expend one use of Bardic Inspiration to channel your music’s destructive power. Choose one damage type from a bard cantrip you know that requires an attack roll. The attack’s damage type changes to that type, and if the cantrip has an additional rider effect (such as Shocking Grasp prevening them from making Opportunity Attacks), the target suffers that effect as though it had been hit by the cantrip.

Extra Attack

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

Symphony of Battle

Starting at 14h level, you augment your strikes with magic to infuse your instrument with musical power. Once per turn, when you expend a Bardic Inspiration Die to change your melee attack, you can also add the damage roll of the cantrip to the damage roll.

College of Pyrokinesis

In the smoldering embers of forgotten hearths, amidst the crackling flames of ancient rituals, the bards of the College of Pyrokinesis find their inspiration. These bards are masters of manipulating fire with their minds, wielding the primal power of flames to captivate audiences and scorch their enemies.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency in your choice of either insight or sleight of hand.

Elemental Psionics

Starting at 3rd level, you learn your choice of either the Produce Flame, Firebolt, or Create Bonfire the cantrips and can cast them without requiring somatic or verbal components. Additionally, you whenever cast a spell dealing fire damage you can expend one use of Bardic Inspiration to deal additional psychic damage equal to a roll of your bardic inspiration die in damage.

Elemental Mastery

Upon reaching 6th level, you gain a deeper understanding of elemental forces. Choose 3 spells from any spell list that deal acid, poison, thunder, lightning, cold, or fire damage. These spells are added to your bard spell list, and you can cast them as if they were bard spells. Additionally, if a chosen spell doesn't already deal fire damage, you permenantly change its damage type to fire.

Mental Mastery

Starting at 14th level, your mastery over fire allows you to manipulate it with unparalleled precision and power. You gain the following benefits:

You can cast spells that deal fire damage without requiring verbal components.

When you cast a spell that would gain the benifit from Elemental Psionics, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

College of Sass

The College of Sass, also known to some as Petty University, is a haven for bards who excel in the art of mixing humiliating verbal repartee and downright disrespectful hand-to-hand combat. These bards are masters of the cutting remark, the sarcastic quip, and the well-timed face slap. They understand that sometimes the most effective weapon is not a sword or spell, but a well-placed hand to the face and harsh verbal beatdown.

Bonus Proficiencies

When you join the College of Sass at 3rd level, you gain proficiency with medium armor and Intimidation(Charisma).

Catch These Hands

A true heckler needs little more than his hands to put his foe in their place. Starting at 3rd level you gain the unarmed fighting style and learn the Vicious Clockery cantrip.

Additionally as long as you have one hand free you may use your hands as a spellcasting focus for your bard spells.

Jester's Touch

At 3rd level, you capitalize on the pure shame that a good slap to the face can provide. When you deal damage with Vicious Clockery you may expend a use of your Bardic Inspiration. When used in this way the target subtracts a roll of your bardic inspiration die from their next roll of your choice- damage roll, skill check, or attack roll.

Once Slapped, Twice Shy

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally you can replace one of your attacks with Vicious Clockery or Vicious Mockery

Insults Always Ready

Starting at 14th level, whenever you apply Jester's Touch, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

College of Scaletamers

Bards of the College of Scaletamers tame and bond with enormous reptilian companions. Intelligent, loyal, and adaptive, those who choose to tame these fantastic beasts form life-long bonds. Whether riding them into battle or coordinating magical assaults, Scaletamers are never without a close friend nearby.

Bonus Proficiencies

When you join the College of Scaletamers at 3rd level, you gain proficiency in Animal Handling and one ranged weapon of your choice. When you gain a level in bard, you may change the ranged weapon you selected for this proficiency.

Best Friend

Starting at 3rd level, you tame a massive lizard that serves as your lifelong companion. The lizard uses the Tamed Giant Lizard stat block below. Your lizard has the following features.

  • You can use your bonus action to command the lizard. If you do not issue a command it can still move, but otherwise takes the dodge action. If you are unconscious or incapacitated, the lizard can act independantly on its own turn.
  • A creature of medium size or smaller can ride your lizard as a mount, provided they do not exceed its carrying capacity.
  • When you expend a use of Bardic Inspiration, your lizard regains hit points equal to one roll of your Bardic Inspiration die + your bard level.
  • Your lizard gains 3 passive benefits of your choice from the Lizard Benefits list and gains 2 additional benefits at 6th, 10th, 14th, and 18th level. You may only choose benefits for which your lizard meets the prerequisites. When you gain a bard level, you may replace one of the lizard’s passive benefits with another it qualifies for.

If your lizard dies, you will need to find and tame a new one, or find a way to resurrect your current.

Soul Bond

Starting at 6th level, your bond deepens, allowing your companion to continue living so long as you remain alive and bound to it. You learn the Revivify spell and it is treated as a bard spell for you. You can cast Revivify on your lizard without requiring material components or being limited by the 1-minute time restriction, so long as you can cast it on the creature's remains. Additionally, when you expend a use of Bardic Inspiration, you may command your lizard to act as part of the same bonus action.

Masterful Training

Starting at 14th level, your time bonding with and training your lizard has allowed them to becomes a magical extension of your own abilities. Your lizard can attune to one rare or lower magic item that it meets the requirements to attune to. Additionally, your lizard also gains the benefit of your Jack of All Trades.



Tamed Giant Lizard

Large beast, unaligned


  • Armor Class 10 + lizard's Dexterity modifier + your Charisma modifier
  • Hit Points (5 + lizard’s Constitution modifier) × your bard level
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
Varies Varies Varies Varies Varies Varies

You assign these ability scores when you tame the lizard: 16, 14, 12, 10, 8, 8. You may redistribute these during downtime (6 days + 10 gp per ability changed).


Senses darkvision 30 ft., passive Perception 10

Languages understands Draconic and one other language you speak, but cannot speak (unless granted the ability via a passive benefit).


Actions

Bite. Melee Weapon Attack: your proficiency bonus + lizard’s Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + Strength modifier piercing damage.

Breath Attack. Recharge 5–6. The lizard exhales a 15-foot cone of elemental energy (type chosen when tamed). Creatures in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + lizard’s spellcasting modifier), taking 1d6 damage on a failed save or half as much on a success.

Leap. The lizard jumps to a space within 15 feet it can see. If a creature is in that space, it must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + lizard’s Dexterity modifier) or take 1d4 bludgeoning damage, be knocked prone, and be moved to a free space within 5 feet of the lizard.


Lizard Benefits

You can choose from the following benefits as your lizard grows. Some benefits can be selected multiple times. Each benefit has a required bard level noted.

Bard Level 3

  • Your lizard gains +1 to one ability score, up to a maximum of 20. (Repeatable)
  • Your lizard gains proficiency in a skill of your choice. (Repeatable up to twice)
  • Your lizard gains the ability to speak a language you know. (Requires INT, WIS, or CHA 13; repeatable up to twice)
  • Your lizard’s speed increases by 5 ft. (Repeatable up to twice)
  • Your lizard is treated as one size larger for carrying, pushing, and lifting.
  • Your lizard learns one bard cantrip, using its spellcasting modifier. (Repeatable up to twice)

Bard Level 6

  • Your lizard's bite deals your choice of either force of it matches the damage type of its breath attack.
  • Your lizard’s breath weapon deals additional damage equal to your Charisma modifier.
  • Your lizard’s HP is calculated as (7 + Con modifier) × your bard level instead.
  • Your lizard’s leap range doubles (30 ft.) and deals extra damage equal to your Charisma modifier.

Prerequisite: Bard Level 10

  • Your lizard gains proficiency in one saving throw of your choice. (Repeatable up to twice)

Prerequisite: Bard Level 14

  • Your lizard gains a general or origin feat for which it meets the prerequisites.

Cleric

Brawn Domain

While many clerics rely on prayer to show reverence to their diety, some have a more physical approach to their worship. Hours spent lifting weights, a hardy eating schedule, and careful sculpting of one's body to a hulking, muscular frame- pure, unbridled strength and mass. To be the biggest and strongest among the crowd is key to carry their diety's teachings of athletic brilliance.

Brawn Spells

level Spells
3rd Charm Person, Compelled Duel, Enlarge/Reduce, Spider Climb
5th Crusader's Mantle, Thunder Step
7th Charm Monster, Freedom of Movement
9th Destructive Wave, Far Step

Faith and Fist

When you join this domain at 3rd level, you can channel your reverence as incredible, physical strength. As a bonus action, you can use a charge of your channel divinity to empower your body for 1 minute. For this duration, when you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d8 plus your Strength modifier instead of the normal damage of an Unarmed Strike. If you aren't holding any weapons or a Shield when you make the attack roll, the d8 becomes a d10. When you successfully land an unarmed strike, you can use your bonus action to deliver an additional attack dealing 1d6 bludgeoning damage.

In addition, for the duration, you can add your wisdom to Strength ability checks and saving throws.

Brawny Defense

Also at 3rd level, your faith strengthens your already impressively huge body. While wearing light or no armor, your AC is 12 + your wisdom modifier. You can wear a shield and still gain this benefit. You may also add your Wisdom score to your Strength score when determining your carrying capacity and jump distance.

Sucker Punch

Starting at 6th level, you can quickly punish someone who attempts to strike you. When a creature makes an attack roll against you and misses, you may use your reaction to move up to half your speed to make an unarmed strike against them. This movement does not provoke attacks of opportunity.

In addition, your unarmed strikes can deal your choice of either bludgeoning, or force damage.

Brawn Over Brain

Starting at 17th level, you sheer muscle means you need to focus less on the mind, allowing you to simply ignore assaults to it. You gain resistance to psychic damage. You also have advantage on saving throws to avoid the charmed or frightened condition.

Eclipse Domain

Some clergies walk the path between sun and moon, wielding the duality of blinding light and shadowy calm. They see balance in the cycle of day and night, honoring both the blazing wrath of the sun and the quiet blessing of midnight. They embody the rare and awe-inspiring moment of an eclipse, when light and darkness converge, and use that harmony to blind their foes and rejuvinate their allies.

Eclipse Spells

Level Spells
3rd Faerie Fire, Guiding Bolt, Continual Flame, Moonbeam
5th Daylight, Melf's Minute Meteors
7th Divination, Shadow of Moil
9th Dawn, Wall of Light

Sun's Wrath

When you join this domain at 3rd level, you can wield the power of the sun with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Lunar Cycle

Also at 3rd level, you are blessed with the gift of the sun and moon's intertwining path. At dawn, choose one of the following features to gain access to until the next dawn.


Blinding Sunrise. As a magic action, you can evoke a blinding sunlight. Choose one creature within 30 feet of you. The target must succeed on a Constitution saving throw or be blinded until the end of its next turn.


Twilight's Blessing. As a magic action, you can create the tranquility of dusk. Choose one creature within 30 feet of you. The target regains hit points equal to 2d6 + your Wisdom modifier (minimum of one).


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

In addition, you learn the Starry Wisp cantrip. It is treated as a Cleric cantrip for you, and does not impact your number of cantrips known.

Lunar Reflection

Starting at 6th level, your body is fortified by the twin aspects of the heavens. You gain saving throw proficiencies depending on the light around you.


Sunlight. While you are within an area of bright light, you are considered proficient in Constitution saving throws.


Moonlight. While you are within an area of dim light created by a spell, you are considered proficient in Dexterity saving throws.

Blinding Corona

Starting at 17th level, you can simultaneously evoke the sun and moon to sorround yourself in a blinding corona. As a magic action you can create a coronal aura of light that lasts for 1 minute or until you dismiss it (no action required). You emmenate dim light in a 30-foot radius. Enemies within the dim light that can see you have disadvantage on saving throws against spells that deal fire or radiant damage.

Once you use this feature, you cannot use it again until you complete a long rest.

Eldritch Domain

A ritual begins within a cellar- clerics bearing offerings to monsters beyond our comprehension. Many give themselves unto madness, many maintaining their own minds but warped for the better. To serve the alien forces that lie outside reality is to be granted power unlike any others can experience under an entity only they can understand.

Eldritch Spell List

Level Spells
3rd Arms of Hadar, Hex, Invisibility, Phantasmal Force
5th Bestow Curse, Hunger of Hadar
7th Greater Invisibility, Summon Aberration
9th Dream, Synaptic Static

Twisted Mind

When you choose this domain at 3rd level, you gain proficiency in the Arcana skill, and you gain one cantrip of your choice from the warlock spell list. For you, this cantrips count as a cleric cantrip.

Pact magic

Also at 3rd level, As a bonus action, you can use your Channel Divinity to petition your diety for arcane power. You can regain an expended spell slot of 1st level or lower. The level of the spell slot increases by one when you reach 5th and 9th level.

Enhanced mysticism

At 6th level, your diety reveals to you the hidden secrets of the mutiverse. You gain one Pact Boon of your choice. You also gain a single invocation when you reach 10th and 18th level in this class. Your cleric level counts as your warlock level for the purpose of prerequisites of these invocations and you use your Wisdom instead of your charisma.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Psychic Strikes (Optional, replaces Blessed Strikes)

Starting at 7th level, once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Psychic damage.

Eldritch Madness

At 17th level, you choose four spells from the warlock spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Insanity Domain

Some clerics surrender their sanity to gods beyond reason. What remains of them is a broken reflection, a figure half in this world and half in some nightmarish realm. Their further tithes are the sanity of those who gaze onto them to leave behind a question that gnaws at the minds of all who witness them- are they the mad ones... or have you simply lost your mind and this has all been a hallucination?

Insanity Spells

level Spells
3rd Cause Fear, Silent Image, Crown of Madness, Mind Thrust
5th Enemies Abound, Hypnotic Pattern
7th Hallucinatory Terrain, Raulothim's Psychic Lance
9th Geas, Synaptic Static

Twisted Mind

When you join this domain at 3rd level, your mind almost seems to snap, growing and molding to a new, unfamiliar shape. Choose two skills from the following to gain proficiency in. Arcana, History, Deception, or Persuasion. Additionally you learn the Mind Flay(AEC) cantrip without impacting your number of cleric cantrips known.

Twisted Form

Also at 3rd level, your visage almost seems to grow shadowy and shifting, changing to be unfamiliar in the mind of everyone who dare gaze on you. As a bonus action, you can expend a use of Channel Divinity to assume a Twisted Form for a number of rounds equal to your Wisdom modifier (minimum of 1), or until cancelled (no action required). During this time you deal an additional 1d4 psychic damage to damage rolls.

When this form concludes at the end of your turn, choose up to a number of creatures within 30 feet of you equal to your Wisdom modifier. Each creature must make a Wisdom saving throw. On a fail, they take psychic damage equal to your Cleric level. On a success they take half damage. However, for every creature that succeeds on this saving throw, you take 1d4 psychic damage. You can choose to amplify the damage to 2d6 instead of 1d4 when you activate the form. However, when you do so, you gain a long-term madness with a fixed duration of 1 hour. Insanities gained from this feature are all cumulative.

Gaslighted, Gatekept, Gone Mad

Starting at 6th level, your mind has formed anew and strengthened as you swim through the depths of your own insanity. You gain resistance to Psychic damage. Additionally, while in Twisted Form, as a magic action you can expend a spellslot to amplify the damage dealt when the form ends. The damage starts at 1d8, increasing by 1d8 with each spellslot level expended, up to a maximum spell level equal to your Wisdom modifier. If you choose to do that, roll on the indefinite madness table. This indefinite madness lasts until you gain another indefinite madness from this feature.

Psychic Strikes (Optional, replaces Blessed Strikes)

Starting at 7th level, once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Psychic damage.

Redirect Madness

Starting at 17th level, you have mastered your own mind, able to assault another mind and manipulate them further into madless. When you assume Twisted Form, you can concentrate on a single enemy, forcing them to make an Intelligence saving throw. On a fail, you form a psychic link for the duration of your Twisted Form. When the form ends, all that you would have taken from successful enemy saves, is redirected to the chosen enemy and they gain a short-term madness. You can change the target of the link, or attempt to reform the link as a bonus action.

Once you inflict insanity with this link, you cannot form another link until you complete a long rest.

Ooze Domain

Some 'holy' folk draw their strength from an unfathomable, formless power; a presence that seeps into the cracks of the world and dissolves all that it touches. They whisper prayers not in words, but in gurgling echoes and bubbling silence, channeling the will of a slimy hivemind. To these clerics, individuality is fleeting, shape is an illusion, and all things are destined to break down into a single, perfect mass. Their faith is not in creation, but in the endless hunger of dissolution.

Ooze Domain Spells

Level Spells
3rd Ensnaring Strike, Grease, Acid Arrow, Mirror Image
5th Gaseous Form, Wall of Water
7th Vitriolic Sphere, Evard's Black Tentacles
9th Contagion, Cloudkill

Control Ooze

When you join this domain at 3rd level, you can use your Channel Divinity to turn an ooze as though you were using Turn Undead. Starting at 5th level, the damage type of Sear Undead is Force when applied to an ooze using this feature.

Create Ooze

Also at 3rd level, you can use your action to create green slime (DMG p. 105). It covers a 5-foot square patch on an unoccupied floor, wall or ceiling you can see within 30 feet of you. You can create a number of patches equal to your Wisdom modifier (minimum of 1).

You gain all uses of this feature when you complete a long rest.

Additionally, you learn the Acid Splash cantrip without impacting your number of Cleric cantrips known.

Mirewalk

Starting at 6th level, the sticky world of muck and grime cannot slow those who have mastered it. Moving through non-magical difficult terrain causes you no extra movement. If magical difficult terrain is created by mud, muck, or ooze it costs you no additional movement to move through. You have advantage on Strength checks made to escape deep mud, quicksand or from being engulfed by an ooze.

Seeping Strikes (Optional, replaces Blessed Strikes)

Starting at 7th level, ooze begins to infuse itself into your weapon attacks. Once on each of your turns when you hit a creature with an attack roll using a weapon, you can cause the target to take an extra 1d8 Acid damage.

Ooze Form

Starting at 17th level, you can temporarily assume the form of an ooze. As an action, you become semi-solid and amorphous. You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the new form has no effect until you leave the form. While transformed, you gain the following benefits:

  • You have blindsight to 60 feet, although you are blind beyond this range
  • You can move through a space as as narrow as 1 inch wide without squeezing
  • You have immunity to acid damage and resistance to bludgeoning, piercing, and slashing damage
  • You have immunity to the paralyzed and prone condition
  • You cannot speak or take any action that requires hands. Transforming doesn't break your concentration for spells you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the ooze for is physically able to do so. However, you do not gain bonuses from special senses, such as heightened hearing.
  • You can make an attack with a pseudopod. This is a melee weapon attack that deals 2d6 + your Strength modifier bludgeoning damage and an additional 1d6 acid damage.

Retribution Domain

In order to achieve peace, one must make amends for their wrongdoings. Clerics of the Retribution Domain abhor inflicting pain on the innocent, but sometimes some violations are so grevious that the only true penance is understanding the pain you inflict on others. The arbiter of battlefield, they use their divine power as a means to serve as judge, jury, and executioner.

Retribution Domain Spells

Level Spell
3rd Spiritual Weapon, Warding Bond, Inflict Wounds, Sanctuary
5th Vampiric Touch, Magic Circle
7th Blight, Otiluke's Resilient Sphere
9th Dispel Evil and Good, Holy Weapon

Mark of Atonement

When you embrace this domain at 3rd level, you can invoke a divine mark others for penance or forgiveness. As a magic action, you can use a use of your Channel Divinity to mark your allies as atoned or your enemies for retribution.

As a bonus action, you present your holy symbol and choose a number of creatures equal to your wisdom modifier within 60 feet of you. They are marked with either a Mark of Atonement or Mark of Retribution for 1 minute.


Mark of Atonement. Whenever you deal radiant damage all creatures with a Mark of Atonement are healed for 1d4 hit points.


Mark of Retribution. Whenever you deal radiant damage all creatures with Mark of Retribution take 1d4 force damage.

Read Souls

Also at 3rd level, you become highly adept at reading others' sins and determining a fitting punishment. You gain proficiency in your choice of either Religion or Insight. Additionally, whenever a creature within 60 feet of you that you can see deals damage with a weapon or casts a harmful spell, you can use your reaction to apply a mark of Retribution to them or Atonement to an ally that they harmed until the end of your next turn.

Guided Atonement

Starting at 6th level whenever you cast a spell that heals, cures a condition or applies a benificial effect to an ally you mark an ally with a Lesser Mark of Atonement that lasts until the end of your next turn. You can have a maximum number of Lesser Marks of Atonement applied equal to your wisdom modifier at any given time and they heal the exact same as those provided by your chanel divinity.

Judgement

Starting at 17th level, you can your bonus action to utter a prayer of power and begin to concentrate on keeping your Marks of Atonement and Retribution applied. All current Marks of Atonement and Retribution last as long as you can maintain concentration on this prayer, up to 1 minute.

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

Shadow Domain

Some clerics reach enlightenment by meditation for years with a temple bathed in the light of the rising sun. Some within the harsh winds of storms on the sea. Clerics that embrace the domain of shadows reach this enlightenment by embracing what many consider forbidden and unsafe- but to them it is just as valuable as any other weave and capable of both great good and evil. It's up to those who wield that power to decide whether it can shape the world for better or for worse.

Shadow spells

Level Spells
3 Poison Spray, Ray of Sickness, Shield of Faith, Gentle Repose , Ray of Enfeeblement
5 Bestow Curse, Life Transference
7 Death Ward, Shadow of Moil
9 Contagion, Ennervation

Shadow Weave

When you choose this domain at 3rd level, you weave latent shadow magic into shields to protect your allies from harm. When you cast a cleric spell of 1st level or higher you can weave a shield of shadows to protect a non-hostile target you can see within 60 feet of you, increasing their AC by 2 until the start of your next turn.

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

Shallow Grave

Also starting at 3rd level, you can bless a target with shadows to stave off their coming death and buying crucial time. As a reaction to a create you can see, yourself included, within 60 feet of you, taking damage that would reduce them to 0 hit points and not kill them outright, you can use a use of your channel divinity to cause them to drop to 1hp instead. Until the start of your next turn they cannot be reduced to 0 points by anything short of something that would kill them outright, such as Power Word Kill.

Shadow Toxins

Starting at 6th level, the shadows from your offensive magic ensnare foes unlucky enough to catch your ire. When you deal necrotic or poison damage to a target you cause their speed to be reduced by 10 until the end of their next turn.

Shadow Blessing

Starting at 17th level, the shadows you weave to defend allies grow stronger, lingering for extended periods. When you use your Shadow Weave feature while casting or concentrating on a spell, the effect is instead the same as Shield of Faith and its concentration is tied to the spell you are concentrating on.

Demonologist

Mastery of Metamorphosis

Demons are often skilled in altering their own body to blend in or become more dangerous. Masters of metamorphosis excel at claiming this power to use it to great effect- using it to augment their physical abilities and give them control over their own, and to an extent, others' bodies.

Metamorphosis Spell List

Demonologist Level Spells
3rd Disguise Self, Shield, Alter Self, Enlarge/Reduce
5th Gaseous Form, Hand of Demogorgon
7th Polymorph, Stoneskin
9th Mislead, Seeming

Metamorphosis

When you adopt this specialization at 3rd level, you undergo a ritual to strengthen your own body by infusing it with demonic magics, leaving you permenantly altered for the better. You may use your intelligence modifier in place of dexterity for determining your AC if you did not already use intelligence to calculate your AC. Additionally you gain proficiency with one simple or martial weapon of your choice, that you use your intelligence for attack and damage rolls instead of strength or dexterity. Whenever you complete a long rest you may undergo a one hour ritual to change the weapon you have proficiency with.

Also, these changes leave you with a demonic feature. You may roll a d6 or work with your DM to choose your demonic feature.

Empowered Metamorphosis

Using a bonus action, you can also assume a more powerful form, fully embracing the demonic magics that flow through you. This form takes a demonic appearance based off the feature you took and lasts for 1 minute, until dispelled (no action required on your part), or you are incapacitated. While in this form you can make strength or dexterity based skill checks using your intelligence modifier and gain temporary hit points equal to your demonologist level. Additionally you can add your intelligence modifier to Intimidation checks.

You must complete a short or long rest before you can take this form again.

d6 Demonic Feature Empowered Appearance
1 Your arms and legs are covered in chitinous plates You gain a full exoskeleton and scorpion tail
2 You grow a tattered, yellow crest of fur running from head to lower back You take the appearance of a mutated, diseased gnoll
3 Your feet become avian as your hands and feet both grow sharp talons in place of nails You have shredded bird wings and a large beak
4 You sprout a long forked tail Your skin becomes scaly as tentacles protrude from your shoulders
5 You develop ram-like horns and cloven hooves You become bloated and corpulent with a head like a skull
6 Shadows drip from your skin like running slime Your body becomes semi-amorphous, glowing red eyes sprouting all over

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, while in Metamorphosis, you can cast one of your cantrips in place of one of those attacks.

Metamorphic Empowerment

Starting at 10th level, your metamorphosis form grows stronger, allowing you to sustain yourself more easily. While in your more demonic form from your Metamorphosis feature, whenever you deal damage with a weapon or spell attack roll, you gain hit points equal to your constitution modifier. Additionally, you can use the metamorphosis twice, instead of once, before you must complete a short or long rest.

Demonic Fortification

Starting at 14th level, your mastery over demonic magic lets you temporarily reshape and fortify your body when it’s pushed to the limit. When you take damage while in Empowered Metamorphosis, you can use your reaction to reduce the damage taken by an amount equal to your demonologist level and gain temporary hit points equal to that amount.

While you have temporary hit points from this feature, you can spend any number of them to add necrotic damage to your melee attacks, up to an amount equal to your Intelligence modifier.

Once you use this feature to reduce damage, you must complete a short or long rest before you can do so again.

Fighter

The Admiral Archetype

Out in the harbor, a voice rings out. "AHOY!" called the captain as he raises his cutlass high. A single swing of his blade sends out a blast of the spirits of the damned, cutting down everyone who dare stand in The Admiral's way, releasing their souls to the tides for their chilling fate.

Bonus Proficiencies

When you choose this Archetype at 3rd level, you gain proficiency in Persuasion and Navigator's Tools.

Tidebringer

When you choose this Archetype at 3rd level, you learn to channel the force of the waves with every swing of your weapon. Once per round, when you hit a creature with a melee weapon attack, you can choose to unleash a burst of frigid energy in a cone behind the target. Each creature in the cone, including the original target you hit, must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature takes cold damage based on your fighter level, or half as much damage on a successful save. The damage dealt and the cone size are as follows:

Level Cold Damage Size
3rd 2d6 15-foot cone
10th 3d6 15-foot cone
16th 4d6 30-foot cone
20th 5d6 30-foot cone

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain 1 expended use when you finish a short rest and all expended uses whenever you complete a long rest.

X-Marks the Spot

Starting at 7th level, you bind the soul of a target to a cross you mark with your weapon. As an action, you make two swipes at a creature's feet. This spell is usable on yourself as well. The target must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is marked. At any time within the next minute, you can force the target to teleport back to the marked spot by using a bonus action. When they are teleported back to the marked spot, the mark fades.

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

Spirit Chill

Starting at 10th level, the frigid cold water left by your Tidebringer feature chills targets down to their very soul, making movement more difficult. Creatures that fail their saving throw against your Tidebringer feature have their movement speed reduced by 15 until the end of their next turn.

Pursuit of Bounty

Starting at 15th level, you have an uncanny sense of navigation while on the hunt for treasure. When you mark a target with X-Marks the Spot can choose for the target to be under the effect of both Expeditious Retreat and Freedom of Movement.

Rum-Soaked Soul

Starting at 18th level, your soul is as relentless as the tides themselves. When you would drop to 0 hit points, you drop to 1 instead. You regain the ability to do this after you complete a long rest.

Flame Master

Fire is the most destructive of the elements. It can spread itself and grow with ease, and thus, is frequently used as a source of both mundane and arcane power. It is used as a weapon for alchemists, siege engineers and mages alike, and thus, it's not surprising that some warriors, in their pursuit of martial mastery, would train to bend and control this powerful force of nature.

##Fire Magic

At 3rd level, you learn the control flames and produce flame cantrips. You can cast those spells without verbal or material components. Constitution is your spellcasting ability for these spells.

Burning Attacks

Starting at 3rd level, you can channel fire to wreathe your weapons in flames. When you draw or make an attack with a melee weapon, you can choose to set the weapon ablaze. When you do so, the weapon sheds bright light in a 10-foot radius, plus dim light for another 10 feet.

In addition, once per attack action, when you hit a creature with a flaming weapon or whenever you damage a creature with Produce Flame, you deal an additional 1d4 fire damage. The damage increases to 1d6 at 10th level.

Agonizing Flames

At 7th level, you ignore resistance to fire damage, and treat immunity as resistance.

Blazing Armor

Starting at 7th level, you can use your bonus action to set your armor ablaze for to 1 minute. For the duration, whenever a creature within 5 feet hits you with an attack, shoves you, attempts to grapple you or starts its turn grappled by you, it takes 1d6 fire damage.

In addition, these flames empower your magic. While Blazing Armor is active, you can replace one melee attack with a casting of a cantrip that deals Fire damage.

The flames extinguish earlier if you are hit by an attack 4 times. If you take cold damage, the flames extinguishes immediately, but the cold damage taken is halved. While the armor is in flames, you shed the same light as your Burning Attacks. If both are in flames, the light range doubles.

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

Undying Flame

Starting at 10th level, you gain resistance to fire damage. In addition, whenever you are reduced to 0 hit points or fail a death saving throw, you cause fire damage equal to your fighter level to all creatures of your choice within 10 feet of you.

Indomitable flame

Starting at 15th level, whenever you use your Indomitable feature, you can use your reaction to hurl a lash of fire to a creature within 60 feet of you, causing fire damage equal to a roll as if you had cast Produce Flame.

If using this feature causes you to succeed the save, the flames grow stronger and brighter. They must make a Strength Saving Throw (DC = 8 + your proficiency bonus + your constitution modifier) and on a fail the target falls prone and has disadvantage on all ability checks it makes until the end of your next turn.

Supreme Flame

Starting at 18th level, when you hit a creature with your Burning Attacks, you can awaken a supreme flame within your weapon. This flame grants you the following benefits, for 1 minute:

  • When you activate this feature, and once per turn on a hit with the weapon, you cause additional 2d6 fire damage.
  • Your weapon gains 15 feet of reach. Attacks made at reach cause fire damage, instead of the weapon's normal damage.

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

Trampler Archetype

A living avalanche barrels through the battlefield, flattening foes and splintered barriers in their wake. Every swing to them only fuels their fury, causing their roars to shake the very earth itself. Their pain becomes a sheer destructive force, devestating everything in their wake as they stamp armies out with ease as only they remain standing as the dust over the battlefield settles.

Trample Save DC

Some features of this subclass will call for a saving throw. The DC is calculated as follows:

Trample Save DC = 8 + your proficiency bonus +

your Constitution modifier

Onslaught

When you take this archetype at 3rd level, your charge barrels forward, stomping over anyone who dare stand in your way. When you take the Dash action, you can choose to only be able to run in a straight line without provoking attacks of opportunity. When you do so, any enemies in your path must make a Strength saving throw or take 1d8 bludgeoning damage and be pushed into the nearest 5 foot space outside of your path. If they are the same size as you or smaller and fail the save by 5 or more they are stunned until the end of their next turn. If a creature is within 5 feet of where you stop, you can make a weapon attack or unarmed strike against them as part of the same action.

You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses when you complete a long rest.

Additionally, you gain proficiency in the Intimidation skill. If you are already proficient in this skill, you gain proficiency in another skill of your choice from those available to the fighter.

Uproar

Starting at 7th level, receiving damage sends you into a fury. When you use your Second Wind feature, you can let out a loud shout that echoes out for 90 feet. When you use it, you can add your Constitution modifier to damage rolls until the start of your next turn.

Once you use this feature, you cannot use it again until you've completed a short or long rest.

Endless Onslaught

Starting at 10th level, you regain one expended use of Onslaught when you complete a short rest and when you have the bloodied condition, you can Dash as a bonus action as long as it is used for Onslaught.

Additionally, you gain expertise in the Intimidation skill. If you already have expertise in Intimidation, you gain Expertise in a different skill you are proficient in.

Bloody Roar

Starting at 15th level, your fury becomes cataclysmic when your blood spills. When you gain the Bloodied condition, you can use your reaction to let out a blood curdling scream that splits the very ground open and can be heard from up to 300 feet away, that splinters and shatters the ground, sending shards flying in every direction. Each creature of your choice within 30 feet must make a Dexterity saving throw. On a failed save, a creature takes 3d8 + your Constitution modifier force damage and have its speed halved until the end of its next turn. On a successful save, the creature takes half as much damage and is not slowed.

Once you use this ability, you cannot do so again until you complete a long rest.

Pulverize

When you reach 18th level, you can slam your foe into the earth, sending shockwaves that leave enemies reeling. When you successfully hit a weapon attack or unarmed strike as part of Onslaught, you can choose to pound them into the ground. They take additional damage equal to twice your Constitution modifier (minimum of 2) and, if they are your size or smaller, are also knocked prone. Each creature of your choice within 10 feet of the target must succeed on a Constitution saving throw or have their movespeed halved.

Monk

Warrior of the Elements (Redoux)

You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.

Disciple of the Elements

When you choose this tradition at 3rd level, you learn magical disciplines that harness the power of the four elements. A discipline requires you to spend ki points each time you use it.

You know two cantrips of your choice from the Gust, Control Flames, Shape Water, or Mold Earth cantrips. You learn an additional cantrip at 6th and 11th levels. of your choice at and two elemental disciplines of your choice. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.

Whenever you gain a monk level, you can also replace one elemental discipline that you already know with a different discipline.

Casting Elemental Spells. Some elemental disciplines allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it.

Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Sweeping Cinder Strike to cast Burning Hands, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).

The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table. Spells and Ki Points

Monk Levels Maximum Ki Points for a Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6

Element-Fueled strikes

Starting at 6th level, the elemental energy flowing through you enhances your ability to strike swiftly. When you use your main action to cast an elemental discipline, you can use your bonus action to use flurry of blows without expending a ki point.

Elemental Thrust

Starting at 10th level, the elements themselves help to aid your movement. When you use your Step of the Wind, you gain a Fly Speed and Swim Speed equal to your Waking Speed until the start of your next turn. If you are airborn at the end of your turn after using this movement and aren’t held aloft by other means, you fall.

Enhanced Elemental-Fueled Strikes

Starting at 17th level, using the elements augments infuses your strikes with their power. When you benefit from Element-Fueled strikes, your unarmed strikes deal additional damage equal to your wisdom modifier. The damage type matches the elemental discipline used. Fire for Fire, Thunder for Air, Cold for Water, and Force for Earth

Sam's Commentary!

I have analyzed this tradition in all its iterations and found that my own ideas could benifit this tradition well as more modern versions seem rather bland while its original practice was weak. Also! I found another tome containing additional disciplines that they may choose!

Astral Warrior

Those who walk the edges of the planes observe the workings of the material plane from an unknowable vantage, manipulating the boundary of worlds to step in and out of reality. They hold an expanded perspective of existence, able to see where realities colliding in the moment in a point where most cannot see. To an Astral Warrior, motion is meditation and distance is an illusion.

Astral Step

When you embrace this tradition at 3rd level, you may momentarily step through the Astral Plane to reposition yourself. When you expend a Focus point to use Patient Defense or Step of the Wind, you can cause a pulse of Astral energy to erupt where you stop your movement. A number of creatures of your choice within 5 feet of you must make a Dexterity saving throw. On a fail, they take force damage equal to your Martial Arts die, or half as much on a success.

Chaotic Remnant

Starting at 6th level, you manifest an echo of yourself that looms in a pocket of the Astral, ready to drag trespassers back with it. As a bonus action, you can conjure an extraplanar copy of yourself at a point you can see within 30 feet. Until the start of your next turn, they stand watch and, if a creature starts their turn within 10 feet of the remnant or moves through its range for the first time, make melee spell attack on that creature. On a hit, they take damage equal to your Martial arts die + your Wisdom modifier, they are pulled within 5 feet of the remnant, and their speed is halved until the end of its next turn. The remnant can only trigger on a single creature of your choice and disappears at the start of your next turn or after triggering once.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and regain all expended uses when you complete a long rest.

Astral Bane

Starting at 10th level, your mastery over planar distoirtion grows to where you can shift in and out of reality within the blink of an eye. When you successfully land an attack with your Chaotic Remnant, you can expend one focus point to do one of the following:

  • Remnant Grip. The target must make a Charisma saving throw or be temporarily banished to the Astral Plane until the end of their next turn.
  • Astral Pulse. You shift into the place of your remnant, dealing force damage equal to your Wisdom modifier to all targets within 5 feet of the remnant.

Planar Lunge

Starting at 14th level, you can merge the Astral and Material, creating a brief fold in reality to tear through. As a Magic Action, you can spend 3 Focus Points to lunge forward in a 30-foot line, without provoking attacks of opportunity, to an unoccupied space you can see. Each creature along that line must make a Dexterity saving throw. On a failed save, a creature takes damage equal to two rolls of your Martial Arts die + your Wisdom modifier and is slowed until the start of your next turn.

While a creature is slowed by this feature, the next time it takes damage before the end of its next turn, it takes additional force damage equal to your Wisdom modifier, and all creatures of your choice within 5 feet of it take the same damage

Warrior of the Mist

Warriors of the Mist are unique among those who heal. The energies they channel are mysterious, but those who weave the mists wield the power of life's essence. The inner tranquility that guides them allows them to weave healing magic and martial arts, sustaining their allies while punishing their foes.

Bonus Proficiencies

When you select this specialization at 3rd level, you gain proficiency in the Medicine skill and herbalism kit.

Soothing Mists

Also at 3rd level, you learn to use your focus to cast certain healing spells. When you take the Attack action on your turn, you can spend 1 focus point to replace one of your attacks with casting the spell cure wounds. At higher levels, you can spend more focus to cast more powerful spells, as shown in the Soothing Mists Spells table. Spells cast using this feature have a range of 30 feet, and use Wisdom as their spellcasting ability.

Soothing Mists Spells

Monk Level Spells Focus Point Cost
3rd cure wounds 1
5th lesser restoration 2
9th revivify 3
13th death ward 4
17th greater restoration 5

Grace of the Mists

Beginning at 6th level, the mists guide your movement through the battlefield. When you cast a spell using Soothing Mists, you can use Flurry of Blows, Patient Defense, or Step of the Wind this turn without spending focus points.

Gust of Mists

At 11th level, your channeling of the mists becomes more potent. When you cast a spell using your Soothing Mists feature, you can restore a number of hit points equal to one roll of your Martial Arts die, in addition to the spell's other effects. You can spend additional focus point to increase this healing: for each focus point you spend, up to your Wisdom modifier, you can increase the hit points restored by an additional roll of your Martial Arts die.

Concealing Mists

When you reach 17th level, you can evoke the mists to guard you and your allies. As an action, you can spend 5 focus points to summon a shroud of healing mists for 1 minute. The area within 30 feet of you is heavily obscured and moves with you. Creatures of your choice ignore this obscurement. When a friendly creature enters the area for the first time or starts its turn there, you can restore a number of hit points to that creature equal to one roll of your Martial Arts die.

Warrior of the Winds Monk

Monks of this path train to harness unparalleled agility, moving with the grace and precision of a breeze through the battlefield. Their relentless conditioning allows them to strike with rapid, fluid movements, overwhelming foes before they can react. In combat, they embody the very essence of speed and momentum, flowing like the wind and leaving devastation in their wake.

Swiftness of the Wind

When you select this specialization at 3rd level, you gain proficiency in the Athletics or Acrobatics skill, if you did not already have them. In addition, you can use either your Strength or Dexterity to determine your jump distance.

Combat Conditioning

Also at 3rd level, you have improved your focus abilities through intense training. Your Flurry of Blows, Patient Defense, and Step of the Wind features are improved, as described below.

Fists of Fury. Once per turn, when you hit a target with one of the attacks granted by your Flurry of Blows, you can deal bludgeoning damage equal to your Martial Arts die to any other creature of your choice within your reach and within 5 feet of the original target.

Dampen Harm. When you use Patient Defense, you also gain temporary hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

Tiger's Rush. When you use Step of the Wind, the next successful melee weapon attack or unarmed strike you make before the end of your next turn forces your target to make a successful Strength saving throw against your focus save DC or be knocked prone.

Deep Breathing

At 6th level, you learn to harness your inner calm to replenish your focus. As a bonus action on your turn, you can regain focus points equal to your Wisdom modifier (minimum 1) and gain temporary hit points equal to 1d8 + your wisdom modifier. You must finish a short or long rest before you can use this feature again.

Combo Strikes

Beginning at 11th level, you can create devastating chains of attacks in battle. When you take the Attack action on your turn and attack the same target with both attacks, you have advantage on attacks made with your next Flurry of Blows before the end of your next turn.

Kick of the Rising Wind

At 17th level, you learn to target a wavering target with a devestating kick. When you successfully hit an unarmed strike with advantage, you can spend a focus point to do a forceful rising kick. This turns the attack into a critical hit and adding an additional 2d12 thunder damage, after the extra damage on a critical hit has been rolled. You can use this feature a number of times equal to your wisdom modifier and regain all uses when you complete a long rest.

Paladin

Oath of Light

Paladins that take this oath seek to banish shadows and bring forth the radiance of divine truth. Sworn to uphold justice and hope, these paladins channel the brilliance of the heavens to illuminate even the darkest corners of the world. With unwavering resolve, they stand as beacons against the forces of darkness, their presence a testament to the power of light over shadow.

Tenets of Light

Shine the Way. Be a guiding light for others, offering hope and clarity in times of confusion. Lead with compassion, ensuring that the path of righteousness is always illuminated.


Embrace the Dawn. The light is a symbol of renewal and growth. Always strive to better yourself and others; every dawn is a chance for a new beginning.


Banish the Shadows. Darkness in all its forms—ignorance, fear, and prejudice—must be illuminated. Where shadows gather, bring the light of truth, driving away deception and despair.


Radiant Justice. Justice is the purest form of light. Protect the innocent, punish the wicked, and ensure that your actions are as unyielding and clear as the rising sun.

Light of Dawn

Starting at third level, you repel the shadows, illuminating gloom and doom for your allies. As an action, you can use your Channel Divinity to radiate light that banishes darkness and heals injured allies. Magical darkness is dispelled in a 30-foot cone in front of you, and allies within that area regain hit points equal to 1d6 + your paladin level, up to half of their hit point maximum. Undead or constructs cannot regain hit points from this feature.

Oath of Light Spells

Paladin Level Spells
3rd bless, healing word
5th beacon of light, prayer of healing
9th daylight, mass healing word
13th aura of purity, freedom of movement
17th holy weapon, mass cure wounds

Lightbringer

By 7th level, the light strengthens your healing, allowing you to illuminate the battlefield with radiance. You gain the following benefits:

  • You can use your Lay on Hands ability on creatures you can see within 30 feet of you.
  • If your Lay on Hands to restores at least 5 hit points to a creature, you add your charisma modifier to the amount healed.

Divine Purpose

Starting at 15th level, your divinity guarantees you can always stave off the darkness of death. When you would normally roll one or more dice to restore hit points with a spell or paladin class feature (such as your Light of Dawn Channel Divinity), you can use the maximum roll on a number of dice equal to your charisma modifier.

Avenging Crusader

At 20th level, as an action, you can transform into an avatar of light. For 1 minute, bright light shines from you in a 30- foot radius, and dim light shines 30 feet beyond that. Any magical darkness in the area of bright light is dispelled when you activate this feature. You also gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells.

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

Oath of Tyranny

Embodying absolute power, paladins of this oath seek to bring order in a chaotic world under their rule Whether it's for the “Greater Good” or selfish reasons Paladins of this oath often go to extreme lengths to solidify and expand their power bases and influence over others. Using Fear to suppress resistance or their charms to distract from their rule they rule over others with an iron fist.

Tenets of Tyranny


Empower Yourself. Only you can be trusted to rule, you must be at your peak strength to maintain control.


Flaunt Your Power. Making sure others recognize your might is key to ruling over others.


The Weak Shall Kneel. The weak should fear you, admire you, and bend the knee, grateful for your mercy.

Tyranny Spell List

Level Spells
3 Charm Person, Command
5 Suggestion, Zone of Truth
9 Enemies Abound, Fear
13 Compulsion, Guardian of Faith
17 Dominate person, Geas

Subjugation

Starting at 3rd level, you can use your divine power to force others to bend the knee. As an action you can use a use of your channel divinity and brandish your holy symbol and shout a one word command. You can cast Command without expending a spellslot. When cast using this feature, you target a number of creatures up to your Charisma modifier with the command.

Visage of Fear

Also at 3rd level, you have become naturally terrifying just to look at. You gain proficiency in Intimidation if you did not already have it. If you already had this proficiency, you gain another proficiency of your choice from those available to paladin

Aura of Terror

Starting at level 7, you gain an aura of pure terror in a 10 feet radius of you. Enemies that enter this aurora for the first time or start their turn in the aura must make a Wisdom saving throw, on a fail they are frightened of you until the start of their next turn. On a success, they become immune to this effect until they complete a long rest.

Punish the Weak-willed

Starting at level 15, your divine influence allows you to purge those who would simply grovel after harming you. You have advantage on attack rolls against creatures that are charmed or frightened by your spells or class features. In addition, your weapon attacks against these creatures score a critical hit on a roll of 19 or 20.

Avatar of Domination

At level 20 you embody what it means to be a tyrant, you gain the following benefits:

  • You are immune to the Charmed and Frightened conditions
  • Enemies Have disadvantage on saving throws against your Paladin spells and features that would cause the Frightened or Charmed condition
  • Your weapon attacks deal an additional 2d8 Psychic damage against enemies that have the Frightened, Charmed, or Prone condition.
Sam's commentary

This Oath was brought to me by a paladin by the name of Drakon. Despite his rather excessive frame, this does fit the contents of my publications so, well, the contribution is much appreciated to my research.

Priest

Clergy of Storm

Some priests instead turn to nature- specifically the elemental forces of the storm. Storm priests channel the destructive powers of the tempest to show their faith. They use powerful winds to protect their allies and vicious bolts to smite those that stand against their faith.

Spells of Storm

Priest Level Spells
3rd Gust of Wind, Shatter
5th Lightning Bolt, Sleet Storm
7th Control Water, Storm Sphere
9th Destructive Wave, Maelstrom

Master Meterologist

You gain proficiency in the Nature Skill. Additionally the cantrips Lightning Strike, Druidcraft, Shocking Grasp, Gust, Ray of Frost, Frostbite, Thunderclap and Thunder Note are added to the Priest spell list for you and you may learn one of these cantrips of your choice. This additional cantrip does not count against the number of priest cantrips you know. Additionally your Shadow Words are instead changed to Storm Word: Electrocute, Aftershock, and Freeze


Storm Word: Electrocute. When a creature within 60 feet of you takes damage from an attack or spell, you can spend 2 faith points and use your reaction to deal lightning damage to it equal to 1d10 + your priest level. If this damage doesn't reduce the creature to 0 hit points, you take half this damage, which can't be reduced or prevented in any way.


Storm Word: Aftershock. You can spend 1 faith point when you cast a spell on a creature to cause loud thunder to echo around them, provided the spell hit the target with an attack or it failed a saving throw against the spell. At the beginning of the target's next turn, it takes a number of d4s of thunder damage equal to your proficiency bonus.


Storm Word: Freeze. When you deal lightning or thunder damage to a creature with a spell, you can spend 3 faith points to cause the lingering magic to condensate and freeze. That creature has disadvantage on the next saving throw it makes before the end of your next turn.

Tomultuous Winds

Also, starting at 3rd level, you can use a bonus action on your turn to to cause a gust of win to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Lightning Rod

At 6th level, you may use your bonus action to begin channeling the storm. A number of creatures of your choice up to your Charisma modifier within 30 feet of you take to lightning damage equal to half your priest level (rounded down). For 1 minute, or until you are incapacitated or you die, you can add your Charisma modifier in lightning or thunder (you choose) damage to any priest spell you cast. Additionally, the ground around you becomes statically charged, causing creatures of your choice within 15 feet of you to be treated as if they are on difficult terrain. You can use this feature once at 6th level, and twice at 14th level. You regain all expended uses when you finish a short or long rest.

Rolling Thunder

When you reach 14th level, when you use a Storm Word on a creature loud thunder echoes out, assaulting the ears of anyone too close to them. Every creature, including the initial target, within a 10 foot radius must make a constitution saving throw. On a failure they take 1d8 thunder damage and are deafened until the end of your next turn. On a success they take half damage and are not deafened.

Tempest Guardian

At 18th level, you may use your action to call upon the storms themselves to protect a creature you can see within 60 feet. For 1 minute, whenever that creature is hit with a weapon attack, targeted by a spell, or subject to a class feature that deals damage, the attacker must make a constitution saving throw, taking 2d8 lightning damage on a failed save. Once you use this feature, you can’t use it again until you finish a long rest.

Clergy of the Styx

These priests are unholy messengers, revering the cruel pantheon of the lower planes. They call upon the damned to wield spiritual might and bring terror and destruction in the name of war, chaos, and domination. Where they walk, the air stinks of rot. Where they preach, the misery of the damned echo through their words.

Unholy Spell List

Priest Level Spells
3rd Darkness, Ray of Enfeeblement
5th Spirit Guardians (Necrotic Only), Magic Circle
7th Banishment, Summon Greater Demon
9th Contact Other Plane, Infernal Calling

Lower Planar Adept

When you join this clergy at 3rd level, you gain proficiency in the Arcana skill. Additionally, you have advantage on intelligence skill checks relating to fiends, undead, and monstrosities.

Unholy Touch

Also at 3rd level, your unholy practice allows you to evoke the lower planes to bring others closer to them. You learn one necromancy cantrip of your choice from any spell list. This cantrip counts as a priest cantrip for you and doesn't count against the number of priest cantrips you know. Additionally, you can choose for necromancy cantrips to deal your choice of Necrotic or Fire damage.

When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 10 feet of each other. At 10th level, the range within two creatures that you can target is increased to 15 feet.

Spirit Form

Starting at 6th level, you can manifest the evil spirits of the fallen to empower you. As a bonus action, you can assume a spirit form for 1 minute. While in this state you are considered undead instead of your normal creature type and gain the following benefits

  • You gain temporary hit points equal to 1d10 + your Priest level.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object or creature and are moved to the nearest available space.
  • You ignore the effects of non-magical difficult terrain.
  • You gain resistance to bludgeoning, piercing, slashing, and necrotic damage.
  • Once on each of your turns, when you deal damage to a creature with a weapon attack or spell dealing necrotic or fire damage, you can force it to make a Wisdom saving throw. On a failure, the target is frightened of you until the end of your next turn.

You can use this feature once at 6th level and twice at 14th level, and you regain all expended uses on finishing a short or long rest.

Unholy Words

Starting at 14th level, your words carry the wrath of the lower planes. When you use a Shadow Word, you can deal additional Necrotic or Fire damage equal to your 1d4 + charisma modifier.

Dive Through the Styx

Starting at 18th level, you can drag a a creature all the way through the lower planes, warping their mind to the very core. When a target is banished or bloodied within 90 feet of you, you can cause it to instead drag them through the river Styx to inflcit their mind with horrendous torment (no action required), dealing 3d10 necrotic damage and 3d10 psychic damage and are afflicted with an indefinite madness when they return at the start of their next turn. If this would reduce a creature to 0 hit points, their body and soul are claimed by the Styx as they do not return. They may only be resurrected by means of Resurrection or other, similar and powerful magic.

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

Pugilist

Elemental Brawler Fight Club

Flames sparking off every punch, water crashing with every kick! The crowd roars as the air itself trembles with every strike, and stone walls rise and fall like waves under their command. These fighters don’t just brawl, they dance with the elements by turning every clash into a storm of fury. When fists fly, the arena becomes a battlefield of earth, wind, water and fire!

Elemental Combat

When you join this fight club at 3rd level, your strikes are infused with elemental might. Once per turn, choose acid, cold, fire, lightning, or thunder; your unarmed strikes deal extra damage of that type equal to your Martial Arts die. You can also use a Magic action to hurl a burst of elemental power at a creature within 30 feet, dealing damage equal to one roll of your Martial Arts die of the chosen type. This damage increases to 2 dice at 6th level, 3 at 11th, and 4 at 17th.

Aegis of the Elements

Also at 3rd level, while wearing no armor, your AC is equal to your Intelligence + your Constitution modifiers.

Surging Reach

Starting at 6th level, you can use your Moxie to duplicate the effects of certain spells. You can spend 2 moxie points to cast Absorb Elements, Fog Cloud, Longstrider, Pyrotechnics, or Maximilion's Earthen Grasp at their base level without providing material components.

Additionally, you gain the elementalism cantrip if you don't already know it and gain an additional number of Moxie points equal to your Intelligence modifier.

Primordial Limb

Starting at 11th level, your elemental strikes extend beyond your fists. When you use The Old One-Two, you can replace one of the attacks with your ranged strike from Elemental Combat, and you add your Intelligence modifier to its damage.

Champion’s Guard

At 17th level, you can use your Elemental Command to protect both you and your allies. The cost to cast Absorb Elements with your Elemental Command feature is reduced by 1, and you can cast it when an ally within 30 feet of you is hit with acid, fire, lighting, thunder or cold damage, reducing the damage dealt to them. When cast on an ally, you can add an additional damage die to your next use of Elemental Combat.

Ranger

Conclave of Soul Stalking

In the shadowed depths of the forest, a lone figure moves with silent purpose, their gaze fixated on their quarry. With a whispered incantation, they reach out to touch the essence of their prey, delving into the depths of its soul to glean forbidden knowledge. The Soul Stalker Rangers are seekers of hidden truths, masters of arcane insight. Through their unique connection to the ethereal realm, they unravel the secrets of their targets, wielding this knowledge as a weapon in pursuit of justice, vengeance, or darker ambitions.

Soul Stalker Magic

Level Spell
3rd Dissonant Whispers
5th Ray of Enfeeblement
9th Hunger of Hadar
11th Dimension Door
15th Negative Energy Flood

Soul Insight

Starting at 3rd level, you gain insight to a target whenever you use magic on them. When you target someone with a spell of first level or higher you can cause them to roll a wisdom saving throw against your spellsave DC, on a fail a piece of knowledge about the target is shared with you. This knowledge is determined by the DM and can be related to things such as their behavioral patterns, eating habits, or locations they frequent. However, you may request a basic premise with DM approval. Once you successfully gain insight you must complete a short or long rest before you can do so again.

You can only have one insight gained at a time and you forget other insights upon learning a new one and it will only last so long as the soul is on the same plane of existance as you.

Soul Magics

Starting at 3rd level you learn the Arcane Communion cantrip and one first level spell of your choice. This spell must be of the necromancy or divination school or fit DM approval of what would be justifyable as soul magic. This spell can also grant Soul Insight.

Improved Soul Insight

Starting at 7th level your knowledge of your target deepens. When you gain Soul Insight on a target, the DM will inform you of two of of their skill proficiencies. Additionally you learn the Borrowed Knoweldge Spell and cast it once per long rest without expending a spell slot. When you use Borrowed Knowledge in this way you must choose from the proficiencies provided by Soul Insight. You may also cast it normally by using a spellslot of the appropriate level.

Soul Flare

Starting at 11th level your attacks cause the victims of your soul magics to surge with arcane energies. When you attack a target effected by any of your Soul Trapper spells, Soul Insight, or the spell granted by your Soul Magics feature you cause them to flare and deal force damage equal to your wisdom modifier to them and up to 3 targets of your choice within 15 feet of them. You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses after completing a long rest.

Absolute Soul Insight

Starting at 15th level you can read the souls and desires of targets as if they were a book. Your soul insight now tells you all the skill proficiencies or your target and if any of them are expertises. You also learn Skill Empowerment and can cast it once per long rest without expending a spell slot. When you cast Skill Empowerment in this way it must match an expertise of your Soul Insight. You may also cast it normally by using a spellslot of the appropriate level.

Shaman

Elemental Cursebinder

The spirits of the damned whisper through you, latching onto your enemies and weighing them down with their eternal wrath. Those that incur the wrath of the spirits are to be subsumed and offered back to the spirits to be given back to the primal elements that make up the world.

Cursebinder Spells

Shaman Level spells
3rd Bane, Hex, Enlarge/Reduce, Ray of Enfeeblement
5th Bestow Curse, Speak With Dead
7th Elemental Bane, Death Ward
9th Contagion, Raise Dead

Bonus Cantrip

Starting at 3rd level, you learn the Vicious Mockery cantrip. However, its name is changed to Spiritual Binding and its damage type is changed to necrotic.

Chains of the Damned

Starting at 3rd level, when you curse an enemy you can tether them to the spirits of vengeance that will slowly sunder their spirit back into their primal elemental energies. Once per turn, if they, or another creature, attempt to dispel, remove or make a saving throw to end the effects of a debuff or condition that you have applied to them with a shaman spell, take necrotic damage equal to your wisdom modifier.

Echo of Censure

Starting at 6th level, the spirits shriek and wail, assaulting the souls of those unfortunate enough to be caught by your hexes. When one of your shaman cantrips deals necrotic damage to a target, all creatures effected by a debuff or condition caused by you take 1d4 necrotic damage. This increases to 1d6 at 10th level, and 1d8 at 14th.

Lingering Malediction

Starting at 14th level, the spirits linger when you use your curses to weaken enemies. When you cast Bane or Hex you can choose to cast it without needing to concentrate on them. You can cast these spells this way twice, and regain one use when you complete a short rest and all uses when you complete a long rest. If you want to have a second instance of either of these spells active you must concentrate on the second casting of the spell.

Chain of the Forsaken

Finally, at 18th level, the final breath of the damned shakes the spirit of everyone around them, unleashing their frustrations with one last outlash. When a creature you have applied a debuff to reaches 0 hit points, their own spirit angrily lashes out at up to three creatures within 30 feet, applying your choice of Hex or Bane to them them for 1 minute. If those creatures are already under either of those effect, the spirits intensify their suffering, forcing them to make a Constitution save or take 6d8 necrotic damage and become frightened of you until the end of their next turn.

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

Sorcerer

Divine soul (Fixup)

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

When you take this subclass at 3rd level, your link to the divine allows you to learn spells normally associated with the clergy. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, you learn a 1st and 2nd level spell from the cleric spell list and whenever you gain access to a new level of spell slots in this class, up to a maximum of 5th level, you learn one Cleric spell from the Cleric spell list for free of the new spell slot level gained.

Favored by the Gods

Starting at 3rd level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

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

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

Sam's Commentary!

I always believed that these mages felt as if something was missing with their divinity. It seems like I have unearthed a method to really allow them to be the true divine casters they want!

Stone Sorcery (Modernized)

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

Stone Magic

You learn additional spells when you reach certain levels in this class, as shown on the Stone Sorcerer Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Level Spell
3rd Earth Tremor, Thunderous Smite, Earthen Grasp, Embrace the Earth (AEE)
5th Erupting Earth, Meld into Stone
7th Staggering Smite, Stone Shape
9th Wall of Stone, Transmute Rock

Bonus Proficiencies

At 3rd level, you gain proficiency with shields, simple weapons, and martial weapons.

Stone's Durability

At 3rd level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Sam's commentary

There was a tome unearthed- the 28th of its kind- that I found this in. It's such an odd method for sorcery that I couldn't help but note it down here! I decided to clarify some of the spells they seem to manifest and some of their abilities.

Stone Aegis

Starting at 6th level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.

As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Stone's Edge

Starting at 14th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Earth Master's Aegis

Beginning at 18th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.

Embrace the Earth

Divination 2


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Ranger, Wizard

You gain the ability to sense vibrations in the ground, granting you tremorsense with a range of 60 feet for the duration. This ability allows you to detect and locate creatures and objects in contact with the ground within the specified range, even if you cannot see them.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range of tremorsense increases by 10 feet for each slot level above 2nd.

Thundersnow Sorcerer

A power that shifts and swirls within the body like the winds they command. Powerful control over the lightning of a storm and the icy winds of a blizzard.

Origin Spell List

Level Spell
3rd Ray of Frost, Lightning Lure, Fog Cloud, Gust of Wind
5th Wind Wall
7th Control Water
9th Control Winds

Attunement Spell Lists

Blizzard Spell
3rd Ice Knife, Icingdeath's Frost
5th Sleet Storm
7th Ice Storm
9th Cone of Cold
Storm Spell
3rd Witch Bolt, Shatter
5th Call Lightning
7th Storm Sphere
9th Storm Lord's Fury (AEE)

Tempermental Winds

When you choose this archetype at 3rd level, your power begins to change and shift, the elemental energy in your blood swirling like violent winds. Whenever you complete a long rest, flip a coin. On a heads your attunement for that day is Blizzard, giving you access to the Blizzard Attunement spell list. On a tails your attunement for that day is Storm, granting you access to the Storm Attunement spell list.

Elemental surge

Starting at 3rd level, you can harness the power of the storm to destroy those who dare stand in the way of the winds. When you cast a spell that matches the damage type of your Tempermental Winds for the day- Cold for Blizzard and Lightning for Storm- you add your charisma modifier to the damage.

Meterological Aid

Starting at 6th level, you begin to understand and predict your powers better, giving you a greater understand of weather as a whole. You gain advantage on Nature or Survival checks during Rainy or Snowy weather conditions. Additionally, when you are getting your Tempermental Winds benefit for the day, you can flip a coin twice, choosing which result to use to determine your attunement.

Ball Lightning Gale

Starting at 14th level, you are able to embody the very weather you represent. When you cast a spell of 1st level or higher you can use your bonus action to turn into a ball of lightning or chilling gale, depending on if you are Storm or Blizzard, respectively. Doing so allows you to fly up to 20 feet without provoking opportunity attacks. If you are still aloft when this movespeed ends, you fall. Additionally, any target you pass through takes Cold or Lightning damage equal to your charisma modifier. The damage type is determined by your Tempermental Winds attunement.

Master Weathermancer

Starting at 18th level, your mastery over ice and lightning reaches its peak, allowing you to safely manipulate both at the same time with ease. You gain the following benefits:

Dual Mastery: When you cast a spell that deals cold or lightning damage, you can choose to have it deal both types of damage simultaneously. The damage is split evenly between the two types (rounded down). Additionally, if a creature has resistance to one type but not the other, it only applies its resistance to the relevant portion of the damage.

Weathercraft: You learn to manipulate the weather by using your innate magic. You learn the Control Weather spell if you did not already. If you already knew it you learn an additional spell from the Sorcerer spell list of 8th level or lower that deals cold or lightning damage. You can spend 7 sorcery points to Control Weather without expending a spellslot. Whenever you cast a spell of 3rd level or higher, the sorcery point cost for casting Control Weather is reduced by 1, up to a maximum reduction of 3 sorcery points. This reduction resets after using Control Weather in this way. You must complete a long rest before you use this feature again.

Storm Lord's Fury

Evocation 5


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a silver lightning rod)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Wizard

You summon the power of a tempest, releasing a surge of electrical energy at a target within range. The target must make a Dexterity saving throw. On a failed save, it takes 6d8 lightning damage and becomes charged with electrical energy. On a success they take half damage and the spell ends.

Until the spell ends, the charged target emits an electrified aura in a 10-foot radius. Any creature that starts its turn in this area must make a Constitution saving throw, taking 1d6 thunder damage on a failed save, or half as much on a successful one. Additionally, the charged target itself takes 1d6 lightning damage at the start of each of its turns.

At Higher Levels: The initial damage increases by 1d8 for each slot level above 5th.

Nightmare Sorcery

A stalking creature in the dark. An insomniac with a thirst for revenge so strong it manifested into power. A psionic driven to insanity. Whatever the source of their magic, a Nightmare Sorcerer is a formidable force to be reckoned with. They specialize in lulling others into a deep slumber and feasting on the nightmares they cause.

When you select this specialization you gain a character flaw. Use the dice or discuss a choice with the dungeon master. These are simply suggestions as you can also make your own flaw that represents your character and how sleep effects them.

d6 Flaw
1 I suffer relentless nightmares- the only relief I can get from them to cause them to others.
2 I have constant mood swings and grumpiness from sleep deprivation.
3 Dark circles line my eyes always laid with a glazed, uninterested expression and I walk at a constant slouch.
4 I am a sadist and revel in seeing others suffer in their sleep.
5 I'm a narcoleptic, falling asleep at inappropriate times.
6 Energy granting substances, like coffee or tea, are what I rely on to get through the day.

Sorcerous Origin Spells

Level Spell
3rd Pantasmal Force, Detect Thoughts, Sleep, Dissonant whispers
5th Catnap, Fear
7th Phantasmal Killer, Hallucinatory Terrain
9th Dream, Synaptic Static

Insomniac

When you choose this archetype at 3rd level, the nature of your magic makes sleep a volatile endeavor for you, but you've learned to adjust and live with it. You can complete a long rest with only 4 hours of sleep and spend the remaining time on light activities such as reading or keeping watch. Additionally, you can treat your exhaustion level as one level lower than what it actually is.

Slumbering Touch

Also starting at 3rd level, the sleep you induce is quick and deep. You can cast Sleep at its base level once without expending a spell slot. When you cast Sleep this way, you can choose a number of creatures within the radius equal to your Charisma modifier (minimum of 1). If a chosen creature fails its saving throw to gain the incapacitated condition, it instead gains the unconscious condition. Once you use this feature, you must finish a long rest before you can use it again.

Starting at 10th level, when you cast the Sleep spell, you can expend 2 sorcery points to cause a single target of the spell to gain the unconscious condition instead of the incapacitated condition on a failed save.

Touch of Nightmares

Starting at 6th level, your magic assaults a target's dreams instead of their physical body. Any single-target spell you cast on an Unconcious target deals psychic damage instead of its normal damage type. When an unconscious target takes psychic damage from you, instead of waking up they can make an intelligence saving throw equal to half the damage dealt, with a minimum of 10 and a maximum equal to your Sorcerer spellsave DC, waking up on a success. Additionally, you can add your Charisma modifier to the damage of your spells that deal psychic damage.

Dream Manipulator

Starting at 14th level, you can influence dreams to such an extent that they manifest physical effects. When a creature within 30 feet of you is asleep, you can use your bonus action and expend 2 sorcery points to create a link to their dreams for 1 minute. The target must make an Intelligence saving throw against your spell save DC. If they succeed the save, they will wake up. If you put a target to sleep using the Sleep spell, you can automatically form this link on a single creature as part of casting the spell, sharing its concentration. When you successfully form the connection, you gain the following abilities for the duration of the target's sleep or until you lose concentration.


Sleepwalk. As an action, you manipulate the targets dreams to pique their subconscious interest and can cause the target to move up to their movement speed in a direction you choose. This movement does not provoke opportunity attacks.


Nightmare. As an action, you can deal 3d6 psychic damage to the target as you manipulate their dreams into horrifying nightmares. This damage increases to 4d6 at 17th level. The target remains asleep and does not wake from this damage.


Lash Out. As an action, you terrify them of the creatures in their own dreams and cause them to make a weapon attack or unarmed strike on a target within range. This attack is made at disadvantage.

Dream Sap

Starting at 18th level, whenever a sleeping target within 60 feet of you takes psychic damage from your spells or abilities, you gain temporary hit points equal to half the amount of psychic damage dealt, up to a maximum of four times your Charisma modifier.

Warlock

The Box Patron

Boxes are one of the most enigmatic forces in the universe, for they can be used to hold almost anything. Those who are able to contact to the space that lies beyond the mysterious Box and gain their power can access the blessing of infinite possibility, at a price. The Box is capricious, hungry, empty. One day, The Box will collect, be it needing to deliver The Box to anoter as a gift, or contribute to its contents from your belongings. Until then, you may draw miracles from The Box to your heart's content.

Box Spell List

level Spells
3rd Chromatic Orb, Disguise Self, Enhance Ability, Immovable Object
5th Glyph of Warding, Leomund's Tiny Hut
7th Fabricate, Galder's Speedy Courier
9th Animate Object, Creation

Surprise!

When your patron fulyl trusts you at 3rd level, your patron allows you to pull powerful, surprising mysteries out of any storage container. You gain the ability to use a Box, Barrel, or Crate as an arcane focus. As well, while using a Box as a focus, you can use an action to roll on the Sorcerer's Wild Magic table. You must have an empty hand to do this. The listed effect happens, as you reach your hand into the box and pull it out. You may do this an amount of times equal to your Charisma modifier (minimum of 1), regaining all expended uses when you complete a long rest.

Store it For Later

Also at 3rd level, you can store the casting of a ritual in the box for use when you'll need it most. During a short rest, you can pick one spell with the Ritual Tag that you know. You may then cast it once without expending a spellslot. If you complete another short rest, you lose the ability to cast this spell, and must take the rest to prepare a new one.

Storage Manifestation

Starting at 6th level, you can extend the storage of your patron to protect others. Once per long rest, you can summon a Large wooden wall within 10 feet of you. The wall is 10 feet long and tall, and 5 feet wide. The wall has 30 hit points, 13 AC, and automatically fails any saving throws. It has a vulnerability to fire damage and immunity to psychic and poison damage. This wall provides total cover for anyone behind it.

Out of Sight, Out of Mind

Starting at 10th level, your patron will allow you to hide anywhere under their grace. You can choose to Hide inside a Box, Crate, or Barrel that isn't your arcane focus, that is no smaller than one size category smaller than you. Instead of hiding normally, you are considered Invisible so long as you don't leave the box, are seen moving inside the box by a creature, or if a creature succeeds an Investigation check against your Spell Save DC.

Needle in a Haystack

Starting at 14th level, you can bargain with your patron for a more concise delivery, rather than randomness. When you use your Surprise! feature, you can choose to expend 2 uses of the feature. When you do so, you roll on the Wild Magic table three times and choose the result that you want.

In addition, you regain one use of your Surprise! when you complete a short rest.

Golden Curse Patron

Once, a curse would leave one starved you of touch. Bereft of love. Devoid of all things save gold, glory and greed. Yet instead of breaking, you have learned to control it, to not ruin all you touch, to take what was meant to damn you and wield it against others. Beauty for you lies in wealth, and your curse has now been tamed to become a source of coin to match your natural greed.

Golden Curse Spells

Level Spells
3rd Distort Value, Identify, Arcane Lock, Jim's Glowing Coin
5th Galder's Tower, Incite Greed
7th Galder's Speedy Courier, Leomund's Secret Chest
9th Passwall, Wall of Light

Golden Curse Flaw

d4 Flaw
1 I am extremely maticulate on the value of items, making sure I always get a good deal
2 I tend to hoard my wealth and spend as little as possible
3 My self worth is determined by how much money I have
4 I dress as high-class as possible so everyone knows my worth

Gilded Touch

When your patron grants you their true power at 3rd level, you gain the ability to transmute the remains of your foes into morbid wealth. When you reduce a creature to 0 hit points with a spell or weapon attack, you can cause a portion of them to turn into valuable metal of the DM’s choice, worth 1 gp.

Starting at 6th level, the value of this metal increases to an amount of gp equal to your Charisma modifier.

Beginning at 14th level, whenever you use this feature, roll a d20. On a 10 or higher, instead of coins, the remains instead transmute into a gemstone of your DM's choice worth an amount in GP equal to 10 x your Charisma modifier. On a 9 or lower, the effect produces coins as normal.

Eye of Appraisal

Also at 3rd level, your patron bestows you with advanced knowledge on the value of coin. You gain proficiency in your choice of either Insight or Persuasion. If you already have both proficiencies, you instead gain another proficiency from those available to Warlock. Additionally, as a magic action, you can accurately estimate the monetary value of gems, coins, or art objects. You may also use this feature on a magic item to immediately know if it is cursed, though you don’t automatically learn the nature of the curse.

Crown of Affliction

Starting at 6th level, you can spread your gilded affliction to others, binding them in cursed opulence. You learn the Bestow Curse spell. It counts as a Warlock spell for you and doesn’t count against the number of Warlock spells you know. You can cast it once without expending a spell slot, and regain the ability to do so when you finish a short or long rest.

In addition, when a creature affected by your Bestow Curse spell is reduced to 0 hit points, you can use your reaction to attempt to transfer the curse. Choose one creature of your choice within range of the spell. That creature must succeed on a saving throw against your spell save DC or suffer the curse for the remaining duration.

Lastly, when a creature dies while under the effect of your Bestow Curse, the value produced by your Gilded Touch feature is doubled.

Golden Aegis

Starting at 10th level, you are immune to the charmed condition and have advantage against effects that would inflict a curse on you.

Fated to Opulence

Starting at 14th level, you can fully turn someone to gold to massively inflate your wealth. You learn the spell Flesh to Stone and can cast it without using your use of Mystic Arcanum. When you do so, the target is turned to gold instead of stone. The buying value is 1gp per three pounds the creature would weigh.

Once you cast Flesh to Stone this way, you may not do so again until you complete a long rest.

The Puppeteer Patron

Your patron is an unseen manipulator, a master of control and illusion. Perhaps a mad god, a wayward spirit of theater, or a whispering horror from behind the curtain of reality. With strings both literal and metaphorical, you twist the will of others, playing them like marionettes upon a stage. To them and now you, life is a show where everyone is an actor whether they want to be or not.

Puppeteer's Spells

Level Spells
3rd Command, Unseen Servant, Suggestion, Vortex Warp
5th Tiny Servant, Hypnotic Pattern
7th Compulsion, Hallucinatory Terrain
9th Animate Objects, Bigby’s Hand

Stage Hand

When your patron fully entrusts you with the secrets of performance at 3rd level, you gain proficiency in the Performance skill, and can use a rod with string attached as your arcane focus. You also learn the mage hand cantrip without counting against your cantrips known. You can cast mage hand without verbal components, and it lasts until you dismiss it (no action required), fall unconscious, or die.

As a Magic action or when casting the Mage Hand spell, you can make a melee spell attack against a target within 30 feet using your mage hand. On a hit, the target takes 1d8 force damage. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. Your mage hand can benefit from warlock invocations that affect cantrips, such as Lance of Lethargy.

Strings of Control

Also at 3rd level, your patron grants you a spectral controller that you can attach to unwitting victims to control them like your very own puppet. You learn the Crown of Madness as a warlock spell, without impacting your number of warlock spells known and you can cast it once at its base level without expending a spell slot, and regain the ability to do so when you finish a short or long rest. When you cast Crown of Madness, the visual effect instead appears as glowing puppet strings attached to the target’s limbs as it follows the motions of the controller your patron gave you.

For you, Crown of Madness gains the following changes:

  • Whenever the affected creature makes an attack roll, it uses your Charisma modifier in place of its attack modifier for attack rolls.
  • You are not required to use your action to continue concentration on the spell.

Puppetmaster’s Precision

Starting at 6th level, your control over your puppets is precise and lethal. Once per turn, when a creature, object, or summoned unit you control deals damage, you can add your Charisma modifier to the damage dealt.

Iron Strings

Starting at 10th level, while it's questionable who truly commands the stage, you are presumed indomitable to all but the highest of masters. You are immune to the charmed condition and gain resistance to psychic damage.

The Show Goes On

Starting at 14th level, even the death of an actor won't stop a performance. When a creature within 60 feet of you dies, as a reaction, you may cast your Crown of Madness spell on the dead creature’s corpse, allowing you to control it using its native stat block. This use does not require concentration or a spell slot. The creature becomes animated under your control for 1 minute, functioning as though affected by Crown of Madness, though you may describe its movements theatrically.

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

Wizard

Necromancer (Table Considerate)

Necromancy Savant

Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Grim Harvest

At 3rd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

Undead Servant

At 6th level, you have learned to animate bodies, including one whom you have specially selected and adjusted to suit your needs. You add the Animate Dead spell to your spellbook if it is not there already. Additionally, when you use animate undead on a corpse, you can raise it as a specialized undead servant for yourself. This undead servant can take the appearance you choose, and you can use your bonus action to command it in combat.

  • If your Servant dies, you can perform a 1 hour ritual during a short rest to restore them to half their hit point maximum.
  • You can use Animate Dead on a corpse within 15 feet of your servant to use their bodies to repair your servent for 3d8 + your intelligence modifier.

Mastery to Undeath

Beginning at 10th level, you have spent so much time dealing with undead and the forces that animate them that you have become knowledgable on how to resist their effects and redirect their purpose. You have resistance to necrotic damage, and your hit point maximum or ability scores can't be reduced. Additionally, you can choose two of the following benifits to grant to your servent:

  • Your servent gains proficiency in light armor and shields
  • Your servent gains proficiency in a single weapon of your choice, which it can attack with using your intelligence modifier.
  • Your servent can attune to a single magic item of rare quality or lower
  • Your servent's intelligence modifier matches your own, and you can use a magic action to cast spells through it, using your spellslots, material components, and concentration
  • Your servent gains the ability to speak a language that it understands and can recall limited memories from its life of the DM's choice

These benifits can be changed whenever you complete a long rest by spending an hour instructing the servent.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.


Undead Servant

Medium undead


  • Armor Class 10 + your intelligence modifier
  • Hit Points 2 + your Intelligence modifier + 5 times your wizard level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 16 (+3) 6 (-2) 6 (-2) 6 (-2)

  • Damage Resistances Necrotic, Psychic
  • Condition Immunities Charmed, Frightened
  • Senses your apassive perception
  • Languages Understands languages the resurrected creature spoke, but can't speak.

Fragile Flesh. The Undead Servant is made of parts from several corpses, thus meaning in need of occasional repairs. When Mending is cast on the servant, the caster must roll a DC11 Medicine (wisdom) check. On a success the servent is healed for 2d4 + the caster's spellcasting ability modifier. The Zombie may be healed this way a number of times equal to their constitution modifier.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d6 + your intelligence bludgeoning or force damage.

Sam's Commentary!

Not my favorite school of magic, but this version I can at least tolerate- a magical buttler isn't the most morally dubious to practice.

Arcane Painter

Arcane Painters see no boundary between artistry and wizardry. Every brushstroke is a spell, every color a vision of the weave. Their studios are sanctuaries of pigments and glyphs, where canvases hum with arcane power. In battle, these mages conjure vibrant strokes of ink and sturdy barriers of paint, shaping the battlefield like a gigantic canvas. To them, magic isn’t just study. It's creation with one dazzling stroke at a time.

Painter Savant

When you join this school at 3rd level, you learn how to use magic to paint fantastic visual effects as an expression of your art. You gain proficiency with Painter's Supplies and can use them as a spellcasting focus for your Wizard spells.

In addition, you learn the Prestidigitation cantrip without impacting your number of Wizard cantrips known and it gains the following changes:

  • Magic Mark. The duration lasts until dispelled instead of 1 hour.
  • Arcane Ink. You can change the color of a medium sized object or 5-foot square. This lasts until a creature uses an action to wipe it clean. If it lasts for a full hour, it dries and must me washed off using magical water and an hour of time.

If you create a third effect with either of these features, you must choose 1 to be dispelled.

Arcane Stroke

Also at 3rd level, you can create a line of magical ink that surges across the ground. As a magic action, you can create a 30-foot long, 5-foot wide line that moves across the ground, temporarily coating it in magical ink. Targets in the line must make a Dexterity saving throw against your Wizard spellsave DC. On a fail, they take 1d6 Force damage, half on a success. This damage increases by 1d6 when you reach 5th, 11th, and 17th levels.

The ground under the stroke becomes difficult terrain while the ink sets for 1 minute, after which it will begin to fade over the next 24 hours.

You can use this feature a number of times equal to your Intelligence modifier, regaining all uses when you complete a long rest.

Starting at 10th level, you can expend a spellslot of 1st level or higher to regain one use of your Arcane Stroke (no action required).

Inky Reflection

Starting at 6th level, your ink paints a reflection of spells you cast. When you cast a spell of 1st level or higher with a casting time of 1 action, you can use your bonus action to use Arcane Stroke.

In addition, when you use Arcane Stroke, you can change its damage type to match the type of a spell you know of 1st level or higher.

Potent Ink

Starting at 10th level, your ink grows stronger, deeper, more resilient. You can add your intelligence modifier to the damage of your Arcane Stroke.

Ink Swell

Starting at 14th level, your ink surges as you cast, lashing out and coating anyone caught in your grasp. As a magic action, you can cause all paint from your Arcane Ink, Magic Mark, or Arcane Stroke to swell and surge forth to coat anyone standing within 5 feet of them. They must make a strength save against your Wizard spellsave DC or become restrained for 1 minute. They can repeat the save at the end of each of their turns, ending the effect on a success.

You must complete a short or long rest before you can use this feature again. Alternatively, you can expend a spellslot of 2nd level or higher to regain its use (no action required).

Diabloist Wizard

Wizards who study the magic of devils delve into the infernal depths of the Nine Hells not for worship, but to gain insight. They study the hierarchies, contracts, and cruel magics of devils, learning to weave that arcane power with the same ruthless precision found in the law-bound dominions. A Diabloist is a scholar that with each new spell, climb deeper down the hellish ladder, aiming not to serve or work with devils… but to outplay them.

Diabolic Mind

Starting at 3rd level, you have studied the secrets of Devils, understanding their bargains and mannerisms. You also have advantage on any ability check made to craft, detect, or dissect magical or legal loopholes. Additionally, you can read, speak, and write infernal and gain proficiency in your choice of Persuasion, Deception, or Intimidation.

Spire of Avernus

Also at 3rd level, you can channel the vile land of the Hells itself to form a spike to impale the vile souls upon. As an action, you can brandish your arcane focus and expend a spellslot of 1st level or higher. A target of your choice within 30 feet must make a Dexterity saving throw. On a fail, they take 1d8 + your Intelligence modifier force damage and are restrained until the end of your next turn. On a success they take half damage and are not restrained. The damage increases by 1d8 for every spellslot level above 1st, up to a maximum of 5d8.

Infernal Touch

Starting at 6th level, you mix the blazing hot flames of Phlegothos, rancid decay of Minauros, or the biting cold of Stygia into your spells. When you cast a spell that deals Necrotic, Fire or Cold damage, you can add your Intelligence modifier to a single damage roll of the spell.

Fracture Sins

Starting at 10th level, you can force a person into a prison of their crimes, leaving them to confront the truth of their own psyche. You learn and always have the Banishment spell preparred without impacting your number of spells preparred. You can cast it on an evil aligned creature without expending a spellslot. When cast in this way, they are instead sent to a prison within the lower labarynths of Baator and if concentration is maintained for the full duration, instead of staying banished they return and must make a wisdom saving throw. On a failure, they gain an indeffinate madness, and on a success they return with a short term madness. When you cast it in this way, you cannot use this feature again until you complete a long rest.

Deconstruct Souls

Also at 10th level, you can read a person's sins as if it was an open book in front of you. As an action you can roll a Wisdom (Insight) check against a target's Charisma (Deception) check. On a success, you learn their moral alignment and whether retribution, humiliation, or isolation would be more effective as a consequence to their actions.

Infernal Mandate

Starting at 14th level, your arcane mastery reaches the dark heart of Nessus, where the word of infernal laws and pacts are final and unbreakable. When you cast a spell of 1st level or higher that targets a creature and is from the Enchantment or Illusion schools, you can inscrube a devilish clause into reality. Choose one of the following effects to add onto the spell's normal effect.


Disallow Perjury. The creature must make a Charisma saving throw. On a failure it is under the effects of Zone of Truth for the next minute so long as they are within 120 feet of you.


Clause of Coercion. The creature has disadvantage on the next Wisdom or Charisma saving throw it makes within the next minute.


Binding Verdict. The creature cannot willingly teleport, turn invisible, or shift planes for the next minute.


      Once you successfully use this feature, you cannot use it again until you finish a short or long rest.

Forgotten Arcanist

Many arcane secrets become lost to time, be it for their danger, difficulty, or lack of practicality. Whatever the reason, some dig them up and master these ancient magics, renewing them to be practiced with modern magics. The blending of ancient arcane and modern weave results in a fantastic, but destructive school of magic, unleashing arcane energy in enormous bursts with destructive displays of arcane mastery. To channel these ancient arts, is to demonstrate control over some of the most dangerous magic that time has ever seen.

Ancient Secrets

When you join this tradition at 3rd level, you delve into knowledge lost to time, weaving secrets together that haven't been seen in generations. You gain proficiency in the History skill. ADditionally, you learn the Thaumaturgy and one damage dealing cantrip of your choice from the Wizard, Druid, or Cleric spell lists.

Catastrophic Curriculum

Also at 3rd level, you can quickly weave pure arcane energy as you cast spells. You gain a pool of Arcane Charges that can hold an amount up to your Intelligence Modifier. When you cast a spell of 1st level or higher, you regain a number of Arcane Charges equal to the spellslot level cast, and they disappear when you complete a long rest. Any feature that uses Arcane Charges mimic the damage type of the cantrip you selected for your Ancient Secrets feature. As a bonus action, you can unleash Arcane Charges to use the following abilities:

  • Arcane Burst. You unleash a blinding bold of raw magic at a creature you can see within 90 feet of you. Make a ranged spell attack. On a successful hit you deal 1d4 damage. You can fire an additional bolt when you reach 6th (2 bolts), 10th (3 bolts), and 14th (4 bolts) levels. Make a seperate spell attack for each bolt.

  • Concussive Bolt. You launch a destabalized orb of magic at a creature you can see within 90 feet of you. Make a ranged spell attack. On a failed save, their movespeed is halved until the end of their next turn. Starting at 10th level, you deal 1d10 damage on a successful hit.

Arcane Seal

Starting at 6th level, you can weave runes that muddle a creature's thoughts and function. As a Magic Action, you can choose a creature within 60 feet that you can see. You can spend one Arcane Charge to force them to make a Charisma saving throw against your Wizard spellsave DC. On a failure, they become silenced until the end of your next turn as their thoughts and senses become overwhelmed, rending them unable to form intelligable words.

Once per turn, when a creature marked with your Arcane Seal takes damage from a spell or spell-like effect, add your Intelligence modifier to a single damage roll.

Mystic Overflow

Starting at 10th level, the ancient art of magical surge becomes second nature to you. When you spend a charge for one of your features, you can expend a spellslot level of 1st level or higher to give the ability an additional benefit.

  • Arcane Burst. You add your Intelligence modifier to the damage of all bolts.

  • Concussive Bolt & Arcane Seal. You can target an additional target within 15 feet of the original target.

Destructive Flare

Starting at 14th level, you can focus all your magic into a concentrated point. As an action, choose a point on a flat surface within 90 feet that you can see. You can spend Arcane Charges to cause a pillar of pure arcane energy to strike a number of creatures of your choice within 20 feet of that point equal to the number of charges spent. The creatures must make a Dexterity saving throw or take 10d6 radiant damage on a failed save, or half as much on a success. A creatures effected by your Arcane Seal automatically fails the save.

Once you use this feature, you cannot use it again until you complete a long rest.

Pastry Puppeteer

Some wizards are equal parts chef and conjurer. They see every ball of dough as a potential soldier, every batter a loyal servant, and every loaf a weapon of arcane craft. By blending culinary skill with the arcane, they summon pastries to fight, fortify allies with enchanted meals, and transform ordinary ingredients into living, edible minions. To dine at their table is to feast upon magic itself and to face them in battle is to risk being devoured by a gingerbread golem.

Pastry Savant

When you take this tradition at 3rd level, you gain proficiency with cook’s utensils and brewer’s supplies, and you can use them as a spellcasting focus for your wizard spells.

Fortifying Feast

Also at 3rd level, you learn how to create meals that leave those who partake feeling fortified and ready for anything. Whenever you finish a long rest, you can prepare a magical spread that nourishes up to 5 creatures. Each creature who eats it gains temporary hit points equal to half your wizard level (rounded down) + your Intelligence modifier (minimum of 1). The appearance, taste, and aroma of this food are of your choosing.

In addition, you learn the Prestidigitation cantrip without impacting your number of Wizard cantrips known. When you use Prestidigitation, you can conjure a pastry or treat small enough to fit in your hand. It disappears after 1 minute, or immediately if a creature tries to eat it.

Chef’s Orders

Starting at 6th level, you can animate food and pastries as loyal minions. You learn the Conjure Familiar and Animate Objects spell. You can cast these spells at their base level without expending a spellslot, but when done this way they must target food or use food as part of the casting. A familiar created in this way is made of pastry instead of being spiritual in its form.

You must complete a long rest before you can cast these spells without expending a spellslot again.

The Spice of Life

Starting at 10th level, you can transmute nonmagical matter into enchanted edibles. As a Magic Action, choose a nonmagical object or liquid within 30 feet of you that isn’t being worn or carried, fits within a 10-foot cube, and isn’t primarily made of metal or stone. It transforms into an equivalent mass of harmless, edible food. It can function as food for your Chef's Orders feature.

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

Iron Stomach

Starting at 14th level, yyour constant study and consumption of magical food has strengthened your body. You gain the following benefits.

  • You have resistance against foodborn illness and to resist poisoned condition
  • You gain proficiency in Constitution saving throws if you did not already have it
  • If eating food or drink would allow you to roll to determine the amount of hit points or temporary hit points gained, you may roll the dice twice and use the higher roll
Sam's Commentary!

My experience with those who conjure vast amounts of food is that they prefer simply to devour it on the spot to grow a massive waistline... It IS strange how often that happens. However! I have found that some make it into their familiar. It's fascinating how versatile food can actually be used. I will confess though that I did take a nibble of their familiar.

Weave Channeler

Those who tap into the raw weave are known as arcane channelers, connecting to and using pure magic itself. They embrace the pure arcane energies that sorround everything, using the mysterious force to empower your spellcasting and increase its potency.

Bonus Cantrip

When you choose this specialization at 3rd level, you learn the arcane communion cantrip, which doesn't count against the number of wizard cantrips you know.

Arcane Residue

Also at 3rd level, you capture a small piece of the arcane weave whenever you cast a spell, able to hold onto it and unleash the raw magic on command. When you cast a spell using a spell slot, you gain a number of arcane charges equal to half the spell's level, rounded up. You can have a maximum number or charges equal to your intelligence modifier, and all accumulated charges dissipate when you finish a short or long rest.

Before you roll damage for a spell, you can spend arcane charges to roll a number of the spell's damage dice equal to their maximum value, up to the number of arcane charges spent. When you spend arcane charges on a spell, that spell does not generate arcane charges.

Powered by the Weave

Beginning at 6th level, when you use your Arcane Recovery feature, the combined level of spell slots you may recover increases by 2. It increases to 3 at 10th level and 4 at 14th level.

Arcane Barrier

When you reach 10th level, you learn how to siphon arcane energy from harmful magic for your own benefit. When you make a saving throw against a spell, you can use your reaction to give yourself advantage on the roll. On a failed save, you suffer the spell's effect, but take only half damage (if any). On a successful save, you take no damage from the spell. Regardless of whether your saving throw succeeds or fails, you gain arcane charges as if you had cast the spell. You regain the ability to use this feature after completing a short or long rest.

Overclock

At 14th level, you have mastered the use the residual arcane magics for both offense and defense. When you spend arcane charges, you may maximize a number of damage dice equal to twice the number of arcane charges spent. In addition, your accumulated arcane energy protects you. Whenever you make a saving throw you can choose to expend arcane charges, gaining a bonus to the roll equal to twice the number of charges spent.

Pyromaniac

Pyromanic wizards embrace the destructive nature of fire, learning to harness and control its wild nature. Learning to master fire is to walk the thin line of mastery and mania. Some jest that fireball isn't always a solution but... How accurate is that statement, really?

Firey Savant

Beginning when you select this school at 3rd level, when you select this subclass and whenever you gain a level, you learn an additional spell, but that spell must deal fire damage. You also learn the Control Flames cantrip. This cantrip does not impact your number of wizard cantrips known.

Fan the Flames

Also at 3rd level, you learn how to enhance the volatile power of your fiery magic. Whenever you cast a spell that deals fire damage, you can add your intelligence modifier to one damage roll of the spell.

Critical Mass

Beginning at 6th level, your fire is extremely hard to avoid, leaving foes scorched no matter how well they can get out of the way. When you roll a 1 on the die for a damage roll, you can reroll a number of dice equal to your intelligence modifier, but you must use the new roll. Additionally, you ignore resistance to fire damage.

Cauterize

At 10th level, you can quickly burn your own wounds to seal them and prevent fatal blows. If you are reduced to 0 hit points, you can use your reaction to draw on the fiery energy that burns within you. You are instead reduced to 1 hit point, and each creature within 10 feet of you must make a constitution saving throw against your wizard save DC or take fire damage equal to half your mage level + your Intelligence modifier on a failed save, or half damage on a success. Once you use this feature, you can't use it again until you finish a long rest.

Wildfire

When you reach 14th level, you learn how to unleash the true destructive potential of your fire magic. When you roll fire damage for a spell and roll the highest number on any of the dice, roll those dice again and add those rolls to the damage. You can add these rolls a number of times equal to your intelligence modifier. You may only reroll each die once with this feature.

Venomancer

Studying the wild and the highly poisonous or venemous creatures that inhabit, you learn to weild toxins just as they do, weaving them into potent magics. Your poisons can corrode the hardest substances, or rot the most hardened of flesh. Little can withstand a toxic barrage from you.

Added Spells

A lovely spellcraft by the name of KibblesTasty seems to have many spells in their creation that a mage choosing this path may find useful! Kibbles'Elemental Spellbinder to have enough spells to fill your book!

Expert Toxicologist

Beginning when you select this school at 3rd level, whenever you gain a level in wizard you learn an additional spell that deals poison damage or afflicts the poison condition. Additionally you can add your proficiency bonus to rolls to identify poisons if you don't already.

Corrosive Skin

Upon choosing this tradition, choose specialty in either corrosion or necrosis. You gain a pool of Corrosive Skin Dice with a number of uses equal to your wizard level. If you choose corrosion your Corrosive Skin dice deal Acid damage and if you choose necrosis they deal Necrotic. They start at a d6, increasing to d8 at 6th level in wizard, d10 at 10th level, and d12 at 14th level. They replenish upon completion of a long rest and you gain a additional charges when you regain spellslots using your arcane recovery feature, equal to the charges spent. They can be spent in the following ways:


Hawking Retort. If a creature targets you with a spell with a range of touch, melee attack from a weapon lacking the range property, shoves you, makes a grapple check, or anything else your DM would rule as physical contact, you can use your reaction to roll a number of Corrosive Skin dice equal to half your proficiency bonus (rounded down) and deal damage equal the roll.


Grip of Fangs. When you deal damage with spell with a range of touch or a melee weapon attack you can add a roll of a single Corrosive Skin die as your specialty damage.

Additionally, while unarmored or wearing light armor your armor class is calculated as 12 + your constitution modifier. This is reflected by an additional body feature based on your specialization. You can roll a d4 to determine the trait or work with your DM to decide one fitting to the character.

d8 Corrosion Necrosis
1 Patches of snake scales Abnormally sharp fangs or mandibles
2 Patches of spines Patches of bristley, wire-like hair
3 Patches of black spots A long, forked tongue
4 Brightly colored markings Patches of leathery, oily skin

Environmental Adaptation

Starting at 6th level you learn to adapt to your environment, just like the creatures you've studied. You know how to spot resistance and and how to compensate for it. You ignore resistance to poison damage. And if a target is immune to poison damage your spell will instead deal your specialty damage as if resisted.

Fatal Toxins

Starting at 10th level, you can weave toxins into every spell. when a spell you cast of 1st level or higher causes a condition such as blinded or paralyzed, you can choose for it to be the poisoned condition instead. When you cause the poison condition in this way, at the end of their turns the target must make a constitution saving throw or take poison damage equal to your Corrosive Skin die, or half as much on a success. This feature does not expend rolls of your Corrosive Skin die. If they succeed the constitution saving throw three times they are no longer poisoned and immune to this feature until they complete a long rest. Once you use this feature you must complete a short or long rest before you can use it again.

Augmented Admission

Starting at 14th level, your mastery over poisons is unmatched, your potency unrivaled, and your admission swift and lethal. Choose one spell you know of 5th level or lower, you can change its damage type to poison, but you can cast it at its base level without expending a spell slot once per long rest. When you select your spells after completing a long rest you may change the spell for this feature. Your spells that deal poison damage or match your specialty damage (Acid or Necrotic) have their range to critically hit reduced to 19 instead of 20.

Valiant

Prerequisite: 4th Level, Wisdom or Charisma 13 or higher

You are unshaken by overwhelming odds. You gain the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • When you succeed on a saving throw you can grant a number of alles equal to your proficiency bonus, within 30 feet, and who can see or hear you, can add 1d4 to their next saving throw before the end of your next turn. You can use this feature a number of times equal to your proficiency bonus

Alarming Presence

Prerequisite: 4th Level, Charisma 13 or higher

You are naturally imposing and alarming to others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You have advantage on Intimidation checks on creatures that you are meeting for the first time.

Bard Initiate

Prerequisite: 4th Level, Charisma 13 or higher

You are naturally imposing and alarming to others. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in one musical instrument of your choice.
  • You gain one use of the Bardic Inspiration ability. The die is a d6 and You regain the use of it after finishing a short or long rest.

Whip Master

Prerequisite: 4th Level, Profiency with the Whip

You have mastered the ways of the whip and the intricacies of such an exotic weapon. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you hit with a melee attack using a whip you deal an additional 1d4 damage of whatever type the whip deals.
  • While you are wielding a whip, other creatures provoke an opportunity attack from you when they enter your reach.
  • You can forego the damage of an attack with a whip and attempt to grapple them with them, following normal grapple rules.

Doctor

Prerequisite: 4th Level, Intelligence or Wisdom of 13+

You are an expert at helping a body heal itself. You gain the following benefits:

  • Increase your Dexterity, Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You may tend to a number creatures equal to your Intelligence or Wisdom modifier (you choose when you select this feat) over the course of a short rest as ‘light work’. Creatures you tend to may add your intelligence or wisdom modifier to the amount healed when they expend a hit die during a short race.
  • As an action, you can automatically identify one poison, disease, or injury that a creature within 5 feet of you that you can see may be suffering from. You must complete a short or long rest before you use this feature again.

Witch Doctor

Prerequisite: 4th Level, Intelligence or Wisdom of 13+

You are an expert at helping a body heal itself. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in your choice of either the Arcana or Medicine skill. If you are already proficient in both of these skills, you may choose one of these skills to add double your proficiency bonus to checks you make with it.
  • You learn the Lesser Restoration spell without impacting your number of spells known. You can cast it once without material components or expending a spellslot, regaining the ability to do so when you complete a long rest. Its spellcasting ability modifier matches the ability score increased by this feat.

Dancer

Prerequisite: 4th Level, Dexterity 13+

You have become quite fluid with your movements. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in your choice of either the Acrobatics or Performance skill. If you are already proficient in both of these skills, you may choose one of these skills to add double your proficiency bonus to checks you make with it.
  • Opportunity Attacks have Disadvantage against you.

Contracted Power

Prerequisite: 4th Level

You have entered into service with a patron, agreeing to their deals in exchange for a small amount of their power. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You learn a cantrip of your choice from the Warlock spell list. Additionally, you learn a 1st level spell from your chosen patron's patron spell list, without impacting your number of spells known. The spellcasting ability modifier for this spell matches the one increased by this feat. You can cast this patron spell once without material components or expending a spellslot, regaining the ability to do so when you complete a short or long rest.

Psychologist

Prerequisite: 4th Level

You understand the mind and how to tinker with it to get the desired results. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  • You have advantage on ability checks to recognize the effects of spells from the Enchantment school.
  • You learn the Suggestion spell without impacting your number of spells known. You can cast it once without material components or expending a spellslot, regaining the ability to do so when you complete a long rest. Its spellcasting ability modifier matches the ability score increased by this feat.

Thrown Weapon Master

Prerequisite: Level 4+


You are an expert at the techniques of throwing weapons, and their application in combat. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with thrown weapons.
  • When you hit a creature with a ranged weapon attack with a thrown weapon, you have advantage on your next melee weapon attack against it before the end of your next turn.
  • You can engage in two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, if at least one of them has the thrown property.

Blessings of the Gods

Prerequisite: Level 4+


You are favored by one of the gods. You gain the Following Benefits

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn one priest cantrip of your choice. You also learn the bless and enhance ability spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spellcasting ability for these spells matches that increased by the feat.

Inspirational Change

Prerequisite: Human, Level 4+


You've broken stereotypes of your race or preconcieved notions about your heritage, becoming a positive example of change. You gain the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. You must complete a short or long rest before you use this feature again.

Demonic Resilience

Prerequisite: Level 4+


Your past exposure to demonic power has made you resistant to abyssal energies. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You have resistance to fire damage and necrotic damage.
  • Whenever a fiend forces you to make a Wisdom saving throw, you have advantage on the roll.

Muradin's Blessing

Prerequisite: Dwarf, Ursine, or Caoraa, Level 4+


Muradin has blessed your kind, increasing your natural toughness. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Earthen Heritage

Prerequisite: Dwarf, Caoraa, or Earth Genasi, Level 4+


You are especially attuned to your earthen ancestry. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mold earth cantrip. You also learn the absorb elements and earthbind spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spellcasting ability for these spells matches that increased by the feat.

Mechanical Ingenuity

Prerequisite: Gnome, Warforged, Artificer, Level 4+


You have a natural aptitude with artifice and magic. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You have a natural aptitude with artifice and magic. You learn the identify spell and can cast it at will, without expending a spell slot or requiring material components. You also learn the knock and detect magic spells which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spellcasting ability for these spells matches that increased by the feat.

Strength of the Horn

Prerequisite: Minotaur, Caoraa, Cervidaen, Level 4+


Your horns and natural sturdiness provide you enhanced protection. You gain the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • Your hide is tough enough to turn blades. While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use a shield and still gain this benefit.
  • Minotaur, Caoraa. When you successfully shove a creature, the target also takes damage as if hit by your horns unarmed strike.
  • Cervidaen. You can choose to regrow your horns during a short rest instead of a long rest.

Touch of the Grave

Prerequisite: Having died and been resurrected at least once, Level 4+


You surge with the dark magic used to reanimate you. You gain the following benefits:

  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • You gain resistance to necrotic damage.
  • You learn one cantrip and one 1st level spell of your choice from the necromancy school of magic. You can cast the 1st level spell without expending a spell slot, and regain the ability to do so when you finish a long rest. You can also cast this spell using any spell slots you have. The spells' spellcasting ability is the ability increased by this feat.

Alchemist

Prerequisite: Level 4+


You have studied the secrets of alchemy and are an expert in its practice. You gain the following benefits:

  • Increase your Constitution, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with alchemist's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
  • With 10 minutes of work, you can improve the potency of one potion of healing of any rarity with your alchemist's supplies. The creature drinking the potion can forgo the potion's die roll and regain the maximum number of hit points. You must finish a short or long rest to use this ability again, and any potions you have modified lose their improvement when you finish a long rest.

Bandit

Prerequisite: stealth proficiency, Level 4+


You are a master thief, knowing exactly where people tend to hide things. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with thieve's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check to locate hidden doors, compartments, or stashed valuables, you can roll an additional 1d4 and add it to the result.
  • Locks you pick using thieves’ tools do not make noise, and you leave no visible sign of tampering.

BlackSmith

Prerequisite: Level 4+


You are a master blacksmith, able to more easily create powerful weapons and armor. You gain the following benefits:

  • Increase your Strength, Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using smith's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can use your smith's tools to temporarily improve a melee weapon's balance or sharpness, giving it the ability to deal fierce damage. When this weapon deals damage, its wielder can expend the improvement to roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. You must finish a short or long rest before you can improve a weapon again, and any weapons you have modified lose this improvement when you finish a long rest.

Brewmaster

Prerequisite: Level 4+


You are a master brewer that can create alcohol that could knock even ogres on their backs. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with brewer's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • With 10 minutes of work and access to alcoholic ingredients, you can use your brewer's supplies to create a single dose of extremely potent liquor. A creature that drinks this concoction must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or fall unconscious for 1 minute. When they awaken, they must repeat the saving throw or gain the poisoned condition for 1 hour. A creature that is immune to poison automatically succeeds on the saving throw. You must complete a short or long rest before you can create another potent drink. Any unused doses lose their potency when you finish a long rest.

Ceramicists

Prerequisite: Level 4+


You are a master of pottery and ceramics that can create beautiful and functional works of art from a humble lump of clay. You gain the following benefits:

  • Increase your Constitution, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with potter's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • With 1 hour of work and access to clay or mud and a kiln or magical heat source, you can craft craft a small ceramic item. These items have a DC to determine what they are hiding or replicating. That DC is calculated as 8 + your proficiency bonus + your Intelligence or Wisdom modifier. You must complete a short or long rest before you can create another ceramic item. Ceramic Decoy. It can be used as a convincing replica of a small object that requires a successful Investigation check to detect the fake. Sealed Vessel. It can hide a Tiny object, which requires a successful Investigation check to find.

Chauffeur

Prerequisite: Level 4+


You are an excellent driver or pilot, able to get a vehicle into a location, no matter how tight the clock or rough the road. You gain the following benefits:

  • Increase your Dexterity, Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with navigator's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Choose a type of vehicle: land, sea, or air. You gain a +1d4 bonus to any ability check you make to operate, pilot, or navigate a vehicle of that type.
  • Whenever you attempt to repair a damaged vehicle of your chosen type, you can do so in half the normal time and with half the materials, provided you have access to the right tools.
  • Through contacts in trade or piracy, you can usually acquire transport of a vehicle type at favorable. At the DM’s discretion, you may be able to purchase or commission vehicles at a discount or with custom modifications.

Countifeiter

Prerequisite: Level 4+


You are an expert at faking signatures, able to fool even banks with false identities. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with forgery kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 8 hours, you can study and create a false identity. A complete identity backed by forged documents, a personal history, and supporting items like letters of introduction, travel papers, name, or heraldry. Choose one social role associated with the persona: such as merchant, noble, tax collector, knight, scribe, diplomat, or any societal role your DM agrees as impersonatable. You may only have one false persona at a time
  • While operating under your false identity, you can add 1d4 to Charisma (Deception) and Intelligence (History or Investigation) checks related to maintaining that identity. Additionally, creatures who would be expected to respect or defer to that role will treat you as though you are a legitimate figure of authority unless given reason to doubt you.

Enchanter

Prerequisite: Level 4+


You have studied the mystical art of enchanting, giving you greater facility with magic and magical items. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Arcana skill. If you're already proficient in Arcana, you instead double your proficiency bonus for any ability check you make with this skill.
  • You learn the detect magic spell, and can cast it once without expending a spell slot. You regain the ability to do so when you finish a short or long rest. You can also cast this spell using any spell slots you have.
  • Magic items with charges can never be destroyed as a result of you expending their last charge. In addition, when such items regain expended charges, they regain one additional charge. You must be attuned to the magic item to gain this benefit, or touching them if they do not require attunement.

Engineer

Prerequisite: Level 4+


You are an expert at constructing dangerous devices---and avoiding their dangerous effects! You gain the following benefits:

  • Increase your Dexterity, Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with tinker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using tinker's tools, it requires half the amount of materials and time to craft.
  • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Gaffer

Prerequisite: Level 4+


You are a master glassblower, creating gorgeous works of glass with ease. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with glassblower's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 10 minutes, you can use your glassblower's tools, some sand and a source of heat to create a non-magical glass bauble. The bauble is a tiny trinket that can fetch up to 10gp if sold to collectors, artists, or nobles. You can use this bauble as a distraction or bribe, granting advantage on a single Charisma check made to impress or distract a creature interested in art, wealth, or craftsmanship. Once used in this way, creatures will not be interested in the item again should they learn they were deceived. You must complete a short or long rest before you create another bauble.
  • Alternatively, as an action, you can throw the glass bauble to shatter in a 5-foot radius. Creatures in the area must succeed on a DC 12 Wisdom (Perception) check or be distracted by the dazzling shards, suffering disadvantage on their next attack roll before the end of their next turn.

Gardener

Prerequisite: Level 4+


You are a master with a spade, allowing plants to flourish under your care. You gain the following benefits:

  • Increase your Strength, Intelligence, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Nature skill. If you are already proficient, you add double your proficiency bonus to checks you make with the skill.
  • You learn the druidcraft cantrip if you don’t already know it. You also learn the Speak With Plants and Plant Growth spells. Once per long rest, you can cast speak with plants or plant growth without expending a spell slot. Wisdom or Intelligence is your spellcasting ability for these spells. You may also cast them with spellslots that you already have.

Herbalist

Prerequisite: Level 4+


You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:

  • Increase your Constitution, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with herbalism kits. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You automatically succeed on checks made to determine whether plants are edible or poisonous using your herbalism kit.
  • You can apply herbal remedies to help yourself or your allies recover from maladies. During a short or long rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and either a component pouch or access to local herbs to use this benefit.

Jewelcrafter

Prerequisite: Level 4+


You are a practiced jewelcrafter, capable of making jewelry of great beauty and power. You gain the following benefits:

  • Increase your Dexterit, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with jeweler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using jeweler's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can use your jeweler's tools to craft a small trinket that can restore one's strength. You can keep this trinket or give it away. As a bonus action, a creature can use this trinket to regain hit points equal to 1d6 + your level. A trinket can be used once, at which point it loses its potency. You must complete a short or long rest before you can create another trinket, and any unused trinkets lose their potency when you complete a long rest.

Leatherworker

Prerequisite: Level 4+


You have mastered the art of working with leather and hide, and can use such materials to reinforce armor. You gain the following benefits:

  • Increase your Dexterity, Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with leatherworker's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using leatherworker's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can use your leatherworker's tools to reinforce armor with leather or hide, giving it the ability to lessen a terrible blow. When the armor's wearer is hit by an attack, they can expend the improvement to gain resistance to any bludgeoning, piercing, and slashing damage dealt by that attack. You must finish a short or long rest before you can improve armor again, and any armor you have modified lose this improvement when you finish a long rest.

Masquerader

Prerequisite: Level 4+


You are a master tailor, and even know how to weave protective properties into clothing. You gain the following benefits:

  • Increase your Dexterity, Constitution or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with disguise kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 8 hours, you can forge or repurpose a costume using common materials and your disguise kit. This outfit is good enough to grant you entrance to a noble function, religious rite, formal gathering or other gathering that your DM would deem appropriate, so long as no one has reason to doubt your legitimacy.
  • While attending a party, feast, gala, or other social event, you can adopt a false identity using your costume. As long as you do not do anything to reveal your identity, other creatures will not know you are disguising yourself. You can communicate secretly using gestures and signals, allowing you to convey simple messages to allies without speaking.

Miner

Prerequisite: Level 4+


You have spent extensive time in the darkness of caves and other underground environments. You gain the following benefits:

  • Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with mason's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you make an Intelligence or Wisdom check related to underground environments, your proficiency bonus is doubled if you are using a skill that you're proficient in.
  • You can't become lost while underground, except by magical means and gain tremorsense range of 10 feet.

Painter

Prerequisite: Level 4+


You are a paster of painting, able to create images so advanced they may seem slightly real. You gain the following benefits:

  • Increase your Dexterity, Intelligence or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with painters's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • You learn the Minor Illusion cantrip without impacting your number of cantrips known. Its spellcasting ability is either Intelligence or Charisma, you choose when you select this feat.
  • You can use painter's tools to paint over an illusion of a non-magical object. When you do so, the item is made into a real, non-magical version of the object. The item fades when you complete a long rest.

Scribe

Prerequisite: Level 4+


You are an expert in the art of inscription, and are especially proficient with spell scrolls. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with calligrapher's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using calligrapher's supplies, it requires half the amount of materials and time to craft.
  • You can use a spell scroll even if its spell is not on your class's spell list, but otherwise using the normal rules for using a spell scroll. If your class doesn't allow you to cast spells, you can attempt to use a spell scroll anyway, using the normal rules for casting a spell from a scroll of a level higher than you can normally cast. In this case you choose whether to use Intelligence, Wisdom, or Charisma as your spellcasting ability.
  • When you cast a spell from a spell scroll, you can use your spell save DC and spell attack bonus, instead of those provided by the spell scroll.

Sculptor

Prerequisite: Level 4+


You are an expert at carving masterful works of art out of wood. You gain the following benefits:

  • Increase your Strength, Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with woodcarver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of a short rest, you can carve a small wooden object, such as a holy symbol, focus, miniature idol, mask, charm, or stylized tool, that holds minor function or symbolism. This object can function as an arcane focus, druidic focus, or holy symbol for spellcasting.
  • You can carve a protective fetish- a small wooden charm that can be worn or carried. A creature carrying this charm may roll a d4 and add the result to one saving throw of their choice. A charm can be used once, at which point it loses its potency. You must complete a short or long rest before you can create another charm, and any unused charms lose their potency when you complete a long rest. You must complete a short or long rest before you can make another charm.

Shoemaker

Prerequisite: Level 4+


You are a master cobbler, able to craft and modify footwear with exceptional comfort and durability. You gain the following benefits:

  • Increase your Dexterity, Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cobbler's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 10 minutes, you can use your cobbler's tools modify a pair of boots or shoes to better fit their wearer’s stride. A creature wearing footwear you've modified in this way can increase their walking speed by 5 feet until they complete a long rest. When a creature's shoes are enhanced in this way, they can expend the improvement to dash as a bonus action, after which the shoes lose the enchantment. You must complete a short or long rest before you can modify boots in this way again.

Skinner

Prerequisite: Level 4+


Your experience hunting and skinning beasts has made you knowledgeable about the anatomy of all manner of creatures. You gain the following benefits:

  • Increase your Strength, Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Survival skill. If you're already proficient in Survival, you instead double your proficiency bonus for any ability check you make with this skill.
  • If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its anatomy. You learn its creature type and its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. In addition, you have advantage on the next attack roll you make against that creature before you finish your next long rest.

Tailor

Prerequisite: Level 4+


You are a master tailor, and even know how to weave protective properties into clothing. You gain the following benefits:

  • Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency with weaver's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • When you craft a nonmagical item using weaver's tools, it requires half the amount of materials and time to craft.
  • With 10 minutes of work, you can line a cloak or clothing with a special weave that is resistant to elemental energy. To use this benefit, you must have weaver's tools with you, and the cloth item must be within reach. When the item's wearer takes acid, cold, fire, lightning, or thunder damage, they can expend the improvement to gain resistance to that damage. You must finish a short or long rest before you can improve a cloth item again, and any items you have modified lose this improvement when you finish a long rest.

Woodworker

Prerequisite: Level 4+


You are a master tailor, and even know how to weave protective properties into clothing. You gain the following benefits:

  • Increase your Strength, Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with carpenter's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • Over the course of 1 hour, you can use your carpenter’s tools and available wood, scrap, or debris to build a makeshift barricade. The barricade provides half cover to Medium or smaller creatures and full cover to Small or smaller creatures. It has AC 15 and 10 hit points and lasts until destroyed or dismantled.
  • Whenever you make an ability check to repair or reinforce a wooden object or structure, you can add 1d4 to the roll.
 

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