The Demigod Ruleset - An Overlay for D&D5e
Authored by: /u/nesquikryu, edited by /u/absenthearte
Table Of Contents
| Topic | Page |
|---|---|
| A world of Gods and Monsters | x |
| Mechanics | x |
| The dice | x |
| Relationship with D&D5e | x |
| Resting | x |
| Skills | x |
| Combat | x |
| Size | x |
| Movement | x |
| Actions | x |
| Attacking | x |
| Cover | x |
| Casting Spells | x |
| The Skill Point System | x |
| Feats | x |
| Attacking | x |
| Species | x |
| Species - Demigod | x |
| Playing a Demigod | x |
| Descendants of Mulitple Deities | x |
| Lineage: Zeus | x |
| Lord of the Sky | x |
| King of the Gods | x |
| Lineage: Poseidon | x |
| Stormbringer | x |
| God of the Sea | x |
| Lineage: Hades | x |
| Lord of the Dead | x |
| God of the Underworld | x |
| Page | |
|---|---|
| Lineage: Demeter | x |
| Goddess of the Harvest | x |
| Lineage: Ares | x |
| Warrior | x |
| Tactician | x |
| Lineage: Athena | x |
| Wisdom | x |
| Lineage: Apollo | x |
| Prophecy | x |
| Music | x |
| Healing | x |
| Lineage: Hephaestus | x |
| Forgemaster | x |
| Fire-Blessed | x |
| Lineage: Aphrodite | x |
| Charmspeak | x |
| Lineage: Hermes | x |
| Trickster | x |
| Messenger | x |
| Lineage: Dionysius | x |
| Wine | x |
| Madness | x |
| Playing Children of the Minor Gods | x |
| Lineage: Iris | x |
| Lineage: Hypnos | x |
| Lineage: Nemesis | x |
| Lineage: Nike | x |
| Lineage: Hebe | x |
| Lineage: Tyche | x |
| Lineage: Hecate | x |
| Homebrew Spells | x |
| Additional Character Options | x |
| Optional Exploit Trees | x |
| Hunter of Artemis | x |
| Heroic Training | x |
| Page | |
|---|---|
| Hera's Favoured | x |
| Feats | x |
| Skill Trees | x |
| Equipment | x |
| Material | x |
| Basic Enchantments and Magic | x |
| Armour | x |
| Weapons | x |
| Other Equipment | x |
A world of Gods and Monsters
This ruleset is designed to be used with any time setting that features the Olympian pantheon – roughly from 2000 BC to modernity. It may eventually be updated to reflect other pantheons.The system is inspired by the writings of Rick Riordan, but takes the powers granted by godly parentage from the mechanics and spells of Dungeons and Dragons and makes each demigod lineage viable for play.
Its intent is to make a game that can stand on its own even if a player has never read Riordan’s books.The Game Master has the final say on what aspects of mythology are being used andhow much (if any) of Riordan’s books arec anonical for the purposes of the game; he or she should provide that information to players prior to the start of gameplay.
Mechanics
The Dice
You’ll need a d20, d12, 2 d10s (one marked as tens for percentile), d8, d6, and d4, just as you would for any game with a d20 system.
Relationship with D&D5e
The goal of this game is as an expansion or alternate ruleset from the standard Dungeons and Dragons 5th Edition. We call it an “overlay.” Where any of these rules differ from D&D 5e, these overrule the standard. However, where these rules are silent, assume that D&D 5e rules hold true.
Resting
In many cases, your abilities are only usable a certain number of times per rest. In other words, they take energy and you need to get it back before you can exert yourself in that way again.
Short rests are about an hour of downtime with light exertion, a half hour of total leisure without any physical exertion, or about fifteen minutes of sleep. Any ability marked as “once per short rest” or some variation thereof will recharge after that period is complete.
Long rests are considered complete with eight hours of rest, during which at least six hours are spent sleeping. Any ability marked as “once per long rest” or some variation thereof will recharge after that period is complete.
Skills
| Skill | Ability | Use |
|---|---|---|
| Athletics | Strength | Jumping, climbing, swimming |
| Brawl | Strength | Hand-to-hand combat |
| Acrobatics | Dexterity | Balance, stunts |
| Piloting | Dexterity | Driving, sailing, or flying |
| Sleight of Hand | Dexterity | Any manual trick |
| Stealth | Dexterity | Concealment, sneaking |
| Endurance | Constitution | Stamina |
| Computers | Intelligence | Using & repairing computers |
| Gadgetry | Intelligence and Dexterity | Using & repairing technology |
| History | Intelligence | Knowledge: history |
| Investigation | Intelligence | Looking for clues, deduction |
| Nature | Intelligence | Knowledge: natural phenomena |
| Religion | Intelligence | Knowledge: the mythological and supernatural |
| Animal Handling | Wisdom | Using non-hostile creatures |
| Insight | Wisdom | Determining intentions |
| Medicine | Wisdom & Intelligence | Stabilize dying, diagnose illness |
| Perception | Wisdom | Awareness of surroundings |
| Streetwise | Wisdom & Charisma | Awareness of social surrounding |
| Survival | Wisdom | Dealing with natural hazards |
| Allure | Charisma | Seduction, attraction |
| Deception | Charisma | Lying in any way |
| Intimidation | Charisma | Influence through threats |
| Performance | Charisma & Dexterity | Entertain an audienc |
| Persuasion | Charisma | Influence with social graces |
Combat
Each round represents about 6 seconds of in-game time. To keep things fast-paced, stay focused on what’s going on and think about how your character would react in real time. Initiative – the order of actions – is determined by a d20 roll plus your Dexterity modifier.
If one side does not realize that combat is imminent before the other side engages, they are surprised and do not act on the first round. Hiding requires a Stealth check against the passive Perceptions of the other side.
Size
Size is based roughly on the overall space you can take up. Each square is 5 feet.
- Tiny: 2.5 ft./1 m or less
- Small: up to 5 ft./1.5 m
- Medium: 5 ft./1.5 m
- Large: 10 ft./3 m
- Huge: 15 ft./4.5 m
- Gargantuan: 20 ft./6 m or larger
Movement
Under ordinary circumstances, you will take a standard Move action, which allows you to move up to your total speed (accounting for modifiers). However, if you Move through a space adjacent to an enemy, or leave a square adjacent to them, you provoke an opportunity attack (see below).
You can, however, use a Move action to Shift, which allows five feet of movement adjacent to or away from enemies that does not provoke opportunity attacks.
Actions
You have up to three actions on your turn, and you can spend them in the following ways:
1 Standard Action
This can be used to Attack once (unless specified otherwise by a feature), cast a spell, or perform other actions as specified in the Player’s Handbook, page 192).
Up to two Movement Actions
More detail under Movement.
Up to two Bonus Actions
These cannot be used to move or attack but can include things like drawing a weapon, reloading, or unlocking a door if you have a key for it.
You can take infinite free actions, which include speaking or slight gestures that last up to six seconds.
You also have one Reaction per round, which can be used if an opportunity attack is triggered, or Readied. If you Ready an action, you specify that ahead of time and use your Reaction to take that action once the conditions specified are met.
Attacking
Weapons (listed under Equipment) mark what ability is used for attack rolls and what defenses are targeted (or what saves must be made by the target). In each case, make a d20 check. Ranged weapons almost always use Dexterity, and melee weapons almost always use Strength.
If a creature provokes an opportunity attack due to movement, you can use your Reaction to Attack once, but only with standard attacks of your given weapon (not Exploits, unless the Exploits specify otherwise). You can also use your Reaction to make an opportunity attack if an enemy makes a ranged attack while adjacent to you.
Cover
Most of the time, you and your enemies will be using magical weapons that deal substantial damage on a hit. You’ll want cover. Partial Cover gives you a +2 to your Armor Class against all ranged weapon attacks and to Stealth checks, and is mechanically defined as at least one of your square’s corners being out of line of sight for the attacker. Total Cover is when all but one of your square’s corners are out of line of sight, and grants a +5 against ranged weapon attacks and to Stealth checks.
If your character is completely occluded by a material substance – that is, crouched behind a barricade, beneath debris, or otherwise – the attacker has disadvantage on all attack rolls, and the GM determines if the material holds up to the assault.
Casting Spells
Many heroes have the ability to cast spells thanks to their lineage, an exploit they’ve learned, or some other ability. In many cases, the rules for casting these spells are different than the rules for casting them ordinarily. Components fall into two broad categories: casting “without components” or casting “through.”
Casting without components means that you don’t require anything verbal, somatic, or material to cast the spell. Casting through means that the thing you cast “through” takes the place of the components – regular speech, for instance, means you can talk normally to cast the spell.
Character Creation
Leveling
| Level | Skill Points | Proficiency Bonus | Feats |
|---|---|---|---|
| 1st | 1 | +2 | 1 |
| 2nd | 3 | +2 | — |
| 3rd | 5 | +2 | 2 |
| 4th | 7 | +2 | ─ |
| 5th | 9 | +3 | 3 |
| 6th | 12 | +3 | ─ |
| 7th | 15 | +3 | ─ |
| 8th | 18 | +3 | 4 |
| 9th | 21 | +4 | ─ |
| 10th | 26 | +4 | ─ |
| 11th | 31 | +4 | 5 |
| 12th | 36 | +4 | ─ |
| 13th | 41 | +5 | ─ |
| 14th | 47 | +5 | 6 |
| 15th | 53 | +5 | ─ |
| 16th | 59 | +5 | ─ |
| 17th | 65 | +6 | 7 |
| 18th | 72 | +6 | ─ |
| 19th | 79 | +6 | ─ |
| 20th | 86 | +6 | 8 |
The Skill Point System
The Skill Point System is a central part of this ruleset, and mastering it grants substantial flexibility to the player. Each race has at least 1 Exploit Tree available with 4 Tiers of Exploits, usually at least one passive and at least one active.
The Optional Exploit Trees also follow this progression, providing further options to players wanting to branch out in their heroic careers.
Exploit Tree Costs:
-
1 point to unlock an Exploit Tree
-
5 points for a Tier 1 Exploit
-
5 points for a Tier 2 Exploit
-
10 points for a Tier 3 Exploit
-
20 points for a Tier 4 Exploit
-
5 Points to get Proficiency in a skill.
-
3 points to get Expertise (proficiency x2) in a Skill, after spending the initial 5 points for proficiency.
Feats
Feats are acquired a little differently than they are in Dungeons & Dragons Fifth Edition. There, they provide an optional set of customizing features that take the place of the ability score increases available at different levels to the various classes. As such, a fighter in 5e can actually take more feats (seven) than most other classes.
Here, feats are separated from the ability score increases, and players get eight of them in total. This serves a dual purpose. For one, it lets the player have even more control over their character’s playstyle and flavor. For two, it gives them yet another edge over typical heroes. After all, these are the children of gods, operating in a deadly world with targets on their backs. They need all the help they can get!
Species
In the world of ancient Greeks, who your parents were wasn’t quite everything… but it was close. It defined a huge portion of your status and abilities. Children of Zeus were, naturally, at the top of the totem pole for the non-divine world, and so on down to the lowest nature spirits who only figure in the stories if they ran afoul of a god. It was, for lack of a better word, an aristocratic society to its core, one which seems fundamentally unfair to our modern eyes.
But blood wasn’t the be-all end-all of the choices one made. Some Titans fought alongside the gods against Kronos; even a true mortal, Jason, found himself blessed by Hera. Among the heroes themselves, one has choices – what to focus on and practice, for example. These things are separate from the Race to some extent, and they’re what is expressed through Exploits, Feats, and Skill Trees.
Species - Demigod
A demigod is a child or descendent of a divine being, usually one of the major or minor Olympian gods. All demigods are part human, and resemble humans.
Generally, a demigod is the direct child of a god or goddess, but legacies also exist – the children or grandchildren of demigods who survive long enough to raise a family. Due to a more robust support system, legacies are more common on the Roman side of things, but exist among the Greek aspects of the gods as well.
Demigods have the following traits
Ability Score Increase. +2 to an ability score of your choice; +1 to a different ability score.
Immortal Heritage
-
Demigod Weakness: The metals Celestial Bronze, Imperial Gold, and Stygian Iron can all harm you, and deal necrotic damage to you as described in the “Equipment” section.
-
Ambrosia and Nectar: While fatal to mortals, you are able to consume ambrosia and nectar to heal yourself as described in the “Equipment” section.
-
Superhuman: The maximum score you can have in any ability is 30, not 20.
-
Dyslexia: Your brain is hard-wired for Ancient Greek. You can read, write, understand, and speak Ancient Greek (or, if you are Roman, Latin) intuitively.
-
Inherited History: You have an innate +2 to Religion checks pertaining to your godly parent.
Playing a Demigod
The Lineage is the divine part of a Demigod character, such as your godly parent or ancestor. (You don’t have to be the child of a god to pick a Lineage. Just ask Julius Caesar, a distant descendant of Venus, who was able to take a Lineage anyway.) At the start of the game, choose a Lineage. Each have different strengths and abilities. Lineages take the place of Classes in mainline Dungeons and Dragons.
Once you pick a standard Lineage, you always gain Hit Points and Hit Dice from that Lineage when you gain a level.
Each time you gain a level, you gain Skill Points as described in the Skill Point System section. These can go to the specialized Exploits you can unlock with enough points, or go to gain greater Expertise in a skill you already possess proficiency in. If you are a Demigod, you automatically unlock one Exploit Tree from your Lineage which you choose; other Exploit Trees cost 1 Skill Point to unlock. You gain the Feature from the primary Exploit Tree you choose. If you unlock another Exploit Tree in your lineage, you can take its Exploits as normal but do not gain its Feature. Note that some Exploits are passive while others are active. All this means is that passive Exploits are constant benefits, while active Exploits require an action and may have a cooldown time.
You gain features from your Lineage at levels 1, 4, 8, 12, 16, and 20. At all of these levels after 1, you gain the feature Ability Increase, which allows you to increase one ability score by 2 or two ability scores by 1 point each. Maximums for ability scores still apply.
Descendant of Multiple Deities
In the infinite possibilities of playing characters based on the ancient Greek gods and/or the world of Rick Riordan, it is plausible that you could play a character descended from multiple gods. Here’s one possible way to handle that scenario, though GMs should feel free to make the final decision based on their setting and circumstances. If you were the child of two demigods – if your parents were a daughter of Athena and a son of Poseidon, for example – you should choose one Lineage as your “primary” influence. This Lineage will give you your hit points and standard features at levels 1, 4, 8, 12, 16, and 20. Then, you have access to each parent’s Exploit Trees as if they were your own. That is, if you had Athena as your primary you could still pick Stormbringer’s Exploits and feature at level 1.
Lineage: Zeus
Cabin 1
Children of Zeus make up some of the most powerful demigods in history, including the famous Hercules. Though their gifts vary, most gain influence over the sky from their father’s status as Lord of the Sky, gathering powers from their command over lightning and the winds. Their status as children of the King of the Gods awards them special privilege in some circles, but comes with increased responsibility and expectations. Perhaps the most dangerous thing about being a child of Zeus is the Queen of the Gods herself, Hera, who hates the products of her husband’s indiscretions.
Play a child of Zeus to wield impressive power over the sky, lead your comrades against monsters, and prove yourself worthy to be the child of the king of the gods.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Innate Spellcasting, Flight, King of the Sky | Shocking Grasp, Thunderclap, Thaumaturgy | 1 |
| 2nd | 3 | +2 | — | — | — |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Storm God’s Strike, Ability Score Increase | Fulminous Smite, Thunderous Smite | ─ |
| 5th | 9 | +3 | Extra Attack | Aid, Lesser Lightning Bolt, Storm Spear | 3 |
| 6th | 12 | +3 | Divine Reslience | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Improved Flight, Ability Score Increase | Beacon of Hope, Skystrike, Thunder Step | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Electric Aura, Inborn Governance, Ability Score Increase | lightning bolt | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Lightning Strike, Improved Flight, Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Zeus' Resilience, Ability Score Increase | Chain Lightning | 8 |
Class Features
As a lineage of Zeus, you gain the following class features.
Hit Points
Hit Dice: : 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor and Medium armor
Weapons: Simple and Martial Weapons
Tools: Air Vehicles
Saving Throws: Charisma, Strength
Skills: Choose two skills from Athletics, Brawling, Allure, Acrobatics, Deception, Piloting, Endurance, History, Survival, or Insight.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) a martial weapon.
- (a) light armor and a shield or (b) medium armor
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability for these spells is Charisma.
Spell Save DC
Spell attack modifier
You learn the following cantrips: shocking grasp, thunderclap, and thaumaturgy, which you can cast at will. At higher levels you gain more spells, as shown in the spells learned column of the table. You can cast each of your learned spells once per short rest at their lowest level. You do not need components for these spells, but it is clear to non mundane mortals that they are the result of divine power.
Flight
Level 1
Your father is the lord of the sky, and you can summon winds to make you take to the skies. You have a flight speed of 30ft, and while flying can carry weight equal to your own character’s weight + your Charisma and Strength scores combined (this number is called the flight capacity). If you attempt to carry more weight, you are slowed by a number of feet equal to the number of pounds you are over the weight limit. If you’re over your flight capacity equal to or greater than your flight speed, you begin to fall from the sky and take damage on landing as if you had fallen a number of feet equal to the number of pounds you exceed your flight capacity added to your flight speed (that is, 1d6 damage for each 10 feet that you fall), since your flight can slow but not prevent the fall.
For example, a 160-pound demigod with Strength and Charisma scores of 20 would be able to carry 200 pounds before losing speed. If that demigod attempted to carry 260 pounds, he would begin to fall from the sky at thirty feet per round until he hit the ground, at which point he (and anyone he was carrying) would take 3d6 damage.
King of the Sky
Level 1
You can speak telepathically to any predatory bird within 200 feet of you, and any other bird within 100 feet of you.
Storm God's Strike
Level 4
Once per short or long rest, you can borrow the divine authority of your father. When you roll lightning or thunder damage, you can use this feature to deal maximum damage, instead of rolling.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Extra Attack
Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Divine Resilience
Level 6
You gain resistance to lightning and thunder damage.
Improved Flight
Level 8
As you increase in practice harnessing the winds, it gets easier. Your flight speed is now 60ft and your flight capacity is doubled.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Electric Aura
Level 12
When you take damage from a melee attack, you can use your Reaction to cast Shocking Grasp against the creature that attacked you.
Inborn Governance
Level 12
Fighting alongside an heir of Zeus pays off. When you cast the aid spell as apart of your Innate Spellcasting feature, you cast aid at a level equal to your Charisma modifier (minium of 2, maximum of 9)
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Lightning Strike
Level 16
You can choose to cast lightning bolt through this feature. When you do so, you cast it as a 5th level spell. You can cast lightning bolt in this way three times. When you take a short rest, you regain one use of this ability, and you regain all uses when you complete a long rest.
Improved Flight
Level 16
Your flight speed is now 120ft and your flight capacity is tripled.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Zeus' Resilience
Level 20
You gain immunity to lightning and thunder damage.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Zeus
| Lord of the Sky |
|---|
| Protection of the Winds - 5 |
| Swift Redirect - 5 |
| Summon Storm - 10 |
| Command the Winds - 20 |
| King of the Gods |
|---|
| Divine Presence - 5 |
| Mark of the Gods - 5 |
| Kingly Leadership - 10 |
| Call of Olympus - 20 |
Lord of the Sky
The children of Zeus who choose this Exploit Tree are in tune with the skies, and summon the powers of their father to drive their own offensive and defensive capabilities.
Feature – Thunderwave: You can cast the spell Thunderwave without components. You must complete a short rest before you can cast Thunderwave again.
-
Protection of the Winds: Your Armor Class is increased by your Charisma modifier.
-
Swift Redirect: When you are targeted by a ranged attack that uses a projectile like an arrow, you can use your Reaction to make that attack automatically miss. The projectile must continue in the same general direction it was originally headed, but you can now make it target another creature. Make a Charisma spell attack. If your result is greater than the new target’s Armor Class, the attack hits them as if they were targeted by the original attack but now adds your Charisma modifier to its damage.
-
Summon Storms: You can now cast Call Lightning without components. When you cast Call Lightning, you cast it as a 9th-level spell. After casting Call Lightning, you must complete a long rest before you can cast it again. Your ability to control the winds has also extended to controlling wind spirits. When encountering a hostile wind spirit, you can make a Charisma spell attack against its Wisdom check. If you succeed, it is now bound to you and must obey your commands. Additionally, you can cast Conjure Elemental without components; you can only summon air elementals in this manner. You must complete a long rest before you can use Summon Storms in this way again, however.
-
Command the Winds: You can now cast Storm of Vengeance without components. When you cast Storm of Vengeance, each additional round you maintain concentration after the 3rd round also adds a single lightning bolt (as the bolts in the 3rd round) to its effect listed in the spell description. You must complete a long rest before you can cast it again.
King of the Gods
Few are more inspiring than a child of Zeus who chooses this path – a path that embraces your status as the child of the King of the Gods and marshals that ability to aid your allies.
Feature – Natural Leader: You are proficient in Persuasion and Intimidation.
-
Divine Presence: Your presence is an inspiration. When you take the Help action, your ally gains a bonus to their check or attack equal to your Charisma modifier as well as having advantage.
-
Mark of the Gods: Divine creatures shudder the thought of inviting your father’s wrath. Nonhostile supernatural beings are treated as friendly for you and you have advantage on all Persuasion and Intimidation checks against supernatural beings (except for Zeus himself).
-
Kingly Leadership: Your leadership emboldens your allies, and their boldness protects them. You and your allies that can see you are immune to nonmagical fear and add your Charisma modifier to all Intelligence, Charisma, and Wisdom saving throws.
-
Call of Olympus: When demigods aren’t enough you can call on the aid of Olympus itself. You know the spell Spirit Guardians and can cast it without material components as a 9th-level spell. Once you use Call of Olympus, you must complete a long rest before you use it again.
Lineage: Poseidon
Cabin 3
God of the Sea, Earthshaker, Stormbringer – the list of Poseidon’s titles is long. So too is his list of descendants; he’s the only god who surpasses Zeus in that regard. In recent years, of course, he did his best to stick to his oath; when he finally broke it, he sired one of the greatest demigods of all time, Perseus Jackson. His half-blood children like Jackson are drawn to the sea and strengthened by it. In many ways, Poseidon’s children have the sea within them.
Play a child of Poseidon for the thrill of the high seas and to have the magic of the oceans flowing in your veins.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Innate Spellcasting, Oceanic Ancestry, Lord of Horses | Shape Water, Control Water, Thaumaturgy | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Improved Oceanic Ancestry, Spirit Friends, Ability Score Increase | Find Steed | ─ |
| 5th | 9 | +3 | Extra Attack | Tidal Wave,Whirlpool Slash | 3 |
| 6th | 12 | +3 | Divine Reslience | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Shared Healing, Ability Score Increase | Watery Grave, Freedom of the Waves | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Raging Waters, Ability Score Increase | Find Greater Steed, Seismic Wave | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Extreme Healing, Herd of Spirit Friends Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Water Mastery, Poseidon's Resilience, Ability Score Increase | Wall of Water, Maelstrom | 8 |
Class Features
As a lineage of Poseidon, you gain the following class features.
Hit Points
Hit Dice: : 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor and Medium armor
Weapons: Simple and Martial Weapons
Tools: Water Vehicles
Saving Throws: Constitution, Dexterity
Skills: Choose two skills from Athletics, Brawling,
Crafting, Acrobatics, Endurance, Nature, Animal
Handling, Perception, Piloting, or Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) a martial weapon.
- (a) light armor and a shield or (b) medium armor
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability for these spells is Charisma.
Spell Save DC
Spell attack modifier
You know the shape water and thaumaturgy cantrips and can cast them at will. You also learn control water spell, which you can cast once per short rest.
At higher levels you gain more spells, as shown in the spells learned column of the table. You can cast each of your learned spells once per short rest at their lowest level. You do not need components for these spells, but it is clear to non mundane mortals that they are the result of divine power.
Oceanic Ancestry
Level 1
You are a child of the water, and it helps you. You are able to breathe water. You have a swim speed of 60 feet. You can talk normally and telepathically with all sea creatures, even monstrous ones.
When at least partially submerged in water, you regain hit points equal to your Constitution modifier at the start of each of your turns. You also have perfect bearings at sea and only get wet if you decide to.
Lord of Horses
Level 1
You can speak telepathically to any horses within 100 feet of you; this includes magical horse- creatures like pegasi, unicorns, and hippocampi.
Improved Oceanic Ancestry
Level 4
While in the water, you have advantage on all attack rolls and saving throws. In addition, you can now telekinetically command all sailing vessels while you are on board them.
Spirit Friends
Level 4
You learn the spell find steed, and can cast it using your Innate Spellcasting feature. When you cast find steed, the mount type is restricted to horses or aquatic creatures.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Extra Attack
Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Divine Resilience
Level 6
You have resistance to acid and cold damage.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Raging Waters
Level 12
You can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw or be knocked prone.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Extreme Healing
Level 16
When submerged in saltwater, you can now regain hit points over the course of one hour as if you had cast the Heal spell on yourself. You must complete a long rest before you can use the spell in this way again.
Herd of Spirit Friends
Level 16
You can now cast the spell Find Steed and summon up to 6 steeds at once for your allies, or Find Greater Steed for up to 3 steeds. The steeds are still restricted to horse or aquatic types. You must complete a long rest before you can use this feature to cast either Find Steed or Find Greater Steed in this way again.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Water Mastery
Level 20
You can control water to cast the spell Wall of Water without components once per short rest. You must be near a body of water to do so, and the wall must remain connected to the water. In addition, you can cast the spell Maelstrom within any pool of water once per long rest, either as normal or with yourself as the focal point, in which case it does not affect you.
Poseidon's Resilience
Level 20
You gain immunity to acid and cold damage.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Poseidon
| Stormbringer |
|---|
| Inner Water - 5 |
| Even a little Water - 5 |
| Hurricane - 10 |
| Earthshaker, Stormbringer - 20 |
| God of the Sea |
|---|
| Child of the Ocean - 5 |
| Lord of the Seas - 5 |
| Watery Hand - 10 |
| Raise the Depths - 20 |
Stormbringer
When a ship went down in the ancient Mediterranean, mortals cursed Poseidon. Later, the people who curse him have changed, but his wrath against the ships of those who offend him remains.
Feature – Eye of the Storm: Poseidon is a changeable god, but constant in the face of danger and in intense control of his thoughts. You are proficient in Wisdom saving throws.
-
Inner Water: You can cast the spell Create or Destroy Water without components. The level you can cast Create or Destroy Water at is equal to half your level (minimum 1, maximum 9). Once you cast Create or Destroy Water, you must complete a long rest to cast it again.
-
Even a Little Water: You now have the power to control all liquids and ice, not just pure water. You know the cantrip Acid Splash, but must have actual acid as a source to make it deal acid damage. Otherwise, you can cast the cantrip with normal water to deal 1d4 bludgeoning damage. This damage increases along with the ordinary cantrip damage.
-
Hurricane: Poseidon’s blood gives you the ability to conjure a personal hurricane to defend yourself as an action once per long rest. Winds and storms swirl around you in a sphere that extends between 10 feet and 30 feet from your body. You can control the exact size of the hurricane. Creatures in the hurricane other than you must make a Strength saving throw against your spell save DC. On a failure, they take damage equal to 4d6 + your Constitution modifier, are pushed 10 feet in the direction your winds are swirling, and are knocked prone. On a success they take half damage and are not pushed or knocked prone. In order to sustain this effect you must maintain concentration as if on a spell, and it lasts up to 1 minute.
-
Earthshaker, Stormbringer: You can cast the spells Earthquake and Control Weather without components. After casting either spell, you must complete a long rest before you can cast Earthquake or Control Weather again.
God of the Sea
Though there are many gods of the sea, Poseidon rules them all in one way or another – through cajoling or coercion. By taking these Exploits, you represent that control over the water. In fact, you might be more at home underwater than on land.
Feature – Sea Senses: You know everything that happens in the water near you. You have tremorsense and darkvision for 200ft within any body of water that is less than 30’ from you.
-
Child of the Ocean: You learn the spells Water Breathing and Water Walk, which you can cast without components. Once you have cast one of these spells, you must complete a short rest before you can cast it again.
-
Lord of the Seas: As a child of the Sea God, you are able to command his forces. Merpeople, good Cyclopes, all horses, and most naiads and nereids regard you as their leader. Additionally, you can cast Conjure Elemental without components to summon a water elemental. You must complete a long rest before using Lord of the Seas in this way again.
-
Watery Hand: You can control the water to cast the spell Bigby’s Hand without components. You must be near a body of water to do so, and the hands must remain connected to the water. Once cast, you must complete a long rest to cast this spell again.
-
Raise the Depths: You can cast the spells Undertow and Tsunami without components. If you use this feature to cast Undertow, you must complete a short rest before you can use this feature again; you must complete a long rest if you cast Tsunami before you can use it again.
Lineage: Hades
Cabin 13
The god of the Dead and the Underworld attracts a certain kind of person, and they have children who resemble their father’s dark magnetism. Infamous for their penchant for causing death and destruction, an evil child of Hades is a horrifying sight; a good child of Hades, however, can bring about great things. Like Hades himself, his children are mostly outcasts by association – having half-siblings like Adolf Hitler tends to have that effect – but in recent years, heroic children of Hades like Nico di Angelo have begun to turn the tide of public opinion.
Play a child of Hades to harness dark energy, rule the riches of the earth, and command the legions of the dead.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Innate Spellcasting, Death Trance | Chill Touch, Mold Earth, Toll the Dead | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Necromantic Gaze, Ability Score Increase | Speak with Dead | ─ |
| 5th | 9 | +3 | Extra Attack | Gentle Repose,Vampiric Touch | 3 |
| 6th | 12 | +3 | Divine Reslience | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Rise Again, Grounded, Ability Score Increase | Spirit Shroud, Summon Undead | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Underworldly Armor, Pillars of the Underworld, Ability Score Increase | Fallen Soul, Wall of Bones | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Dark Drain, Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Bribing Death Himself, Sphere of Death, Hades' Resilience, Ability Score Increase | Danse Macabre, Harm | 8 |
Class Features
As a lineage of Hades, you gain the following class features.
Hit Points
Hit Dice: : 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor and Medium armor
Weapons: Simple and Martial Weapons
Saving Throws: Charisma, Wisdom
Skills: Survival. Choose three from Acrobatics,
Accounting, Sleight of Hand, Stealth,
Endurance, History, Investigation, Insight,
Perception, Streetwise, Deception, or
Intimidation.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) a martial weapon.
- (a) light armor and a shield or (b) medium armor
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability for these spells is Charisma.
Spell Save DC
Spell attack modifier
You know the chill touch, mold earth, toll the dead and thaumaturgy cantrips and can cast them at will. You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don't roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
At higher levels you gain more spells, as shown in the spells learned column of the table. You can cast each of your learned spells once per short rest at their lowest level. Instead of learning the listed spell, you can choose to learn a necromancy spell of the same level.
You do not need components for these spells, but it is clear to non mundane mortals that they are the result of divine power.
Death Trance
Level 1
When you are at 0 hit points, you enter a death trance instead of dying. You do not make death saving throws and you are stabilized. If you choose to make death saving throws, you can die or revive as normal. If you are starving or dehydrated, you can also enter a death trance in order to reduce your diet by 90%.
Talk to the Dead
Level 1
Though the dead are usually incapable of making themselves understood by the living, you can understand perfectly them.
Necromantic Gaze
Level 4
You learn the spell Inflict Wounds and can cast it without components at a spell level equal to your level divided by 4 (rounding down). When you cast it, its range is sight, and you must make eye contact with the target. Once you cast it, you must take a long rest before you can cast it again.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Extra Attack
Level 5
You can attack twice instead of once whenever you take the Attack action on your turn
Divine Resilience
Level 6
You have resistance to necrotic damage.
Rise Again
Level 8
You know the spell Animate Dead and can cast it with modified components. Once you cast it, you must take a short rest before you can cast it again.
Grounded
Level 8
You learn the spell Erupting Earth and can cast it without components once per short rest.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Underworldy Armor
Level 12
You learn the spell death armor and can cast it without components three times per short rest.
Pillars of the Underworld
Level 12
You learn the spell Bones of the Earth and can cast it without components once per long rest.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Dark Drain
Level 16
Whenever you cast Inflict Wounds through your Necromantic Gaze feature, you gain hit points equal to the amount of damage you dealt.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Bribing Death himself
Level 20
Your powers reach their height, and you can now even command Thanatos to look the other way once in a long while. You learn the spell Resurrection and can cast it without components. Once you cast Resurrection in this way, you cannot cast it again until one year has passed. If the target is kept dead by the direct action of some other deity or has chosen to be reborn and try for the Isles of the Blest, this spell has no effect.
Sphere of Death
Level 20
You can cast the spell Circle of Death without components. Any creature killed by this necrotic damage is instantly resurrected as a zombie under your control, as if raised by the Animate Dead spell. You must complete ten long rests to cast Circle of Death in this way again.
Hades' Resilience
Level 20
You are immune to necrotic damage.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Hades
| Lord of the Dead |
|---|
| Stolen Energy - 5 |
| Rise to Service - 5 |
| Withering Knowledge - 10 |
| Instant Death - 20 |
| God of the Underworld |
|---|
| Shadow Travel - 5 |
| Shake the Earth - 5 |
| Shape the Underground - 10 |
| Wave of Shadows - 20 |
Lord of the Dead
The children of Hades who choose this path are the quintessential princes and princesses of Death, able to marshal their deathly energy to frighten foes and strike them down or bring the dead back to life in your service.
Feature – Aura of Fear: You are proficient in Intimidation. You have advantage on Intimidation checks against creatures within 30 feet of you that can see or hear you.
-
Stolen Energy: When you kill a humanoid, beast, or monstrosity with a necromancy spell, you regain hit points equal to your Charisma modifier + the level of the spell. Cantrips are level 0.
-
Rise to Service: You can now cast the spell Create Undead without components and during the daytime. In addition, the corpses can be already buried, and you raise a number of ghouls equal to your Charisma modifier. You must complete a long rest before you can use Create Undead in this way again.
-
Withering Knowledge: A wave of dark energy radiates from you at all times; you now harness that to harm your enemies. You can now cast the spell Horrid Wilting without components. Once you cast it, you must take a long rest before you can use it again.
-
Instant Death: You can now cast Power Word Kill without components. When you cast it, the hit points required to survive is 300, not 100. If the target dies, they are transformed into a chattering ghost and sent straight to the Underworld, and you are incapacitated until you have completed a long rest. You must complete ten long rests before using Instant Death again.
God of the Underworld
The Earth may belong to Gaea, but she’s currently unconscious, and you’re the next best thing. Hades isn’t just about death; he also represents the wealth buried under the earth, both naturally- occurring and long-buried. By taking this Exploit Tree, you embrace the otherworldly nature of the Underworld, its connection to all darkness, and your father’s connection to the earth itself.
Feature – Summon Wealth: As an action, you can summon precious materials that are under the earth of a dollar value equal to your level times your Charisma score multiplied by 100. It takes one round (about 6 seconds) to arrive for every 100 feet it is buried. The GM decides what is nearby.
Additionally, you can see perfectly in magical and non-magical darkness out to 120 feet.
- Shadow Travel: Leaping through shadows is a hard-won skill. You can teleport through shadows, casting the spell Misty Step without components. Once you cast Misty Step with Shadow Travel, you must complete a short rest before you can use it again. Long-distance shadow-traveling is also possible.
To do so, make a Charisma saving throw. Multiply your result by 10; that is the number of miles you can teleport with that use of Shadow Travel. If you are not traveling to a known, specific location, or if your check does not grant you enough distance to reach your desired destination, the GM determines where you appear. Once you use Shadow Travel in this way you must complete a long rest before using it again.
If you use Shadow Travel in this way more than two days in a row, your essence begins to turn to shadow. Roll a d20 at the start of each turn; on a 1, you are incorporeal until the end of your next turn, and you take 3d6 necrotic damage. If you use it again, roll a Charisma saving throw against DC 20; on a failure, you are unconscious upon arrival.
When you long distance Shadow Travel, you can attempt to bring a number of additional individuals equal to half your proficiency bonus, minimum of 1, with you. If the creatures are unwilling, they must make a Charisma saving throw to avoid being pulled into the shadows of the underworld, travelling with you on a fail.
-
Shake the Earth: You can now cast the spells Earth Tremor, Earthen Grasp, and Earthquake without components. Once you use this feature to cast one of these spells, you must complete a short rest before you can use it again if you cast Earth Tremor or Earthen Grasp, and a long rest if you cast Earthquake.
-
Shape the Underground: Your power over the earth grows; you can now cast the spells Move Earth, Stone Shape, Transmute Rock, and Wall of Stone without components. After casting any of these spells, you must complete a short rest before using that spell again.
-
Wave of Shadows: Your mastery over darkness begins to echo your fathers. You learn the shadow of moil spell, and can cast it twice per short rest. Additionally, you learn the creeping darkness spell, and can cast it once per long rest.
Lineage: Demeter
Cabin 4
The children of Demeter aren’t just people who like plants! That’s just… most of it. Seriously, though, one of Demeter’s names in Ancient Greece translates to “law-bringer” for the civilizing power of agriculture. Without the children of Demeter, all of civilization would crumble. Did you know wheat used to be a weed? Now it’s the backbone of most people’s every meal. The order that agriculture brings means that the children of Demeter are often taken for granted, but you know how much you matter.
Play a child of Demeter to harness the power of agriculture and plants to control the battlefield.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Child of the Harvest, Innate Spellcasting, Walk on the Wild Side | 2 druid cantrips, Plant Growth, Entagle, Druidcraft | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Rampant Growth, Spirit Friends, Ability Score Increase | Barkskin, Find Familiar | ─ |
| 5th | 9 | +3 | healing spirit, 1 druid spell of 2nd level | 3 | |
| 6th | 12 | +3 | Sowing Magic | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Harvest Knowledge, Nature’s Walk, Ability Score Increase | 2 druid spells of 2nd or 3rd level | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Beasts of the Harvest, Plantspeak, Ability Score Increase | 1 druid spell of 2nd, 3rd or 4th level, Dominate Beast | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Spirits of the Wild, Improved Nature’s Walk, Sanctuary, Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Heir to the Harvest, Goddess of the Ground, Ability Score Increase | ─ | 8 |
Class Features
As a lineage of Demeter, you gain the following class features.
Hit Points
Hit Dice: : 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor and Medium armor
Weapons: clubs, daggers, darts, javelins,
maces, quarterstaffs, sickles, scythes, slings,
spears, blowguns
Saving Throws: Constitution, Wisdom
Skills: Choose two from Endurance,
Accounting, Crafting, History, Nature, Animal
Handling, Insight, Medicine, Perception, or
Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple melee weapon or (b) a sickle
- (a) any simple ranged weapon or (b) a blowgun and 20 poisoned darts
- Light armor
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability for these spells is Wisdom.
Spell Save DC
Spell attack modifier
You know two cantrips of your choice from the druid spell list and can cast them at will. You also learn the entangle and plant growth spells, both of which you can cast once per short rest.
At higher levels you gain more spells, as shown in the spells learned column of the table. You can cast each of your learned spells once per short rest at their lowest level.
You do not need components for these spells, but it is clear to non mundane mortals that they are the result of divine power.
Child of the Harvest
Level 1
You have advantage on all Charisma-based checks against land-based nature spirits, such as dryads.
Walk on the Wild Side
Level 1
You ignore difficult terrain caused by plants, and you can use an action to clear a 5 foot wide path through plants as far as your Wisdom modifier multiplied by 10 feet. You must complete a short rest to use this ability again.
Rampant Growth
Level 4
You can summon primal spirits associated with plants to aid you and your allies. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point and counts as neither a creature nor an object.
As a bonus action, you can move the spirit up to 15 feet to a point you can see. It persists for 1 minute or until you're incapacitated.
Once you use this feature to summon a plant spirit, you can't do so again until you finish a short or long rest.
The effect of the spirit and its aura, which uses your spell save DC for saving throws, depends on the type of spirit you summon from the options below.
Flowers. The plant spirit is in the form of a flowering plant, releasing pollen and sprouting healing fruit. You and your allies can pluck and eat a fruit as a bonus action while within 5 feet of the plant spirit, or use an action to pluck a fruit and feed it to another creature. Any creature in the aura that consumes one of these fruits regains hit points equal to your proficiency bonus + half your level. A spirit can only heal each creature up to one time. Once a creature has been healed by two spirits, it can't be healed by a spirit again until it finishes a long rest.
When an enemy creature ends its turn in the aura, it is irritated by the pollen; if it is concentrating and it can be poisoned, it must succeed on a Constitution saving throw or lose concentration.
Leaves. The plant spirit is in the form of a plant that flings sharpened, toxic leaves and thorns at your foes. Choose piercing or slashing damage. An enemy creature that ends its turn in the aura takes damage of the chosen type equal to 2 + half your level and must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Once a creature succeeds on this saving throw, the spirit can't poison it again.
Roots. The plant spirit is in the form of a plant with strong roots or vines that writhe out of the ground to grab foes. Each enemy creature that ends its turn in the aura must succeed on a Dexterity saving throw or be grappled by the spirit while it remains in the aura, using your spell save DC as the escape DC. In addition, ground in the aura is difficult terrain, but you and your allies can ignore the difficult terrain.
Spirit Friends
Level 4
You learn the spell Find Familiar, which you can use to create a powerful friend and ally, though you still need to expend the components. The forms it can take are restricted to real animals and spirit beings (fey).
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Sowing Magic
Level 6
You grow to deeply understand what a plant needs to thrive, and you learn to sow your magical seeds with greater skill. When you use your Rampant Growth feature to summon a plant spirit, you can place the spirit onto any surface, including walls and ceilings, and you can place it in water (requiring no surface).
In addition, you can spend 1 minute planting a magical seed in the ground using a ritual to Demeter. You can use a bonus action on your turn to cause a seed you've planted within 30 feet of you to transform and sprout into a plant spirit of your choice, as if you had summoned one with your Rampant Growth feature at that location. You can't move a spirit summoned using this feature, and you can't have more than one of the same type of plant spirit.
A seed that hasn't been sprouted disappears after 1 hour. You have a number of seeds equal to your Wisdom modifier (minimum of one), and you regain any expended seeds when you finish a long rest. Once you have used this feature to sprout a seed, you can't do so again until you finish a long rest.
Harvest Knowledge
Level 8
You learn the spell Commune with Nature, which you can cast without components. You can cast Commune with Nature as if it were a cantrip, but the casting time still applies. You can also cast Speak with Plants through normal speech as a free action. You must take a short rest before you can cast Speak with Plants again.
Nature's Walk
Level 8
You learn the spell Tree Stride, which you can cast without components. You must complete a short rest before casting Tree Stride again.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Beasts of the Harvest
Level 12
You learn the spell Conjure Animals, which you can cast without components. You must complete a long rest before you can cast Conjure Animals again.
Plantspeak
Level 12
You can now speak with plants as normal, or telepathically within 100 feet. Most perennials can talk like normal people, but annuals can only communicate through sharing feelings or ideas rather than complete sentences.
Trees take a full round to say a single sentence, sometimes longer.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Spirits of the Wild
Level 16
You know the spell Conjure Woodland Beings, which you can cast without components. You must complete a long rest before you can cast Conjure Woodland Beings again.
Improved Nature's Walk
Level 16
When you use your Nature’s Walk feature, you can choose to cast Transport Via Plants instead of Tree Stride. Once you use Nature’s Walk in this way, you must complete a long rest before you can use it again.
Sanctuary
Level 16
The land around you comes alive to care for you, even defend you if need be. You can cast the spell Druid Grove without components. You must complete a long rest before you can use this feature again.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Heir to the Harvest
Level 20
You know the spell Conjure Fey, which you can cast as a 9th-level spell. You must complete a long rest before you can cast Conjure Fey again. You can also cast Conjure Animals and Conjure Woodland Beings as 9th-level and 8th-level spells respectively through your Beasts of the Harvest and Spirits of the Wild features.
Goddess of the Ground
Level 20
Demeter is a goddess of the world, and taming the soil for agriculture takes a lot of work. You know the spell Move Earth, which you can cast without components. You must complete a long rest before you can cast Move Earth again.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Demeter
| Harvest |
|---|
| Difficult Ground - 5 |
| Gatherer - 5 |
| Hedge - 10 |
| Bounteous Harvest - 20 |
Plants are a remarkable achievement in the history of life, and it’s the agricultural revolution that started human progress – not Prometheus’ stupid fire. As a child of Demeter, you harness that agricultural power through these Exploits.
Feature – Powerful Conjurer: All plants and fey conjured by one of your spells have resistance to bludgeoning, piercing, and slashing damage against non-magical weapons.
-
Difficult Ground: You learn the Spike Growth spell. You can also choose to use Difficult Ground to cast Entangle for a second time per short rest. Either way, you must complete a short rest before you can use this feature again.
-
Gatherer: You know the spells Locate Animals or Plants and Goodberry. When a friendly creature eats one of the berries created by your casting of Goodberry, they can add your Wisdom modifier to the hit points it restores. If a hostile creature eats the berries created by your casting of Goodberry, it does not gain hit points and instead takes necrotic damage equal to your Wisdom modifier for each berry it consumed.
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Hedge: You know the spell Wall of Thorns, which you can cast as a 9th-level spell. After casting the spell, you must complete a long rest before you can use Hedge again.
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Bounteous Harvest: You know the spell Heroes’ Feast, which you can cast without components. When you cast Heroes’ Feast, you must complete ten long rests before you can cast it again.
Lineage: Ares
Cabin 5
The thrill of battle runs through the veins of a child of Ares. There’s a reason the other demigods have to maneuver for the support of the Ares cabin at Camp Half-Blood, and that’s because when it comes to swinging a sword there’s no one better. Sure, there are some problems with anger issues, and… well, I won’t say any more in case any of them get around to reading this.
Play a child of Ares to embody the spirit of battle itself, wreaking havoc on your enemies.
| Level | Skill Points | Proficiency Bonus | Features | Fighting Styles | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Natural Warrior, Second Wind, Action Surge | 1 | 1 |
| 2nd | 3 | +2 | ─ | 1 | ─ |
| 3rd | 5 | +2 | ─ | 1 | 2 |
| 4th | 7 | +2 | Kill them Quicker, Ability Score Increase | 2 | ─ |
| 5th | 9 | +3 | Extra Attack | 2 | 3 |
| 6th | 12 | +3 | 2 | ─ | |
| 7th | 15 | +3 | ─ | 2 | ─ |
| 8th | 18 | +3 | Heavy Hitter, Ability Score Increase | 2 | 4 |
| 9th | 21 | +4 | ─ | 2 | ─ |
| 10th | 26 | +4 | ─ | 3 | ─ |
| 11th | 31 | +4 | ─ | 3 | 5 |
| 12th | 36 | +4 | Strength Beyond Death, Ability Score Increase | 3 | ─ |
| 13th | 41 | +5 | ─ | 3 | ─ |
| 14th | 47 | +5 | ─ | 3 | 6 |
| 15th | 53 | +5 | ─ | 4 | ─ |
| 16th | 59 | +5 | Never Breaking, Ability Score Increase | 4 | ─ |
| 17th | 65 | +6 | ─ | 4 | 7 |
| 18th | 72 | +6 | ─ | 4 | ─ |
| 19th | 79 | +6 | ─ | 5 | ─ |
| 20th | 86 | +6 | Blessing of Ares, Ability Score Increase | 5 | 8 |
Class Features
As a lineage of Ares, you gain the following class features.
Hit Points
Hit Dice: : 1d12 per level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor, Medium armor, Heavy armor, Shields
Weapons: Simple Weapons and Martial Weapons
Saving Throws: Constitution, Strength
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Crafting, History, Insight, Intimidation, Perception, Piloting, or Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) medium armor or (b) light armor and a shield
- (a) two martial weapons or (b) three simple weapons.
Natural Warrior
Level 1
Choose the Fighting Style from the options below that best reflect your martial training and skill with weapons. To learn a Fighting Style, you must meet any prerequisites it has, and you cannot learn the same Fighting Style more than once.
At certain levels in this lineage, you learn additional Fighting Styles, as shown in the Fighting Style column in the Lineage table above. Whenever you gain a level, you can replace one Fighting Style you know with another of your choice.
Archery
Prerequisite: Dexterity of 13 or higher
You gain a +1 bonus to attack rolls with ranged weapons, and your attacks with ranged weapons ignore half-cover and treat three-quarter's cover as half cover.
Archery Expert
Prerequisite: 6th-level, Archery
You gain an additional +1 bonus to your attack rolls with ranged weapons. Attacking at a weapon's long range no longer imposes disadvantage on your attack rolls.
Balanced Fighting
When wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. You can use a shield with this Style.
Balanced Expert
Prerequisite: 6th-level, Balanced Fighting
When you are wielding a versatile melee weapon and shield, you use your weapon's two-handed damage die, and you can use your shield to make a Shove attack as a bonus action.
Brawling
Prerequisite: proficiency in Brawl
Your unarmed strikes damage becomes 1d6 + your Strength modifier. If both hands are free, you can make one unarmed strike, Shove, or Grapple as a bonus action on your turn.
Classical Swordplay
Prerequisite: Dexterity of 13 or higher
While wielding a single finesse weapon, no shield, and not wearing heavy armor, you gain a +2 bonus to attack rolls with that weapon and a +1 bonus to your Armor Class.
Classical Swordplay Expert
Prerequisite: 6th-level, Classical Swordplay
When are hit by an attack while using Classical Swordplay, you can use your reaction to add your Dexterity modifier to your Armor Class against that attack.
Defensive Fighting
When you are wearing medium armor, heavy armor, or a shield you gain a +1 bonus to your Armor Class.
Defensive Expert
Prerequisite: 6th-level, Defensive Fighting
While wearing heavy armor you can reduce all non-magical bludgeoning, piercing, or slashing damage you take by your Constitution modifier (minimum of 1).
If your armor is magical, this can also reduce magical damage of the types above.
Dual Wielding
Prerequisite: Strength or Dexterity of 13 or higher
While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an attack with your bonus action that turn.
Dual Wielding Expert
Prerequisite: 6th-level, Dual Wielding
One-handed melee weapons are considered to have the Light property for you, and when you are wielding a melee weapon in each hand, you gain a +1 bonus to your Armor Class.
Great Weapon Fighting
Prerequisite: Strength of 13 or higher
Whenever you hit a target with a heavy melee weapon attack, you can treat any of the weapon's damage dice as the average roll if you rolled lower: d4 (2), d6 (3), d8 (4), d10 (5), d12 (6).
Great Weapon Expert
Prerequisite: 6th-level, Great Weapon Fighting
Whenever you reduce a creature to 0 hit points with a heavy melee weapon attack, you can make another attack as part of that action, bonus action, or reaction with the same weapon.
Mounted Warrior
Prerequisite: proficiency in Animal Handling
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
Polearm Fighting
Prerequisite: Strength and Dexterity of 11 or higher
You gain a +1 bonus to damage rolls with glaives, halberds, pikes, quarterstaffs, and spears so long as you are wielding only that weapon and no shield. When doing so, creatures provoke an opportunity attack from you when they enter or move within your reach with that weapon.
Polearm Expert
Prerequisite: 6th-level, Polearm Fighting
Whenever you take the Attack action while using Polearm Fighting, you can use your bonus action on that turn to make a melee attack with the end of your weapon. On hit, it deals bludgeoning damage equal to 1d4+ your Strength modifier.
Protection
When a creature you can see hits you, or a target within 5 feet with a melee attack, you can use a reaction to add your Proficiency Bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Protection Expert
Prerequisite: 6th-level, Protection
When a creature within 5 feet is forced to make a Dexterity saving throw, you can use your reaction to interpose a shield, adding your Proficiency Bonus to its saving throw roll.
You can use this reaction after the creature rolls the d20, but before you know the outcome of its saving throw.
Strongbow
Prerequisite: Strength of 13 or higher
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Versatile Fighting
Prerequisite: Strength or Dexterity of 11 or higher
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can use your bonus action to make a grapple or shove attack, or to take the Use an Object action.
Blind Warrior
Prerequisite: proficiency in Perception
You have Blindsight with a range in feet equal to 5 times your Proficiency Bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Brawling Expert
Prerequisite: 6th-level, Brawling
You gain a +1 bonus to the damage rolls of unarmed strikes. You also gain the benefits below while grappling creatures:
- You can drag Grappled creatures up to your full speed. In place of an attack, you can make another Grapple check against a target you are Grappling. On a success, the target is Restrained for the duration of that Grapple.
Exotic Warrior
You are trained in exotic weapons typically associated with performative warriors, granting you the following benefits:
- You gain proficiency with two exotic weapons.
- For you, tridents deal 1d8 (1d10) piercing damage on hit.
- When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
- When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.
Featherweight Fighting
Prerequisite: Dexterity of 13, proficiency in Acrobatics
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.
Featherweight Expert
Prerequisite: 6th-level, Featherweight Fighting
When Featherweight Fighting, creatures have disadvantage on opportunity attacks against you, and you can take the Disengage action as a bonus action on each of your turns.
Heavyweight Fighting
Prerequisite: Strength of 13 or higher
You gain a +1 bonus to your damage rolls with heavy melee weapons. When you hit a target with a heavy melee weapon attack, you can use your bonus action on that turn to make a Shove attack against the same target with advantage.
Second Wind
Level 1
You can use a bonus action to regain hit points equal to 1d10 + your level. Once you do so, you must finish a short or long rest before you can do so again.
Action Surge
Level 4
You can push yourself past your limits, if only for a moment. Once during your turn, you can choose to take one additional action. After you do so, you must finish a short or long rest before you can use this feature again.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Extra Attack
Level 5
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or to Disengage you can make one weapon attack as a bonus action on that turn.
When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 11th level (3 attacks) and at 17th level (4 attacks).
Heavy Hitter
Level 8
When you land a critical hit and double your damage dice, you deal damage as if you rolled the highest number on each damage dice.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Strength Beyond Death
Level 12
If you fall to 0 hit points, you are not unconscious. Instead, you continue to take actions as normal unless you fail all of your death saving throws, at which point you die. When you must make a death saving throw, you can choose to fail it in exchange for immediately making an Attack action in addition to your ordinary actions.
If you have the Protection or Defense style from Natural Warrior, you can also gain 5 temporary hit points at the start of each of your turns.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Never Breaking
Level 16
When you fail a Strength, Dexterity, or Constitution saving throw, you can reroll it. If you do so, you must take the new roll, even if it is lower. You can use this feature a number of times per long rest equal to your proficiency bonus.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Blessing of Ares
Level 20
Once you reach the pinnacle of mortal combat prowess, Ares himself blesses your combat endeavors with regularity. By performing a prayer to Ares as an action, you receive his attention. When Ares blesses you, you have advantage on all saving throws and attack rolls, and resistance to all damage, for one minute. You must complete a long rest before you can use this feature again.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Ares
| Warrior |
|---|
| Battlemind - 5 |
| Champion - 5 |
| Warrior's Revenge - 10 |
| War God's Blood - 20 |
| Tactician |
|---|
| Martial Exploits - 5 |
| Lead the Attack - 5 |
| Hold the Line - 10 |
| Warlord's Cry - 20 |
Warrior
Some fighters have to rely on tricks to win. Not you: You get by on your own prowess alone. Taking this Exploit Tree reveals a focus on defeating your opponents as quickly as possible.
Feature – Savagery: Your weapon attacks score a critical hit on a roll of 19 or 20.
-
Battlemind: You fight with unchecked ferocity in battle. If you are not wearing heavy armor, you can use a bonus action on your turn to enter a Rage. While Raging, you gain both the benefits and drawbacks listed below:
- You have advantage on Strength saving throws and any ability checks that use your Strength or Constitution.
- Whenever you hit with a weapon attack that uses your Strength, you deal a bonus 1d4 damage. At certain levels in this class, this bonus damage increases to match the Rage Die column on the Warrior table above.
- You resist all bludgeoning, piercing, and slashing damage.
- You cannot cast spells or concentrate on spells or effects.
Your Rage lasts until the end of your next turn, but it ends early if you become Unconscious. Your Rage is extended to the end of your next turn if you attack a Hostile creature, take damage, make a Strength check, or use your bonus action to extend it. You can maintain a Rage for up to 10 minutes. You can Rage the number of times shown in the Rages column of the Warrior table for your level. You regain one use of your Rage when you finish a short rest and all uses of your Rage when you finish a long rest.
- Champion: Whenever you make an attack on your turn using your Strength, you can make a Reckless Attack by throwing caution to the wind. If you do, you have advantage on Strength-based attacks until the beginning of your next turn, but every attack targeting you is also made with advantage until the start of your next turn.
Warrior
| Level | Rages | Rage Die |
|---|---|---|
| 1st to 3rd | 2 | d4 |
| 4th to 7th | 3 | d6 |
| 8th to 11th | 4 | d8 |
| 12th - 16th | 5 | d10 |
| 17th - 20th | 6 | d12 |
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Warrior’s Revenge: When you are damaged by an enemy’s attack, you can designate them as your mark with a free action. You have advantage on weapon attacks against your mark that use Strength, but disadvantage on weapon attacks against all other creatures while you have a mark designated. You score a critical hit against your mark on a roll of 18, 19, or 20.
-
War God’s Blood: You can trigger this feature as a bonus action. At the start of each of your turns after it is triggered, you regain hit points equal to 5 + your Constitution modifier. This effect continues until you reach 0 hit points or cease fighting for five minutes. You must complete a long rest before you can use this feature again.
Tactician
Unlike your more brutal demigod brethren, you have a taste for outsmarting your opponents, not just overpowering them. Taking this Exploit Tree means you have a wider array of options at your disposal than just “hit them in the face until they die.”
Feature - Commanding Presence: When you use your Second Wind feature, you can instead shout a command, allowing all allies who can see or hear you to make an Attack using their Reaction.
-
Martial Exploits: You begin to learn techniques that enhance your martial skill in and out of battle. You gain the features below:
-
The Tactician table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend Exploit Dice to use them. You can only use one Exploit per weapon attack, ability check, or saving throw, and you regain expended Exploit Dice when you finish a short or long rest.
-
Your Exploit Dice begin as d6s and increase in size as you gain levels in this class, as shown in the Exploit Die column of the Tactician table.
-
When adding an Exploit Die to a roll, always roll your Exploit Die and add it to the result.
-
You know two Exploits of your choice.To learn an Exploit you must meet any prerequisites it has. You learn additional Martial Exploits of your choice as you gain levels in this class, as shown in the Exploits Known column. When you gain a level, you can replace an Exploit you know with another you could learn. The Exploits you have access to are listed here and here. If an Exploit has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet its prerequisites. Treat Fighter and Barbarian level as your current level.
-
If one of your Exploits requires a creature to make a saving throw, the Exploit saving throw DC is calculated based on your Strength. Once you choose which ability score to use, it cannot be changed:
-
Exploit Save DC
Tactician
| Level | Exploits Known | Exploit Die | Exploit Dice |
|---|---|---|---|
| 1st | 2 | d6 | 2 |
| 2nd | 2 | d6 | 2 |
| 3rd | 3 | d6 | 2 |
| 4th | 3 | d6 | 3 |
| 5th | 4 | d8 | 3 |
| 6th | 4 | d8 | 3 |
| 7th | 5 | d8 | 3 |
| 8th | 5 | d8 | 4 |
| 9th | 6 | d8 | 4 |
| 10th | 6 | d8 | 4 |
| 11th | 7 | d10 | 4 |
| 12th | 7 | d10 | 5 |
| 13th | 8 | d10 | 5 |
| 14th | 8 | d10 | 5 |
| 15th | 9 | d10 | 5 |
| 16th | 9 | d10 | 6 |
| 17th | 10 | d12 | 6 |
| 18th | 10 | d12 | 6 |
| 19th | 11 | d12 | 6 |
| 20th | 11 | d12 | 6 |
-
Lead the Attack: When you score a critical hit on an enemy, you can use this feature to grant all allies advantage on attack rolls against the target until the end of your next turn. You must complete a long rest to use this feature again.
-
Hold the Line: Allies adjacent to you cannot be pushed, pulled, or slid. If a spell would do so and it is of a spell level lower than your Strength modifier, it has no effect.
-
Warlord’s Cry: Your prowess emboldens your allies. When you roll initiative, all allies who can see you gain temporary hit points equal to your Strength, Constitution, or Dexterity modifier (your choice).
Lineage: Athena
Cabin 6
The goddess of war, but also of crafts and wisdom, Athena is one of the goddesses most involved in the affairs of mankind – and, ironically, one of the virgin goddesses. Her children are her “brainchild,” a creation of her appreciation for a mortal man’s mental prowess. It’s weird, sure, butmore importantly, it results in some of the best half-bloods ever. At least, that’s what they tellthemselves in between architecture class and chess matches.
Play a child of Athena to use your wits and wisdom to get the edge on opponents.
| Level | Skill Points | Proficiency Bonus | Features | Tactical Strike | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Goddess of Crafts, Goddess of War, Tactical Strike, Tactical Eye, Innate Spellcasting, Goddess of Wisdom | 1d6 | 1 |
| 2nd | 3 | +2 | ─ | 1d6 | ─ |
| 3rd | 5 | +2 | ─ | 2d6 | 2 |
| 4th | 7 | +2 | Athena’s Insight, Strategic Leader, Ability Score Increase | 2d6 | ─ |
| 5th | 9 | +3 | Cunning Strike | 3d6 | 3 |
| 6th | 12 | +3 | Uncanny Dodge | 3d6 | ─ |
| 7th | 15 | +3 | ─ | 4d6 | ─ |
| 8th | 18 | +3 | Evasion, Poise, Ability Score Increase | 4d6 | 4 |
| 9th | 21 | +4 | ─ | 5d6 | ─ |
| 10th | 26 | +4 | ─ | 5d6 | ─ |
| 11th | 31 | +4 | ─ | 6d6 | 5 |
| 12th | 36 | +4 | Human Shield, Ability Score Increase | 6d6 | ─ |
| 13th | 41 | +5 | ─ | 7d6 | ─ |
| 14th | 47 | +5 | ─ | 7d6 | 6 |
| 15th | 53 | +5 | ─ | 8d6 | ─ |
| 16th | 59 | +5 | Divine Sense, Ability Score Increase | 8d6 | ─ |
| 17th | 65 | +6 | ─ | 9d6 | 7 |
| 18th | 72 | +6 | ─ | 9d6 | ─ |
| 19th | 79 | +6 | ─ | 10d6 | ─ |
| 20th | 86 | +6 | Perfect Strike, Ability Score Increase | 10d6 | 8 |
Class Features
As a lineage of Athena, you gain the following class features.
Hit Points
Hit Dice: : 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor, Medium armor, Shields
Weapons: Simple Weapons and Martial Weapons
Tools: Land vehicles
Saving Throws: Intelligence, Wisdom
Skills: Choose four from
Acrobatics, Accounting, Brawling, Crafting, Sleight of Hand, Computers, Gadgetry,
History, Investigation, Nature, Animal Handling,
Insight, Perception, Streetwise, Survival, or
Deception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) medium armor or (b) light armor
-
(a) a martial weapon or (b) two simple weapons
-
One set of Artisans’ Tools
Goddess of Crafts
Level 1
You are proficient with weaver’s tools and one other set of artisan’s tools. Architecture, weaving, and other crafts come naturally to you.
Goddess of War
Level 1
You learn one fighting style available to a Lineage of Ares. In addition, because Athena is a goddess of war, you are able to access the Tactician Exploit Tree under the Ares lineage, as if you were unlocking another Exploit Tree in your own Lineage. In addition, your list of available Exploits is expanded, you can also choose from here.
Tactical Strike
Level 1
You ruthlessly exploit distractions or flaws when striking. Once per turn when you hit a target with a weapon that is either ranged or does not have the Heavy property, you can deal a bonus 1d6 damage on hit if you had advantage on your attack roll.
You do not need advantage on this attack roll if your target has another conscious hostile creature within 5 feet of it, and you do not have disadvantage on your attack roll.
This bonus damage increases as you gain levels, as shown in the Sneak Attack column of the Lineage table.
Tactical Eye
Level 1
In addition, you can make a bonus action to counter your enemy’s tactics. Make a Wisdom (Insight) or Intelligence (Investigation) check against a creature you can see that isn’t incapacitated. If the target has an Intelligence of 10 or higher, it can attempt to conceal its actions and contest your check with a Charisma (Deception) check. If it does not conceal its actions, the DC is 10.
If you succeed on your Insight or Investigation check, you can use your Tactical Strike feature even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This effect persists against that target until you complete a short rest, and you can have a total simultaneous number of Tactical Eye effects equal to your spellcasting ability modifier.
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability is either Intelligence or Wisdom (your choice). Your attack modifier for spell attacks is equal to your spellcasting ability modifier + your proficiency bonus; your spell save DC is equal to 8 + your spellcasting ability modifier + your Proficiency bonus.
You know the spell Identify, which you cast without components, and the cantrips True Strike and Blade Ward, which you also cast without components. Once you cast Identify, you must complete a short rest to cast it again.
Goddess of Wisdom
Level 1
You have the feat Keen Mind; this feat does not count against your total number of feats.
Athena's Insight
Level 4
Your training allows you to quickly evaluate the combat abilities of others. As a bonus action, you can take the Search action targeting one creature you can see wihtin 30 feet (DC equals 8 + its Challenge Rating).
If you have hit that creature with a weapon attack witin the last minute, you can add your level to your roll. On a success, you learn one characteristic of your choice about the target, chosen from the following table:
| Armor Class | Highest Ability Score |
| All Special Senses | Lowest Ability Score |
| Resistances, Immunities, & Vulnerabilities | One Trait or Action from its stat block |
On a failure, you do not learn anything about the creature, and you cannot use this feature on that creature again until you finish a long rest, or you hit it with a weapon attack.
Additionally, if you accessed the Tactician Exploit Tree, you gain the following additional use for Exploit Dice
Tactical Skill
Dedicated training has also honed your skills. Whenever you make an ability check with a tool or skill you are proficient in, you can expend an Exploit Die and add it to your roll. You can do so after you roll the d20, but before you know the outcome of your ability check, success or failure.
Strategic Leader
Level 4
You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you if the target can see and hear you.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Cunning Strike
Level 5
You exploit weaknesses to great effect. When you make an attack that qualifies for Tactical Strike, you can forgo some of that bonus damage to use one Exploit you know without expending Exploit Dice, using the rules here:
- This Exploit must be used as part of a weapon attack.
- Reduce your Tactical Strike bonus damage by a number of d6s equal to the degree of this Exploit.
For example, you could use your Cunning Strike to use the crippling strike Exploit by reducing your Tactical Strike bonus damage by 2d6 since crippling strike is a 2nd-degree Exploit.
Uncanny Dodge
Level 6
Your reflexes allow you to dodge, deflect, and avoid damage. Whenever you are hit by an attack that you can see, you can use your reaction to halve the damage you take.
Evasion
Level 8
Your supernatural agility lets you dodge out of the way of certain area effects, like a dragon's breath or a lightning bolt spell. Whenever an effect allows you to make a Dexterity saving throw to take only half damage, you take no damage on a success, and only half damage on a failure.
Poise
Level 8
Your experience with seeing the unseen increases, giving you two benefits. First, any creature who is aware of your reputation has disadvantage on Charisma (Deception) checks against you. Second, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) checks if you are out of combat or move less than half your speed on the same turn.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Human Shield
Level 12
This feature allows you to redirect an attack against you; when you are targeted by an attack while a creature within 5 feet of you is granting cover against that attack, you can use your reaction to have the attack target that creature instead of you.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Divine Sense
Level 16
So long as you are able to hear, you can sense the presence of any hidden or invisible creatures within ten feet of you. You also have advantage on all checks to see through the Mist or any other illusion within 30 feet of you.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Perfect Strike
Level 20
When your Tactical Eye feature applies to a creature, and you add your Tactical Strike damage bonus to a weapon attack, you can choose for that attack to be an automatic critical hit.
Once you use this feature you must finish a short or long rest before you can use it again.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Athena
| Wisdom |
|---|
| Natural Wisdom - 5 |
| Athena's Blessing - 5 |
| Tactical Retreat - 10 |
| Always Ready - 20 |
Wisdom means knowledge and experience, a keen eye and the mind that can put those observations to good use. Children of Athena are able to benefit from a wide range of abilities based on their ability to apply their wisdom.
Feature – Strategic Movement: You can take the Dash or Disengage actions on your turn as a bonus action.
-
Natural Wisdom: Your Skill Point cost is halved (rounding up) for all Skill Tree branches for Wisdom or Intelligence-based skills.
-
Athena’s Blessing: When you make an ability check that adds your Proficiency Bonus or an Exploit Die, you treat a roll of 9 or lower on the d20 as a 10.
-
Tactical Retreat: When you take the Disengage action with your Strategic Movement feature, you can move up to your speed without provoking opportunity attacks.
-
Always Ready: So long as you are not Incapacitated, no attack rolls that target you can be made with advantage. You also know the spell Alarm and can cast it without components. You must complete a long rest before you can cast Alarm in this way again.
Lineage: Apollo
Cabin 7
Who doesn’t love the sun on a summer day? That’s Apollo. Who doesn’t love hearing the strumming of a nice guitar? That’s Apollo. Who doesn’t love being healed by your allies instead of bleeding out in the dirt? That’s Apollo. Who doesn’t love their fate being expressed cryptically through bad rhymes? Well, okay, a lot of people, but that’s Apollo too. Apollo is, perhaps, the most versatile god.
Play a child of Apollo if any of these paths appeals to you.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Archer’s Eye, Apollo’s Detection, Curse of Apollo, Innate Spellcasting | light, true strike, word of radiance, guiding bolt, cure wounds | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Here Comes the Sun, Ability Score Increase | Heroism, Zone of Truth | ─ |
| 5th | 9 | +3 | lesser restoration, prayer of healing | 3 | |
| 6th | 12 | +3 | Empowered Radiance | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Walking on Sunshine, Ability Score Increase | beacon of hope, sunlight | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Improved Here Comes the Sun, Sunshine of Your Love, Ability Score Increase | greater restoration, divination | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | House of the Rising Sun, Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Stairway to Heaven, Focused Healing, Improved Here Comes the Sun, Ability Score Increase | ─ | 8 |
Class Features
As a lineage of Apollo, you gain the following class features.
Hit Points
Hit Dice: : 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor
Weapons: Simple weapons, all ranged weapons
Tools: Lyre, two musical instruments
Saving Throws: Dexterity, Charisma
Skills: You are proficient in Performance and
Medicine. Choose any other two skills.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) a longbow and 20 arrows or (b) light armor
-
(a) any simple ranged weapon or (b) a musical instrument
-
Light armor and a shortsword
Archer's Eye
Level 1
You have the Archery Fighting Style and gain access to the Archery Expert Fighting Style at 6th level, both of which apply to the True Strike cantrip.
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability for these spells is Wisdom or Charisma.
Spell Save DC
Spell attack modifier
You know the cantrip True Strike, but can only use it with ranged weapons. True Strike’s range when cast through this feature is 120 feet. You also know the Word of Radiance and light cantrips, which you can cast at will. You learn learn the cure wounds and guiding bolt spells, both of which you can cast once per short rest.
At higher levels you gain more spells, as shown in the spells learned column of the table. You can cast each of your learned spells once per short rest at their lowest level.
You do not need components for these spells, but it is clear to non mundane mortals that they are the result of divine power.
Apollo’s Detection
Level 1
You learn the spells Detect Evil and Good, Detect Magic, and Detect Poison and Disease without components. After you cast one of these spells, you must complete a short rest before you can use this feature again.
Curse of Apollo
Level 1
You can use an action to bring down a curse on a number of beings equal to your Charisma or Wisdom modifier (whichever is higher).
When you do so, you can set specific rhyme sequence or meter parameters for their speech for 24 hours. If you join with other children of Apollo to do so, the duration and number of targets stacks with the total number of casters. For example, five children of Apollo with an average Charisma or Wisdom modifier of 4 would be able to curse 20 beings for up to five days.
Here Comes the Sun
Level 4
You can bring down divine light within 60 feet of you as a bonus action. If you do so on an ally, the ally regains hit points as if you had cast the spell Healing Word on them. If you do so on a hostile creature, the hostile creature must save or take damage as if you had cast Sacred Flame. You have a number of uses equal to your spellcasting ability modifier.
When you complete a short rest, you regain one use; you regain all uses after completing a long rest.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Empowered Radiance
Level 6
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 a use of Here Comes the Sun to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.
You also gain resistance to radiant and poison damage.
Walking on Sunshine
Level 8
You learn the spell Sunbeam and can cast it without components. You must complete a long rest before you can use this feature again.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Improved Here Comes the Sun
Level 12
When you use Here Comes the Sun, you can bring down two beams of light.
Sunshine of Your Love
Level 12
You know the spell Dawn and can cast it without components. You must complete a long rest before you can use this feature again.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
House of the Rising Sun
Level 16
You know the spell Sunburst and can cast it without components. You must complete a long rest before you can use this feature again.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Stairway to Heaven
Level 20
Your healing magic calls down through time, invading even Hades’ realm. You learn the spell True Resurrection and can cast it without components. If the target is kept dead by the direct action of some deity or has chosen to be reborn and try for the Isles of the Blest, this spell has no effect and is not expended. Once you have used this feature, you cannot cast it again for one year.
Focused Healing
Level 20
By centering your healing power on one person, you can reinvigorate them totally. You learn the spell Power Word Heal and can cast it without components. You must complete a long rest before you can use this feature again.
Improved Here Comes the Sun
Level 20
When you use Here Comes the Sun, you can bring down three beams of light.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Apollo
| Prophecy |
|---|
| Read the Entrails - 5 |
| Portent - 5 |
| Apollo Sees All - 10 |
| True Prophecy - 20 |
| Music |
|---|
| Eruption - 5 |
| Take It Easy - 5 |
| Thunderstruck - 10 |
| Mouth for War - 20 |
| Healing |
|---|
| Don’t Die on Me - 5 |
| Touch of Apollo - 5 |
| Maximum Medicine - 10 |
| Staying Alive - 20 |
Prophecy
Seeing the future is a hard task, but it’s your cross to bear. Prophecy means being able to see the past, present, and future. You’re no Oracle, but you consistently receive flashes of these truths.
Feature – I Know What This Is: You know the Identify spell. You cast it without components and at will.
When you cast it, you also learn a general history of the object, including the alignment of its last owner.
-
Read the Entrails: You learn the Augury spell. As a descendent of Apollo, you can use Augury for courses of action that are more than 30 minutes away, such as “Apollo, how will our siege go?”. The longer your attempt at Augury is from your current time, the more likely it is that events will unfold differently than their trajectory prior to your use of Augury, but the goodness or badness of the results may be only good or bad from a certain point of view – like Apollo’s, for instance. You must complete a short rest before you can cast Augury in this way again.
-
Prophetic Dreams: Glimpses of the future begin to press on your awareness. Whenever you finish a Long Rest, roll two d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a Long Rest, you lose any unused foretelling rolls.
- Apollo Sees All: You learn the spells Locate Animals or Plants, Locate Object, and Locate Creature, as well as See Invisibility, Clairvoyance, and Scrying. When you cast these spells, any magic item dedicated to Apollo can take the place of the components. Once you cast one of these spells, you cannot cast it again until you complete a long rest.
- True Prophecy: You know the spell Foresight and can cast it without components, but only on yourself. You must complete a long rest before you can cast it again.
Music
The word music itself comes from the Nine Muses, Apollo’s own backing band, so to speak. Harnessing the power of sound is wicked cool, and very versatile, too.
Feature – Dream On: You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6.
Using Bardic Inspiration. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Bardic Inspiration dice. A creature can have only one Bardic Inspiration die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the d20, potentially turning the failure into a success. A Bardic Inspiration die is expended when it's rolled.
Number of Uses. You can confer a Bardic Inspiration die a number of times equal to your Wisdom or Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
At Higher Levels. Your Bardic Inspiration die changes when you reach certain levels. The die becomes a d8 at level 5, a d10 at level 10, and a d12 at level 15.
- Eruption: You know the cantrip Thunderclap and cast it through the playing of an instrument or a vocal shout.
Thunderclap works in the following way: As an action, you create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within 5 feet, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Take it Easy: You now regain all your expended uses of Bardic Inspiration when you finish a Short or Long Rest.
-
Thunderstruck: You learn the spell Thunderous Smite, which you can cast on a ranged attack. You also learn the spell Thunderwave, and cast it through the playing of a musical instrument or avocal shout. Through a ritual that lasts ten minutes, you can imbue the spell in a small object prepared to create a sound grenade, which. When you do so, choose either a delayed burst or an impact burst.
- Delayed Burst. It explodes at the start of the turn after you threw it.
- Impact Burst. The spell goes off as soon as the grenade strikes a physical object; striking a given square is a DC 10 Dexterity check.
Either way, it functions as a ranged (thrown) weapon. You can have a maximum number of sound grenades up to your proficiency bonus. If you attempt to throw it more than 30 feet, you must roll an Athletics (Strength) check; divide your check by 2 and add that number of feet to your range.
- Mouth for War: You learn the spell Shatter, which you can cast through an instrument or vocal shout. When you cast Shatter in this way, all creatures who fail the saving throw are also paralyzed. You must complete a short rest before you can cast Shatter in this way again.
Additionally, you learn the spell Destructive Wave, which you can cast through an instrument or vocal shout. When you cast Destructive Wave, the extra damage dealt is always radiant damage.
Healing
Some people were born to help, and never is that truer than for children of Apollo who take this Exploit Tree. Healers are pivotal. It feels thankless sometimes, but you know that you’re irreplaceable.
Feature – Don’t Die on Me: You know the cantrip Spare the Dying. You also gain Expertise with Medicine. Additionally, once per week, you can cast the revivify spell.
- Touch of Apollo: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your level.
As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool.
You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don't also restore Hit Points to the creature.
-
Divine Healer: When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level. In addition, when you cast cure wounds, it is cast as a 3rd-level spell.
-
Maximum Medicine: Whenver you use the Empowered Radiance feature, don't reroll those dice for the healing; instead use the highest number possible for each die. In addition, you now cast Cure Wounds as a 5th-level spell.
-
Staying Alive: You learn the spell Mass Cure Wounds, which you cast as a 9th-level spell. You regain the use of this feature after you have completed a long rest. Alternatively, you can cast the spell Mass Heal, but doing so immediately makes you incapacitated until you have completed a long rest.
Lineage: Hephaestus
Cabin 9
Gruff, ugly, irritable… Those are some of Hephaestus’ best qualities! The most accomplished machinist and inventor of all time, and the one who inspires mortals to work with machines, Hephaestus should be one of the most popular gods. Alas, his off-putting demeanor and tendency to hold a grudge has gotten him less attention than his accomplishments deserve. Demeter can claim the agricultural revolution, but the industrial revolution is what made the modern world, and that was all Hephaestus.
Play a child of Hephaestus to master the forge and build the best weapons and armor of all time.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Infusions Known | Feats |
|---|---|---|---|---|---|---|
| 1st | 1 | +2 | God of the Forge, Innate Spellcasting, Voice in the Machine, Infusions | identify, knock, arcane lock, magic weapon | 2 | 1 |
| 2nd | 3 | +2 | ─ | ─ | 3 | ─ |
| 3rd | 5 | +2 | ─ | ─ | 3 | 2 |
| 4th | 7 | +2 | Fidgety Hands, Enchanted Creations, Ability Score Increase | enlarge/reduce, grease | 3 | ─ |
| 5th | 9 | +3 | Extra Attack | magic mouth, elemental weapon | 4 | 3 |
| 6th | 12 | +3 | Expert Tinker | ─ | 4 | ─ |
| 7th | 15 | +3 | ─ | ─ | 4 | ─ |
| 8th | 18 | +3 | Exceptional Creations, Ability Score Increase | glyph of warding, tiny servant | 5 | 4 |
| 9th | 21 | +4 | ─ | ─ | 5 | ─ |
| 10th | 26 | +4 | ─ | ─ | 5 | ─ |
| 11th | 31 | +4 | ─ | ─ | 6 | 5 |
| 12th | 36 | +4 | Who Needs Gloves, Exceptional Creations 2, Ability Score Increase | leomund's secret chest, summon construct | 6 | ─ |
| 13th | 41 | +5 | ─ | ─ | 6 | ─ |
| 14th | 47 | +5 | ─ | ─ | 7 | 6 |
| 15th | 53 | +5 | ─ | ─ | 7 | ─ |
| 16th | 59 | +5 | Master of the Forge, Exceptional Creations 3, Ability Score Increase | ─ | 7 | ─ |
| 17th | 65 | +6 | ─ | ─ | 8 | 7 |
| 18th | 72 | +6 | ─ | ─ | 8 | ─ |
| 19th | 79 | +6 | ─ | ─ | 8 | ─ |
| 20th | 86 | +6 | Working Hands, Masterpiece, Ability Score Increase | ─ | 8 | 8 |
Class Features
As a lineage of Hephaestus, you gain the following class features.
Hit Points
Hit Dice: : 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor, Medium armor, Heavy armor
Weapons: Simple weapons, Martial weapons
Tools: Smith's tools, tinker's tools, one type of artisan's tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from
Athletics, Brawling, Endurance,
Computers, Dungeoneering, History,
Perception, Piloting, Streetwise, or Intimidation
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) a maul or (b) a warhammer and a hand crossbow
-
a) heavy armor or (b) medium armor and a shield
-
Smith’s tools and tinker’s tools
God of the Forge
Level 1
You are a natural at all smithing related tasks. You gain the following benefits:
-
You have advantage on all checks you make using smith’s tools and resistance to fire damage.
-
Your insights into magical and mechanical objects can appear as magic to the untrained eye. You can use tinker's tools to cast the mending Cantrip and both detect magic and identify as rituals. Your tools are the spellcasting focus and replace the material components of the spells.
Moreover, the time it would take you to craft a magic item is halved if you are proficient with appropriate artisan's tools
-
You can make objects magical through some tinkering. You can conduct an eight-hour ritual which permanently makes a nonmagical simple or martial weapon, or a suit of armor, a magic item. Armor receives a +1 bonus to AC and weapons receive a +1 bonus to attack and damage rolls. Once you use this feature, you cannot use it again until you’ve completed a long rest.
-
You gain the Defensive Fighting, Protection, Great Weapon Fighting, or Heavyweight Fighting Style.
- You can take a Utilize action to retrieve a piece of nonmagical gear from your belt, pack, cart, or wherever you keep your tools, even if you didn't have it in your inventory before. The item's cost must be no higher than 50 GP. You can't use this feature to produce a weapon, suit of armor, Shield, or potion. An item retrieved in this way becomes lost in your inventory and vanishes when you finish a Long Rest. You can use this benefit twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability for these spells is Intelligence.
Spell Save DC
Spell attack modifier
You know the produce flame cantrip, and learn the knock and arcane lock spells.
At higher levels you gain more spells, as shown in the spells learned column of the table. You can cast each of your learned spells once per short rest at their lowest level.
You must use smith's tools, tinker's tools, a set of artisan's tools you are proficient with, or an item bearing one of your Infusions as the spellcasting focus for your spells.
Voice in the Machine
Level 1
By spending an action, you can learn the status of a machine you touch. You learn the make, model, age, fuel level, general condition, current and maximum hit points, the current and maximum capacity, and the Armor Class of the machine.
Infusions
Level 1
You have learned to imbue objects with your signature brand of magic in order to produce wondrous items. You learn two Infusions of your choice from this list. The Infusions Known column of the lineage table shows when you learn additional Infusions. You cannot learn an Infusion more than once unless specified. Treat any mention of 'Artificer level' as your lineage level.
During each long rest, you can spend 1 hour using tinker's tools to replace one Infusion you know with another Infusion of your choice, so long as you meet all of its prerequisites.
Infusing an Object
At the end of a long rest, you can touch a non-magical object with tinker's tools to imbue it with one Infusion you know.
If the Infusion requires attunement, you can attune to the object the instant you infuse it, or you can forgo attunement so another creature can attune to it. To attune to the infused item later, you must follow the normal attunement process.
Your Infusions remain in items indefinitely. If you die, your Infusions vanish from the items after a number of days have passed equal to your Intelligence modifier (minimum 1 day). Infusions vanish immediately if you replace your knowledge of an imbued Infusion by learning another Infusion.
You can infuse multiple objects at the end of each long rest, up to one for each Infusion you know. Each Infusion can be in only one object at a time, and no object can bear more than one Infusion. If you transfer an Infusion to a new object, any previous instance of that Infusion immediately ends.
Replicate Magic Item
You can also use your Infusions to replicate magic items you have studied. During a long rest, you can spend 1 hour using tinker's tools to examine a magic item you touch. At the end of that long rest, you can replace one Infusion you know with the knowledge of this magic item. After which, you can infuse an object with the properties of that magic item, following all the rules for your other Infusions.
You cannot use this feature to replicate magic items that are consumed after one use, such as scrolls and potions.
You can use this feature to replicate any item of Common rarity. As you gain levels you can use this feature to replicate items of increasing rarity: Uncommon at 5th level, Rare at 11th level, and finally Very Rare items at 17th level.
Fidgety Hands
Level 4
When you take a Long Rest, you can craft nonmagical items whose combined cost in GP is no greater than your level times 10. If an item's cost exceeds this number, you can complete it over multiple Long Rests; these rests needn't be consecutive. You must have normally required tools and raw materials. When you craft a weapon or suit of armor, the item has Resistance to damage it takes.
Enchanted Creations
Level 4
You can now create magical items through dedicated labor and the right materials. You must buy materials worth 80% of the cost of the item, and can perform a ritual to shape them. The time it takes to create a magical item is based on its rarity; it takes four hours to craft a common magical item and eight hours to craft an uncommon magical item.
As you become more powerful, the rarity of the items you can create increases. The GM may determine that you need specific reagents to craft certain magical items; if so, they may determine whether you have the needed materials and, if not, how you could acquire them.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Extra Attack
Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Expert Tinker
Level 6
There are few who match your skill with mechanical magics. You add double your proficiency bonus to any ability check you make with any tool you are proficient in.
Your expertise also allows you to infuse magic items with Infusions. However, you cannot increase bonuses above +3.
Exceptional Creations
Level 8
You can now use your Enchanted Creations feature to craft rare magical items. It takes you twelve hours to craft a rare magical item, and to do so requires a reagent from a creature of at least CR 2, like a Laistrygonian (Ogre).
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exceptional Creations 2
Level 12
You can now use your Enchanted Creations feature to craft very rare magical items. It takes you sixteen hours to craft a very rare magical item, and to do so requires a reagent from a creature of at least CR 5, like a Unicorn.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Master of the Forge
Level 16
Your mastery over the Forge allows you to extend the power of your magic to others. As a bonus action, you can flood a number of weapons equal to your Intelligence modifier (minimum of 1) within 30 feet with raw power. For 1 minute, these weapons deal a bonus 1d8 force damage on hit.
Once you use this feature you must finish a long rest before you can use it again.
Exceptional Creations 3
Level 16
You can now use your Enchanted Creations feature to craft a legendary magic item. It takes you twenty hours to craft a legendary magical item, and to do so requires a reagent from a creature of at least CR 8, like a Hyperborean (Frost Giant).
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Working Hands
Level 20
You now have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Masterpiece
Level 20
You can now use your Enchanted Creations feature to craft a single Artifact, which can be based on an existing artifact or an original creation, so long as it is approved by the Game Master. To do so requires a reagent from a creature of at least CR 12, like a Katobleps (Catoblepas). Once you use this feature in this way, you cannot use it again. In addition, your creation times for all other uses of Exceptional Creations are now cut in half.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Hephaestus
| Forgemaster |
|---|
| Superior Craftsmanship - 5 |
| Quick Build - 5 |
| Forge-given Life - 10 |
| Emergency Materials - 20 |
| Fire-Blessed |
|---|
| Flametouched - 5 |
| Inner Forge - 5 |
| Fire Mastery - 10 |
| Fire God's Flame - 20 |
Forgemaster
Nobody can make things like Hephaestus can. The only people who come close? His own children. This Exploit Tree grants you increased powers over creation.
Feature – Man the Billows: You know the spell Unseen Servant and can cast it without components. You must complete a long rest to cast Unseen Servant again.
-
Superior Craftsmanship: Any tools, weapons, or armor you create cannot be destroyed by nonmagical means. In addition, the bonus that armor and weapons receive from your God of the Forge feature is equal to your level divided by 4 (rounding down to the nearest whole number; minimum 1). For example, when you reach level 8, they will have a +2 bonus.
-
Quick Build: Throwing together all materials is natural to you. You know the spell Fabricate and cast it without components through your own labor. You must complete a long rest before you can cast Fabricate again.
-
Forge-given Life: With an hour of work, you fashion a small creature to help you. You can cast the spells Find Familiar and Find Steed, but your familiar or steed takes the form of a homunculus or construct mount, respectively, and you must complete a short rest to cast either spell again. In addition, you know the spell Animate Objects. You can cast the spell as a 9th-level spell, and must complete a long rest before you can cast it again.
-
Emergency Materials: You can now cast the spell Creation as a 9th-level spell. You must complete a short rest before you can cast Creation again.
Fire-blessed
A rare blessing, bestowed rarely upon the children of Hephaestus, fire is both fearsome and a useful. Children with his power over flame are considered dangerous, but often soar to greater heights. This Exploit Tree grants you mastery over flame.
Feature - Fireborn: You know the firebolt and produce flame cantrips. You add your Intelligence modifier to damage dealt by both cantrips.
-
Flametouched: You learn the burning hands, searing smite, and heat metal spells, adding them to your list of learned spells. Additionally, fire damage you deal ignores resistances. You cast all of these spells at a level equal to your Intelligence modifier.
-
Inner Forge: You learn fireball and ashardalon's stride, adding them to your list of learned spells. Additionally, when a creature within 5 feet of you hits you with a melee attack roll, you can take a Reaction to deal 2d10 Fire damage to the attacker.
-
Fire Mastery: You become immune to fire damage. You learn wall of fire, adding it to your list of learned spells. When you cast a spell that deals fire damage, instead of expending a use of the spell, you can expend hit points instead. When you do, reduce both your current and maximum hit points by the number relevant to the level of the spell (shown in the table below). Reductions to your hit point maximum from this feature are restored at the end of your next long rest.
-
Fire God's Flame: You learn flame strike and immolation, adding them to your list of learned spells. Once per long rest, you can cast either spell at 9th-level.
Lineage: Aphrodite
Cabin 10
Shallow. Catty. Superficial. People call you that, but they’re just mad that you’re fashionable and they aren’t. But seriously… not all children of Aphrodite are superficial (or even all that fashionable), but all of them, male and female alike, are gorgeous, charismatic figures able to use the skills they do have naturally to their advantage.
Play a child of Aphrodite to use your words and wits to enchant and beguile.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Silver Tongue, Innate Spellcasting, Hey Good Lookin' | friends, vicious mockery, charm person, command | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | For Good or For Evil, Beguiling Magic, Ability Score Increase | suggestion, sleep, calm emotions, enthrall | ─ |
| 5th | 9 | +3 | Mantle of Majesty | fast friends, enemies abound | 3 |
| 6th | 12 | +3 | Countercharm | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Force of Personality, Ability Score Increase | charm monster, compulsion | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Unbreakable Beauty, Ability Score Increase | yolande's regal presence, modify memory | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Mind and Body, Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Even Monsters Bow to Beauty, Intoxicating Presence, Ability Score Increase | ─ | 8 |
Class Features
As a lineage of Aphrodite, you gain the following class features.
Hit Points
Hit Dice: : 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Skills: You are proficient in the Allure skill.
Choose two more skills from Athletics, Sleight of
Hand, Endurance, Insight, Streetwise,
Deception, Diplomacy, Intimidation,
Performance, or Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
a) a light crossbow and 20 bolts or (b) a simple weapon
-
light armor
-
A stylish outfit
Silver Tongue
Level 1
You are a master at saying the right thing at the right time. When you make a Charisma (Allure), Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability for these spells is Charisma.
Spell Save DC
Spell attack modifier
You know the vicious mockery, prestidigitation and friends cantrips, which you can cast at will. You learn the charm person and command spells, both of which you can cast once per short rest.
At higher levels you gain more spells, as shown in the spells learned column of the table. You can cast each of your learned spells once per short rest at their lowest level.
You do not need components for these spells, but it is clear to non mundane mortals that they are the result of divine power.
Hey Good Lookin'
Level 1
You have a +3 bonus to your passive Allure checks.
For Good or Evil
Level 4
Your charisma can hurt… or help. You can cast the Bane and Bless spells through normal speech and without additional components. You have a number of uses of either Bane or Bless per day equal to your Charisma modifier, and you regain all uses after finishing a long rest.
Beguiling Magic
Level 4
In addition, immediately after you cast an Enchantment or Illusion spell of 1st-level or higher, you can cause a creature you can see within 60 feet of yourself to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Charmed or Frightened condition (your choice) for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Once you use this benefit, you can't use it again until you finish a Long Rest.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Mantle of Majesty
Level 5
As a Bonus Action, you cast Command without expending a use of your Innate Spellcasting, and you take on an unearthly appearance for 1 minute or until your Concentration ends. During this time, you can cast Command as a Bonus Action without expending a spell slot.
Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a use of a 3rd-level spell (no action required).
Countercharm
Level 6
You can use words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Additionally, you have resistance to psychic damage.
Force of Personality
Level 8
When you use your For Good or Evil feature, you can add your Charisma modifier to the number added through Bless or number subtracted through Bane.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Unbreakable Beauty
Level 12
As a Bonus Action, you can assume a magically beautiful presence for 1 minute or until you have the Incapacitated condition. For the duration, whenever any creature hits you with an attack roll for the first time on a turn, the attacker must succeed on a Charisma saving throw against your spell save DC, or the attack misses instead, as the creature recoils from your beauty.
Once you assume this beautiful presence, you can't do so again until you finish a Short or Long Rest.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Mind and Body
Level 16
You can now cast the Dominate Person spell through normal speech. The maximum level at which you can cast the spell is equal to your Charisma modifier. You regain the use of this feature after completing a long rest.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Even Monsters Bow to Beauty
Level 20
You can now cast the Dominate Monster spell through normal speech once per long rest. The maximum level at which you can cast the spell is equal to your Charisma modifier
Intoxicating Presence
Level 20
You exude the intoxicating presence of Aphrodite herself. Whenever you cast an Enchantment spell on a creature who can see or hear you within 30 feet, it has disadvantage on its initial saving throw.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Aphrodite
| Charmspeak |
|---|
| Follow my Voice - 5 |
| Practically Perfect - 5 |
| Be Still For Me - 10 |
| All of You - 20 |
Charmspeak
Not even the other gods are always immune to Aphrodite’s charms, and your capacity for charming language follows in her footsteps. As you become more powerful, your ability to disarm – both literally and figuratively – through your speech grows.
Feature - Heartsight: You gain proficiency in Insight, and add your Charisma modifier (minimum of +1) to your Wisdom (Insight) checks.
As an action you can touch a creature and attempt to read its current emotional state. Make a Wisdom (Insight) check against its CR. On a success, you learn its alignment and its most powerful surface emotion; such as fear, anger, or calm. Creatures are unaware you attempted to read their heart.
-
Follow My Voice: When you cast Charm Person or Command spells, you can choose to heighten their potency. The maximum level at which you can cast the spells is equal to your Charisma modifier. You regain the use of this Exploit (used upon casting either spell) after completing a short rest.
-
Practically Perfect: Beings who are usually attracted to your gender have disadvantage on all Wisdom saving throws against enchantment spells you cast. You also have advantage on all Allure checks against them.
-
Be Still for Me: You can now cast the Hold Person and Hold Monster spells. The maximum level at which you can cast the spells is equal to your Charisma modifier. You regain the use of this Exploit after completing a long rest.
-
All of You: You can now cast the spell Mass Suggestion through normal speech. The maximum level at which you can cast the spell is equal to your Charisma modifier + 1 (minimum 6). You regain the use of this Exploit after completing a short rest. You can also cast the glibness spell once per long rest.
Lineage: Hermes
Cabin 11
All demigods are ADHD by nature, but Hermes kids take it to the next level. Renowned pranksters and thieves, performers like Harry Houdini, and ne’er-do-wells are descended from Hermes, but so are some heroic messengers and people famous for remarkable feats of travel like Harriet Tubman. Hermes has a lot of children, but in a way, he sees everyone going through a journey as deserving of his protection.
Play a child of Hermes to tap into their role as a speedy trickster.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Hermes Strike | Feats |
|---|---|---|---|---|---|---|
| 1st | 1 | +2 | God of Thieves, Hermes' Strike, Jack of All Trades, Innate Spellcasting | knock, arcane lock | 1d6 | 1 |
| 2nd | 3 | +2 | ─ | ─ | 1d6 | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2d6 | 2 |
| 4th | 7 | +2 | Quick Fingers, Nimble, Ability Score Increase | ─ | 2d6 | ─ |
| 5th | 9 | +3 | Uncanny Dodge | ─ | 3d6 | 3 |
| 6th | 12 | +3 | Supreme Sneak | ─ | 3d6 | ─ |
| 7th | 15 | +3 | ─ | ─ | 4d6 | ─ |
| 8th | 18 | +3 | Evasion, Pony Express, Ability Score Increase | find traps, pass without trace | 4d6 | 4 |
| 9th | 21 | +4 | ─ | ─ | 5d6 | ─ |
| 10th | 26 | +4 | ─ | ─ | 5d6 | ─ |
| 11th | 31 | +4 | ─ | ─ | 6d6 | 5 |
| 12th | 36 | +4 | Reliable Talent, Ability Score Increase | ─ | 6d6 | ─ |
| 13th | 41 | +5 | ─ | ─ | 7d6 | ─ |
| 14th | 47 | +5 | ─ | ─ | 7d6 | 6 |
| 15th | 53 | +5 | ─ | ─ | 8d6 | ─ |
| 16th | 59 | +5 | Master of the Forge, Exceptional Creations 3, Ability Score Increase | ─ | 8d6 | ─ |
| 17th | 65 | +6 | ─ | ─ | 9d6 | 7 |
| 18th | 72 | +6 | ─ | ─ | 9d6 | ─ |
| 19th | 79 | +6 | ─ | ─ | 10d6 | ─ |
| 20th | 86 | +6 | Working Hands, Masterpiece, Ability Score Increase | ─ | 10d6 | 8 |
Class Features
As a lineage of Hermes, you gain the following class features.
Hit Points
Hit Dice: : 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor
Weapons: Simple weapons and Martial weapons that have the Finesse or Light property
Tools: thieve's tools, all vehicles
Saving Throws: Dexterity, Charisma
Skills: Piloting or Perception or Sleight of Hand.
Choose four from Athletics, Brawl, Acrobatics,
Computers, Gadgetry, Sleight
of Hand, Stealth, Endurance, Insight,
Perception, Streetwise, Deception, Intimidation,
Performance, or Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) one simple weapon or (b) ten drachmas
-
(a) $500 cash or equivalent in alternate currency or (b) leather armor
-
a simple ranged weapon
-
A perfect pair of (a) running shoes or (b) hiking boots.
God of Thieves
Level 1
Your movement speed increases by 15 feet. Additionally, your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Hermes' Strike
Level 1
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain levels, as shown in the Hermes Strike column of the lineage table.
Jack of All Trades
Level 1
You can add half your Proficiency Bonus (round down) to any ability check you make that uses a skill proficiency you lack and that doesn't otherwise use your Proficiency Bonus.
For example, if you make a Strength (Athletics) check and lack Athletics proficiency, you can add half your Proficiency Bonus to the check.
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability for these spells is Dexterity.
Spell Save DC
Spell attack modifier
You learn the knock and arcane lock spells, both of which you can cast once per short rest.
At higher levels you gain more spells, as shown in the spells learned column of the table. You can cast each of your learned spells once per long rest at their lowest level.
Quick Fingers
Level 4
You are masterful at pilfering pockets, especially when your mark has its guard down. When you add your Hermes' Strike bonus to a melee attack, you can reduce the bonus damage by 1d6 to attempt to steal an object from your target. Make a Dexterity (Sleight of Hand) check contested by the target's Wisdom (Perception) check. On a success, you remove one object of your choice from the target's pockets, bag, pouch, belt, or one object it has on its person that it is not holding.
Finally, you can use a bonus action on your turn to make a Dexterity (Sleight of Hand) check or to use a set of tools.
Nimble
Level 4
You gain a climbing speed equal to your walking speed, and you are able to climb difficult and sheer surfaces at half your normal speed without making an ability check.
You can also use your Dexterity score, in place of Strength, when calculating your long or high jump distance.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Uncanny Dodge
Level 5
Your finely honed reflexes allow you to dodge, minimize, and absorb the damage of blows that would devastate a normal warrior. When a creature that you can see hits you with an attack, you can use your reaction to halve the damage you would take from that attack.
Supreme Sneak
Level 6
You have advantage on Dexterity (Stealth) checks while moving at half your speed, and you can attempt to Hide even when you are only lightly obscured.
Also, when you hit a target with an attack that adds your Hermes' Strike bonus, you can reduce the bonus by 1d6 to take the Hide action before the end of your turn, no action required.
Evasion
Level 8
Your instinctive agility lets you dodge out of the way of certain area effects, such as the acid breath of a black dragon or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Pony Express
Level 8
You know the spell Phantom Steed and can cast it without components. You must complete a long rest before you can cast it again. Additionally, your speed increases by 5 feet.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Reliable Talent
Level 12
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
In addition, your speed increases by 5 feet.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Use Magic Device
Level 16
You've learned how to maximize use of magic items, granting you the following benefits.
Attunement. You can attune to up to four magic items at once.
Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Sudden Strike
Level 20
You strike with quiet, deadly speed. When you take the Attack action on your turn you can make one additional attack as a bonus action. You can add your Hermes' Strike bonus to this attack even if you have already used Sneak Attack, but you can't use Hermes' Strike against the same target more than once a turn.
Thief's Reflexes
Level 20
The time you've spent pilfering pockets and treasures has honed your reflexes to near-supernatural heights. You gain an additional bonus action that you can take on each of your turns, though, it can only be used to take one of the actions from your Cunning Action.
If you do not use this additional bonus action, you instead gain one additional reaction that you can use before the start of your next turn. A single effect can only trigger one reaction.
Additionally, your speed increases by 5 feet
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Exploit Tree
Lineage: Hermes
| Trickster |
|---|
| No Hands - 5 |
| Deep Pockets - 5 |
| Escape Artist - 10 |
| Ultimate Trap - 20 |
| Messenger |
|---|
| Hermes' Step - 5 |
| Hermes Express - 5 |
| Olympian Missive - 10 |
| Get Us Out of Here - 20 |
Trickster
Okay, okay, this could also be titled “Thief,” but they’re more than that. Infamous for their nimbleness and cunning, those who take this Exploit Tree are capable of almost anything.
Feature – Divine Thief: You can cast Knock a number of times equal to your Dexterity modifier. You regain one use when you complete a short rest and all uses when you complete a long rest. You also learn the mage hand cantrip.
-
No Hands: When you cast mage hand, it gains the following additional benefits:
- You can choose for the spectral mage hand to be invisible.
- You can control your mage hand as a bonus action.
- It can stow or retrieve an object from a container worn or carried by another creature within range.
- It can use any set of tools that you are proficient with.
You can perform one of these tasks without being noticed if you make a successful Dexterity (Sleight of Hand) check against your target's Wisdom (Perception) check.
-
Deep Pockets: A pocket, bag, or other container of your choice becomes a portal to a personal extradimensional space, which is 64 cubic feet in volume. The container's opening stretches to accommodate items of any size which can fit within the space, and items within the space are weightless until removed. When you reach into this space, any item you intend to take is magically on top.
-
Escape Artist: You have advantage on all Dexterity checks to escape a grab or binding of any sort. In addition, you are adept at passing unnoticed once you’ve escaped your captors; through a combination of sheer skill and a little Mist, you can unerringly mimic the voice and speech mannerisms of one creature after studying it for one minute, and have advantage on all Charisma (Deception) checks.
- Ultimate Trap: You know the spell Symbol and can cast it without components. When you cast Symbol, your glyph is a lowercase Greek epsilon (ε). Once you have cast Symbol, you must complete a long rest before you can cast it again.
Messenger
It’s not easy being the messenger – famous phrases like “Don’t shoot the messenger” prove it! Your role isn’t in the front lines, but to move from place to place as quickly as possible. Those who take this Exploit Tree become the best in the world at communication and transportation.
Feature – Messenger: You know the cantrip Message. You also have the feat Keen Mind as a bonus feat. You also learn the expeditious retreat and long-strider spells, and you can cast long-stringer as a bonus action.
-
Hermes’ Step: You learn the spell Misty Step and can cast it without components. You can cast misty step a number of times equal to your Dexterity modifier, regaining all uses at the end of a short rest. In addition, when a hostile creature moves adjacent to you, you can use your reaction to move up to half your speed without provoking opportunity attacks.
-
Hermes Express: You learn the spell Sending. Once you have cast Sending, you must complete a short rest before you can cast it again.
-
Olympian Missive: When your use your Hermes' Step feature to cast misty step you can also choose up to two willing creatures you can see within 30 feet of yourself before you teleport. Each target can then take a Reaction to also teleport up to 30 feet to an unoccupied space it can see. You also learn the dimension door and freedom of movement spells.
-
Get Us Out of Here: You know the spell Teleport and can cast it without components. Once you have cast Teleport, you must complete a long rest before you can use this Exploit again.
Lineage: Dionysius
Cabin 12
Ah, Mr. D. Despite his reputation as a hard-partier, Dionysius has few children, in part because he’s one of the most loyal husbands on Olympus. His wife, Ariadne, isn’t nearly as vindictive as Hera, which is a good thing for Mr. D’s kids, who benefit from the former demigod’s power over both the grapevine and the mind.
Play a child of Dionysius to use the power of the vine and the mind to stunning effect.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | The Wine Dude, Innate Spellcasting, Affinity for Madness | druidcraft, vicious mockery, thorn whip, primal savagery, shillelagh , id insinuation | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Intoxicate, Ability Score Increase | detect poison and disease, entangle, silvery barbs | ─ |
| 5th | 9 | +3 | Frenzy | ray of sickness, enemies abound | 3 |
| 6th | 12 | +3 | Countercharm | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Healing Vine, Drunken Truthfulness, Ability Score Increase | hypnotic pattern, slow | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Hidden Vineyard, Ability Score Increase | confusion, modify memory | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Next Round's On Me, Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Seeing Things, God of Dolphins, Ability Score Increase | ─ | 8 |
Class Features
As a lineage of Dionysius, you gain the following class features.
Hit Points
Hit Dice: : 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, shields
Saving Throws: Wisdom, Charisma
Skills: Insight. Choose two from Athletics,
Brawling, Acrobatics, Crafting, Piloting,
Endurance, History, Nature, Animal Handling,
Medicine, Perception, Rhythm, or Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) medium armor or (b) light armor and a shield
-
(a) a sickle or (b) a simple melee weapon
-
A flask of your preferred drink
The Wine Dude
Level 1
You have a natural resistance to being influenced by alcohol. You are immune to being poisoned. You instinctively know the distinctions between all different forms of alcohol and perfectly know the attributes, including the creation process, of alcohol you have the opportunity to taste-test as an action.
Affinity for Madness
Level 1
You have a bonus to saves vs Insanity equal to twice your Wisdom modifier, and resistance to psychic damage.
Cup Floweth Over
Level 1
You can use your action to fill your mug with a non-magical drink of your choice, a gift of good tidings from the gods. If you fill the mug with liquor, you suffer no ill effect from drinking any amount of alcohol; though rosy-cheeked and slurred of speech, you are always steadfast on your feet and clear of thought.
Additionally, you learn the legendary libation cantrip.
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability for these spells is Wisdom or Charisma.
Spell Save DC
Spell attack modifier
You know the druidcraft, vicious mockery, thorn whip, primal savagery, and shillelagh cantrips, which you can cast at will. When you cast Thorn Whip, it takes the form of a grapevine and deals bludgeoning damage instead of piercing damage. In addition, you learn the spell Plant Growth. Once you cast Plant Growth, you must complete a long rest before you can cast it again.
At higher levels you gain more spells, as shown in the spells learned column of the table. You can cast each of your learned spells once per short rest at their lowest level.
You do not need components for these spells, but it is clear to non mundane mortals that they are the result of divine power.
Intoxicate
Level 4
You can call upon your father to inebriate an aggressor. When a creature you can see makes an attack, you can use your reaction to cause that creature to make a Constitution saving throw against your spell save DC. On a failed save, the creature is poisoned and has disadvantage on saving throws for up to 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Frenzy
Level 5
As an action, you can cause an infection to begin in the mind of a creature within 60 feet that can hear you. This creature must make a Wisdom saving throw or be frenzied for up to 1 minute. The creature can repeat this saving throw whenever it takes damage, ending the effect on itself on a success.
A frenzied creature loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an opportunity attack if any creature provokes one.
Once you use this ability, you can't use it again until you finish a short or long rest.
Countercharm
Level 6
If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can take a Reaction to cause the save to be rerolled, and the new roll has Advantage.
Healing Vine
Level 8
You know the spell Goodberry and cast it without components. When you cast Goodberry, the berries take the form of a cluster of grapes. Once you cast it, you must complete a short rest before you can cast it again. If you quickly juice the grapes and make wine at least mostly from the juice of grapes made in this manner, the wine operates as a potion of healing.
Drunken Truthfulness
Level 8
You know the spell Zone of Truth and cast it without components. You must complete a short rest before you can use this feature again.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Next Round's On Me
Level 16
You can call upon the power of your father to bring your allies a round of shots. As an action, choose up to 6 friendly creatures you can see within 60 feet of you to gain a pleasant buzz. For the next minute, you and each of these creatures have advantage on Intelligence, Wisdom, and Charisma saving throws, and can subtract your Wisdom modifier from bludgeoning, piercing, or slashing damage they take.
Once you use this ability, you can't use it again until you finish a short ot long rest.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Seeing Things:
Level 20
You can cast the spell Weird without components. Once you cast Weird, you must complete a long rest before you can use this feature again.
God of Dolphins
Level 20
You can cast the spell True Polymorph without components, which turns your target into a dolphin. Creatures that have taken psychic damage in the last twenty-four hours have disadvantage on their saving throw. If their save is exactly equal to your spell save DC, they are instead turned into a half-dolphin hybrid. You must complete a long rest before you can cast True Polymorph in this way again.
Exploit Tree
Lineage: Dionysius
| God of Wine |
|---|
| Mixed Drinks - 5 |
| Forced Hangover - 5 |
| Stagger - 10 |
| Enclosing Vineyard - 20 |
| God of Madness |
|---|
| Whispers of Dionysius - 5 |
| Bone-Deep Madness - 5 |
| Enduring Madness - 10 |
| God of the Mind - 20 |
God of Wine
Wine, and all the alcohols that followed it, is useful for more than a good time. With a wink and a smile, you can protect people from poison, clean their drinks, or make them experience one too many all at once. Take this Exploit to lean into the power of your father’s invention.
Feature – Sober Up: You know the Protection from Poison spell, and can cast it at will, and without components
-
Mixed Drinks: You know the spell Purify Food and Drink and can cast it without components. You cast it at will. You also know the spell Otto’s Irresistible Dance and can cast it without components. If you cast Otto’s Irresistible Dance, you must complete a long rest before you can cast it again.
-
Forced Hangover: You know the spell hangover and can cast it without components. You must complete a short rest before you can cast hangover again.
-
Stagger: You know the spell Ray of Enfeeblement and can cast it without components. When you cast Ray of Enfeeblement through this Exploit, the target also has disadvantage on Dexterity checks until it successfully saves against the spell. You must complete a short rest before you can use this Exploit again.
-
Enclosing Vineyard: You know the spell Grasping Vine, with the following modifications. When you cast Grasping Vine, you create a number of vines equal to your spellcasting ability modifier with a range of 60 feet, not 30. If you so choose, you can make each vine target a separate creature; the creature must make separate saving throws for each vine. For each additional vine that has successfully grabbed a creature, the creature is pulled an additional 10 feet. If a creature is pulled to the epicenter of the vines, it is constricted and takes 2d10 bludgeoning damage for each vine that has grabbed it. The creature can escape this constriction with a successful Strength check; you have a bonus to your spell save DC equal to the number of vines which are grabbing it. On each of your turns, you can direct the vines to lash out at other creatures, or constrict creatures that they currently have grabbed, if those creatures are in the epicenter of the vines. The vines have AC 10, 15 hit points each, vulnerability to fire damage, and resistance to all other damage.
God of Madness
When you look at Dionysius’ eyes for too long, you see visions of the things he sees all the time: the madness laying just under the surface, the way that minds snap under pressure, the sobs and screams of the insane. Tapping into this Exploit Tree enhances your ability to bring that madness out.
Feature – Child of Madness: When you cast a spell that deals psychic damage, you can add your spellcasting ability modifier to that spell’s damage. In addition, you know the spell Tasha’s Hideous Laughter. Once you cast this spell, you must complete a short rest before you can cast it again.
-
Whispers of Dionysius: You know the spells Dissonant Whispers and Crown of Madness. You cast Dissonant Whispers at a level equal to your spellcasting ability modifier. Once you’ve cast Dissonant Whispers or Crown of Madness, you must take a short rest to cast either spell again.
-
Bone-Deep Madness: Psychic damage you deal ignores resistances. Additionally, you learn the blood frenzy and raulothim's psychic lance spells, and can cast either once per long rest.
-
Enduring Madness: When a target of one of your spells fails a Wisdom saving throw, the following effect occurs. If the target fails their Wisdom saving throw by 5 or more, they must roll on the Short-Term Madness table (DMG 259). If the target fails their Wisdom saving throw by 10 or more, they must instead roll on the Long-Term Madness table (DMG 260). A creature who has been affected by three Short-Term Madness effects from this feature gains a Long-Term Madness effect as well, and a creature who has been affected by three Long-Term Madness effects from this feature must also roll on the Indefinite Madness table (DMG 260).
-
God of the Mind: You know the spell Mind Blank and can cast it without components. When cast in this way, Mind Blank foils even the divination of gods. Once you cast Mind Blank, you must complete a long rest before you can cast it again. You also know the spells Feeblemind and befuddlement, and can cast either without components. Once you cast Feeblemind or Befuddlement, you must complete a long rest before you can cast either of them again.
Playing Children of the Minor Gods
Minor gods operate in a strange middle ground for both ancient myth and the world of Rick Riordan. They sometimes play roles as large as those of some major deities, but other times they’re just mentioned in passing. In the universe of Rick Riordan, there are a rare few minor gods’ children who enter the story – most prominently Ethan Nakamura, son of Nemesis, whose sacrifice plays heavily into Percy Jackson’s request to honor the minor gods and their children.
Thanks to Percy Jackson’s request, several prominent minor gods now have mini-cabins at Camp Half-Blood. While their children are generally not as prominent as the children of the major gods, they can still become great heroes.
Lineage: Iris
Cabin 14
Rainbows, man! Hey, no, I wasn’t making fun! Jeez, lighten up. Children of Iris are talented in a variety of ways, come in all sorts, are many different shades… Eh, you get the picture. Much like Hermes, Iris’ main role among the Olympians is as a messenger, but she tries not to get put in a box… and so do her children.
Play a child of Iris to ride the light, deliver messages, and just have a great time.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Innate Spellcasting, Look at the Rainbow, Messenger Goddess | light, sacred flame, dancing lights, faerie fire | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Powerful Light, Shimmer, Taste the Rainbow, Ability Score Increase | daylight, minor illusion, colour spray | ─ |
| 5th | 9 | +3 | Warding Flare | 3 | |
| 6th | 12 | +3 | Shielded Sight | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Blasting Rainbow, Ocular Stimuli, Ability Score Increase | hypnotic pattern, slow | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Ride the Rainbow, Iris Message, Ability Score Increase | misty step, scrying | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Rainbow Burst, Ability Score Increase | sunburst | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Rainbow Wall, Improved Iris Message, Ability Score Increase | prismatic wall | 8 |
Class Features
As a lineage of Iris, you gain the following class features.
Hit Points
Hit Dice: : 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: All vehicles
Saving Throws: Wisdom, Charisma
Skills: Performance. Choose one other skill.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
light armor
-
(a) a light crossbow and 20 bolts or (b) a simple melee weapon
-
Iris’ special rations (100 days of rations in one trail mix bag)
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability is Charisma.
Your spellcasting ability for these spells is Charisma.
Spell Save DC
Spell attack modifier
You know the cantrips Light, dancing lights, Sacred Flame and the spell Faerie Fire. Whenever you cast any spell through your lineage that generates light, the light shimmers in a variety of colors. Once you cast Faerie Fire, you must complete a short rest before you can cast it again.
Look at the Rainbow
Level 1
You have advantage on saving throws against being blinded, and do not take negatives to your Perception for looking at over-bright light.
Messenger Goddess
Level 1
As a messenger for the gods, you have access to the Messenger Exploit Tree from the Hermes Lineage.
Powerful Light
Level 4
You know the spell Daylight, which you can cast once per short rest without components.
Shimmer
Level 4
You know the cantrip Minor Illusion, which you must use for images, not sounds. When others see through your image with a successful Investigation check, they see that the colors are too vibrant and it appears absurd.
Taste the Rainbow
level 4
You know the spell Color Spray and can cast it without components. Once you cast Color Spray, you must complete a short rest before you can cast it again.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Warding Flare
Level 5
When a creature that you can see within 30 feet of yourself makes an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can also give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Charisma modifier.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of your Warding Flare when you finish a Short or Long Rest.
Shielded Sight
Level 6
You are immune to being blinded by light and you gain resistance to radiant damage
Blasting Rainbow
Level 8
You know the spell Guiding Bolt. Once you cast Guiding Bolt, you must complete a long rest before you can cast it again.
Ocular Stimuli
Level 8
You know the spell Silent Image, and can cast it once per short rest without components in addition to any castings gained from Exploits. When others see through your image with a successful Investigation check, they see that the colors are too vibrant and it appears absurd.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Ride the Rainbow
Level 12
You can cast the spell Misty Step without components a number of times equal to your Charisma modifier in addition to any castings of Misty Step from Exploits. When you complete a short rest, you regain one use; you regain all uses after completing a long rest.
Iris-Message
Level 12
At this stage, you are able to send Iris-messages under your own power once per long rest, which functions as the spell Scrying. When you cast Scrying through this feature, you cast it without components through a rainbow. If you use a rainbow created by yourself through a spell, the casting time is 1 minute; if you use a naturally-occurring rainbow (i.e. made by misting water), the casting time is 1 action.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Rainbow Burst
Level 16
You know the spell Sunburst and can cast it without components once per long rest. When you do, its light is multicolored.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Rainbow Wall
Level 20
You know the spell Prismatic Wall and can cast it without components once per long rest.
Improved Iris-Message
Level 20
You can now send a number of Iris-messages per day equal to your Charisma modifier, still as the Scrying spell. When you complete a short rest, you regain one use; you regain all uses after completing a long rest.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Lineage: Hypnos
Cabin 15
Hey, Hypnos Cabin! I just popped in to see what you wanted me to say for my notes on everyone, and… uh… mhmm… I’m awake! Yeah, anything you wanted to include… Right after I… Can I use that pillow? Yeah, thanks... Oh. Well that was embarrassing! I guess they don’t call the Hypnos Cabin “somnolent” for nothing!
Play a child of Hypnos to hold sleep and dreaming in the palm of your hand.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Innate Spellcasting, Advanced Dreaming, Cure the Mind, Nightmares | sleep | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Improved Sleep, Power Nap, Ability Score Increase | catnap | ─ |
| 5th | 9 | +3 | Mesmerise | ─ | 3 |
| 6th | 12 | +3 | Dreamwalker | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Improved Cure the Mind, Waking Nightmares, Ability Score Increase | fear | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Improved Sleep, Lullaby, Ability Score Increase | ─ | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Ethereal Contact, Improved Cure the Mind, Fitful Slumber, Ability Score Increase | dream | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Improved Sleep, Dreaming Self, Ability Score Increase | astral projection | 8 |
Class Features
As a lineage of Iris, you gain the following class features.
Hit Points
Hit Dice: : 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Skills: Insight or Medicine. Choose one
from Insight, Medicine, Perception, Endurance,
or Religion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) a set of medium armor or (b) a set of light armor
-
a simple melee weapon
-
Your favorite pillow, conveniently rolled into a supernaturally-small travel bag
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability is Wisdom.
As part of your divine ancestry you have access to some spells. Your spellcasting ability is Charisma.
Spell Save DC
Spell attack modifier
You know the spell Sleep. You can cast Sleep a number of times equal to your Wisdom modifier. When you complete a short rest, you regain one use; you regain all uses after a long rest.
Whenever you cast this spell, it is improved in the following ways:
- The total number of hit points that can be affected is equal to double the number rolled on the dice.
- The radius of the spell is increased to 30 feet.
- You can freely choose the order in which creatures are affected by a sleep spell you cast.
Advanced Dreaming
Level 1
You can see things through your dreams. You have access to the Prophecy exploit tree from the Apollo lineage, but any spells cast through Exploits gained on this tree must be cast as a ritual while you sleep for at least one hour, with the sole exception of Foresight.
Cure the Mind
Level 1
By performing an hour-long ritual, you can remove one Short- Term Madness effect from a creature by putting it to sleep for the duration.
Nightmares
Level 1
You have access to the Madness exploit tree from the Dionysius lineage.
Improved Sleep
Level 4
When you cast Sleep, you cast it as a 3rd-level spell. You can now reroll all 1s when you roll for the total hit points affected and must take the second result.
Power Nap
Level 4
You can cast the spell Catnap without components. Once you cast Catnap in this way, you must complete a long rest before you can cast it again.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Mesmerise
Level 5
By performing a repetitive action for 1 minute, you can hypnotize a willing creature within 60 feet that can see and hear you. You and the willing creature must be asleep for this to work.
While hypnotized by you, it is semi-conscious and charmed by you. Other spells and effects that charm the creature or influence its mind have no effect while the creature is hypnotized. If you choose, you can cause a creature to repeat its saving throw against these effects, ending an effect on itself on a success.
The creature has the ability to perfectly recall its memories while hypnotized, including memories that have been magically altered or suppressed. While hypnotized, the creature will truthfully answer any question you pose to it.
Lastly, you can specify a single command word to be embedded in the creature's subconscious for up to 24 hours. The first time the creature hears the command word while it is not hypnotized, it immediately performs the single action or repeats a certain phrase that you specified while the creature was hypnotized. The creature performs this action or speaks this phrase even if the effects of a spell would compel them to act otherwise.
The creature remains hypnotized by you for up to 1 hour, or until it takes damage or you end it early by saying a special command word.
Dreamwalker
Level 6
You learn to drag others with you into your dreams. Whenever you cast a spell of 1st level or higher, you can use your bonus action to enter a harmless dreamscape until the end of your next turn, reappearing at a location of your choosing within 30 feet of the point of your departure. You can touch a creature when you enter, bringing them with you. Neither of you can use actions or take damage while in this dreamscape. If you cannot reappear at the point you chose, you are shunted to the nearest open location and take 10 force damage.
Improved Cure the Mind
Level 8
When you use your Cure the Mind feature, you can extend the ritual to 6 hours to remove one Long-Term Madness effect.
Waking Nightmares
Level 8
You know the spell Fear and can cast it without components. When you cast Fear, the targeted creatures see an image of their nightmares, and creatures not targeted see nothing. You must complete a short rest before you can cast Fear again.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Improved Sleep
Level 12
When you cast Sleep, you cast it as a 7th-level spell. You can now take the average (5) for any number of the d8s you use when you cast Sleep. You must declare the number of d8s you take the average on before you roll any of them.
Lullaby
Level 12
By singing or humming a brief lullaby as an action once per short rest, you briefly dull your opponents’ senses. Pick a number of targets that can hear you up to your Wisdom modifier. They must make a Charisma saving throw or have disadvantage on their next attack roll, saving throw, or ability check.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Ethereal Contact
Level 16
You know the spell Dream and can cast it without components. Once you cast Dream through this feature, you can’t cast it again until you complete a long rest.
Improved Cure the Mind
Level 16
When you use your Cure the Mind feature, you can extend the ritual to 10 hours to remove one Indefinite Madness effect.
Fitful Slumber
Level 16
You can give creatures that you put to sleep terrible nightmares. At the start of their turn, you can choose to make any creature that is under the influence of a sleep spell that you cast take 3d6 psychic damage. This damage can't wake a creature up, nor can it reduce a creature below 1 hit point.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Improved Sleep
Level 20
When you cast Sleep, you cast it as a 9th-level spell. Once per long rest, when you cast Sleep, you can cast it as if you rolled an 8 on every d8.
Dreaming Self
Level 20
You know the spell Astral Projection and can cast it without components. When you cast it, rather than appearing on the Astral Plane, you appear in any location you know and have been to before. You must complete ten long rests before you can cast Astral Projection again.
Lineage: Nemesis
Cabin 16
Every broken promise, every evil act, every injustice deserves to be paid back. While some see Nemesis as just the inverse of Tyche, a sort of goddess of bad luck, her children know better. Nemesis isn’t random – she is balance. She sees that those who have done wrong are brought low. The children of Nemesis see that justice is done.
Play a child of Nemesis to bring divine wrath on those who have harmed you.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Innate Spellcasting, Goddess of Vengeance, Battlefield Retribution | Hex, Hunter's Mark, Bane | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Long Memory, Ability Score Increase | ─ | ─ |
| 5th | 9 | +3 | Extra Attack | ─ | 3 |
| 6th | 12 | +3 | Aura of Vengeance | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Vengeful Mind, Ability Score Increase | bestow curse, confusion | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Soul of Vengeance, Ability Score Increase | ─ | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Relentless Avenger, Rancorous Word, Ability Score Increase | far step, harm | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Infinite Grudge, Total Destruction, Ability Score Increase | disintegrate | 8 |
Class Features
As a lineage of Nemesis, you gain the following class features.
Hit Points
Hit Dice: : 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, Martial Weapons
Tools: Land vehicles
Saving Throws: Constitution, Charisma
Skills: History or Religion. Choose one from
History, Religion, Perception, Insight, or
Streetwise.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) a set of medium armor or (b) a set of light armor
-
a simple melee weapon or (b) a martial weapon
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability is Charisma.
Spell Save DC
Spell attack modifier
You know the bane spell, and can cast it twice per short rest. When cast in this way, enemies have disadvantage on the initial saving throw.
Goddess of Vengeance
Level 1
You learn the hex and hunter's mark spells, and can cast them a number of times equal to your proficiency bonus per long rest.
Additionally, when hurt, you hit back harder. Whenever you take damage, you can use your reaction to cast Hex or Hunter’s Mark (your choice) without components on the creature that harmed you. You can only have one use of this feature active at a time.
Battlefield Retribution
Level 1
Nemesis’ children are often strong fighters and exact vengeance through physical means, fueled by their urge for justice that often expresses itself through strong emotions. You have access to the Warrior Exploit Tree from the Ares Lineage.
Long Memory
Level 4
When you cast Hex or Hunter’s Mark through your Goddess of Vengeance feature, the potential duration is equal to a year and a day, so long as you maintain concentration on the spell.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Extra Attack
Level 5
You can attack twice, instead of once, whenever you take the Attack action on your turn
Aura of Vengeance
Level 6
Your hatred for your foes emanates as a shield for your allies. When an ally within a 15 foot radius of you isforced to make an ability check or saving throw by a creature affected by a hex or hunter's mark spell you cast, they gain a bonus to that ability check or saving throw equal to 1d6.
Vengeful Mind
Level 8
You know the spell Confusion, which you can cast without components. You must complete a short rest before you can cast it again.
Also, you may now have a number of uses of Hex or Hunter’s Mark active equal to your proficiency bonus.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Soul of Vengeance
Level 12
Your supernatural hatred helps you menace your sworn enemies. When a creature marked by a hex or hunter's mark spell you cast attacks or forces a creature other than you to make a saving throw, you can use your reaction to move up to your speed toward the attacker and make a single melee attack against it.
If you are hit by an opportunity attack as part of this movement, your attack roll has advantage.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Rancorous Word
Level 16
You know the spell Harm, which you can cast without components. You must complete a long rest before you can cast it again.
Relentless Avenger
Level 16
Immediately after a creature marked by a hex or hunter's mark spell you cast hits or misses with an attack roll, you can take a Reaction to make a melee attack against that creature if it's within range.
Infinite Grudge
Level 20
Your duration when you cast Hex or Hunter’s Mark through your Goddess of Vengeance feature is now not reliant on concentration.
Total Destruction
Level 20
You know the spell Disintegrate, which you cast as a 9th- level spell without components. You must complete a dozen long rests before you can cast the spell in this manner again.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Lineage: Nike
Cabin 17
Hate losing? Love winning? Boy, do we have a cabin for you! You may not win at raffles, but pure chance is the only way to stop you from winning. You were probably “that kid” in school – the one who managed to win at nearly everything. Some of the best heroes have been children of Nike, but watch that competitive streak… it’s a doozy.
Play a child of Nike to capitalize on your own greatness.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Innate Spellcasting, Wunderkind, Anything to Win | shield of faith, heroism | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Brutal Strikes, Ability Score Increase | ─ | ─ |
| 5th | 9 | +3 | Extra Attack | ─ | 3 |
| 6th | 12 | +3 | Aura of Alacrity | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Inspiring Strike, Victorious Weaponry, Ability Score Increase | ─ | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Legendary Strike, Ability Score Increase | ─ | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Improved Victorious Weaponry, Home Run, Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Finisher, Ability Score Increase | ─ | 8 |
Class Features
As a lineage of Nike, you gain the following class features.
Hit Points
Hit Dice: : 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, Martial Weapons
Tools: Land vehicles
Saving Throws: Constitution, Charisma
Skills: Athletics. Choose two from Brawl,
Acrobatics, Piloting, Sleight of Hand, Endurance,
Animal Handling, Intimidation, or Performance.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) a martial weapon or (b) any simple weapon
-
(a) medium armor or (b) light armor and a shield
-
A trophy, medal, or memento from a victory that was important to you
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability is Strength or Dexterity.
Spell Save DC
Spell attack modifier
You know the spells Shield of Faith and Heroism and can cast them without components, but you can only cast them on yourself. Once you cast Shield of Faith or Heroism, you must complete a long rest before you can cast either spell again.
Wunderkind
Level 1
You know one Fighting Style available to the Lineage of Ares.
Anything to Win
Level 1
You will use anything you can to get ahead. You have access to the Warrior and Tactician Exploit Trees under the Ares lineage. However, you cannot take them at 1st level and gain their features.
Brutal Strikes
Level 4
When you score a critical hit, you can reroll all results of 1 on your damage die and must take the second result.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Extra Attack
Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Aura of Alacrity
Level 6
You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren't incapacitated, the walking speed of any ally who starts their turn within 5 feet of you increases by 10 feet until the end of that turn.
Inspiring Strike
Level 8
Immediately after you deal damage to a creature with a weapon attack, you can expend a use of heroism or shield of faith as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d12 + your level, divided among the chosen creatures however you like.
Victorious Weaponry
Level 8
Your weapon attacks score a critical hit on a roll of 19 or 20.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Legendary Strike
Level 12
When you score a critical hit, your target must make a Constitution saving throw against your spell save DC. On a failed save, double the damage of your attack against the creature.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Improved Victorious Weaponry
Level 16
Your weapon attacks score a critical hit on a roll of 18 or 20.
Home Run
Level 16
You know the spell Banishing Smite, which you can cast once per short rest. If the target is a monster and should be banished, it returns to Tartarus, unable to return for a number of years equal to the total damage dealt with your attack. A mortal or demigod cannot be banished. You can cast banishing smite once per long rest.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Finisher
Level 20
You can cast either Power Word Kill or Power Word Stun without components on a target you are attacking when you score a critical hit. You must decide which to use after you learn you’ve scored a critical hit but before you roll damage. If the spell you chose cannot have an effect, you cannot attempt to use this feature against that target again until you complete a long rest.
If it does go into effect and you cast Power Word Kill, you must complete thirty long rests before you can use this feature again, or ten long rests if you cast Power Word Stun.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Lineage: Hebe
Cabin 18
Youth! The unattainable goal of middle-aged people just beginning to wrinkle, but something you’ll never lose. You may not be flashy and gorgeous like the children of Aphrodite, but her children will fall over themselves to learn your secret in a few decades. The children of Hebe, following in the footsteps of their mother, the cupbearer of the gods, are dependable and stronger than they look.
Play a child of Hebe to retain the blessings of youth your whole life.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Innate Spellcasting, Goddess of Youth | Friends, Lesser Restoration | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Youthful Energy, Low Terminal Velocity, Ability Score Increase | ─ | ─ |
| 5th | 9 | +3 | Extra Attack | ─ | 3 |
| 6th | 12 | +3 | Youthful Resilience | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Sugar Rush, Ability Score Increase | ─ | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Pretty Please, Ability Score Increase | ─ | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Trustworthy Adolescence, Turn Back the Clock, Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Infantilize, Eternal Youth, Ability Score Increase | ─ | 8 |
Class Features
As a lineage of Hebe, you gain the following class features.
Hit Points
Hit Dice: : 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics,
Acrobatics, Animal Handling, Insight, Medicine,
Perception, Streetwise, Allure, or Deception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) a simple ranged weapon or (b) a simple melee weapon
-
light armor and a shield
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability is Wisdom or Charisma.
Spell Save DC
Spell attack modifier
You know the cantrip Friends and the spell Lesser Restoration, which you cast without components. Once you cast Lesser Restoration, you must complete a long rest before you can cast it again.
Goddess of Youth
Level 1
You do not age at the same rate as other people; even once you go through puberty and enter physical adulthood, you appear youthful, though this does not extend your natural lifespan. You can rejuvenate a creature with a touch a number of times equal to your spellcasting ability modifier. With each use, you can remove one level of exhaustion.
You can use this ability to remove multiple levels of exhaustion from either one person or multiple people. You regain one use per short rest and all with a long rest. You can use this ability on yourself.
Youthful Energy
Level 4
You know the spells Expeditious Retreat and Jump and can cast them without components. Once you cast either spell, you must complete a short rest before you can cast them through this feature again.
Low Terminal Velocity
Level 4
You know the spell Feather Fall, which you cast without components. You are the only possible target of Feather Fall when cast in this manner. You must complete a short rest before you can cast Feather Fall through this feature again.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Extra Attack
Level 5
You can attack twice instead of once whenever you take the Attack action on your turn.
Youthful Resilience
Level 6
You are immune to the poisoned condition, and at the start of each of your turns, you gain temporary hit points equal to your spellcasting ability modifier (minimum of 0) if you have at least 1 hit point.
Sugar Rush
Level 8
You know the spell Haste and can cast it with only one component: any form of sugar, which you consume an amount of equal to at least one fun-size candy bar. Once you have cast Haste in this manner you must complete a long rest before you can cast it again.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Pretty Please
Level 12
You know the spells Compulsion and Command and can cast them through normal speech. Once you cast either spell through this feature, you must complete a short rest before you can cast that spell again (that is, you can use each spell once per short rest).
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Trustworthy Adolescence
Level 16
You know the spell Glibness and can cast it without components. You must complete a long rest before you can use this feature again.
Turn Back the Clock
Level 16
You know the spell Regenerate and can cast it without components. You must complete a long rest before you can use this feature again.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Infantilize
Level 20
You can blast the mind of your foes, returning them to the days before they grew up at all. You know the spell Feeblemind and can cast it without components. Once you have cast the spell, you must complete three long rests before you can cast it again.
Eternal Youth
Level 20
You no longer age at all; you are biologically immortal, and as an action can change your appearance to be any age between ten and thirty. In addition, you can perform an hour-long ritual on a mortal being. That being does not age for a year and a day, but if you do not repeat the ritual before that time is up, their age catches up to them all at once and they are incapacitated for a number of days equal to the number of years they have aged. If they experience more than fifty years of aging at once, they die instantly.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Lineage: Tyche
Cabin 19
You’re the kind of person who they kick out of casinos in Las Vegas. Oh, sure, they can’t arrest you, because they can’t prove anything. But wow, you can’t seem to get dealt a bad hand. And that doesn’t just extend to gambling – many children of Tyche remark that their parentage is like getting dealt a royal flush in the game of life.
Play a child of Tyche to bend the threads of fate in your own favor.
| Level | Skill Points | Proficiency Bonus | Features | Spells Learned | Feats |
|---|---|---|---|---|---|
| 1st | 1 | +2 | Innate Spellcasting, Goddess of Luck, Contagious Luck, Seeing Possibilities | true strike, guidance, resistance, bless | 1 |
| 2nd | 3 | +2 | ─ | ─ | ─ |
| 3rd | 5 | +2 | ─ | ─ | 2 |
| 4th | 7 | +2 | Tyche’s Own Luck, Luck Die: d8, Ability Score Increase | ─ | ─ |
| 5th | 9 | +3 | Fortune's Smile | ─ | 3 |
| 6th | 12 | +3 | Stolen Luck | ─ | ─ |
| 7th | 15 | +3 | ─ | ─ | ─ |
| 8th | 18 | +3 | Timely Skill, Luck die d10, Ability Score Increase | ─ | 4 |
| 9th | 21 | +4 | ─ | ─ | ─ |
| 10th | 26 | +4 | ─ | ─ | ─ |
| 11th | 31 | +4 | ─ | ─ | 5 |
| 12th | 36 | +4 | Overlapping Possibilities, Ability Score Increase | ─ | ─ |
| 13th | 41 | +5 | ─ | ─ | ─ |
| 14th | 47 | +5 | ─ | ─ | 6 |
| 15th | 53 | +5 | ─ | ─ | ─ |
| 16th | 59 | +5 | Improved Timely Skill, Luck die d12, Ability Score Increase | ─ | ─ |
| 17th | 65 | +6 | ─ | ─ | 7 |
| 18th | 72 | +6 | ─ | ─ | ─ |
| 19th | 79 | +6 | ─ | ─ | ─ |
| 20th | 86 | +6 | Aura of Fortune, Ability Score Increase | ─ | 8 |
Class Features
As a lineage of Tyche, you gain the following class features.
Hit Points
Hit Dice: : 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
per level.
Proficiencies
Armor: Light armor, shields
Weapons: Simple weapons
Tools: All gaming sets
Saving Throws: Dexterity, Charisma
Skills: Choose any four skills
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
-
(a) a simple ranged weapon or (b) a simple melee weapon
-
A set of dice or a deck of cards
-
light armor and a shield
Innate Spellcasting
Level 1
As part of your divine ancestry you have access to some spells. Your spellcasting ability is Charisma.
Spell Save DC
Spell attack modifier
You know the cantrips True Strike, Guidance, and resistance.
You learn the bless spell and can cast it a number of times equal to your proficiency bonus per short or long rest.
Goddess of Luck
Level 1
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
In addition, you have the Lucky feat. This feat does not count against your total number of feats.
Contagious Luck
You can bend the odds for friends as you do for yourself.
You can supernaturally influence the luck of others. This influence is represented by your Influence die, which is a d6.
Using Influence Dice. As a Bonus Action, you can inspire another creature within 60 feet of yourself who can see or hear you. That creature gains one of your Influence dice. A creature can have only one Influence die at a time.
Once within the next hour when the creature fails a D20 Test, the creature can roll the Influence die and add the number rolled to the d20, potentially turning the failure into a success. An Influence die is expended when it's rolled.
Number of Uses. You can confer an Influence die a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Seeing Possibilities
Level 1
You have access to the Prophecy exploit tree from the Apollo lineage.
Tyche's Own Luck
Level 4
You can call on your mother to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add 1d6 to your roll. You can do so after seeing the roll but before any of the roll's effects occur.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), but you can use it no more than once per roll. You regain all expended uses when you finish a Long Rest.
Additionally, your Influence dice are now d8s
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Fortune's Smile
Level 5
You know the fortune's favor spell and can cast it without components. You can cast it once per long rest. Additionally, 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. The ally must use the new roll.
When you use this ability, you can't use your Goddess of Luck feature before the end of your next turn.
Stolen Luck
Level 6
You have the ability to twist fate using your mother's magic. Immediately after another creature you can see rolls the d20 for a D20 Test, you can take a Reaction and spend 1 Influence die to roll 1d6 and apply the number rolled as a bonus or penalty (your choice) to the d20 roll.
Timely Skill
Level 8
As a free action, you can add your proficiency bonus to any attack roll, ability check, skill check, or saving throw. You must complete a long rest before you can use this feature again.
Additionally, your Influence dice become d10s
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Overlapping Possibilities
Level 12
By giving your targets the chance to see all possible worlds, their behavior in this world is affected. You know the spell Confusion and can cast it without components. You must complete a short rest before you can use this feature again.
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Improved Timely Skill
Level 16
The number of times you can use your Timely Skill feature per long rest is now equal to your Charisma modifier.
Additionally, your Influence dice become d12s
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Aura of Fortune
Level 20
You know the spell Holy Aura and can cast it without components. When you cast it, you can choose whether there is a visible light effect. You must complete a long rest before you can use this feature again.
Ability Score Increase
Level 20
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Lineage: Hecate
Cabin 20
Don’t tell anyone, but it was one of the children of Hecate who gave monsters the ability to track demigods in the first place! That sort of world-warping magic may not be in the hands of most of her kids now, but they can all perform feats that many other demigods couldn’t imagine with a little flick of the wrist, muttered ancient Greek, and… you don’t want to know what else.
Play a child of Hecate to be a flexible user of the arcane.
| Level | Skill Points | Proficiency Bonus | Features | Cantrips Known | Prepared Spells | Mana | Spell Limit | Metamagics Known | Feats |
|---|---|---|---|---|---|---|---|---|---|
| 1st | 1 | +2 | True Spellcasting, Metamagic Arcane Note-Taking, Goddess of Crossroads | 4 | 4 | 4 | 1st | 2 | 1 |
| 2nd | 3 | +2 | ─ | 5 | 5 | 6 | 1st | 2 | ─ |
| 3rd | 5 | +2 | ─ | 5 | 6 | 9 | 2nd | 2 | 2 |
| 4th | 7 | +2 | Unnatural Knowledge | 5 | 6 | 9 | 2nd | 2 | 2 |
| 5th | 9 | +3 | Arcane Regeneration | 5 | 7 | 17 | 3rd | 3 | 3 |
| 6th | 12 | +3 | Memorize Spell | 5 | 9 | 22 | 3rd | 3 | ─ |
| 7th | 15 | +3 | 5 | 6 | 10 | 28 | 4th | 3 | ─ |
| 8th | 18 | +3 | Mystic Research, Ability Score Increase | 6 | 11 | 34 | 4th | 4 | 4 |
| 9th | 21 | +4 | ─ | 6 | 12 | 41 | 5th | 4 | ─ |
| 10th | 26 | +4 | ─ | 6 | 14 | 48 | 5th | 4 | ─ |
| 11th | 31 | +4 | ─ | 6 | 15 | 48 | 5th | 4 | 5 |
| 12th | 36 | +4 | Innate Arcanum (6th-level), Ability Score Increase | 6 | 16 | 50 | 5th | 5 | ─ |
| 13th | 41 | +5 | Innate Arcanum (7th-level) | 6 | 17 | 50 | 5th | 5 | ─ |
| 14th | 47 | +5 | ─ | 6 | 18 | 52 | 5th | 5 | 6 |
| 15th | 53 | +5 | Innate Arcanum (8th-level) | 6 | 19 | 52 | 5th | 5 | ─ |
| 16th | 59 | +5 | Unrivaled Mystic, Ability Score Increase | 6 | 21 | 54 | 5th | 6 | ─ |
| 17th | 65 | +6 | Innate Arcanum (9th-level) | 6 | 22 | 54 | 5th | 6 | 7 |
| 18th | 72 | +6 | 6 | 6 | 23 | 56 | 5th | 6 | ─ |
| 19th | 79 | +6 | 6 | 6 | 24 | 58 | 5th | 7 | ─ |
| 20th | 86 | +6 | Mysteries Revealed, Ability Score Increase | 6 | 25 | 60 | 5th | 7 | 8 |
Class Features
As a lineage of Hecate, you gain the following class features.
Hit Points
Hit Dice: : 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
per level.
Proficiencies
Armor: None
Weapons: Simple
Saving Throws: Intelligence, Wisdom
Skills: Arcana. Choose one from Deception,
History, Insight, Investigation, or Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two simple weapons or (b) a martial weapon.
- (a) light armor and a shield or (b) medium armor
True Spellcasting
Level 1
As an heir of Hecate, you can master magic unlike any other hero. Your spellcasting ability for these spells is Intelligence.
Spell Save DC
Spell attack modifier
Cantrips
You know 4 cantrips of your choice from the Wizard, Warlock, or Sorcerer spell lists. You can spend one hour exchanging a cantrip you know for any other cantrip, so long as it appears on the same spell lists. You cannot exchange eldritch blast.
Arcane Points
The Mana table shows the number of Mana Points that you have to cast the spells you know of 1st-level and higher. To cast a spell, you must expend the amount of Mana Points indicated in the table below. You regain all expended Mana Points each time you finish a long rest.
| Spell Level | Mana |
|---|---|
| Cantrip | 0 |
| 1st | 2 |
| 2nd | 3 |
| Spell Level | Mana |
|---|---|
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
Spell Limit
Your level limits the potency of spells that you can produce, as shown in the Spell Limit column of the Lineage Table. When a feature allows you to expend Mana, you can never expend more Mana on that feature than it costs to cast a spell equal to your Spell Limit level.
Spellbook
Your mother's influence culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book's appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 spells of your choice from the Sorcerer, Warlock, or Wizard spell lists.
Whenever you gain a level after 1, add two spells of your choice to your spellbook. Each of these spells must be of a level equal to your Spell Limit or lower.
Prepared Spells of 1st-level or higher
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose 4 spells from your spellbook
The number of spells on your list increases as you gain levels, as shown in the Prepared Spells column of the Hecate Lineage table. Whenever that number increases, choose additional spells until the number of spells on your list matches the number in the Hecate Lineage Features table. All spells you prepare
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your spells.
Metamagic
Level 1
Your innate connection to Hecate's mysteries allows you to twist your spells. You learn two Metamagic effects from the list at the end of this class.
When you cast a spell, you can modify its casting with one of your Metamagics by expending the extra Mana Points as detailed in the Metamagic description. Any Mana Points spent on Metamatics are a separate use of Mana for the purposes of your Spell Limit. You can only apply one Metamagic to a spell, unless a Metamagic says otherwise.
You learn additional Metamagic effects at certain levels, as shown in the Meta Magics column of the Lineage table.
Arcane Note-taking
Level 1
Each time you gain an odd-numbered level, you learn two new spells of a level that you can expend Mana for.
Goddess of Crossroads
Level 1
You have access to the Prophecy exploit tree from the Apollo lineage.
Unnatural Knowledge
Level 4
You gain two Eldritch Invocations.
Prerequisites. If an invocation has a prerequisite, you must meet it to learn that invocation. For the purposes of qualifying for an invocation, treat any mention of Warlock level as your Lineage of Hecate level, or Warlock cantrip as a cantrip gained from Lineage of Hecate.
Replacing and Gaining Invocations. Whenever you gain a level, you can replace one of your invocations with another one for which you qualify. You can't replace an invocation if it's a prerequisite for another invocation that you have.
You can't pick the same invocation more than once unless its description says otherwise.
You gain an additional Invocation at level 8 and level 16.
Ability Score Increase
Level 4
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Arcane Regeneration
Level 5
You can draw on the ambient magic of the world around you to regenerate your power. At the end of a short rest, you can choose to regain a number of expended Mana Points equal to your level.
Memorize Spell
Level 6
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ spells you have prepared for your True Spellcasting feature with another level 1+ spell from the book.
Mystic Research
Level 8
Your research guides you down new supernatural routes, and you can choose how to hone your skills. Choose one of the following options.
Misty Escape
You can cast Misty Step without expending a spell slot a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also cast Misty Step as a Reaction in response to taking damage.
In addition, whenever you cast that spell, you can choose one of the following additional effects.
Refreshing Step. Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 Temporary Hit Points.
Taunting Step. Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have Disadvantage on attack rolls against creatures other than you until the start of your next turn.
Disappearing Step. You have the Invisible condition until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.
Dreadful Step. Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage.
Radiant Soul
You have Resistance to Radiant damage. Once per turn, when a spell you cast deals Radiant or Fire damage, you can add your Intelligence modifier to that spell's damage against one of the spell's targets.
Dark One's Blessing
When you reduce an enemy to 0 Hit Points, you gain Temporary Hit Points equal to your Intelligence modifier plus your level (minimum of 1 Temporary Hit Point). You also gain this benefit if someone else reduces an enemy within 10 feet of you to 0 Hit Points.
Entropic Ward
When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Ability Score Increase
Level 8
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Innate Arcanum
Level 12
You have begun to unlock the true potential of mother's powers. You gain a single 6th-level spell slot which you can use to cast your spells, instead of expending Mana Points. You regain this Arcanum spell slot when you finish a long rest. Lastly, whenever you learn a new spell, you can learn spells equal to your Arcanum spell slot.
As a bonus action, you can expend one Arcanum spell slot to regain expended Mana Points equal to the slot's level.
You gain progressively more powerful Arcanum spell slots at certain levels: at 13th level (7th-level slot), at 15th level (8th-level slot), and finally at 17th level (9th-level slot).
Ability Score Increase
Level 12
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Unrivaled Mystic
Level 16
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending Mana. To cast either spell at a higher level, you must expend Mana or an Arcanum Spell slot.
Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.
Ability Score Increase
Level 16
Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You cannot increase an ability score above its ability cap.
Mysteries Revealed
Level 20
You have realized the full potential of your magic, and bend magic to your will. Any Metamagic you know has its Mana Point cost reduced by 1 (to a minimum of 0), and you can apply any number of Metamagics to your spells.
Metamagics
Below are the Metamagics available to children of Hecate. You can only apply one Metamagic effect to each spell that you cast, unless indicated otherwise in the Metamagic's description.
Careful Spell
When you cast a spell that deals damage or forces a saving throw, you can spend 1 Mana Point and choose a number of creatures up to your Charisma modifier (minimum of 1), which can include yourself. These creatures can ignore the effects of the spell for its duration.
Cerebral Spell
When you cast a spell that forces an Intelligence or Charisma saving throw, you can spend 3 Mana Points and change the initial saving throw to target the other ability score instead.
Distant Spell
When you cast a spell with a range of 5 feet or more, you can spend 1 Mana Point to double its range. If you apply this to a spell with a range of touch, its range becomes 30 feet.
Empowered Spell
After you roll damage for a spell, you can expend 1 Mana Point to re-roll any number of those damage dice, up to your Charisma modifier (minimum of 1) and use the new rolls.
You can apply this Metamagic even if you already applied another Metamagic during the casting of this spell.
Esoteric Spell
When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 1 Mana Point to change the damage type of the spell to another from the list above.
Extended Spell
When you cast a spell with a duration of 1 minute or longer, you can spend 1 Mana Point to double the spell's duration, up to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw, you can spend 3 Mana Points to force one target of the spell to make its initial saving throw with disadvantage.
Illusory Spell
When you cast a spell, you can expend 1 Mana Point and cause the spell to appear as if it had originated from another creature or object you can see in range. The spell's range is still limited by your location.
If a creature attempts to use a feature to stop the spell from being cast, such as the counterspell spell, it has disadvantage on any ability checks it makes as part of that feature or spell.
Imbued Spell
When you cast a spell with a range of self, you can expend 1 Mana Point to cast it with a range of touch, targeting a willing creature you touch. If it requires concentration, the target of the spell concentrates on this effect, not you.
Kinetic Spell
When you cast a spell that forces a Strength or a Dexterity saving throw, you can spend 2 Mana Points and change the initial saving throw to target the other ability score instead.
Piercing Spell
When you cast a spell that deals damage, you can expend 1 Mana Point and choose one type of damage dealt by the spell. For this spell, that type of damage ignores resistance to that type of damage, and treats immunity to it as resistance.
Prismatic Spell
When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 Mana Point to change the spell's damage type to another from the list above.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 Mana Points to cast it as a bonus action.
Resolute Spell
When you cast a spell that forces a Wisdom or a Constitution saving throw, you can spend 2 Mana Points and change the initial saving throw to target the other ability score instead.
Seeking Spell
When you cast a spell with spell attack roll and miss, you can expend 2 Mana Points to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit.
You can apply this Metamagic even if you already applied another Metamagic during the casting of this spell.
Sturdy Spell
When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can use your reaction to expend 1 Mana Point to gain advantage on your roll.
Subtle Spell
When you cast a spell, you can spend 1 Mana Point to cast it without providing any of its somatic or verbal components.
Twinned Spell
When you cast a spell that only targets one creature and does not have a range of self, you can expend Mana Points equal to the level you are casting the spell (minimum of 1) to target a second creature within range with the same spell.
To be eligible, a spell must be incapable of targeting more than one creature at the level you are casting it.
Unerring Spell
When you cast a spell that requires a spell attack roll or a Dexterity saving throw, you can spend 1 Mana Point to ignore the effects of half and three-quarters cover.
Adamant Spell
When you cast a spell, you can expend Mana Points equal to the spell's level and grant it immunity to anti-magic spells and effects like counterspell or anti-magic field.
You can exceed your Spell Limit to apply this Metamagic.
Blinding Spell
When you cast a spell that deals fire or radiant damage, you can expend Mana Points and force one target of the spell per Mana Point spent to also make a Constitution saving throw. On a failure, they are blinded for up to one minute.
They can repeat this Constitution saving throw at the start of each of their turns, ending the effect on a successful save.
Brutal Spell
When you cast a spell that deals damage, but before you roll the damage, you can expend 2 Mana Points to empower it. If you roll the highest number of any of its damage dice you can roll that die again and add it to the total damage.
Concussive Spell
Whenever you cast a spell that deals bludgeoning or thunder damage, you can expend Mana Points to force one target of the spell per Mana Point expended to also make a Strength saving throw. On a failed save, they are knocked prone. Large and larger creatures have advantage on this saving throw.
Dynamic Presence
Choose either Deception, Intimidation, or Persuasion. You gain proficiency in the chosen skill, and whenever you make an ability check using that skill, you can expend 1 Mana Point to add double your proficiency bonus to your roll. You must do so before you roll the d20.
You can select this Metamagic ability more than once, but you must select a different skill proficiency each time.
Empowered Cantrip
When you cast a Cantrip you can expend 1 Mana Point to increase the power of that Cantrip to its next level.
For example, a 3rd level Sorcerer can expend 1 Mana Point to cast firebolt as if they were a 5th level Sorcerer, and that firebolt will deal 2d10 fire damage in place of 1d10.
Imbuing Touch
As a bonus action, you can touch a nonmagical weapon and spend 1 Mana Point to imbue it with a spark of your magic. For the next minute, all attacks with that weapon deal force damage in place of that weapon's normal damage type.
Immutable Will
When you fail a saving throw, you can use a reaction to spend 3 Mana Points and re-roll the saving throw, with a bonus to your roll equal to your Charisma modifier (minimum of +1).
Linked Spell
When you cast a spell, you can spend 1 Mana Point and touch a willing creature within 5 feet, expending one of its spell slots to cast the spell in place of your Mana Points.
Magical Guidance
Whenever you make an ability check, you can use your reaction to expend 2 Mana Points to re-roll your d20. You must use the new roll, potentially turning a failure into a success.
Overcharged Spell
When you cast a spell with one target that requires you to make a spell attack roll, you can expend Mana Points to increase your critical hit range for this casting by 1 for each Mana Point.
For example, if you spent 3 Sorcery Points, the spell would score a critical hit on a roll of 17-20 on the d20.
Precise Spell
When you cast a spell that requires you to make a spell attack roll, you can spend 1 Mana Point to ignore all sources of disadvantage that would apply to that roll.
Recycled Spell
When you cast a spell and it fails, you can use your action on your next turn to regain Sorcery Points equal to half the Mana Points spent to to cast it (rounded down), including Metamagic.
A spell is considered to have failed if it misses its target, deals no damage, inflicts no conditions, or if it otherwise fails to create its intended effect.
Savage Spell
When you cast a spell that deals bludgeoning, piercing, or slashing damage, you can spend 1 Mana Point to change the spell's damage type to another from the list above.
Siphoning Spell
When you deal damage to a creature with a spell, you can expend 2 Mana Points to gain temporary hit points equal to half the damage dealt to one target of that spell. Temporary hit points from this Metamagic only last for 10 minutes.
Sorcerous Fortitude
As an action, you can expend Mana Points and gain 1d4 temporary hit points per Mana Point spent. Temporary hit points from this Metamagic only last for 10 minutes.
Terrifying Spell
When you cast a spell that deals necrotic or psychic damage, you can spend Mana Points to force one target of the spell per Mana Point spent to also make a Wisdom saving throw. On a failure, they are frightened of you for one minute.
They can repeat this Wisdom saving throw at the start of each of their turns, ending the effect on a successful save.
Venomous Spell
When you cast a spell that deals acid or poison damage, you can spend Mana Points to force one target of the spell per Mana Point you spent to also make a Constitution saving throw. On a failure, they are poisoned for up to one minute.
They can repeat this Constitution saving throw at the start of each of their turns, ending the effect on a successful save.
Homebrew spells
Some spells used in this document are not official, and are thusly detailed here.
Fulminous Smite
Level 1 Evocation
- Casting Time: Bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack during the spell's duration, your weapon arcs with lightning, and the attack deals an extra 1d6 lightning damage to the target and causes the target to glow faintly until the spell ends. As a bonus action on your turn, you can dismiss this spell and cause a bolt of lightning to strike the target. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 1d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the initial extra damage and the damage dealt by the lightning bolt increase by 1d6 for each slot level above 1st.
Lesser Lightning Bolt
Level 2 Evocation
- Casting Time: Action
- Range: 30 feet
- Components: V, S, M (a blue dragon's scale)
- Duration: Instantaneous
A stroke of lightning 30 feet long and 5 feet wide blasts out from your extended hand in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Storm Spear
Level 2 Evocation
- Casting Time: Bonus action
- Range: Self
- Components: V, S, M (a small metal rod)
- Duration: Concentration, up to 1 minute
You summon forth lightning that forms into a spear in your hand. This magic spear lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the thrown property (range 20/60). In addition, when you use the spear to attack a target that is in a storm or rain, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the spear to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Skystrike
Level 2 Evocation
- Casting Time: Reaction, when you are falling or after jumping
- Range: 15 feet
- Components: V, S
- Duration: Instantaneous
When you cast this spell, choose a point within range. You teleport to that location and instantly crash to the ground directly beneath that point, accompanied by a flash of lightning. You take no falling damage, but if you land on a creature or a space within 5 feet of a creature, it takes lightning damage equal to the amount of falling damage you would have taken. If you landed on a creature, you immediately move to the nearest open space. If you fell 30 feet or more, you are stunned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you are not stunned when falling.
Whirlpool Slash
Level 3 Evocation
- Casting Time: Action
- Range: Self
- Components: S, M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
You swing a weapon with the force of a whirlpool. Each creature within 15 feet of you must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you. As part of the action used to cast this spell, you can make a melee attack with a weapon at each creature that is pulled within 5 feet of you. If both you and the target are standing on or submerged in a body of water, you have advantage on the attack roll.
Watery Grave
Level 2 Conjuration
- Casting Time: Action
- Range: 120 feet
- Components: V, S, M (small fish bones)
- Duration: Concentration, up to 1 minute
You summon forth a swirling pool of water in a 10-foot-radius sphere centered on a point within range and lasting for the duration. The water swirls violently, and from within it long, octopus-like tentacles emerge and thrash about.
For the duration of the spell, the area is difficult terrain. Any creature that starts its turn in the area takes 1d6 bludgeoning damage and 1d6 cold damage, and must make a Dexterity saving throw. On a failed save, a creature is grappled by the tentacles.
As a bonus action on your turn, you can command one of the tentacles to lash out towards one creature within the area of the spell or within 5 feet of the area. Make a melee spell attack against the target. On a hit, the target takes 1d6 bludgeoning damage. A creature of size Large or smaller killed by this spell is dragged into the water's depths. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the radius of the sphere increases by 5 feet for each slot level above 2nd.
Freedom of the Waves
Level 3 Conjuration
- Casting Time: Action
- Range: 120 feet
- Components: V, S, M (a strand of wet hair)
- Duration: Instantaneous
You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.
If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.
Seismic Wave
Level 3 Transmutation
- Casting Time: Action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You release a seismic wave, slamming the ground in front of you causing the earth to explode violently in a 30 foot cone in front of you. Creatures touching the ground in the area must make a Strength saving throw. On failure, they take 4d10 bludgeoning damage and fall {condition prone}. On success, they take half as much damage and do not fall prone. Large or larger objects and structures in the area of effect automatically fail the save and take double damage. The ground becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Fallen Soul
Level 3 Necromancy
- Casting Time: Action
- Range: 30 feet
- Components: V, S, M (a hand from a corpse)
- Duration: Concentration, up to 1 minute
You summon forth an ethereal wraith-like phantom armed with a deadly blade at a point within range to strike down your foes. When you cast this spell, and as an action on each of your subsequent turns until the spell ends, you can direct the phantom to fly up to 30 feet and attack a creature within 5 feet of it with its blade. The target must make a Dexterity saving throw. A target that is frightened makes this saving throw with disadvantage. If they fail, the phantom strikes them, inflicting 3d10 slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d10 per spell slot level above 3rd.
Wall of Bones
Level 3 Necromancy
- Casting Time: Action
- Range: 60 feet
- Components: V, S, M (finger bones from a dozen distinct hands)
- Duration: Concentration, up to 1 minute
You create a wall of grasping skeletal arms. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 30 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. A creature that is within 5 feet of the wall when the wall is created, or that ends its turn within 5 feet of the wall, must succeed on a Strength saving throw or else take 2d4 slashing damage and be restrained by the grasping arms. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success, or takin 2d4 slashing damage on a failed save. Each 5-foot-square section has AC 5, 15 hit points, and vulnerability to bludgeoning damage. Reducing a section to 0 hit points destroys that section of the wall and frees a creature restrained by it.
Additional Character Options
In addition to the options provided by race and lineage, heroes can choose feats, take optional exploit trees, and outfit themselves with equipment. This section details each of these.
Hunter of Artemis
You’ve been chosen by the goddess Artemis to join her Hunt. Among the gods, Artemis is unique, because she does not have children and yet adopts maidens to be her companions. To run down monsters and return them to Tartarus is now your life until you die or give it up.
Consult your GM to ensure that you can join the Hunt. If you are playing a character with a more traditional party, your character may need to be written out of that questline. The Hunters keep to themselves. If you choose to swear to Artemis and do not have enough Skill Points to unlock Adopted of the Moon, Artemis puts you through enough training or forces you to perform tasks to level you and unlock those Skill Points, at the GM’s discretion.
Prerequisites: Female human or demigod, under the age of 16; level 3 minimum.
Hunter of Artemis
| Adopted of the Moon – 5 |
| Joining the Hunt – 5 |
| Preternatural Senses – 10 |
| Moonlit Wrath – 20 |
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Adopted of the Moon: You are now proficient with the Survival and Nature skills, along with shortbows and longbows if you were not already. You also now have darkvision at a range of 60 feet, or 120 feet in moonlight. You do not age, and appear physically the same unless you renounce the blessing of Artemis and leave the Hunt. You can still be killed as normal.
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Joining the Hunt: You gain the following features:
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You always have the Hunter's Mark spell prepared. You can cast it a number of times equal to your proficiency bonus, and you regain all expended uses of this ability when you finish a Long Rest/
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You gain one of the following features of your choice.
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Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
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Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
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Languages. You know two languages of your choice from the language tables in chapter 2.
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Experienced Hunter: You gain the following features:
- You invoke Artemis to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
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You gain Blindsight out to 25 feet.
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You gain one of the following features of your choice.
Evasion. You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
- Moonlit Wrath: You gain the following benefits
- You gain one of the following features of your choice.
Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
- You can also now cast the spell Moonbeam without components. When you cast it, you cast it at 5th level. You must complete a short rest before you can use this Exploit to cast Moonbeam again.
Heroic Training
Heroes come in a lot of different types. Some are quiet and unassuming; some are flashy and flamboyant. But the classic heroes all have a few things in common: they are capable, courageous, have integrity, and inspire others. These Exploits help you embody those traits.
Prerequisites: Level 3
Heroic Training
| Learning the Trade – 5 |
| Unwavering – 5 |
| Unflinching Resolve – 10 |
| Legendary Courage – 20 |
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Learning the Trade: You gain proficiency with light armor. If you have proficiency with light armor, you instead gain proficiency with medium armor and shields. If you have proficiency with medium armor and shields, you instead gain proficiency with heavy armor. Choose two weapons, one tool or vehicle. You gain proficiency with your selected choices. Finally, choose one Fighting Style from the list available to a Lineage of Ares.
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Unwavering: When an enemy you can see takes a Legendary Action, you can take a Reaction to intercede, preventing the Legendary Action from happening. You can take this Reaction a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
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Unflinching Resolve: You have advantage on saving throws against being charmed or frightened, and allies within ten feet of you also have advantage on those saving throws. If an effect does cause you to be charmed or frightened, you can end that effect with an action.
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Legendary Courage: Your words help your companions valiantly face whatever comes their way. You have the feat Inspiring Leader, which does not count toward your feat total. (If you already have chosen the feat Inspiring Leader, you may add another feat, and Inspiring Leader no longer counts toward your feat total.) When you inspire your companions, your speech only takes one minute instead of ten minutes, and you add your proficiency bonus to the number of temporary hit points your companions gain. You also know the spell Heroism, which you can cast through normal speech at a level equal to your character level divided by 5 (rounding down). You must complete a long rest before you can cast this spell again.
Hera's Favoured
Hera is usually what we in the business call anti-hero (not to be confused with the edgy fictional characters). Blame Zeus’ long string of extremely famous indiscretions, blame her personality, whatever – Hera’s not a popular figure with demigods, mortals, or anyone else, really. But sometimes, she sees something in a hero. Her favored are often considered unremarkable – the most famous of Hera’s favored was the first Jason, and that guy was pretty much just a mortal dude. But Hera’s help goes a long way to making them stand out among the crowd.
Prerequisites: Favored Feat
Heroic Training
| True Loyalty – 5 |
| Hera’s Healing – 5 |
| Mother's Fury – 10 |
| Hera's Power – 20 |
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True Loyalty: You engender uncommon loyalty in your allies. When an attack would cause you to take damage, adjacent allies can instead take any amount of the damage as a free action.
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Hera’s Healing: Hera watches out for her favored, ensuring they don’t fall in battle. When you are below half health, you regain hit points equal to your Constitution modifier at the start of each of your turns.
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Mother's Fury: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead, and immediately make one weapon attack against your attacker.
Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can use it again, but you instantly gain a level of exhaustion.
- Hera’s Power: Hera gives you a surge of her power, which you can use as you see fit. This power is represented by your Hera’s Power die, which is a d10. When you make an ability check, you can roll your Hera’s Power die and add the number rolled to the check; you can do so after you roll the d20 but before you know whether or not you succeeded on the check.
In addition, Hera’s Power can aid you in dealing damage. Once on each of your turns when you hit with an attack roll, you can roll your Hera’s Power die after you make the damage roll and replace one of the damage dice with the number rolled on the Hera’s Power die. If you roll the highest possible number on your Hera’s Power die (10), then you must complete a short rest before you can use the Hera’s Power die again.
Feats
Feats are the standard features you can pick up as you advance, and anyone can choose feats so long as they meet the prerequisites. Unless a Lineage feature specifically mentions otherwise or you convince your GM, you can only choose the feats listed below. With a total of eight feats at level 20, you’ve got plenty of options here.
It may be worthwhile, if you plan to play a character for a long time and level them up as you go, to select the most roleplay- focused feats you want first. While mechanics or combat-focused feats are useful, you can get a lot out of feats that center things that make your character unique or interesting.
Actor
General Feat (Prerequisites: Level 4+, Charisma 13+)
You gain the following benefits.
Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
Impersonation. While you're disguised as a real or fictional person, you have Advantage on Charisma (Deception or Performance) checks to convince others that you are that person.
Mimicry. You can mimic the sounds of other creatures, including speech. A creature that hears the mimicry must succeed on a Wisdom (Insight) check to determine the effect is faked (DC 8 plus your Charisma modifier and Proficiency Bonus).
Alert
You gain the following benefits.
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
Athlete
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Climb Speed. You gain a Climb Speed equal to your Speed.
Hop Up. When you have the Prone condition, you can right yourself with only 5 feet of movement.
Jumping. You can make a running Long or High Jump after moving only 5 feet.
Charger
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Improved Dash. When you take the Dash action, your Speed increases by 10 feet for that action.
Charge Attack. If you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, choose one of the following effects: gain a 1d8 bonus to the attack's damage roll, or push the target up to 10 feet away if it is no more than one size larger than you. You can use this benefit only once on each of your turns.
Chef
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Constitution or Wisdom by 1, to a maximum of 20.
Cook's Utensils. You gain proficiency with Cook's Utensils if you don't already have it.
Replenishing Meal. As part of a Short Rest, you can cook special food if you have ingredients and Cook's Utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 plus your Proficiency Bonus. At the end of the Short Rest, any creature who eats the food and spends one or more Hit Dice to regain Hit Points regains an extra 1d8 Hit Points.
Bolstering Treats. With 1 hour of work or when you finish a Long Rest, you can cook a number of treats equal to your Proficiency Bonus if you have ingredients and Cook's Utensils on hand. These special treats last 8 hours after being made. A creature can use a Bonus Action to eat one of those treats to gain a number of Temporary Hit Points equal to your Proficiency Bonus.
Crossbow Expert
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Ignore Loading. You ignore the Loading property of the Hand Crossbow, Heavy Crossbow, and Light Crossbow (all called crossbows elsewhere in this feat). If you're holding one of them, you can load a piece of ammunition into it even if you lack a free hand.
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with crossbows.
Dual Wielding. When you make the extra attack of the Light property, you can add your ability modifier to the damage of the extra attack if that attack is with a crossbow that has the Light property and you aren't already adding that modifier to the damage.
Crusher
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
Push. Once per turn, when you hit a creature with an attack that deals Bludgeoning damage, you can move it 5 feet to an unoccupied space if the target is no more than one size larger than you.
Enhanced Critical. When you score a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of your next turn.
Defensive Duelist
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Parry. If you're holding a Finesse weapon and another creature hits you with a melee attack, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. You gain this bonus to your AC against melee attacks until the start of your next turn.
Dual Wielder
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Enhanced Dual Wielding. When you take the Attack action on your turn and attack with a weapon that has the Light property, you can make one extra attack as a Bonus Action later on the same turn with a different weapon, which must be a Melee weapon that lacks the Two-Handed property. You don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Quick Draw. You can draw or stow two weapons that lack the Two-Handed property when you would normally be able to draw or stow only one.
Durable
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Constitution score by 1, to a maximum of 20.
Defy Death. You have Advantage on Death Saving Throws.
Speedy Recovery. As a Bonus Action, you can expend one of your Hit Point Dice, roll the die, and regain a number of Hit Points equal to the roll.
Favoured
Prerequisite: GM approval
You are favored by one of the gods you’re not related to, giving you the following benefits:
Ability Score Increase. Increase one ability score of your choice.
Divine Magic. If the god’s Lineage grants the Innate Spellcasting feature, you gain that feature and learn any spells the feature grants. If it does not, learn one cantrip of your choice thematically tied to the god who favors you. If you already have the Innate Spellcasting feature, you can use either your primary spellcasting modifier or your new spellcasting option when casting spells gained through this feat.
Favored Soul. You can now unlock Exploits from any Exploit Trees that god’s Lineage can access with normal skill point costs if using the Skill Point system, or take them as Archetype Features if not.
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
You have dedicated time to master a specific style of fighting. When you select this Feat you gain the following benefits:
Ability Score Increase. Increase either your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
Fighting Style. You learn one Fighting Style of your choice from those available to the Lineage of Ares. You can't learn the same Fighting Style more then once. In order to learn a Fighting Style you must meet any prerequisites it has.
Grappler
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Punch and Grab. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can use both the Damage and the Grapple option. You can use this benefit only once per turn.
Attack Advantage. You have Advantage on attack rolls against a creature Grappled by you.
Fast Wrestler. You don't have to spend extra movement to move a creature Grappled by you if the creature is your size or smaller.
Great Weapon Master
General Feat (Prerequisite: Level 4+, Strength 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Heavy Weapon Mastery. When you hit a creature with a weapon that has the Heavy property as part of the Attack action on your turn, you can cause the weapon to deal extra damage to the target. The extra damage equals your Proficiency Bonus.
Hew. Immediately after you score a Critical Hit with a Melee weapon or reduce a creature to 0 Hit Points with one, you can make one attack with the same weapon as a Bonus Action.
Healer
You gain the following benefits.
Battle Medic. If you have a Healer's Kit, you can expend one use of it and tend to a creature within 5 feet of yourself as a Utilize action. That creature can expend one of its Hit Point Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat's Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Food of the Gods. When you use your Action to administer magical healing through ambrosia or nectar, you can add your proficiency bonus to the health they regain.
Heavily Armored
General Feat (Prerequisite: Level 4+, Medium Armor Training)
You gain the following benefits.
Ability Score Increase. Increase your Constitution or Strength by 1, to a maximum of 20.
Armor Training. You gain training with Heavy armor.
Heavy Armor Master
General Feat (Prerequisite: Level 4+, Heavy Armor Training)
You gain the following benefits.
Ability Score Increase. Increase your Constitution or Strength by 1, to a maximum of 20.
Damage Reduction. When you're hit by an attack while you're wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.
Inspiring Leader
General Feat (Prerequisite: Level 4+, Wisdom or Charisma 13+)
You gain the following benefits.
Ability Score Increase. Increase your Wisdom or Charisma by 1, to a maximum of 20.
Bolstering Performance. When you finish a Short or Long Rest, you can give an inspiring performance: a speech, song, or dance. When you do so, choose up to six allies (which can include yourself) within 30 feet of yourself who witness the performance. The chosen creatures each gain Temporary Hit Points equal to your character level plus the modifier of the ability you increased with this feat.
Keen Mind
General Feat (Prerequisite: Level 4+, Intelligence 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence score by 1, to a maximum of 20.
Eidetic Memory. You can accurately recall anything you have seen or heard within the past month.
Lore Knowledge. Choose one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study action as a Bonus Action.
Lightly Armored
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Armor Training. You gain training with Light armor and Shields.
Magical Damage Adept
Prerequisite: Ability to cast at least one spell that deals damage
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, thunder, or psychic. Innate spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Martial Training
You have studied the combat techniques of elite warriors. You gain the following benefits:
Martial Exploits Known. You learn two 1st-degree Martial Exploits from those available to the Lineage of Ares. Their Exploit save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier.
Retraining Exploits. When you gain a level, you can replace one Martial Exploits from this Feat with another 1st-degree Martial Exploit of your choice.
Exploit Dice. You gain two d4 Exploit Dice to fuel these Exploits, which are expended when you use them. You regain all Exploit Dice after a short or long rest.
If you already have Exploit Dice when you gain this Feat, you instead gain a single Exploit Die equal to your others.
Medium Armor Master
General Feat (Prerequisite: Level 4+, Medium Armor Training)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Dexterous Wearer. While you're wearing Medium armor, you can add 3, rather than 2 to your AC if you have a Dexterity score of 16 or higher.
Mobile
General Feat (Prerequisite: Level 4+, Dexterity or Constitution 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Constitution by 1, to a maximum of 20.
Speed Increase. Your Speed increases by 10 feet.
Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.
Agile Movement. Opportunity Attacks have Disadvantage against you.
Moderately Armored
General Feat (Prerequisite: Level 4+, Light Armor Training)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Armor Training. You gain training with Medium armor.
Mounted Combatant
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength, Dexterity, or Wisdom by 1, to a maximum of 20.
Mounted Strike. While mounted, you have Advantage on attack rolls against any unmounted creature within 5 feet of your mount that is at least one size smaller than the mount.
Leap Aside. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half damage if it fails. For your mount to gain this benefit, you must be riding it, and neither of you can have the Incapacitated condition.
Veer. While mounted, you can force an attack that hits your mount to hit you instead if you don't have the Incapacitated condition.
Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. You can take the Search action as a Bonus Action.
Piercer
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Puncture. Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
Enhanced Critical. When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.
Poisoner
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Intelligence by 1, to a maximum of 20.
Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.
Brew Poison. You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.
Signature Technique
Prerequisites: At least one Martial Exploit Known
You have practiced a single technique to the point of mastery. Choose a 1st-degree Exploit you know from those available to the Lineage of Ares that does not restore hit points.
In combat, you can use this Exploit once per round without expending an Exploit Die, rolling a d4 for the Exploit Die. You regain this feature at the start of each of your turns.
Slasher
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Hamstring. Once per turn when you hit a creature with an attack that deals Slashing damage, you can reduce the Speed of that creature by 10 feet until the start of your next turn.
Enhanced Critical. When you score a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of your next turn.
Sniper Slayer
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You have practiced techniques useful in melee combat against ranged weapons, gaining the following benefits:
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When a creature within 5 feet of you uses a ranged weapon, you can use your Reaction to make an opportunity attack against that creature with a +2 feat bonus.
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When you score a critical hit on a creature, it must make a Constitution saving throw (DC equal to your Attack roll) or have disadvantage on ranged attack rolls until the end of its next turn.
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You gain a +2 to AC against ranged attacks by creatures within 5 feet.
Resilient
General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Choose one ability in which you lack saving throw proficiency. Increase the chosen ability score by 1, to a maximum of 20.
Saving Throw Proficiency. You gain saving throw proficiency with the chosen ability.
Savage Attacker
Your savage battle instincts let you exploit even the smallest weakness. You gain the following benefits:
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Once per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use whichever total roll is higher.
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When you score a critical hit with a melee weapon attack you can roll one additional weapon damage die.
Sentinel
General Feat (Prerequisite: Level 4+, Strength or Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity by 1, to a maximum of 20.
Guardian. Immediately after a creature within 5 feet of you takes the Disengage action or hits a target other than you with an attack, you can make an Opportunity Attack against that creature.
Halt. When you hit a creature with an Opportunity Attack, the creature's Speed becomes 0 for the rest of the current turn.
Sharpshooter
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged weapons.
Long Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged weapons.
Shield Master
General Feat (Prerequisite: Level 4+, Shield Training)
You gain the following benefits.
Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
Shield Bash. If you attack a creature within 5 feet of you as part of the Attack action and hit with a Melee weapon, you can immediately bash the target with your Shield if it's equipped, forcing the target to make a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, you either push the target 5 feet from you or cause it to have the Prone condition (your choice). You can use this benefit only once on each of your turns.
Interpose Shield. If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are holding a Shield.
Skilled
You gain proficiency in any combination of three skills or tools of your choice, or one superior weapon.
Repeatable. You can take this feat more than once.
Skulker
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Blindsight. You have Blindsight with a range of 10 feet.
Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.
Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.
Tavern Brawler
You gain the following benefits.
Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning damage equal to 1d4 plus your Strength modifier instead of the normal damage of an Unarmed Strike.
Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.
Improvised Weaponry. You have proficiency with improvised weapons.
Push. When you hit a creature with an Unarmed Strike as part of the Attack action on your turn, you can deal damage to the target and also push it 5 feet away from you. You can use this benefit only once per turn.
Tough
Your Hit Point maximum increases by an amount equal to twice your character level when you gain this feat. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional 2 Hit Points.
Weapon Adept
You have spent many hours honing your skills with the deadly armaments of war. You gain the benefits listed below:
Ability Score Increase. Increase either your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20.
Weapon Training. You gain proficiency with all simple and martial weapons.
Weapon Master
Prequisites: Proficiency with all simple and martial weapons
You wield weapons with a deadly efficiency that is impressive even to most trained warriors. Choose a number of simple or martial weapons equal to your Proficiency Bonus. Whenever you make an attack with those weapons you gain a +1 bonus to both the attack and damage roll.
As your Proficiency Bonus increases, you choose additional weapons to gain this benefit.
Equipment
Heroes need weapons, armor, and more! Here’s where you’ll find a description of all of the options available to outfit your hero before heading off on a quest.
Materials
Monsters are usually immune, or at least highly resistant to regular metals just as they are impossible to perceive to normal people. Equipment made to kill monsters have to be made from special materials. These materials give the equipment a minor enchantment to mitigate that problem, and they are considered by default to be a common magic item.
Special Defenses: Armor made from the below materials give +1 AC. Cloth or leather armors with one of these materials are considered to have threads of it woven into them.
Special Damage: Weapons made from the below materials are considered to deliver magical damage against monsters.
If a demigod takes damage from one of these weapons, they take an ongoing 1d6 of necrotic damage at the start of each turn, stacking with each time they take damage from one of these weapons (2d6 if they took a critical hit). To end this effect, they have to succeed on a Constitution saving throw against a DC equal to the total damage they took in the inciting hit, made after the damage is taken on each of their turns.
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Celestial Bronze: Enchanted bronze used by the Greeks, this heavy, dark metal gives off light like a candle, warm gold in color. Increases weight by half.
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Imperial Gold: Enchanted gold used by the Romans, this heavy, bright metal gives off light like a candle, yellow in color. Increases weight by half.
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Stygian Iron: Iron of the Underworld, this heavy, nearly black metal gives off wisps of smoke like darkness. Increases weight by half.
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Bonesteel: Iron hardened by the bones of one’s enemies, this light metal is heavily patterned by its creation, similar to Damascus steel. Reduces weight by half.
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Ironwood: This wood is often specially shaped by nature spirits to be harder than steel. Types of wood that are classified as ironwood include Yew and Ash, but American Hornbeam is preferred by those nature spirits.
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Adamantine: Glittering white, this metal is super strong and nigh indestructible, described as a cross between diamonds and silver. It is difficult to find at best.
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Moonsilver: Enchanted silver found in many myths, this magical metal is the only material that deals permanent damage to lycanthropes.
Basic Enchantments
Magic put into equipment as enchantments often gives it special properties, as well as improving the equipment in general. Each basic enchantment added places it one tier “higher” with regard to magic item rarity. For example, a celestial bronze sword starts out as a common magic item. If it’s enchanted to be Hidden, it becomes uncommon; if it also is enchanted to deal fire damage, it is rare, and so on until you reach an Artifact.
Basic Armor Enchantments
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Hidden: With a bonus action the armor can become an ordinary set of clothes as complete as the armor, chosen at the time of its creation and is fully functional as the clothes.
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Swimming: You can breathe underwater for 1 hour per long rest, don’t sink underwater unless you want to, and gain +10 feet to your swim speed.
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Climbing: You gain +10 feet to your climbing speed and you can calculate your fall damage as if you were 10 feet closer to the surface you fall to.
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Invisibility: As a bonus action once per long rest, you can turn invisible for one minute.
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Shadowy: As a bonus action once per long rest, you can cover the area within 5 feet of you in heavy shadows. Your vision is unimpaired, but creatures within 5 feet of you are blinded and creatures further than 5 feet away have disadvantage on attack rolls against you.
Basic Weapon Enchantments
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Hidden: With a bonus action the weapon can become an ordinary item of its size or smaller, chosen at the time of its creation and is fully functional as that item, like a pen.
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Returning: When thrown, this weapon returns to your hand at the end of your turn.
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Long Range: A ranged weapon’s range increases by 30 / 60 ft.
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Elemental: On a hit, this weapon deals an additional 1d4 acid, cold, lightning, poison, or fire damage, chosen at its creation
Armor
Light Armor
| Armor | AC |
|---|---|
| (Default Camper) Leather Muscle Cuirass | 12 + Dexterity modifier |
| Cloth (cloth) | 10 + Dexterity modifier |
| Padded cloth (cloth) | 11 + Dexterity modifier |
| Leather Jacket (leather) | 11 + Dexterity modifier |
| Leather | 12 + Dexterity modifier |
| Studded Leather | 13 + Dexterity modifier |
Medium Armor
| Armor | AC |
|---|---|
| (Default Camper) Linothorax (linen, leather, scalemail) | 14 + Dexterity modifier (maximum of 2), Disadv on Stealth checks |
| (Default Legion) Lorica Hamata (chainmail) | 15 + Dexterity modifier (maximum of 2), Disadv on Stealth checks |
| Hide (hide) | 13 + Dexterity modifier (minimum of 2) |
| Chain shirt (chainmail) | 14 + Dexterity modifier Dexterity modifier (maximum of 2), Disadv on Stealth checks |
| Metal Muscle Cuirass (plate) | 16 + Dexterity modifier (maximum of 2), Disadv on Stealth checks |
Heavy Armor
| Armor | AC |
|---|---|
| (Default Legion) Lorica Segmentata (leather, plate) | 16, Disadv on Stealth checks |
| Bell Cuirass (plate) | 16 |
| Lorica Squamata (cloth, scale) | 17, Disadv on Stealth checks |
Shields and Bonus Armor
| Armor | AC |
|---|---|
| (Default Camper) Aspis (heavy) | +2 |
| (Default Camper) Hoplon (heavy) | +2 |
| (Default Legion) Parma (light) | +2 |
| (Default Legion) Parma (light) | +2 |
| (Default Legion) Scutum Tower Shield (heavy) | +4, Disadv on Stealth checks |
| Buckler (light) | +1 |
Armor Add-Ons
| Add-On | Bonus | Special |
|---|---|---|
| Hephaestus-made | +2 | Resistance to all Damage |
| Masterwork | +1 | Reduce all bludgeoning, slashing and piercing damage by 3 |
| Water Resistant | - | You don’t get wet when splashed or rained on, except in extreme conditions |
| Camouflage Paint | - | +1 to Stealth checks |
| Greater Camouflage | - | +4 to Stealth Checks |
Weapons
Weapon Tables
Simple Weapons
| Weapon Name | Cost | Damage | lbs | Properties | Mastery |
|---|---|---|---|---|---|
| Melee Weapons | |||||
| Club | 2 tm | 1d4 bludgeoning | 2 lbs | Light | Slow |
| Dagger / Pugio | 2 dr | 1d4 piercing | 1 lb | Finesse, Light, Thrown (20/60) | Nick |
| Greatclub | 1 ob | 1d8 bludgeoning | 10 lbs | Two-Handed | Push |
| Handaxe | 5 dr | 1d6 slashing | 2 lbs | Light, Thrown (20/60) | Vex |
| Javelin | 2 ob | 1d6 piercing | 2 lbs | Thrown (30/120) | Slow |
| Mace | 5 dr | 1d6 bludgeoning | 4 lbs | - | Sap |
| Quarterstaff | 1 ob | 1d6 bludgeoning | 4 lbs | Versatile (1d8) | Topple |
| Spear | 1 dr | 1d6 piercing | 3 lbs | Versatile (1d8), Thrown (20/60) | Sap |
| Sickle | 1 dr | 1d4 slashing | 2 lbs | Light | Nick |
| Ranged Weapons | |||||
| Shortbow | 25 dr | 1d6 piercing | 2 lbs | Ammunition (80/320), Two-Handed | Vex |
| Sling | 2 tm | 1d4 bludgeoning | - | Ammunition (30/120) | Slow |
| Light Crossbow | 25 dr | 1d8 piercing | 5 lbs | Ammunition (80/320), Two-Handed, Loading | Slow |
Martial Weapons
| Weapon Name | Cost | Damage | lbs | Properties | Mastery |
|---|---|---|---|---|---|
| Melee Weapons | |||||
| Labyrs Greataxe | 10 dr | 1d10 slashing | 4 lbs | Heavy, Versatile (1d12) | Topple, Cleave |
| Mycenaean Rapier | 25 dr | 1d8 piercing | 2 lbs | Finesse | Vex |
| Flail | 10 dr | 1d8 bludgeoning | 2 lbs | - | Sap |
| Epsilon Axe | 10 dr | 1d8 slashing | 5 lbs | Topple | |
| Greatsword | 50 dr | 2d6 slashing | 6 lbs | Heavy, Two-Handed | Graze |
| Halberd | 20 dr | 1d10 slashing | 6 lbs | Heavy, Reach, Two-Handed | Cleave |
| Xyston Lance | 10 dr | 1d10 piercing | 6 lbs | Reach, Versatile (1d12) | Topple |
| Naue II | 15 dr | 1d8 slashing | 3 lbs | Versatile (1d10) | Sap |
| Spatha Broadsword | 15 dr | 2d4 slashing | 3 lbs | Versatile (1d10) | Sap |
| Scythe | 2 dr | 2d4 slashing | 4 lbs | Heavy, Two-Handed | Graze |
| Xiphos / Gladius / Semispathae Shortsword | 10 dr | 1d6 slashing | 2 lbs | Finesse, Light | Sap |
| Spartan Xyili | 10 dr | 1d6 piercing | 2 lbs | Finesse, Light | Vex |
| Trident | 5 dr | 1d6 piercing | 4 lbs | Thrown (20/60), Versatile (1d8) | Topple |
| Warhammer | 15 dr | 1d8 bludgeoning | 2 lbs | Versatile (1d10) | Push |
| Whip | 2 dr | 1d4 slashing | 3 lbs | Finesse, Reach | Slow |
| Weapon Name | Cost | Damage | lbs | Properties | Mastery |
|---|---|---|---|---|---|
| Ranged Weapons | |||||
| Blowgun | 10 dr | 1 piercing | 1 lbs | Ammunition (25/100), Loading | Vex |
| Longbow | 50 dr | 1d8 piercing | 2 lbs | Ammunition (150/600), Heavy, Two-Handed | Slow |
| Hand Crossbow | 75 dr | 1d6 piercing | 3 lbs | Ammunition (30/120), Light, Loading | Vex |
| Heavy Crossbow | 50 dr | 1d10 piercing | 18 lbs | Ammunition (100/400), Heavy, Two-Handed, Loading | Push |
Other Equipment
In addition to the essentials of armor and weapons, you always need some other equipment on you – even if that’s just a good pair of shoes.
One vital part of any demigod’s travel kit: nectar and/or ambrosia. The drink and food of the gods, respectively, they’re fatal to mortals but demigods can manage to consume small amounts. In demigods, it’s a rapid healer. Each bite or swig is considered to have the effect of a potion of healing. Demigods can manage to have three “servings” in a day before it stops having this effect, and if they attempt to consume more afterward, they instead take radiant damage equal to the amount of health they would have gained otherwise.
Take a look at the lists of equipment sets below as inspiration for your own quest gear.
Starting Kits
Camper’s Kit: $50, 33 lb.
Backpack, bedroll, lighter, belt pouch, rations (1 week), flashlight (2 days’ worth of batteries), canteen, hempen rope (50ft), mess kit
Soldier’s Kit: $300, 53 lb.
Backpack, mess kit, bedroll, tent, healer’s kit, rations (1 week), hempen rope (50ft), waterskin, flint & steel
Sailor’s kit: $200, 11.5 lb.
Backpack, hammock, belt pouch, flask, mess kit
Traveler’s kit: $200, 43 lb.
Backpack, bedroll, flint & steel, belt pouch, rations (1 week), torches (5), waterskin, walking stick, camp axe, mess kit, hempen rope (50ft)
Basic Kits
Mess Kit: $12, 1 lb.
A collapsing cooking pan, cup, and utensils
Writing Kit: $25, 1 lb.
10 blank parchment pages, a charcoal stick or a piece of chalk or a small amount of ink and a simple quill, leather envelope to contain it all. Modern writing kits are a pen, pencil, & journal.
Climber’s Kit: $100, 21 lb.
Leather bag, durable harness, hammer, 10 pitons, grappling hook, 50ft hempen rope. Advantage on Athletics checks to climb when used.
Healer’s Kit: $20, 1 lb.
Belt pouch, salves, bandages, sewing kit. +3 to healing checks. Has ten uses, each of which requires a full turn to use
Tool Kits
Alchemy Bag: $40, 7 lb.
Padded bag, vials, mortar and pestle, tweezers, clippers, flasks, burner, and base ingredients.
Raw materials: $30 per lb.
Proficiency: Allows you to create alchemical items, potions, soap, perfume, antitoxin and various oils for half their market price. Additional checks include neutralizing acid, starting a fire, and creating a thick cloud of smoke.
Brewer’s Kit: $20, 9 lb.
Tall wooden box, large jug, quantities of hops, a siphon, several feet of tubing, drinking glasses.
Raw materials: $3 per lb.
Proficiency: Allows you to purify 1 gallon of water for every hour you spend resting, or to craft 2 gallons of alcohol for every week you spend working on it.
Additional checks may let you detect poison in food and drink or ignore alcoholic effects.
Calligrapher’s Tools: $100, 5 lb.
Heavy leather envelope, ink, half a dozen quills, 12 pieces of parchment, small mortar and pestle, several small pouches of coloring ingredients.
Raw materials: $6 per lb.
Proficiency: Gives you literacy, +2 to Perception checks made against written materials, and the ability to write official papers and copy books.
Additional checks may let you make attempts to spot forged text and identify writers.
Carpenter’s Tools: $60, 6 lb.
Leather tool bag, saw, hammer, hatchet, nails, a square, plumb line, adze, planer, chisel.
Raw materials: lumber by market.
Proficiency: Allows you to construct a simple structure large enough for 8 individuals during a long rest that collapses after 1d4 days. You can create a wooden weapon handle or 2 pieces of wood based ammunition during short rests, or a light shield and a full set of wood based ammunition during a long rest.
Additional checks may let you find weaknesses and stress points in structures and furniture, design complex structures, and identify builders or hidden spaces in wooden structures.
Repairs: You can repair about 10 hp per hour of work for wooden objects.
Cartographer’s Tools: $25, 6 lb.
Heavy leather envelope, 2 quills, ink, 12 pieces of parchment, 2 small compasses, calipers, ruler, small mortar and pestle, several small pouches of coloring ingredients.
Raw materials: $6 per lb.
Proficiency: Allows you draw a map as you travel, even while you perform other simple tasks. In addition, you gain +2 to orienteering checks.
Additional checks may let you make informed geography estimations for settlement and road locations, discern if a map is fake, or fill in missing parts of maps.
Cobbler’s Tools: $50, 6 lb.
Leather satchel, hammer, awl, knife, shoe stand, razor, spare leather, heavy thread.
Raw materials: leather by market.
Proficiency: Allows you to repair 1 pair shoes for every hour spent working. In addition, you can craft climbing tools, hidden compartments, implement pouches, and belt pouches during a long rest.
Additional checks may let you discern personal and equipment information from shoes
Repairs: You can repair about 10 hp per hour of work for leather or cloth objects.
Cook’s Utensils: $150, 8 lb.
Canvas sack with wooden frame, metal pot, ladle, stirring spoon, eating utensils, cups, cooking pan, spit for roasting, several small pouches of spices.
Raw materials: $10 per lb.
Proficiency: Allows you cook a common or gourmet meal during a rest that allows you and your allies to regain 1 additional hit point. In addition, you gain +2 to checks made detect poisons or impurities in foods and drinks.
Additional checks may let you duplicate a meal or better forage for food.
Disguise Kit: $150, 5 lb.
Leather satchel, various make ups, various stains and dyes, putty, adhesives, false hair, small props, simple pieces of clothing. Raw materials: $25 per lb.
Proficiency: Gives you +2 to deception checks to disguise yourself during a short rest, which takes you 3 actions to don. During a long rest, you can create an extensive disguise, which gives you a +4 bonus and takes 1 minute to don. In addition, you can attempt to copy a unique creature’s appearance.
Additional checks may allow you to cover up your injuries, spot a disguise, or make particularly intimidating, diplomatic, or alluring disguises.
Forgery Kit: $200, 6 lb.
Leather satchel, several varieties of ink, several varieties of paper and parchment, 6 quills, sealing wax, several modifiable seals, several small picks, gold and silver leaf, booklet for seals and signatures you come across.
Raw materials: $65 per lb.
Proficiency: Allows you create 1 page of forged document during a short rest, using your Deception check to deceive others. During a long rest, you can create up to 6 pages of forged documents with a +2 bonus to your Deception.
Additional checks may let you mimic handwriting and signatures, identify writers, and mimic seals.
Glassblower’s Tools: $300, 5.5 lb.
Padded leather satchel, blowpipe, small marver, blocks, tweezers, burner, small pick, small vials of various dyes, a range of glass stock.
Raw materials: $5 per lb.
Proficiency: Allows you to identify weaknesses in glass objects, as well as recent substances stored in glass containers. During a short rest, you can make a glass arrowhead or similar ammunition tip which breaks on impact, or small glass sculptures.
Additional checks may let you identify the source of a piece of glass.
Repairs: You can repair about 10 hp per hour of work for glass objects.
Herbalism kit: $20, 4 lb.
Leather satchel, clippers, mortar and pestle, several pouches, several vials, leather gloves, tweezers.
Raw Materials: vials, herbs
Proficiency: Gives you +2 to Nature checks to identify, collect, and apply herbs and other plants. In addition, you gain a +2 to foraging checks. A DC 20 in Nature allows you to create antitoxins, mundane poisons, and mundane potions of healing during long rests, and refill uses of healing kits during short rests.
Additional checks may let you find particular plants easier or identify poisons.
Jeweler’s tools: $250, 5 lb.
Leather bag, small saw, several files, tiny anvil, jeweler’s hammer, pliers, tweezers, polishing cloths, burner.
Raw Materials: stones or any precious metal
Proficiency: Allows you to identify and appraise gems at a glance. In addition, during a long rest where you have the needed supplies, you can fashion piece of simple jewelry, such as a ring, brooch, or bracelet, worth no more than twice the cost of the materials you used.
Additional checks may let you modify the appearance of a gem or identify the history of a gem.
Repairs: You can repair about 10 hp per hour of work for jewelry.
Leatherworker’s tools: $60, 5 lb.
Leather bag, knife, razor, hole punch, small mallet, edger, varieties of thread, pieces of leather, variety of stamps.
Raw Materials: leather by market.
Proficiency: Allows you to craft backpacks, satchels, and leather bags during long rests. In addition, you can modify the look of leather items during short or long rests.
Additional checks may let you identify the animal used to make a leather item, identify the maker of a leather item, or identify the history of a leather item.
Repairs: You can repair about 10 hp per hour of work for leather objects.
Mason’s tools: $70, 8 lb.
Leather tool bag, trowel, hammer, chisels, brushes, square, plumb line.
Raw Materials: quarried stone by market.
Proficiency: Allows you to find weak spots on stone constructs and put small holes in stone structures during a short rest.
Additional checks may let you identify the history and builders of stone structures, or find hidden spaces involving stone cutting.
Repairs: You can repair about 10 hp per hour of work for stone objects.
Miner’s tools: $40, 10 lb.
Leather tool bag, shovel, hammer, chisels, pickaxe, screen bottom pan, brushes.
Raw Materials: -
Proficiency: Allows you to find weak spots on stone constructs and put small holes in stone tructures during a short rest. You can also dig through hewn or natural stone barriers at the rate of 1 cubic foot per 5 minutes.
Additional checks may let you identify the history and builders of stone tunnel-like structures, or find hidden spaces involving stone cutting.
Nautical Kit: $750, 10 lb.
Leather padded satchel, compass, spyglass, sextant, regional maps, map cases, ruler, calipers.
Materials: accurate hemispheric specific maps generally cost $20-30.
Proficiency: Gives you +3 to nautical skill checks. New maps are required for each hemispherical quadrant of each material world. Without the relevant maps, the bonus is reduced to +2. Your position can be determined during a short rest, as can the time of day.
Additional checks may let you make more informed foraging attempts, plot a particular course, or find trade routes.
Painter’s tools: $200, 6 lb.
Canvas sack with wooden frame, easel, 3 canvases, myriad of brushes, several vials of paint, charcoal sticks, palette, small mortar and pestle.
Raw Materials: $11 per lb. Proficiency: Allows you to paint a simple work of art during a short or long rest, which can include copying another piece of art you see.
Additional checks may let you identify famous structures or places, identify artists, paint an accurate portrait, or hide a message in a picture.
Poisoner’s Kit: $40, 4 lb.
Leather padded pouch, vials, small mortar and pestle, tweezers, application brushes, glass stirring rod, small vials or pouches of base chemicals.
Raw materials: 12 $ per lb.
Proficiency: Allows you to create poisons and antitoxin, as well as handle poisons without exposing yourself to the effects. Possession of this kit is often grounds enough for arrest. You can also easily spot poisonous objects, materials, weapons, food, and drinks.
Additional checks may let you determine the effects of a poison, resist mundane poisons, forage poisonous materials much easier, or treat poisons with more insight.
Potter’s tools: $80, 6 lb.
Leather bad, small rotating wheel, potter’s needles, ribs, assortment of picks, knife, calipers, potter’s wire, jar of glaze, assortment of simple paints.
Raw Materials: $5 per lb.
Proficiency: Allows you to create very simple pieces of pottery during a short rest, and more serviceable pieces during a long rest. You can also determine the weak spot of ceramic objects.
Additional checks may let you identify the creator and previous contents of a ceramic object, what form and purpose a shattered piece of pottery use to have, and the history of particular pottery.
Repairs: You can repair about 10 hp per hour of work for ceramic and other pottery objects.
Smith’s tools: $400, 12 lb.
Leather tool bag, hammer, tongs, files, a small anvil, whetstone, bag of charcoal, metal stock.
Raw Materials: $6 per lb.
Proficiency: Allows you to create metal arrowheads and other ammunition tips during short or long rests, or make simple repairs to metal armor and other materials during long rests. In addition, you can find the weak points of metal objects. You can also make other mundane metal objects during short or long rests.
Additional checks may let you sharpen or dull weapons, identify the creators and purposes of metal objects, or find hidden compartments in metal structures
Repairs: You can repair about 10 hp per hour of work for metal objects
Thieves’ Tools: $20, 1 lb.
Leather pouch, small pry bar, set of picks, file, small mirror on metal handle, narrow scissors, pliers, fuses, small clamps, thin cord.
Raw materials: $2 per lb.
Proficiency: Gives you +2 to thievery checks to disarm traps and open locks. In addition, you can set simple traps during a short rest using surrounding materials and your Thievery or Crafting skills for the DC, and deals damage equal to half your DC, plus any appropriate damage depending on the materials used.
Additional checks may let you make informed estimations for the locations of traps, identify the creators of traps, and identify the purpose of particular traps.
Repairs: You can repair about 10 hp per hour of work for traps.
Tinker’s Kit: $40, 9 lb.
Leather padded tool bag, tiny hammer, pliers, file, whetstone, clippers, tweezers, needles, awl, picks, hole punch, thread, vials of oil, scraps of cloth and leather, small glue pot, nails, wire.
Raw Materials: $4 per lb.
Proficiency: Allows you to create small curios, and improvise temporary repairs to a wide variety of objects. In addition, you can identify the weak spot of constructs and machinery. Additional checks may let you set simple traps, identify the creator and history of a wide variety of objects.
Repairs: You can repair about 10 hp per hour of work for small metal, clockwork, wooden, ceramic, or cloth objects.
Weaver’s tools: $15, 5 lb.
Sack, tiny hand loom, needles, thread, scraps of cloth.
Raw Materials: $2 per lb.
Proficiency: Allows you to create a simple outfit for a Medium or smaller creature during a long rest.
Additional checks may let you identify the creator and history of important clothing or other cloth materials.
Repairs: You can repair about 10 hp per hour of work for cloth objects.
Woodcarver’s tools: $100, 4 lb.
Leather tool bag, several carving knives, small saw, gouge, hatchet.
Raw Materials: lumber, dependent on quality and type.
Proficiency: Allows you to create small, carved wooden objects such as pipes and arrows during a short rest. You can make up to 3 arrows or other wood based ammunitions during a short rest and a full set during a long rest.
Additional checks may let you identify the creator and history of a wooden object, or identify particular wood plants like trees.
Repairs: You can repair about 10 hp per hour of work for wooden objects.