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## Path of Concocted Strength ***Create and use concoctions in combat for powerful, temporary highs that will end up in withdrawal.*** ### Bonus Proficiencies Beginning at 3rd level, you gain proficiency in Alchemist’s Supplies and your choice of either Brewers Supplies, Herbalism Kits, or Poisoners Kits, and you can add your constitution modifier to checks made with these tools. ### Alchemical Concoctions Beginning at 3rd level, whenever you consume a potion, you gain your Barbarian Level in temporary hit points and consuming a potion counts as one of the actions for maintaining your rage. In addition, you learn to craft alchemical concoctions from the list below. You may prepare a number of them equal to your constitution modifier at the end of each long rest. Each concoction “high” lasts for 1 hour or until the end of your next or current rage, and their “withdrawal” begins when the high ends and lasts until the end of your next long rest. While you are under the effects of one or more concoctions, you gain a +1 bonus to all strength, dexterity, and constitution checks and saving throws you make, but you take a -1 to all intelligence, wisdom and charisma checks and saving throws you make You alone gain any high or withdrawal effects from the concoctions. As a magic action on your turn, or as part of going into or extending your rage, you can choose to gain the effects of one of your Alchemical Concoctions. ### High-Potency Beginning at 6th level, at the end of each long rest, you may choose to gain the benefits of one concoction until the end of your next long rest and not gain any of the withdrawal effects. ### Altered State Beginning at 10th level, When you use one of your concoctions, roll 1d4-1, when a creature of your choice casts a spell that forces a save against a condition, the creature must cast a spell of that level or higher to affect you. ### High Grade Chemicals Beginning at 14th level, Your withdrawal effects last until you finish your next short rest. \pagebreak ### Concoctions #### Steadfast ***High.*** At the beginning of each turn for the duration, you regain 1d6 + your constitution modifier in hit points each turn. ***Withdrawal.*** If you have more hitpoints than your maximum hitpoints, your hitpoint maximum decreases by the number over your maximum (example if your maximum is 60 hitpoints and you go into withdrawal with 62, your hitpoint maximum decreases to 58). #### Rush ***High.*** Your movement speed is increased by 15 feet for the high’s duration. When you are forced to make a saving throw against a damaging spell that affects an area, as long as you have movement, you can use your reaction to move up to half your remaining movement speed to give yourself a +1 bonus to that saving throw for every 5 feet you spent on this reaction. ***Withdrawal.*** you become stunned until the end of your next turn and gain 1 level of exhaustion. #### Bloodlust ***High.*** When you take the attack action on your turn you add an extra 1d4 to each attack and damage roll you make. ***Withdrawal.*** you gain vulnerability to Psychic and Radiant damage. ### Dragon Lungs ***High.*** You gain a pool of d6’s equal to twice your proficiency bonus, when you take your choice of fire, cold, acid, poison, or lightning damage (chosen when you create the concoction) you can choose to spend 1d6 to roll it and reduce damage of that type by the result. While you have the pool of d6’s, you can spend any number of d6’s to force each creature of your choice within 15 feet of you to make a dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take the number of dice spent in damage of the chosen type. ***Withdrawal.*** make a constitution saving throw, on a failure your movement speed is reduced by 10 feet. \pagebreak ## Path Of the Psycho ***SACRIFICE YOUR MIND AND BODY FOR POWER.*** ### Mask Of The Psycho Beginning at 3rd level, you gain access to a mask that focuses your fury, at the cost of damaging your mind and body in the process. You don it as either as part of the bonus action you use to go into your rage or as a bonus action at a later time during your rage. While wearing the mask in rage, your rage damage increases by the result of a roll of 1d4 you make at the beginning of your rage while wearing the mask at the cost of taking the amount of damage increased at the end of each of your turns while in this rage. At 11th level your rage damage increases by 1d6. (Example if your rage damage is increased by 2 you take 2 damage at the end of your turn). You only gain the effects of the mask while you wear the mask in rage. ### Violent Tendencies Also at 3rd level, while in rage, when you fail a saving throw against being charmed or frightened you may use your reaction to move up to 1/2 your movement speed and make a single attack roll against the creature that forced you to make the saving throw. You may ignore the frightened condition’s movement restriction for the reaction. ### Killer Senses Beginning at 6th level, your years of killing have taught you a few things about your targeted enemies allowing your Danger Sense feature to now be used on Strength and Constitution saving throws. ### Psychotic Break Beginning at 10th level, your mask begins to awaken its full power. You may now mark 2 creatures at once. Additionally you gain the Psychotic Break feature listed in the "Masks" chart. ### Murderous Intent Beginning at 14th level, When you critically hit a creature that creature gains disadvantage on all attack rolls made until the end of your next turn. \pagebreak ### Masks #### Leather This mask was used by an ancient psycho barbarian who quickly cut his victims in half with extreme efficiency. ***Bonus proficiency.*** Leatherworking Tools ***Mask Feature.*** While in rage when you attack a creature you’ve under its maximum hitpoints its movement speed is reduced by 10 feet on a critical hit the creature's speed is reduced by 20 feet. ***Psychotic Break Feature.*** While in rage, Melee weapons you use gain the Cleave Weapon Mastery Property. #### Jester This mask was used to cause the killer’s targets to be unable to scream because they can’t stop laughing. ***Bonus proficiency.*** Acrobatics ***Mask Feature.*** You may cast Tasha’s Hideous Laughter once per rage (Constitution is the spellcasting ability modifier). When you cast it in this way, the creature does not get a saving throw when they take damage dealt by you. ***Psychotic Break Feature.*** When a creature targeted by your Tasha’s Hideous Laughter spell is reduced to zero hit points, each other creature within 15 feet of your choice of the first creature takes your barbarian level in psychic damage. #### Aberration This mask was the skull of a yet to be researched aberration. Nobody knows if there are more of these creatures out there. ***Bonus Proficiency.*** Stealth ***Mask Feature.*** When you recklessly attack a creature, that creature takes your proficiency bonus in psychic damage and on a critical hit is stunned until the end of your next turn. ***Psychotic Break Feature.*** You may cast the darkness spell once per long rest. And while in dim light or darkness you gain the benefits of the Spider Climb spell. #### Decayed This mask was the face of a killer who died centuries ago but whose soul still animates it. ***Bonus Proficiency.*** Medicine ***Mask Feature.*** While wearing the mask in rage, flies surround you. As a bonus action on your turn you can command the flies to attack a creature of your choice you can see within 30 feet. That creature must make a constitution saving throw taking 1d8 + your proficiency bonus in necrotic damage on a failed saving throw. ***Psychotic Break Feature.*** The flies that surround you now deal 2d8 + twice your proficiency bonus in necrotic damage. \pagebreak ## Path Of The Worldspeaker ***THESE WORDS HURT... A LOT.*** ### Worldspeech Beginning at 3rd level, the rage within your voice coerces the world around you to act according to your will. When you make a charisma check, you add your rage bonus damage to the check. In addition, as part of the bonus action used to go into your rage you can enhance your rage with one effect of your choice listed at the bottom of the class description. **Worldspeech save DC = 8 + your proficiency bonus + your strength modifier** ### Manifest Success Also at 3rd level, when a creature fails an ability check, or saving throw, you can use your reaction to add 1d6 to the roll, potentially altering the outcome. You can use this feature on other creatures a number of times equal to your Rage bonus damage before taking a long rest. If you target only yourself with this effect and you succeed on an intelligence, wisdom, or charisma saving throw, you do not expend the use. At 6th level this increases to 1d8, at 12th level this increases to 1d10, at 18th level this increases to 1d12. ### Speaker of the World Beginning at 6th level, you are always under the effects of the *Comprehend Languages* spell. ### Improved Oration Beginning at 10th level, you may now switch your chosen Worldspeech effect as a bonus action. ### Truer Words… Beginning at 14th level, if you critically hit a creature with a melee weapon attack, or are critically hit this turn, you reroll worldspeech effect rolls of one, you must use the new results. \pagebreak ## Worldspeech options #### Whirlwind For the duration of your rage, you are the center of a 10-foot-wide, 30-foot-tall area of difficult terrain that moves with you, on initiative count 20, each creature of your choice within these winds must make a strength saving throw or take 1d8 + your rage bonus damage modifier in bludgeoning damage. #### Rain For the duration of your rage, a number of creatures equal to your rage bonus damage that you can see within 30 feet become the center of a small rainstorm that moves with them. Each creature affected gains vulnerability to lightning damage. In place of one of your attacks you can deal 1d4 lightning damage to each creature affected by these storms. #### Heal For the duration of your rage, at the beginning of each of your turns, each creature of your choice within 30 feet gains 1d8 + your rage bonus damage in temporary hit points. If a creature is reduced to zero hit points, the target regains 1 hitpoint at the end of their turn instead. #### Swiftness For the duration of your rage, you can take the dash action as a bonus action. You may also dash on the first turn of your rage as part of the same bonus action. \pagebreak ## College Dropout ***Who needs college when you have Weeeed?*** ### Dropout Beginning at 3rd level, you have dropped out of your bardic college. You do not gain any expertises from the Bard class but when you make a skill check that you're proficient in you can roll your bardic inspiration dice adding the number rolled to the result without expending them when you do so. Additionally you can identify any potion, alcohol, plant, or poison by scent alone. ### Rolled spells Beginning at 3rd level, you learn the Druidcraft cantrip, which doesn’t count against the number of bard cantrips you know. In addition, you can choose to cast your bard spells of fifth level or lower using your bardic inspiration in place of your spell slots. When you do so they gain the following benefits: * Healing spells you cast use your bardic inspiration dice in place of its normal healing dice. * if the spell deals damage, you replace the damage with poison damage, instead of rolling. Additionally it bypasses resistance or immunity to poison damage. At 9th level this includes psychic damage, and at 17th this includes fire damage. ### Chill Vibes Only Beginning at 6th level, you radiate an energy of calm within 30 feet. As a bonus action on your turn you can choose to force one creature of your choice to make a wisdom saving throw or become charmed by you until the start of your next turn. If the creature has immunity to psychic damage it is not affected by this feature. ### Potent Vibes Beginning at 14th level, you have imbibed so much alcohol, drugs, and poisons that you gain immunity to both poison damage and the poisoned condition. in addition, you no longer need to use your bonus action to use your *Chill Vibes Only* feature, instead it makes a save when it ends its turn within 60 feet of you, and it now bypasses resistance and immunity to psychic damage. \pagebreak ## Circle of the Abomination Druid *** ### Abominable Spells | Level | Spells | |:---:|:-----------:| | 3 | Bane, Invisibility, Web | | 5 | Fear | | 7 | Hunger of Hadar | | 9 | Hold Monster | ### Monstrous Appetite Beginning at 3rd level, your druidic magic shifts allowing you to learn to eat not only for sustenance, but also for adaptation. You gain proficiency in Charisma (Intimidation) checks and you (and all your Wild Shape forms) gain a bite attack. The bite attack uses your spell attack bonus for attack and damage rolls and the attack deals 1d10 magical acid damage, and if it reduces the creature to zero hitpoints the bite gives you a number of temporary hitpoints equal to the damage dealt. If the damage reduces an Aberration, Celestial, Dragon, Fey, Fiend, Monstrosity, Ooze, or Plant to zero hitpoints, the next time you use your Wild Shape before the start of your next short rest or long rest, you can gain your choice of one non legendary, non spellcasting, or lair related trait, attack, or action that creature had access to of your choice using your spell attack bonus and your saving throw DC for abilities that require them. The chosen feature must comply with all other Wild Shape Rules. At 7th level, by spending at least 2 hours savoring the flesh and blood of a single creature of the types described above, you can use any of the creature’s non legendary, non spellcasting, or lair, traits, attacks, or actions while using your Wild Shape feature. At 18th level, you can use any non legendary or lair trait, attack, or action from another creature when you use this feature. ### Abominable Predator Beginning at 6th level, you can make 2 bite attacks whenever you take the attack action. In addition, you know the direction of any Aberration, Celestial, Dragon, Fey, Fiend, Monstrosity, Ooze, or Plant within 1 mile of you. \columnbreak ### Predatory Adaptation At 10th level, you have consumed so many monstrous creatures, it has affected your magic. At the end of each long rest, choose a creature type from the list in your *Monstrous Appetite* feature, creatures of that type have disadvantage on saving throws they make against spells you cast, and you have advantage on attack rolls made against creatures of that type. ### Abominable Appetite Beginning at 14th level, the temporary hitpoints from your *Monstrous Appetite* feature now stack with the temporary hitpoints gained from your Wild Shape feature. All other sources of temporary hitpoints comply with the normal temporary hitpoint rules. (Example if you have 14 temporary hitpoints from Wild Shape and you reduce a creature to zero hitpoints using your bite attack and deal 6 damage you would have 20 temporary hitpoints) \pagebreak ## Spellblade Fighter ### Sorcery #### Spellcasting ***Cantrips*** You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level. ***Spell Slots*** The Spellblade Spellcasting table shows how many spell slots you have to cast your Sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. ***Spells Known of 1st Level and Higher*** You know three 1st-level Sorcerer spells of your choice on the Sorcerer spell list. The Spells Known column of the Spellblade Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. ***Spellcasting Ability*** Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier ***Metamagic*** You gain a number of sorcery points equal to 1/2 your fighter level +1 and you learn one metamagic option from the sorcerer class, regaining all expended sorcery points at the end of a long rest. Gaining a second metamagic option at 11th level and a third at 18th level. \columnbreak ### Sorcerous Weapon Also at 3rd level, one of your weapons becomes imbued with the power of your bloodline, one weapon of your choice becomes a *Sorcerous Weapon* for you. It counts as an arcane focus for your sorcerer spells. When you attack with it, you can use your charisma modifier in place of your strength or dexterity for attack and damage rolls made with it and it counts as magical for purposes of overcoming resistance to magical damage. And its damage type becomes the damage type of your choice, based on the source of your magic. In addition, when you take the attack action on your turn with your Sorcerous Weapon, you can spend a sorcery point to give all attacks you make until the start of your next turn a +1 bonus to attack and damage rolls. | Sorcerous Weapon Type | Damage type | |:---:|:-----------:| | Draconic | See Player's Handbook | | Celestial | Radiant | | Aberrant | Psychic | | Shadow | Necrotic | | Storm | Lightning | | Clockwork | Force | ### Arcane Barrier Beginning at 7th level, You learn to direct magic power away from your allies and into your *Sorcerous Weapon*. As a reaction to a damaging spell being cast at yourself or one or more non hostile creatures you can see, you can spend a spell slot to grant a number of creatures equal to the spell slot used one of the following effects: * If the spell has a saving throw, affected creatures gain a 1d6 (or 2d6 if it is the same as the damage you chose as your *Sorcerous Weapon* damage type.) bonus to the saving throw. If targeted creatures succeed the saving throw, and the targets still take half damage on a success, they instead take no damage. * If the spell uses an attack roll the target gains 1d6 (or 2d6 if it is the same as the damage you chose as your *Sorcerous Weapon* damage type) to its armor class for this spell only (possibly causing the attack to miss). If you target only yourself with this effect and you succeed the saving throw or the attack misses, you do not expend the spell slot used for it. ### Magic Sense Beginning at 10th level, you are permanently under the effects of the *Detect Magic* spell. \pagebreak ### Empowered Strike Beginning at 15th level, your Sorcerous Weapon shares enough of your magic allowing it to bypass resistance to its damage, and any spells cast using it as an arcane focus, also bypass resistance. ### Warrior of the Arcane Beginning at 18th level, Once when you take the attack action on your turn, you can choose to replace a number of attacks you make this turn with the casting of a spell of 4th level or lower. (example you could cast a fireball at 3rd level by spending 3 attacks) \pagebreak ## Spirit Sprinter Conclave Death. The common denominator of all living beings. Many mortals try their best to avoid it at all costs. Some believe it possible to slip between the realm of the living and dead, hastening their movement towards their own ends. ### Spirit Sprinter Magic | Ranger Level | Spells | |:---:|:-----------:| | 3rd | Toll The Dead, Expeditious Retreat | | 5th | Hold Person | | 9th | Summon Undead | | 13th | Spirit Of Death | | 17th | Enervation | ### Phantom Strike Beginning at 3rd level, you learn to cloak your strikes in spiritual energies. When you take the attack action on your turn you can spend a spell slot to replace one of your attacks with one of the following options: * **Wailing Bolt.** Make an attack with a ranged weapon you are holding against a creature you can see. On a hit the creature must make a wisdom saving throw or be frightened of you until the end of your next turn and it takes an additional 1d6 psychic damage per level of the spell slot on a hit. If you are concentrating on a spell when you hit with this effect the wailings grow so loud they affect each creature of your choice within 10 feet of the target. The creature takes only the base attack damage on a success. * **Grasping Hands.** Make an unarmed strike or an attack with a melee weapon you are holding against a creature within reach. The target must succeed on a Constitution saving throw or take 1d8 necrotic damage per level of the spell slot and fall prone as spectral hands viciously claw at their legs and ankles on a failure. If you are concentrating on a spell when you hit with this effect, you gain temporary hit points equal to the total damage dealt and your concentration cannot be lost until all of these temporary hit points are lost. The creature takes only the base attack damage on a success. ### Spirit Sprint Beginning at 3rd level, As a bonus action on your turn, for one minute you can slip between the realms of the living and the dead. This feature ends early if you use an action to do so, or if you don’t move at least 5 feet on your turn or take the Hide Action on your turn. For the duration you gain the following benefits: * You gain the benefits of the disengage action for the first round. And you can take the disengage action as a bonus action on later turns. * Your movement speed increases by 10 feet. * All damage you take, excluding psychic, radiant, and force damage, is reduced by 1d4. At 10th level this increases to 1d6. And at 17th level this increases to 1d8. * You can move through other creatures and objects as if they were difficult terrain, and this movement doesn't provoke opportunity attacks. You can use this feature 3 times before taking a long rest. At 7th level, this becomes 4x, at 13th level this becomes 5x, and at 18th level this becomes 6x. This feature does not stack with a *Barbarian’s Rage* or any other similar feature. ### Chains Of Purgatory Beginning at 7th level, you learn to bind your enemy’s soul to a single location. As an action on your turn you can spend a spell slot to force a creature you can see within 60 feet of you to make a charisma saving throw. On a failed saving throw the creature becomes wrapped in invisible chains. While wrapped in these chains the creature cannot move outside of 30 feet of the location where they were chained. If they willingly do so they are immediately teleported back to the location they were wrapped in the chains. You can only have one creature affected by this feature at a time. ### Revenant Strike Beginning at 11th level, While using your *Spirit Sprint* and you miss a *Phantom Strike* attack, the spell slot is not expended. ### Spectral Sprint Beginning at 15th level, When you use your Spirit Sprint feature you gain the benefits of the *Greater Invisibility* spell. \pagebreak ## Relentless Nomad Conclave "That's gonna hurt in the morning" Will says, hissing at the moment of impact from falling out of the 120 foot tree, his left shoulder and wrist hanging badly out of joint. Using his good arm he takes a good sized mouthful of his shirt and pops his shoulder back into place and followed by his wrist in painfully quick succession before applying bandages. ### Nomadic Magic Beginning at 3rd level, You learn the *Spare The Dying* cantrip, it does not count against your spells known. When you cast the Hunter’s Mark spell, it no longer requires you to maintain concentration. | Ranger Level | Spells | |:---:|:-----------:| | 3rd | Spare the Dying, Cure Wounds | | 5th | Barkskin | | 9th | Revivify | | 13th | Mordenkainen’s Private Sanctum | | 17th | Cloudkill | ### Nomadic Adaptation Beginning at 3rd level, your body has adapted to surviving for long periods on only the barest necessities, granting you the following benefits: * you gain proficiency in the medicine skill, and the survival skill. If you already have proficiency in these skills, you add double your proficiency bonus to checks made with them. * Your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class. ### Nomadic Assault Also at 3rd level, you learn to strike freely at your enemies while on the move. When you take the Dash, Disengage, or Attack Action on your turn, you may use your choice of one of those other two actions as part of the same action. (example if you take the dash action you can disengage or make your normal amount of attacks). Once you use this feature, you can’t use it again until you move 0 feet on one of your turns. \columnbreak ### Pop It Back Into Place Beginning at 7th level, whenever you or a non hostile creature you can see within 10 feet of you restores hitpoints, you can use your reaction to add a number of temporary hit points equal to one roll of the healed creatures hit dice + their constitution modifier (the hit dice is not expended when you use this feature). You can do this a number of times equal to your Constitution modifier before taking a long rest. ### Mark of the Itinerant Beginning at 11th level, when you use your Nomadic Assault Feature against a creature marked by your Hunters Mark you have advantage on the attacks made with that feature. ### Traveller’s Grace Beginning at 15th level, you can now take the Dodge action as one of the action options for your *Nomadic Assault* feature. \pagebreak ## Star Scoundrel For many Rogues, out of sight out of mind is, quite literally, their way of life. Star Scoundrels, on the other hand, tend to live more dangerously. They tempt you out of position with a light at the end of a tunnel that irritates you just enough to go try to snuff it out… only to have YOUR light snuffed out instead. ### Stellar Beacon Also at 3rd level, your sneak attack damage becomes radiant damage, and you gain resistance to radiant damage, and you gain expertise in Survival and Arcana. In addition, you can use your action to begin concentrating (as if concentrating on a spell) on creating a beacon of light in an unoccupied space you can see within 120 feet of you. These beacons shine bright light out to 15 feet, and dim light out to 30 feet. The beacon has an AC of 10+ your Charisma modifier, ½ your rogue level in hitpoints, and uses your proficiency in saving throws. When you summon a beacon, each creature of your choice within 60 feet of it must make a wisdom saving throw (DC=8+ your proficiency bonus + your Charisma modifier) or be forced to use its entire action to move, or dash (if out of its normal range) towards it and attack it (if it can) on a failed saving throw. If the creature succeeds the saving throw or destroys the beacon, every foot of movement counts as 2 feet. When you or a non hostile creature is within 5 feet of a beacon, all attacks you or the non hostile creature hit deal an additional 1d4 radiant damage. When a beacon is destroyed, you can use your reaction to force each creature of your choice within 15 feet of the beacon to take your sneak attack damage in radiant damage. You gain a number of Stellar Beacons equal to your proficiency bonus, regaining one expended beacon at the end of a short rest and all expended beacons at the end of a long rest. ### Gravikinesis Beginning at 9th level, you learn to alter gravity, allowing you to create a 15-foot-radius, 600-foot-tall cylinder within which gravity vanishes temporarily. Everything (including *Stellar Beacons*) within that area starts floating in air as if by the spell *levitate*. You and any willing creatures of your choice can move freely within the area. You may use this feature twice per long rest regaining one use every short rest, gaining an additional use at 18th level. \columnbreak ### Eyes Of The Starry Skies Beginning at 13th level, Your pupils darken to nigh-vantablack, granting you truesight out to 60 feet and immunity to radiant damage. ### Radiant Beacon Beginning at 17th level, you no longer need to concentrate on your Stellar Beacons and you no longer need to use your reaction to cause the beacon to explode when it is destroyed. \pagebreak ## Lightning Leaper ### Lightning Leap At 3rd level, you learn to harness the power within to ride the lightning, momentarily increasing your speed and reflexes. When you use sneak attack you may change the damage of the attack to lightning damage. Additionally, as a bonus action, you can teleport up to 15 feet to an unoccupied space within 5 feet of a creature you can see gaining advantage on the next attack you make against that creature, before the end of your next turn. Once you use this feature, your movement speed becomes 0 for the rest of your turn. Beginning at 7th level, the range increases to 20 feet, at 11th level, the range increases to 30 feet and at 15th level the range increases to 60 feet. ### Discharge Beginning at 9th level, you have become quite practiced at using the spark of power within yourself, both for protection and for destruction. You gain resistance to lightning damage. Furthermore, when you use your Lightning Leap feature, you can emit a blast of lightning where you land. Once per turn as part of the same bonus action, you may force each creature within 5 feet of where you land to make a Constitution saving throw. They take lightning damage equal to your Sneak Attack dice on a failed save, or half as much on a successful one. The saving throw DC is calculated as follows: 8 + proficiency bonus + Charisma modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest. ### Return Stroke Beginning at 13th level, you have the speed and reflexes of the lightning that courses through your body, when a creature you can see fails a saving throw within 30 feet of you, you may use Lightning Leap as a reaction, ending in a space within 5 feet of the creature that triggered the reaction. ### Uninterrupted Flow At 17th level you have fully mastered the electrical potential within yourself. You gain immunity to lightning damage and whenever you roll for initiative and have no remaining uses of your Discharge feature, you regain one use. \pagebreak ## Winterborn Sorcerer ### Winterborn Spells | d8 | Loot | |:---:|:-----------:| | 3 |Ice Knife, Ray Of Frost, Find Steed | | 5 | Elemental Weapon, Counterspell | | 7 | Ice Storm, Summon Elemental | | 9 | Cone Of Cold, Antilife Shell | ### Cloak of Cold Beginning at 3rd level, while not wearing armor or wielding a shield your armor class is 11+ your Charisma modifier + your Dexterity modifier. In addition you can change the damage type of any spell you cast to cold. (no action required) ### Cold Constructs Beginning at 3rd level, you learn to create objects from ice magic. As a magic action, you can spend a spell slot of first level or higher to create an icy weapon for the next hour. You have proficiency in the weapon you create, it uses your Spell Attack Bonus in place of your strength or dexterity for attack and damage rolls. The weapon deals the weapons damage + the spell level in cold damage or 1d6 per spell level in place of the weapons damage if you spend a sorcery point when you take the attack action (example if you made it a battleaxe using a second level spell slot it would deal 1d8+2+ your charisma modifier or 2d6 + your charisma modifier with a sorcery points). The weapon either gains the Slow mastery property or retains its original mastery property (you choose when you spend the spell slot). ### Extra Attack At 6th level, You can attack twice instead of once whenever you take the Attack action on your turn. Moreover, you can cast one of your sorcerer cantrips in place of one of those attacks. ### Whiteout Also at 6th level, When you use your Innate Sorcery feature, you become the center of the blizzard. For the duration of your Innate Sorcery feature, you project an aura of cold in a 15 foot emanation. Each creature of your choice that starts its turn within its range must make a constitution saving throw against your spell save DC or take 1d6 cold damage and gain 1 stack of the frozen condition taking half damage and no stacks on a success. > Frozen Condition > A creature inside your emanation that is affected by the Frozen condition that takes your Sorcerer Level in Fire damage or non magical bludgeoning, piercing, or slashing damage has the number of stacks of the Frozen Condition reduced by 1. > > A creature outside your emanation that takes 1/2 your sorcerer level in fire damage or non magical bludgeoning, piercing, or slashing damage is reduced to zero stacks of the frozen condition. > > 1 stack. Speed is reduced by 10 feet. > > 2 stacks. Speed is reduced by 20 feet. > > 3 stacks. You become petrified in ice. ### Wintry Estate Beginning at 14th level, you learn the *Mordenkainen’s Magnificent Mansion* spell. When you cast it in this way, each creature of your choice gains temporary hit points equal to twice your Sorcerer level while they have temporary hit points until the start of your next long rest, they have resistance to magical bludgeoning, piercing, and slashing damage, and immunity to cold damage. ### Arctic Deluge Beginning at 18th level, the range of your Whiteout feature increases to 30 feet. In addition, when you reduce a creature to zero hit points within your Whiteout features you regain 2d6+ half your sorcerer level in hit points.